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DL 5. Source book for the incredible DRAGONLANCE™ saga! 9135 eee Cer ead Dragons of Mystery eam Pelt) Advanced Dungeons{Dragons* Dragons of Mystery Michael Dobson Table of Contents Introduction 2 Wherein the reader is weloomed. ‘A Dungeonmaster’s Guide to the DRAGONLANCE™ game adventures 4 Commentary and advice 's provided to these who would lead the adventurers fo tei stiny, ‘The Creation of the World 10 In which the universe is created and the history of the world tol. The Gods of Krynn 42 The pantheon of good, evil, and neutrality & described. How The Heroos Met 14 The early days of the Heroes of the Lance are charted, and their destinies foreshadowed. The Companions of the Lance 19 Wherein new character sheets are presented, and much information is revealed. ‘Questionnaire 32 ‘In which our Marketing Department desires fo know your feelings and desires, and tie fale of the world of Krynn les in your hands. The Constellations of Krynn Inside Cover The realm of the gods is tn the heavens. ‘The Continent of Ansalon Insert Map The entire continent is presented for your inspection. CREDITS, Series ator: Michael Dobson Sonbutrs Tey Wetman, " Harold Johnson, Margaret Was, ee ens as oe Graph Design Elabeth Reel Art Larry Elmore ddr i sph rs fe Unis Cartography: Dennis Kauth and Bob Maurus Tracy Hickman, Series Concept Ton by TSR UK Ltd Hold Johnson, Distr of Design POs 756 > The Mi, Rathore Road take Gorava (Cambridge C61 480 Margarct Weis Dough Niles west United Kengdom J. ete Grab Michel Dubson Lary Enore Eluabeth Rate Brice Nesmith (Cal Sith any Spiele Roger Moore ars Hick A story of wonder, a saga of adventure, a new world of fantasy —this is the DRAGONLANCE™ epic! A team of top TSR designers have combined to create something never before seen in the world of role-playing {games —a complete, original novel set in an incredible fantasy world Welcome to the world of Krynn! The DRAGONLANCE tales is the story of the continent of Ansalon, once a peaceful, beautiful land wiere all nations were united in brotherhood. Evil was abolished; dragons, long banished, were thought only creatures of legen. But the folly of one man shattered that golden age, and the scarred land has now entered its twilight period. True clerics, capable of casting spell, are no more only false ones, worshipping false gods. And from the cracks of this broken land return the dragons, eager for new conquest. a OuNGEONMAsteER'S Guide to the ORaGgonlance” SERIES The DRAGONLANCE™ game project was bogun in 1982, when Tracy Hickman proposed a thrce-module series featuring evil dragons. As ther memivrs of the TSR design staf Tooked at his ideas, it quickly became clear that here was 2 major epie—something that could not fit into the normal calegories It was even biggee than the famous Giant/Drow (G/D/Q series) modules by Gary Gye. When Gary satw the inital proposal, he was very excited, for this project happened to Work well with an idea he had been kicking {around for some time that featured each of the official Monster ‘Manual dragons With Gary’s active approval, a special dlesign group was set up within TSR: Project (Overlord. A vail of socrecy settled over Phe planning process, and regular mectings began, The original planning. group was led by Tracy Hickman, and included Harold John son, TR's Director of Design Larry Elmore, Carl Smith, Jeff Grubb, and several others 2 twelve module series This work led 10 the creation of the DRAGONLANCE®* Sourcebook, the “bible forall subsequent work The DRAGONLANCE game heroes were crated, and TSR designers developed histories and personalities for each one. Slowly, the plot was teriten, and the project was broken down into modules.” 11 was decided that the DRAGONLANCE series would be a trilogy of fantasy novels in addition to modules, After much discussion, Tracy Hickman and Marga- ret Weis (of TSR's Book Department) sere assigned to write the novels Two years later, the first, DRAGONLANCE module was seleased to public acclaim, Work continues day and night fo bring you still exiting DRAGONLANCE products Ie is impossible to list everyone who bas on tributed to this project. There are the DRAGONLANCE Hickman, Doug Niles and Jeff Grubb), the TSK Art Department (Larry Elmore, Clyde Caldwell, Keith Parkinson, Jeff Easley, Jetf Butler, Dave “Diese!” LaForce, and Dennis Kauth), the Game Editing Staff (Michael Dobson, Anne Gray, and Steve Winter), the Book Department (Margaret Weis, Jean Block), and) TSR. management (Farold. Jobe son, Director of Design, Mike Cook, Vice President of New Product Development, Kevin Blume, President of TSR, Ine, and Gary Gygax, Chairman of the Board)” Bach and every one has contsibuted to make the DRAGONLANCE series what i today. We hope that you enjoy playing and reading the DRAGONLANCE line a much as we have enjoyed creating igtme designers (Tracy Dungeonmastering the Dragonlance Saga To get the most out of playing the DRAGONLANCE epic, we strongly urge that your players all use the pee-generated DRAGONLANCE characters. The adventures ace designed for their special qualities, Theit personal histories also figure prominently in the sory As a Dungeonmaster, you give life ta the words om the page tment, the spit and the pacing are your co tribution to this story Ifyou decide to run the First Book of the DRAGONLANCE Chronicles (DL 1-4) a8 a campaign, you wil find that i fakes quite & few playing sessions, Assuming that an aver: age playing sesion is four hours, one way you tan break the story isa follows The mystery, the excite DL 1 - DRAGONS OF DESPAIR Session 1: Assign characters, brie players on the story, discuss background: Start Chapter 1 (The Road Travels East), ending after Encounter 26 (Unicom Grove) a6 the heroes Aly away on pogast Session 2: Chapter 1, Encounter 27 (Gateway Pass), until Chapter 2, Encounter 44) (Fallen Obelisk The adventurers have now entered the city of Kak Tearoth Session 3: Chapter 2, Encounter 44k (Plaza of Death) and down to the deepest level of the caverns of Xak Tsaroth (all of Chapter 3), Sesion 4: Chapter 4, Encounter 60, until Encounter 68m (Court of the Aghay). The heroes receive the counsel of the Highbulp. Session 5: The end of Chapter 4, using the information provided by the Highbulp to find and slay the Black Dragon. The epilogue then Ses the lage forthe next module DL 2 - DRAGONS OF FLAME Session 6: Chapters 5 and 6, in which the heroes cross the plains of Que-Kiri return to Solace, and are captured by the forces of Ver sminaae Sesion 7: Chapters 7 and 8, from the heroes imprisonment through their rescue, and theie stay in Qualinost Session 8: Chapter 9, through the dungeons of the Sla-Mor, Session 9: Chapter 10, the assault on Pax ‘Tharkas and rescue of the refugees, followed by the epilogue. DL 3 - DRAGONS OF HOPE Session 10; Chapter 11, leading the refugees fof Pax Tharkas across the willemes. Session 11: Continuation of Chapter 11 (and (Chapter 12 if the heroes explore the city ofthe Aghar), ending when the refugees reach the Hopeful Vale (Encounter 20), Session 12: Chapter 13, the assault on the fortress of Skullcap, Encounters 47-71 Session 13: The end of Chapter 13, Encounte cs 7294, and the epilogue DL 4 - DRAGONS OF DESOLATION Session 14: Chapters 14 and 15, from dreams lof darknese into the Northgate of Thorbardin, Session 15: End of Chapter 15, all of Chapter 16, and the beginning of Chapter 17 (Encounters 21-226). The heroes discover the Floating Tomb. Session 16: Adventures in the Floating Tomb (Chapter 17, Encounters 24-52 and Endgame). Final battle with Ember Session 17: The Dark Realms (Chapter 18) to the death of Arman Knaas, Session 18: The Epilogue to the First Book of the DRAGONLANCE™ Chronicles. To cele berate the succesful completion of the aden ture, you can have a party for your heroes. ‘They can come as their DRACONLANCE, game personas, and celebrate the Wedding of Gotdmoon. and Riverwind. Of course, this breakdown is only one ofthe ‘possible ways this adventure can be run. Per= haps some sessions will run longer than aver- age, and some shorter. Keep the playing ‘sessions short enough so that players don't get ‘worn down you want t keep interest and excitement high as you play through the Playing The Novels The DRAGONLANCE series is both a set of ADED® modules and a sot of three fantasy hnovels for general release. The story of DRAGONLANCE i the same, but there are differences necessitated by the different forms. Ik is possible to “play the novel” if desired. The first DRAGONLANCE novel covers DL 1 and 2, but has a different ening than DL2. The climax ofthe adventure occurs inthe fortress of Pax Thatkas, and the story of DL 3 and DL is not tol IF your players have read the book, and still want to play the modules, they are on their honor not to se the information gaiced by reading the novel unfairly. They should not be allowed to kill the traitor on sight, for example, since they have no actual knowledge ‘of his eventsal treason. Playing the novel can be very exiting. You have greater character depth and back: ground to draw on, and can immerse yourself sore fully in the story Obscure death...and how To Live With IT Because DRAGONLANCEM is a story, certain rname” heroes and villains are important, ‘They should not die until the right point in the story (sometimes, they shouldn't die at all), What happens when the wzong, person sets killed? ‘That's where a special rule—the “obscure death” rule—comes into play. If 2 name” character (any DRAGONLANCE PC or featured NPC) dies prematurely, that char= ‘acter meets an “obscure death’ 50 that you fan bring him or her back Inter. What exactly is an “obscure death"? Obscure death is a favorite comic book ‘convention the supeshera kills the supervil Tain, but the supervillain manages to come back, armed with a long story about how he miraculously survived the “fata” incident So, to have an “obscure death” just use the comic book convention, Make sure the body is lost—it fel down a cliff or into aver, was buried beneath rubble, or the like Ir the character isan NPC, then think of a way he might have survived (gestions fl lov) and prepare a story thatthe NPC can tll, the others when next encountered If the character is a PC, you can handle it the same way as an NPC (bat tell the PC how he “mizaculously survived" so that he can tll the others when he shows up), er you can ere= te @ short one-onone adventure so thatthe PC can role-play his way out of danger ‘The following ideas may help you create interesting “obscure deaths” HEROIC SURVIVAL: 4. Comatose: The character is believed dead but later his bedy disappears. A mysterious benefactor (Fizban? One of the gods?) detects glimmer of life and restores him to healthy or perhaps it takes the character several days fo raver from his injuries. 2. Miraculous Escape: If the character's death was say, a fal off a elif, something lunexpected happened —there was a ledge to fall on, a river below that cusbioned the fall, a secret tunnel, an air pocket, ete Remember, the character con be badly hur, knocked unconscious, have tempor rary amoesia, say in a coma for several day's or otherwise suffer until he returns to his fellows. The other characters can think he's dead, and you can wait fr several sos- sions before reintroducing that character again 3. Simed By Another: The characteris saved from certain death atthe Int minute by a mysterious benefactor. The hero must then perform some servic, o is lost and takes weeks to find the party again, or falls in Tove with his savior, ete VILLAINOUS SURVIVAL: 1. Special Defense: Unbeknownst to the heroes, the villain hada special defense that made him immune to that attack 2 Semeone Else: It wase't eally the villin, it was someone dressed like him, The dragon highlords, for example, sometimes have impostors dressed in their uniforms to draw ene Bee 3. Resurrection: High-ranking villains wore ship evil gods. Occasionally, an evil god will resurnect a particularly important vil- Iain 4. Secret Esaqe Route: The villain prepared ‘secret escape route ahead of time just in 5, IllasiowFeign Death: The villain used magic to make it appear that he died and then escaped Be careful not to overuse “obscure death.” Ha character is not important in future DRAGONLANCE modules, that character can die just like any ADED® game character. {All PCs brought into the DRAGONLANCE ‘game from outside the campaign are subject to normal death, Remember, the lack of cler cal magic in Krynn makes it very dificult to ‘obtain a rsurection spell. A Dungeonmaster’s Guide The Dragons of Krynn Dragons are the true chikren of the world of Krymn, embodying the elemental forces themeives, Inthe ancient days of Huma, the clragons were deven from the word that gave them birth. Since then, tapped on a far-off plane, the dragors of evil have corepired to Teturn. The dragons of good, also exiled, resolved to leave the light of Keyan to the chil dren ofthe gods ‘The dragons of Krynn are power incr rate and know it They are—anat should be— the most fearsome of opponents, capable of inspiring awe and fear in all who behold them. As Dungeonmaster, you have the resporsiiity for playing these. magnificent bass prope. “There i nothing so tefying a8 a dragon con wing, When inflight at full sped, deagons rush aeross the word ike a pale, but their bil ity to um from theie path is greatly impaired (Mancuverabilty Class E, see DMG). When engaging earthbound creatures in combat, & ragon slows to halfspeed, improving its maneuverability’ to Maneuverability Clas D. ‘At ess than halfspeed Oe creature's fight is stalled and it begins to lowe altitude. Tr can climb a haléspeed or dive at double speed. A dragon can alo glide for short distances but loses 1000 feet of altitude per round. If a dragon stalls while climbing, it can turn 120 degrees out of the stall as it dives to regain speed. A very young or young adult dragon has a maneuverability rating of one higher than normal (Mancuverabilty Clos D at full speed, Class C at halfspeed). Dragons may rot fly higher than 10,000 feet, because the ir becomes too rarefied to breathe a that alt tude When attacking from the st, a dragon rakes use of ofits breath weapon and is potter to cause ave, swooping down low over its opponents an then climbing back into the sy. A flying dragon can swoop down and either claw or bite, but not both. A dragon tay dive at twice is normal speed and cause double damage with its elaws on a successful hit Dragons may not cast spells while flying ‘but can cast spells. on the ground or when gli ing Dragons will use their breath weapon twice and then wait until a strategie moment to use their third breath attack Dragons are haughty creatures and may refuse fight except a it suits their ewn pur- pose. When sing spells, they will often cast them before melee to avoid the conflict, weaken their opponents, oF gain the upper hhand. Once in melee, a dragon cass spells nly if losing Dragons will not knowingly place them- selves in a position to be sutsdued, although they are clever enough to pretend to be sub cued to lure unwary adventurers into a trap. Dragons are very clever opponents. They have been knowin to feign death, unconscious- ress, sleep, or subdual to trap opponents, 10 stay just tof reach of enemy stenpens, and to profer long-range attacks. They’ can see, bear, and smell much better than most crea tures, and automatically detect hidden ard noise characters at a range of 1” per age level. They ate rarely surprise. Dragons adapt their tactics to the situa. tion as is appropriate for very clever creatures The following tactics are frequently used, 1. Dragons stay in the air in melee as much as possible to cause te and stay out of mis- sie range, 2. Ion the ground, dragons charge to cause ‘ave and gain charging bonuses but never charge against impaling weapons! Ifthe combat area is dusty, they will beat their wings, stirring up clouds of leaves, land dust to blind fighters and disrupt Spellcasters 4. They will use clever conversation and promises to talk their way out of bad Stuations if they can talk “The power to ave aru cause for is one of the dragon's most potent weapons. A fying o charging dragon causes awe under the follow ing. conditions: 1 IE the watchers have Fewer than 1 hit die, they automatically panic and fle for 4c 2. If the watchers have fower than 3 hit dice, they must save vs. Spells or (50%) be para lyzed with fear or (50%) fee as above. 3. All others must sve vs. Spells of be -I to hit [Even the draconians are subjct to this dragon. power. However, if the draconians serve the Particular dragon and are within 12°, they ate ito hit Dragons younger than adult cannot inspire awe. ‘Be sure and read the Monster Manual Introduction to dragons, for these fearsome :monsters have many special powers and abili- ties that make them the most dangerous and deadly of opponents. ‘And by the way-~dragons are afected by their own breath weapons, Each of the DRAGONLANCE™ modules fe tres one oF more dragons. The following ‘additional information will help you play these creatures most effectively ONYX, the black dragon, is haughty, vociferous and vindictive. She fel stiled by ther duties in Xak Tsaroth, and feds that man js but a nuisance—no real problem, Her te tics in batle are to jeer and taunt an inferior opponent, though she becomes deadly silent when things get tough. Given a chance, she ‘wll take wing inthe vault and fly tothe attack tasing Heys and magic missle to stn up ta fgets She uses her other spells asa last resort. EMBER, the red male dragon, is proud, self-confident, and hot tempered. Only Ver~ tminaard's firm hand keeps him in check Ember serves Verminaard only out of self interest and shows unbridled rage in his absence, Ember feel far superior to all other ‘dragons, His tactics are frst to threaten opp fens, then to beat his wings to distract and confuse his foes. He will east hese on himaelf before entering most bales and then use his breath weapon. sow, sleep and web spells to soften up his targets. Mirror image is only tase for defense. Wil of fire is used to detain prey or pursuers. Cevasionally, Ember uses polumorph self to disguise himself or to fssume the form of a wizened old man. FLAMESTRIKE, the female red dragon, is old and senile. She moums the loss of her ‘rood (actually stolen by Ember) and looks to the human children she guards as substitutes, She is easly cowed sinless defending her chil dren from danger, but then ahe is vielous and ‘wild, fighting with abandon, She cannot cast spells but will take to the air and attack with hher breath weapon, or use her claws and ‘weight to get a death grip on an opponent and crush him, WHISPER, the shadow dragon, is cath bound to protect the tomb of Fistandantilos He takes an evil delight in eausing despair in men, His tactics ate to cast continual darkness ‘nthe ground near the entrance to the cham: ber. Then, he will glide down to a lower ledge find he im shades, He then ensts confer tnd suggestion to cause his opponents fo feel despair and hopelessness. He uses shadow monsters and phentsral free to create ite sionary opponents, hoping to weaken and lemoralize the enemy stl further. Once those spells are cast, he glides down and uses his breath weapon. His other spells are used as reeded in combat, but he saves fog cond to cover his retreat. Whisper does not like to fy, and profes to fight on the ground. Whisper bhas poor eyesight in bright light (-1 to hi). Whisper's magic resistance of 20% (plas 5% for every level of the spell cater less than Tih) gives him an average of 40% chance to cancel a spell Whisper detess Blaize, considering, him 4 bigmouthed grandstander with no dignity He & easly upset by Bhice and wil respon 10 taunting. He will teat Ember with respect BLAIZE, the young brass dragon, is headstrong and brash, fall of boasts and bea vada, He will befriend humankind sf not Alcked or slighted. He has an intense dislike {for Whisper and will do what he canto defeat and disrupt the creature, He is aware of the Shadow dtagor's magic resistance and immu nites and will not use spells directly against ‘laize will cast continal fight inthe eoom to counter continual darkness and. to impair Whisper’ attacks by -1, as he hus poor eye sight, He will then taunt his opponent into the air and breathe sleep gas on him to make him crash, If Blsize faces Ember, he will attempt to harass the big dragon from a distance with spells and then use his maneuverability to Tead Ember into a power dive, Blaize can recover from a steeper dive than Ember this, may cause Ember to crash if he does not save ‘vs. Perification, ‘As Bhize is a young deagon, creatures may save at #2 5, his breath weapon A Dungeonmaster’s Guide EVENSTAR, the gold dragon of the Floating Tomb, is a post and dreamer, not a fighter. Although a powerful spell-caster, Evenstar uses his powers as much to create beauty as to defend himself. When he fights, be does not try to kill unless be is driven into 1 rage by Ember. Destruction of the beauty he has created ‘ean drive him to attack Even so, he prefers ‘using spells and breath ssenpon to sully, himself with physical combat A Dungeonmaster’s Guide The Dwarves of Thorbardin “The races of gnomes, dwarves, and kender are all descended from the race of men. The ‘gnomes, Render, and men all believe the story ofthe Greystone of Gargath, but the dwarves believe themselves to be the special children of the god Reors, forged inthe earliest days of creation. Virtually all historical scholars {except ofcourse, dwarven scholars) dag, ‘THE GREYSTONE OF GARGATH ‘When he created the world, Reorx needs the sssistance of men to help hien with the work To this end did onecighth of all men and their families follow Reorx across the sen, in hopes of earning the crafts of Reon. For many years, men worked happily ‘under the guidance of Reorx. Yer men tended toward either good or evil, and rarely remained neuttal The men became proud of ‘heir shi and used them for their own endl Reorx was angered, In his wrath, he remade these men into a new race, AS they had become tnkerers, so they would remain for alltime, He took from them the crafts he had taught, leaving only their burning dese to tinker and build, invent and construct. He made them into a small people—they became the gnomes, Hiddukel saw all of this and smiled. Reorx had worked long and hard to forge forder out of chaos, Yet now, Ror saw that the balance of neutrality was not maintained Hiddukel knew that Chisley also felt this swing in the balance, Herein was the founda- tion of eachiel, Hidukel went to Chislev. With cunning, words, he convinced Chislev that the forces of ‘vil were losing, Their aly hope, he said, was for neutrality to take ultimate control Chislev agreed, and, at Hiddukels insistence, asked Reors to forge the Greyger ‘The Greygem was marvelous artifact. A large clear grey stone of many facets, it was designed! to hold and radiate the essence of Lunitari, the red-sphere of neutral magic. Hiiddukel had convinced Chislew that this stone would anchor neutrality tothe world of Krynn and solidify the neural position on the planet. Chislev convinced Reotx of the same thing and thus the stone was created. It was placed within Lunitari and magic swelled within it Reory, although still angered by the ‘gnomes, had never forsaken them. He loved them, and now could see how they might yet serve him, He appeared unto their priest, and presented a plan for a Great Invention he Wished the gnomes to construct. It would be ‘powered by a magical stone that Reorx would provide. The gnomes, as was their wont, built the machine thirty times the required size and with mechanisms that never served any” pa pose. Their general consensus was that it ‘would work ance the stone was in place Reorx now finalized his plan, Among his servants he found a lowly gnome that tray worshipped his arts. In a vision, the litle gnome save the Greygem and wanted it more than anything. He approached the problem of {getting it like any gnome... he invented some thing, His invention was truly worthy of the sgnomes—a mechanical ladder that lifted itself Ingo the sky. The strange device had pulleys and counterweights and wheels and cogs. It made a ferrifie racket when it worked. Yot Reorx smiled upon that gnome and gave to him a secret device. The gnome’s ladder worked, One could set it upright on the fround, winch up the top section and then climb up to the top. From there, the bottom pat could be winched up off the ground so that the ladder hung steadily in. mic-ar. ‘Then, the operator would climb up the new section and repeat the process. Siovly, the lad der pulled itself up into the sky, and eventu> ally Teached the starlet moon itself With a magical net given to him by Reors, the litle gnome captured the Grey gem. He lowered the ladder back to the fround, and went to place the Greygem into the Great Invention. But the moment he ‘opened the net, the stone leaped into the ait and floated quickly off to the west. All the gpomes rushed to pack up their belongings fnd follow it. They followed it to the westem shores of their land! and quickly built ships. ‘The Greygem floated westward acrose the ‘waters with the gnomes in pursuit until the ‘gem finally approached the shores of Ansalon, Roorx was deeply disturbed, for the gem created magical havoc wherever it passed Beasts and plants were reshaped in magical ways, New races of animals sprang up over- right and spells cast went wild. Instead of anchoring neutrality, the gem only made the pendulum of good and evil swing more rap- idly than ever before. He then understood how he had been tricked by Tlie! an Chis, At that time, there was a great ruler among men, named Cargath. He was a bar brian prince who loved wel the gods of new tralty and served their purposes ‘One spring day, Gargath was in prayerful ‘commisnion with Zivilyn. When he Tooke up, he saw a grey gomstone floating above the ar. I plsed with a steel grey light. Gargath took this as a gift of the gods and placed it high in a tower. Here, by various traps and magic, did he secure the stone so that all could sce its light and yet none could take it away ‘The grey light shone aa a bescon for two armies of gnomes who had been pursuing the GGreygem for many years. One army was filled with desire for the wealth the gem repre- sented, The other army was made up of those ‘most curious about the gem and its Workings ‘The two jpined forces to recover the gem and proceeded to march on the castle ‘The guomes first demanded the stone Gargath refused. They threatened war. He welcomed the fight. The gnomes were out rnambered, There sas only one thing lef to doc they invented something ‘Two weeks later, a giant siege engine came thundering toward the gates of the for- tress It eoke down just short of its goal. The {gnomes retreated with heavy losses "Theee weeks later, a second eat siege engine approached, sounding like a hundred ghosts wailing, This one rammed the frst Sege engine and caught fire. It burned to the {ground and the gnomes retreated with heavier losses, ‘Nearly a month and half later a tower ing colossus of s sloge engine roared toward Gargath’s battlements. Charging through the ashes of the frst two siege engines, the drive ‘mechanism broke, The siege engine fell for- Ward and shattered the outer Wal of the coe te, Although this wasn’t exactly. what the ‘gnomes had planned, the result was good tough. The gnomes changed in through the broken wall, As the gnomes rushed into the courtyard, both sides ere amazed to see the ste! grey Hight from the tower suddenly Bil the area with unbearable ight, When men could’ see again, the two factions of gnomes were sue dlenly fighting each other. One side as flled ‘with Tast for the gem and the other side was filled with curiosity Under the power of the gem, the gnomes changed. Those who Tusted after wealth boocame the dwarves, Those who were curious became the first kender. True gnomes yet remained in the far-off islands, but dwarves fond Kender quiclly spread throughout the Continent of Ansalon. OF the Greystone of Gargath, none knew where it had gone. Some say the gem returned to the heavens, and others say it is hidden somewhere on the world of Keyna, where it will one day be rediscovered ‘THE KINGDOMS OF THE DWARVES ‘The newly-created race of dvarves was drawn, to the earth, where the wlth of metal and gems was most easily found. And so thoy became miners and craftemen. Unlike the gnomes, they were not tnkerers and inventors Glthough dwarven technology is well respected). Like the race of man from which they are descended, they have equal measures fof good, evil, and neutrality. All dwarves revere Reors, and neutrality i a commen ‘dwarvich idea The Kingdom of Thorbardin is one of the oldest nations in the world. In i, the dwarves fragmented yet again. One tribe of ‘Swarves became the rulers of Thorburdin and bold the throne for thousands of years. They became known as the “highest” or "Hylae” Some dwarves chose to seitle in the Kharotis Mountains rather than in the underground cities. They had more dealings ‘with men, whe called them the Hill Dwarves to distinguish them from their cousins, the Mountain Dwarves, They became known a8 the “nearest” or "Neidar.’ Some dwarves interbred with men, and Tecame known as the “degenerate,” or er.” Shunned by men and dwarves, they became twisted andl many tumed to evil, They are rumored to be slivers and exonibals, and are allied with gargoyles and lama. There ae two trbes of der The fist erro called themselves the “tankless” or “Theiwar” The dero them selves split ant the send derro Kingdom call ‘lf the “deepest” or "Daerar” Among the mountain dwarves, one tribe bocame the best miners, and they called themselves the “dearest,” or “Daewar,” because of their abilities to find the most pre: cous and dearest gems [Last of the dwarven maces is the Aghar the “anguished,” commonly known a¢ gully dwarves, The Aghar area crossbrced between Adwart and gnome, but neither side wishes to claim any credit for this disgusting and stupid race, For some reason, the interbreeding of {gnome and dwarf led to a race possessing the food features of neither parent—they have fhe greed of the dwarves, the singleminded- ness of the gnomes, and the intelligence of pelther. They are fit only for menial work, and even then require close supervision, Character Notes Many characters play roles in the DRAGONLANCE® epic. The following ‘ates are in addition to the NPC CAPSULES thot appear in the individual modules ‘VERMINAARD (Only the true gods have the power to grant spells to their clerics. Verminaard worships the ‘Queen of Darkness (known as Takbisis to the draconian), the most powerful god of evil From this, you can infer thatthe true gods of coil reentered the world of Krynn before the fgods of good arranged for Goldmoon to find the Disks of Mishakal. Thus, the age-old war of good and evil continues, FIZBAN THE FABULOUS This crotchety and senile old magic user appears at various times in the adventure (he 4, for example, the old man atthe Inn of the Last Home ip DL 1), causes trouble, and often scoms to get killed! Only Raisin, of all the characters, feels that Fizban isa man of power Tes generally obvious that once be possess ‘great spells, but whenever he tries to cast a Spell, something. goes wrong, Firban can aid the heroes at your option, but something should go wrong with whatever the old man tries, But no matter what goes wrong, the end result is always boneficial. Fizan isa character you can have fun with, and who can lighten the course ofthe adventure. SESTUN This funny gully dwarf isa slave of Fewmaster Toade's, and befriends the heroes when they ate prisoners inthe slave caravan heading for Pax Tharkas. He ie punished for this, and is later encountered in the dungeons of Pax Tharkas, Sestun is available as a tragi-comic Sidekick/ henchman for any PC who thinks 10 recruit him. Flint distikes gully. dwarves ‘intensely, but Taeslehott or Cazamon might {ake pity on the creature. Sestun has a nobility unusual in Aghar, and can count almost to three, He tries very hha to be of service to his maser, but the only sails he has are enthusiasm and climbing, abil ity. He has a puppy-dog, eagerness to please (even Flint) and his Feelings are easily hurt. Sestun’s devotion and stupidity coud result in fis tragic death in an effort to save his master FEWMASTER TOEDE Toede hae an innate ability to survive and scape if captured. He is @ cunning coward ‘who leads from behind, lie, cheats, and does anything he can to. prosper. He has been known to dress up lesser hobgoblins in his luiform to make them more attractive targets “Toede takes credit for things that go Fight and shifts the blame when things go wrong, His ability to avoid blame is his greatest asset in advancing through the ranks of the dra sgonarmies, FISTANDANTILUS Fistandantilus, now only a demilich, was the ‘greatest mage in the entire history of Kryon, Many of the spells he used were of his own sign, and are not found among the mene common spells of the AD&DB game, As a 25th level mage, he was able to create sich Unique spells as the stasis globe that imprie coned Blaize, and the final spell of destruction that ended the Dwarfgate War. A Dungeonmasters Guide There is strange bond between Raistin and Fistandantilus—a story for @ later date When Raistin is in Skulleap, the intelligent defenses of tho demilich (skeleton warriors fnd the demilich itself) will not atack Raistin tnless they themieves are attacked, and even then will attack only to subdue, never to ill, Raistlin’s player should be told that he Fels strange when in Skulleap, but he can tell nothing else about the place The Council. of Freedom ‘The Couneil of Freesom is responsible fr the safety and security of the refugees of Pax ‘Thareas. Once formed, they are solid in their mission, in spite of the various political lundercurvents, Although the text suggests that the Council might elect to leave behind the weak and sick, the Council wil under no circumstances vote to do this It might allow a smaller party of the refugees to scout ahead, hence the higher movement rate Because magic is a commonplace hap pening in the world of Kan, the Counel, like any governing body, takes precautions to keep magic from influencing the outcome of decisions. Noone is allowed to bring any mag- {cal item or device before the Counc for fear that it might charm the members. When Blistan becomes a cleric (DL 3), he will begin each meeting of the Council by casting dispel magic over the members, thereby breaking any charm spells, Elistan strongly disapproves of using magic to sway the Council, even if his political interests ‘woul be served thereby. The Story YeT To Come ‘The First Book of the DRAGONLANCE™ CChronces has set forth many mysteries that are yet to be explained, Where is Kita, and why has she not yet returned? Why have dragons retumed to Krymn, and wht i the mysterious cath (DL) that prevented Evenstar from fight ing Ember? What isthe source of the dragon highlonds’ power? Where did the draconians come from? Is there safety inthe south? “These ate questions to be answered in futuee DRAGONLANCE tories, The heroes have won their frst battle—Verminaard. is dlead and it clear thatthe dragon forces can bee beaten. Now, the search is on for weapons of power-weapons that can defeat the Aragon and turn the te of the sar. ‘The story has just begun. We look for ward to sharing more exciting adventures with you in the months to come! The Creation of The World Astinus of Palantius, the renowned historian, spent many years collecting legends and stories concerning the early history ofthe world of Kryr, from which he ereated his {fimous scroll set, The Iconochrones The material presented here was draaom from the pages of that great tome, translated into a form more appropriate for the modern reader. The Creation of The World Before the beginning there was Chics ‘Then the Gods appeared from Beyond, bringing Good, Evil, and Neutrality” into Reors, the Forging God, struck his haa ser amido the Chaos. Chaos slowed and the spavks from his hammer became the stars. The Gods then created the spirits of all the races who would eventually people the new worlds born in the Great Forging. These spirits were the Children of the Gods The Gods began to quarrel over these spirits. The Gods of Good wanted to nurture the spirits in the paths of righteousness and share with them dominion over the universe. ‘The Gade of Esil songht to make the spits their slaves, fo do their every bidding, The Gods of Neutrality sought a balance: to give the spirits freedom to choose for themselves whether they woul serve Good oF Evil ‘And 20 the AILSaints War raged among, the heavens, The Good and Neutral Gode combined forces fo keep Evil from a final vie "Then spoke the HighGod from Beyond, ‘who decreed the Balance of the World, The Gods of Good, Evil, and Neutrality would cach be allowed to bestow one gift upon the opt, ‘The Gods of Good gave the spirits life nal physical form, Thus the spirits gained control over the material world and became ‘more like the Gods themselves, The Gods of Good hoped the spits would bring peace and corde to the worlds and load them along the path t righteousness ‘The Gods of Evil decraed that these phys ical beings would hunger and thist, and have to work io satisfy thee needs, The Gods of Evil hoped that through hunger and sufering they could subjugate the aces. ‘The Gods of Neutrality gave the spirits the gift of free will, to choose frely between Good ark Evil. Thus did they proserve the Balance of the World ‘And s0 the Gods created the world of Keynn as a dwelling place for the spits, The HighGod decreed that each could choose his for her own way through life, Then would come death, the passage from Krynn to the net sate of existence The Races of The World Many races were created from the spirits, Fest were the elves, most favored by’ the Gods of Good, Elves are the Shapers ofthe worl, ho possess good magic to bend nature to thelr Will. They have the longest lifespan of all the spirits~although they change the world, they themselves change very litle The human race are most favored by the Gods of Neutrality, although the souls of men are coveted both by the Gods of Good and Evil. Men can choose most freely between god and evil, Their shorter time inthe world is spent in striving for power and knowledge. ‘They are quick to think and to act—often without considering the consequences. Thus men give the world motion, The race of ogres are mot favored by the Gods of Evi. In the beginning, the ogres were the most beautiful of the races, but they could think only of theie hungers. They were easly enslaved by their needs, ar thei beauty van ished as their hungers devoured them. The fgres are selfish and cruel they delight in inflicting pain and suffering upon the weak. The HighGod created the fourth class of beings the animals. He crested them with balance of Good, Evil, and Neutrality, and they wore bor of the world itself. Dragons are the lords of the animal Kingdom. As with all other beings, they are free to choose among the alignments of the gods, The Age of Dnewme ‘The Age of Dreams was the frst age of the world of Krynn, Ie shadowed in myth and song, and litle is known of the east days of the world This Age began when the world was ere. ated, and ended when recorded history Sorted, about two millennia aga, The most comprehersive record of those days i con 10 tained. in the Lifscral of Song compiled by the bard. Quevalin Soth In those days was founded the first slfrealm, Silvanesti, and construction of Kal- tha, the great kingdom of the divarves, waa begun. “The dragons of evil were the dask Force in those days, making war upon the ather races to enslave them, Many and horrible were the wars of those centuries, but always the dragons were beaten back. “Tragedy struck the other races as well ‘The great Kin-Slayer War between elves and Inumans lasted for fifty years until a peace could be negotiated. The Swordsheath Serall fended the Kin Slayer War, but many elves left Silvanesti to seck new homes. They traveled ‘west, and founded the nation of Qualinest. ‘The human empire of Ergoth was the _grentest kingdom of that age. Founded in Foals of peace and justice it became corrupt and oppressive. Vinas Solamnas, head of the imperial guard, Jed an army to the east 19 quash a rebellion, but found that the rebel Thon was justified. He was converted to the side of the rebels, and commanded the army that won freedom for the eastern states of Ergoth, He created the Order of the Knights ‘of Solamnia to protect the freedom ofthe peo ple. Ergoth was divided into independent states, and the nations of Ista, Solamnin, and Goodlund were born. ‘The Knights of Solamnia ruled justly for many centuries, and peace settled over the and, ‘Then came the Third Dragonwar, the ‘most terble challenge to the balance of the ‘worl. It lasted nearly three hundred yeas ‘Huma Dragonbane, a Knight of Solam- nia, studied with a holy man and prayed to the Gods for aid. His quest for ai took him to many lands. In his travels, he met a silver dragon in aman form, who fell in love with hhim, The silver dragon gave Huma the secret cof the Dragonlance, Paladine, the greatest of all the Gods, came down to Key in mortal form to aid Huma, Huma drove the dragons from Keyna, and battled Takhiss, Queen of Darkness with the aid oF the dragonlance, He drove the dragons from the world and cast them into darkness ‘Thus ended the Third Dragonsar, and with the banishment of the dragons, the Age fof Dreams came to an end. The Age of Might ‘The Age of Might was the golden age of Key It lasted nearly a thousand year and was a time of power, glory, peace, and achieve- Following the banishment of the dragons, the ogres, now without their power. ful allies, overestimated their own strength ‘and allacked the dwarves of Kalthax, The (Ogre Wars lasted nearly a hundred years, and ceed with the total defeat of the ogres and their enslavement by the other races of Krynn [Although bands of renegade ogres lurked in the mountains and occasionally attacked set tlements, the ogres as a-nation were come pletely dead. Engoth, weakened by its fragmentation into independent states, declined as a major ‘power, The nation of Ista took its place asthe Hoeninant political power on the continent of ‘Ansan. The independent kender states united with Istar in a treaty known as the Kender ‘meld. Silvanesti also joined the Empire of Istar in the Treaty of Elfmeld. Under heavy pressure from neighboring sates, the dwarven Kingdom of Kal-tiax agreed to the Dwaf rel, Finally, Solamnia and Ergoth subvnit- ted to the Greatimeld, The Empire of Ista had crested the frst government to rule all Ans lon. ‘The glory of Isler had now triumphed, ‘An unlimited future of peace was at hana ‘The forces of evil seemed to have been com- pletely vanished — dragons were no more, and the ogres had been broken. And in the 959th year of the Age of Might, the High Kingpriest Of ltar desided tori the land of even the ver. tiges of evil by summoning one of the Gods to do his bidding “The Cataclysm was the result The Cataclysm ‘The Gouls were angered at the pre ofthe High Kingpriest, as parent is angered by a willfal, child. The Gods may sometimes give aid, but ‘must be approached with humility instead of pri. And so they determined to tach the peo- ple of Krya a lesson since it isa parent's duty to conect a child's willl beavog, ‘A fiery mountain was flung from the avers to destroy the city of Ista. The very face of the land was changed, Mountains were rized up, and land aunk info the ava. Thus did the Gods punish the behavior of their children, and s0 did they hope that thei cil- fren would return to the paths of righteous But the peoples of Krynn did not under stand the lesons the Gods taught They did not see that their pide had brought on catas- trope. They sav only the wrath of the Gods. Feeling abandoned, the people of Keynn fumed from the worship OF the true Gods, tnd searched for other gods. Men came to ‘worship fale gods, and clerics lost the power to work magic. Everywhere the people of Kynn tumed on their champions. Even the fonce-noble Knights of Solamnia lost favor becatse they could not undo the Cataelysm. ‘Chaos reigned throughout Krynn in the shadow years that followed the Cataclysm, ‘The dwarves of Thorbandin, blaming humans and all other races for the tragedy, shut the loons of their kingdom against all, including theie own kin on the outside. The wizard Fise tandantilus, the most pomerful mage of his time, led the armies of hill dwarves and Jhumans in the Dwarfgate War. When his defeat became certain, he loosed a spell of sich destructive power that both armies were destroyed, "And 30 the doors to Thorbardin were shut, and their location Tost in the changed Iand, The elves also withdrew from contact with humanity, and the lands of Silvanest and ‘Qualinesti were shut o all but a few outsiders. ‘These were shadow year, False gods were better than no gods at all, and a variety of faiths sprang up. Ancestor worship was con- mon among the peoples of the plains. The scholars of Haven and Solace founded the Seeker movement, initially a gathering of seckets after the old truths—or at least new truths that might work. In time, the intollee- tual Seeker movement turned into a politcal movement, and the Seeker Theccracy came 40 power in Abanasinia They adopted “new” fds and abandoned the search for truth, Poverty was now everywhere for much of the wealth of ancient times had vanished in the Cataevsm, Gold, the precious metal of history, was all foo common and useless for everyday living. Steel became the metal of value throughout mott of the continent of ‘Ansalon, for it was Gseful and practical. Son, coins of ste! Became the basic trade material. “The elves remembered the times long past, but the short memories of humans aused the ancient world to be largely forgot fen within a few generations. Dragons were thought to be simply creatures of myth, fit only to frighten children. The ielea tat clerics could once work spells was blasphemy in the Seeker ‘Theneracy., People were imprisoned find sometimes burned for such chims Slowly, Keyrn hegan to recover from the CCataciysn, but soon reports of a greater evil were heard, Warlords in the north were com aquering the lands of the ancient nation of Istar, Armies were on the march again, The broken forces of the scattered people were n0 match for the strange forces allied to these pew “highlords” Soon, the people of the north knew the tersible truth, The Highlords had allies out of nightmare, The dragons had retumed to Keyra! The Drigons of Keyan Dragons have not appeared in the world of Keynn for over a thousand years, not since the end of the Age of Dreams. Indeed, most peo- ple of Krynn, except for scholars and wizands, believe that dragons are but children’s tales. ‘The origin of dragons seems to stretch back to the forging of the world itself Dragons came into being not from the stars, a3 slid’ men and elves, but from the very essence ff the world itself Thus the dragons are the life force of Krynn become flesh Dragons allied thems:ves with the forces ‘of good, evil and neutrality, a¢ did all other races according to their natures ‘Three Dragonwars were fought during the Age of Dreams Inthe final Dragonwar, {young knight of Solamnia named Huma was given the secret of the dragonlance, Flying a silver dragon, he battled the dragons in the skies, When the battle was over, the evil dragons had been defeated, To preserve the balance, the dragons of good and neutrality eparted the world, ‘Atter the Catnelysm, reports of dragons increased. Soon, the lords of the land came 10 now that myth had become reality: dragons Fad returned to Kr, ‘What brought these dragons back to the ‘world? None could say. The dragons then selves seemed to be in the service of the strange dragon highlonda. None knew how the Iighlords acquired dragons, but all knew that the dragons and their allies had created the ‘most formidable single army ever to march fseross the face of Ansalon, “The wise saw an even greater mystery. IE the dragons of evil were stalking the land, where then were the dragons of good? There were a few reports of good dmgons being Sighted, but they refused to fight against their cexil cousins. Why did they refuse? Tt was not luntil the stange quest of the Heroes of the Lance waa far advanced that the reasons. started to become clear The Gods of Krynn ‘The gouls of Krynn came fram beyond out of chaos to forge the universe during the Age of ‘Starbirth, as tld in the Tale of the Creation, The origin of the gods is unknown, although itis beleved that they come from diferent sphere of existence. All ofthe facts of the Age of Starbrth are now heavily obscured in myth, and legend, especially since the Cataclysm, when knowledge of the tue gods departed from Keynn Al the information in this section was sgleaned from the Disks of Mishatal, which ‘were found by the Innfellows in the ruins of Yak Tsoroth Ifa person reads the Disks with the proper devout attitude, he can become 3 te epell-ssing lene. Clerics of Krynn went 8 Medallion of Fits engraved with the symbol of the god they follow. These medallions have only one power~they magically duplicate themselves when a new cleric comes into boeing, The new medallion bears the symbol of the god the new cleric follows regardless of what symbol wae on the original (Only the gos themselves know their tue names, and certainly do not disclose them to mortals The names given here were in com ‘mon use in the years following the great Dragonlance Wars inthe different cullures on the continent of Anson, The list is by no rears. complete There are twenty-one known gods of Krynm seven gods of Good, seven of Evil, and seven of Newtrality. ll the known gods fare represented in the heavens. Six gods of Gov and six gods of Evil make up the zodia ‘Six gods of Neutrality are represented by wan- ering stars (planets). The remaining three gods—of White, Black, and Red magic-are represented by the three moons that orbit Keynn. THE GODS OF GOOD Paladiwe, the Celestial PaLadiy Other Names: Draco Paladin (Ergoth), Skyblade (Goodlund), Ei Gilvanest ‘Thak (Thorbardin), The Great Dragon (Solamnia) Symbol: The Silver Triangle, also the Pinetree (Sivanesti) or Anvil (Thorbar- din) Colors: Silver, white Sphere of Influence: Rulership and sgoandianship “Many believe that the ancient hero Huma was Actually Paladine in. mortal form, sehen he drove the dragons from the land during the ‘Age of Dreams Paladine’s constellation tradi- ional guaeds the Gate of Souls, keeping the dragons from returning to Keymn. Majere Other Names: Manthus (Exgoth), Man tis of the Rose (Qualinest), Matheri (Silvanesti) Symbok Copper Spider, also the Single Rose (Qualinesti, Silvanesti), and the Mantis (Solamnia) Colors: Copper, sed Sphere of Influence: Meditation, com trol, and thought Major i the favored god of monks, He i said to give his followers symbols that, when cast upon the ground, become insects that fight for their owner. Koei JoLith Other Names: Cori} (Ergoth), Kijo (Thorbardin), Joh (Kharols) Symbol: Bison's horns, also horned bat tle axe (Thorbardin, Kharois) Colors: Brown, white Sphote of Influence: War and battle KirkJolith is a god of war, but not of bate. hast, He # the favorite god of paladins and _gpodaligned fighter. His constellation seems to threaten that of the Quoen of Darkness in the night sky 2 Mishakal, The Healer Other Names: Ka-melsha, the Healer In the Home (Tarss), Mesaax (Thorbar- din), Meshal (lcewall), Mishas (Ergoth), Quenesti Pah (Silvanesti), Quen Qualinesti, Skymistress (Goodlund), the Blue Lady (Galifor, Highlo) Symbol: Blue infinity sign Colors: Sky bise Sphere of Influence: Healing, knowl edge, fertlity Mishakal is found in nearly every known eivil- zation of Krynn, Habbakuk, The Fisher Knig Other Names: The Blue Phoenix (Exgoth, Silvanest, Qualinesti), Skylord (Gallor, Goodlund) Symbol: Blue bird, also blue phoenix (Expoth) Colors: Deep blue, white Sphere of Influence: All animal lite and the sen Bewwchila, The Bud Kins, Other Names: Songmaster (Goodlund), Astra (Qualinest), Astrin Gilvanest), Bran (Engeth) Symbol: Bard's harp, flute (Goodlund, Qualinest,Silvanest) Colors: Yellow, green Sphere of Influence: Elves, Kener, for- Branchala appears in the form of whatever people he is visting, He is considered the highest god of the elves and kender, Sobiwan Other Names: Solin. (Ergoth), White. eye (Goodlund, Balfor), God's Eye (Chorbaedin), ory Disk (Highle) Symbol: White eile ce sphere Colors: White, silver Sphere of Influence: Good! magic Solinast is the white moon of Krynn, The ‘influence of goad magic waxes and ssanes according toils position in the heavens. ‘THE GODS OF EVIL The Queen of Durkwess Other Names: Dragonqueen (star, Silvanesti, Ergoth), She of the Many Faces (Highlo), Moi-tat (Tarss), Nilat the Corruptor (Leewall}, Tamex the False Metal (Thorbardin), Takhisis (Dragonar- mis) Symbol Black crescent Colors: Black Sphere of Influence: Night, evil ragons, hatred The Queen of Darkness is worshipped by the dragon highmasters, the draconians, and allied humans. Sargonnas Other Names: Argon (lstar, Ergoth), ‘The Firebringer (Highlo), Misal-Lasim (Tarsis), Gonnas the Willful ewall, Sargonax the Bender (Thorbardin), Kine thalas (Gilvanesti, Kinis (Qualinesti) Symbol: A stylized red condor, alsoa red Set (Thorbardin, star) Colors: Rel, Back Sphere of Influence: Deserts, veleanoes, vengeance, fire Morsion Other Names: H'rar (Ergoth, Istar), Gormion (Tarsis), Morgi (Icewall), ‘Morgax the Rustlord (Thertardin) Symbol: ood with two ned eyes, also fan upside-down axe (Thorbardin), oF a zat's claw (Highlo) Colors: Deep broven, black Sphere of Influence: Disease, decay, plague Mocgion's followers meet in dark places of ‘worship, and are very secretive in al things. Chemosh Other Names: Acleth (Ergoth), Dron of the Deep (Tarsis), Chemos Joton (Ice- wall), Kheman. (Thorbardin) Symbol: A yellow skull Colors: Black, sickly yellow Sphere of Influence: All undead Worshippers of Chemosh generally wear white sall masks and black robes, Zeboim Other Names: Rann (Engoth), Zvr (lar sis), Zebir Jotun (lcewall), Bhezomiax (Thorbaedin) Symbol: A turtle-shell pattern Colors: Groen, sec Sphere of Influence: The sea, undead ‘The name for Zeboim translates as “Sea Queen” in both Tarsis and Esgoth, Zeboin is tunknoven to most dwarven races Higdukel. Other Names: None ‘Symbol: Broken merchant's scales Colors: Red, bone white Sphere of Tafluence: Demons, damned souls Hididukel sa deal maker who trades in sous He contro all ill-gotten wath in the word whic he uses to comupe greedy men, Hes the patron of evil businessmen. Nevtat ‘ther Names: None Symbol: A black circle o sphere Colors: Black ‘Sphere of Influence: Black magic [Naitari is the black moon of Krynn. Its exist ence is known only to astrologers, navigators, rmagge-asers, and others who veatch the hea tng for itis known only when it blots out stars and planets. The influence of black magie ‘waxes and wanes according to its postion in the heavens THE GODS OF NEUTRALITY Glew Other Names: Gilean the Book, Grey Voyager, the Sage, the Gate of Souls Symbol: An open book Color: Gray Sphere of Influence: Knowledge Gilean holds a book, the Tobril, which com faire all the Knowledge possessed by all the gods, All truth is contained in that single tome—but portions of i are sealed. Sinmion, The Flowing Flame Other Names: The Alchemist, The Fire: master Symbol: Multicolored fire Colors: Bright reds, yellows Sphere of Influence: Flame B Reorx, The Force (Other Names: None Symbol: Forging Hammer, Dwarven Hammer (Thorbardin) Coloes: Slate gray, red Sphere of Influence: Dwarves, weapons, technology Humans tend to portray this gos asa paunchy squire to KirJolith, but dwarves and gnomes Told him as the highest of the gods. Reon forged the universe with his hammer. He also forged the Greystone of Gargath, and & thus the father of gnomes, dwarves, and kender. Chistev Other Names: None Symbol. The feather Colors: Brown, yellow, and green Sphere of Influence: Nature CChisle is nature incamate, He/she is served by a Inege number of animated wooden erea- tures who carry out his/her wishes in the known world. Ziviky Other Names: The World Tree, the Tree of Life (Qualinesti, Silvanesi) Symbol: A great green or gold tree, sometimes a Vallenivood Colors: Green. gold Sphere of Influence: Wisdom Zivilyn is said to exist in all ttnes and in all lands, and posseses all the wisdom of all the planes of existence. He isthe counterpart t0 Giean, the god of krowledge Shimane Other Names: Winged one, gold mas- te, walking liberty Symbol: The grifon's wing Colors: Gold, silver, brown ‘Sphere of Influence: Money, wealth Shinace i a favorite god of the dwarves ara is the patron god of merchants and commerce, Luwitany Other Names: Luin (Exgoth), Red-Eye (Goodlund), Night Candle (Fhorbardin) Symbol: Red circle ar sphere Colors: Red Sphere of Influence: Neutral magic, ilusionist magic All reuteal magic and illusionist spell are governed by Lunitar, the red moon. The Influence of neutrality and illusion waxes and wanes with the position ofthe re moon i the heavens. How The Heroes MeT The following short story tells what happened prior to the start of the DRAGONLANCE™ game adventure You cam tet the players in your o ipaign read it, since their characters “tived throug! the events portrayed For more information about the early days of the DRAGONLANCE game heroes, read The Test of the Twins by Margaret Weis (DRAGON® Magazine #83) and Flint Ie all began with Flint Flint was a hill dwarf fom the wilds of the Kharolis Mountains. Centuries before, his father fought in the Dwarfgate Wars against the mountain divarves of Thorbartin. Both armies wore obliterated in the final bate of ‘hat ar, and the mountain dwarves shat the doors of Thorbendin forever. The hill dwarves, their kingdom shattered, fared much worse— they were fragmented ino tiny clans, Flint jgrew up in the poverty of those mountains, fn learned his fade a¢ a metalsmith, When he reached adulthood, he set out into the world to ply his tide. Sccretiy, he imagined bhimself returning rch and powveul to reunite his people nt eventually moved to Solace, and ‘established that small town as his home base, since it was near all the major trade routes {and had one ofthe finest inns in the known A Stone's Throw Away by Roger Moore (DRAGON® Magazine #85). world). From Solace he traveled widely, for his skils were in great demand. He became ene of the few dwarves to be an accepted visitor in the elven Kingdom of Qualinesti Flint was always popular with children and elven children were no exception. The wart made delightful and ingenious toys, ‘One of the youngsters who watched the dwarf work was a half-elf named Tanis, ward of the Speaker of Suns, the ruler of Qualinesti.Fint took a special liking to this youngster, sensing, in him some of the qualities that he himself possessed Tanis Tanis fel he dide’t ft into elven society, mostly because he was hale-human, He fel wen himself and his elven “perhaps more strongly ves. His inner conflict increased iH Te) Ne a as he grew older. Tanis reached the breaking point when Laurana, daughter f the Speaker SF Suns, fll in Tove with her childhood friend And proposed marriage. Tanis knew the trou ble this would cause, and was not sure of his town feelings for Lavrana. Accordingly, he cide to leave Qualinesti and learn more about his human side. He traveled to Solace to Visit his old friend Fine Tanis arrived in Solace approximately twenty years before the Innfellows’ great adventure began. He was about eighly years ‘ld, only a young man in elven reckoning Tint welcomed him warmly, for he was lonely. He took the young hale along on a ‘business trip, and Tanis proved very useful at bookkeeping, collecting past-due accounts, and keeping the dwarf out of tavems, Tank tentertained wealthy customers with elven sto tes and songs. Business picked up, and s00n Flint made Tanis a parte. Kiara [At about the time Tanis arrived in Solace, a thirteen year ol gis was leaving Solace to find ‘adventure on her own. This remarkable teem lager was named Kitiara Kitiarals father was a darkly handsome, [powerful warrior, who came from a noble fam ily in the north county. He had found no peace in living at home, and had wandered {ar selinghis sword toany who would pay his price, Never was he more alive than when fighting for some cause or another. “The sword is power and the sword is truth” he said Perhaps it was this philosophy that cosed his rift with his family. Some said (but ‘ever to is face) that he had committed some terrible deed that caused his family to cast him tot, Whatever the reason, it was well known that he was not welcome in his own lands, though, from time to time, he received mney from his relatives. “He toyed with women in his wanderings, ‘until he had the misfortune to fall deeply and passionately in love with a fragile, delicate Young woman of the south, He persuades her fo run away with him. This was easy, for she was a dreamer, a seer, and a romantic, The handsome warrior was all she had ever dreamed of He married the woman, and they setled in Solace—where no one ‘knew him—and lived ff his accumulated wealth for 3 while ‘They had one child, a daughter ‘As his wealth dwindled, the warrior left ‘home frequently to fight for whomever could pay him. He returned home less and less fften, for he knew he would never have a son by this wife. His affection wae reserved for his loughter, and he taught her the life ofa st slee™the only life he knew. The warrior trained his daughter in the military arts. At the age of seven, she saw her fies ble, Her father cut her black hair and ‘ntradced her as his on, Kiara’ sil, even atthis early age, won pease from the the alder warriors. She loved camp life The sight of battle filed her with excitement, Her father Impressed three things upon the young child sive no quarter in bate, win by any means possible, and power isthe only truth in this world (One day her father decided to leave his wile and family, for the desire for battle and adventure in fr lands was song in his blood, His wife, long beyond caring, agreed ta rwease him from their marriage. Before he went, however, he took his daughter aside and, in secret, described a royal crest to her. This was his family crest, he sic If she was fever in need, she could travel north and seek ‘out her rolations, He waened the girl tht they might not react knely to her, but the bonds of family’ were steong and they would not tum her away Kita swore to herself that she would seek out her family only if she could show them that she was a8 good as they were. She Did her father good-bye calmly and with 0 tears. From that day forth, sbe kept her dark, curly hai eut short in preparation forthe day when she would become a wartor. Kitiany’'s father had recommended her to an excellent swordsman in Solace, The git continued her training Kitiara’s mother soon remarried. This time she chose wisely: a kind, hardworking \woodsman, He was a simple man with the ability to see deeply into the heart. He loved fand cherished and understood his wife. Her trances and strange ways continued, but he took care of her and made life as easy for her as possible. They did not have much money, and. this wns. constant source of worry’ to him, He did not get along with his stepdaughter, but Ihe hd foreseen this from the beginning and was smat enough to know that the best he could do with Kiiara was to leave her alone. Caramon and RaistLin ‘When Kitiara was eight, her mother bore twin sons. One was a strong and healthy baby, but the other very nearly died at birth. The mother was quite il for months after her sons ‘were bom. The father was forced to work day and night to support his family. The neiel bors had always avoided them. Consequent, it fell to Kituara to care for the babies partie ularly the weak one. The girl accepted this challenge. Kitiara’s first seal batile was against death, The weak twin grew weaker and weaker ‘every day. There were no clerics with healing Skills in the world, But Kiiara was deter” mined to win this fight, and, when all others hnad given up hope, she tended the baby, fore- ing bien fo ive by the strength of her own wil ‘She was vicorious~ the baby survived. The twins sere named Caramon and Raisin ‘The children’s mother recovered, but never regained strength in either mind or body’ after her ordeal, She was content to let her daughter raise the boys. Kitian enjoyed Ther role as surrogate mother to her brothers. She hoped to have two fighters who would be ‘ideal lieutenants for her captainship— but she discovered that only one was strong enough to train as a warrior. This was Caramvon the first- born twin. Raita, the twin who had nearly dled, continued 9 be weak and sickly. A few rounds with his brother and Kitiaa’s old wooden swords left bim gasping for bret ‘The twolve year old halt-sister pondered long and hard about what she could do to give her litle brother a skill to compensate for his weakness, But it was her stepfather who dis- covered the key that would unlock Raistin’s future, ‘One day, when the twins sere almost five, he took them to a village fair. They watched a Tocaljlsionist named Waylon. He ‘was not very good, but he could work the small-town circuit, He did sleight-of-hand ticks and a few true magic spells. Caramon watched in oper-mouthed wonder for awhile, then soon lost interest, But Raistlin sat in silence, never moving, totally absorbed in the ferformance, Caramon wandered off to enjoy ‘ther plessures atthe fai, but Raistlin stayed rear the illusionist all day, watching his per- formance over and over. When the family returned home that evening, the weodsman ‘was astounded to see his small son perform, fevery one of the illusionist’s sleighto-hand tricks perfectly Both the woodsman and his stepdaugh: ter immediately realized that magic Was Rais tin’s “opportunity. Fortunately for’ Raistin, the woodman did not take the boy tothe ils Sionist Waylan. Instead, he took him to a highly-reputed Master Mage who lived near Solace, This mage ran a prestigious school, ‘acquiring pupils from the entire Haven/Sol The Master was not ovely impressed with the boy. Raisin was one of those children who sake adults highly uncomfortable, The child rarely spoke, but spent a great deal of time staring at people as if reading their minds. He had 2 phenomenal memory and could recite long, complicated stories after Ihearing them only once. He was quite good at arithmetic particularly when it concerned money. AIT this the Master saw in his testing He also found Raistin had inherited a great lanl of his mother’s psychic abilities, although the child was unable to control ar channel them, But, the Master told the wondsman, while all these abilities were to the child's credit and meant be was highly intelligent, it did not necessarily mean he was suited for the exacting study of magic. His weak health was against him, for one thing. The Master didn’t particularly like the boy ether, but he did not mention this to Rais’ father, ‘As the two were talking, they suddenly realized that Raistin was no longer in the oom. They searched for him and found him Siting comfortably in the Master’ library, a Inige book resting on his knees, The Matter frowned. “You shouldn't be playing with these books,” he said sternly. Raisthin looked up at him with large, dark eyes that seemed too big for his small pale fce. “I'm not playing with it” the child Said cooly. “I'm reading it.” The Master gasped. "That's impossible,” he stated. “Tt takes years of study to read magi.” The boy shrugged and began to read the arcane words aloud. “Stop!” the Master cried, having Visions of the boy unwittingly conjuring a ‘demon in his library. “And so Raistlin was accepted as a pupil Kitara was now thingen. Seving tht Rais thn wes finally learning sks that would benefit him in later life (and possibly benefit het) and seeing Caramon growing taller and stronger than the other boys his age, she decided her responsibility for her brothers had ended, Kitlara packed her things and let home TassLehofe ‘The same week Kitiara left Solace, an eighteen year old kender named Tasslchoff Barfoot arrived in town. He had a pack full of maps, some delicate and ornate, some scrawled in his own hand, Tas was coming 10 the end of his Wanderlust, At some fime in ‘ther lives, all kender suddenly gee the uncon trollable urge to travel and “make the great ‘map of every land”. No kender going through Wanderlust has ever completed a full map of his or her wanderings. Tasalehol?'s map wat confused (50 his story went by an unfortunate incident with a teleporting ring. which kept transporting him to unknown lands without notice. No-one ever saw the ring believed the stony ether ‘All anyone really knew was that he came from somewhere in northern Exgoth, and wae [part of the Stoat clan of kenders. Tas left home with everything his parents thought necessary toa kende’s survival inthe world, In addition to his maps (Tas, like all ender, loved maps) he camied a cal of strong ope, his Hoopak sling, and another bag ull of cds and ends he had “acquired” during his life. For Tas was a “handler,” as are most ender. (The term “thief” is considered in poor taste) Tas arrived in Solace during the spring festival, The season for travel was just begin- ning and Flint, who had worked hard all wine ter preparing’ for his journey south, was displaying his wares, Tae wandered by Fins booth and stopped to admire the dwart's handiwork, (Like all kender, he recognized ood quality workmanship when he saw it) A copper bracelet caught the kender’s eyes, Tt was exquisite Tas was charmed. He looked ‘round, Tanis, who normally did not pari ‘pate in the selling end of the business, was breakfasting at the Inn of the Last Home. Flint had disappeared in the back of his tent to bring out more merchandise, No-one was around “Tas tried the bracelet on It fit perfctly— obviously it had been made for him. He turned His arm this way and that, adaniting the way the bracelet captured the light. He looked around again for the owner of the ‘booth, intending to ask the price. No one was there. Well, thought Tas, TI just come back Inter, and seaked away. Unfortunately, he had absentmindedly forgotten to remove the bracelet Tas hadnt gotem very far when he came to 4 stop. The most ungodly commotion had bro- ken out behind him Turning to sce what was happening, he found himeelffacetochat with a redfoced dwarf yelling something about thieves land shouting for the guards. Tas stared at the dwarf in amazement, wondering what all the fecitement wae about, The kender even looked Around, hoping to discover the thie. This just seemed to infuriate the dwarf more. Flint stomped his fet grabbed the kender’s army ard early twisted it off trying to recover his bracelet ‘Tanis returned from the Inn to find 9 lnege crowd gathered outside Fins booth, It was not the kind of crowd he liked to sc. Hearing Flint roar, he sighed, then charged into the crowed of gaping yokels. He found his partner apparently about to beat up an Innocentlooking kender. “Tanis took charge. He quickly draggest Flint back to the booth. The lender fllowed. This was mote fun than be had had in a long time. Flint shouted something unintelligible tnd pointed to the kender’s arm. "Oh, THIS bracelet,” Tas ssid, wide-eyed. He finally understood, He truly had no intention of stealing the bracelet, He had just wandered aviay, forgetting to remove itt Tans, barely able to keep from collapsing. with laughter, tmollified his partner. Flint accepted Tas's explanation reluctantly, “You don’t know lender," the dwaef growled at Tanis, He shook his fist at Tas, but the kender just grinned, “Tanis told Flint that he had just heard of a new route tothe south and wanted to check St out before they started on their travels "Now route?” said Tas brightly. T jost hap pen to have a map...” The kender reached into his bag and pulled out a map, bringing nearly twenty more with ital spilling to the floor. Tanis began to sort Hough them and was amazed at what he saw. There were maps of lands he had never head of. Maps of lands that looked familiar but were different. These, he thought, dated long before the Cat- aclysin. Soon he and Tas were deeply involved in discussion while Fint stomped around in 2 hut. fore the durant knew what was hap pening, Tasslcholt Burrfoot had become 3 traveling companion. Kiara ReTurns Kitiara retumed from her first journey in about two months, She was taller and Stronger, her skin tanned, She said nothing, ‘bout where she had been, but gave her step father money that would pay for her food arid board for as long as she chose to remain in his house, She now wore a short sword—a real fone—and carsied a small shield. Caramon, ‘ngpesting her sword one day, wae awed to find eotied blood near the handle. He asked. ther about it, but she simply shrugged and smiled. She had brought him a real sword as well, and taught him how to use it Kitiam was pleased with her brother's strength and skill but was not as pleased with Caratnon’s character, He had a most sent- ‘mental habit of helping an opponent up once he had knocked him down One das, Carte ‘mon and Kitiara came upon some town bul- lice showing Raistin around, Kitiars held Ihack, fo sae how Caramon handled himsel The young giant attacked quickly, knocked tone of the boys out cole then watched in sat- isfaction as the others ran away. He turned around, expecting Kitira’s. praise. Instead, she glared at him in anger “Why did you let them get away?” she demanded, helping Raistin to his feet and wiping the blood from his face. “Look what they did to your brother! You shoul have gone after them and made them pay, every fone of them! Caramon’s mouth dropped open. Then the shut it atx smile, "Al those guys did't mean anything,” he said. “They're my fiends. 1 talk to then and get them to apol- ‘ogize to Raist. Then we can all play together Uke always.” He walked away, whistling. cheerfully ‘Yents passed, Kitiara came and went on ther mysterious journeys. She always returned with gold and jewels, and stories of her tra- vels, When she was twenty four, she came buck to find her mother and stepfather both lend, The woodsman had died in a terrible accident, falling from a vallenwood tree. Kitiara's mother had gone into one of her strange tranoes and never came out, She with fered away, refusing food ancl drink ‘The brothers were sixteen. Thanks to their mother’s absentsminded neglect, they. were capable of living on their own. Thay wer, how ver, very happy se ther hale Raisin wae progressing well in his sud ies, although he thought the Master was too slow and painstaking. He was frequently bored in class and did not bother to conceat his yawns. He knew himself to be above the other boys his age, both in intelligence and dexterity, He had nothing in commen with them, Being unable to play their rough and tumble games, He had to conserve all his strength for study Raisin had been an easy target fr bul lies (when Caramon ssasn't around), and this gave the unlikable boy his one redeeming characteristic: a deep and abiding hatred for those who used strength to inflict pain and suffering on the weak. The young conjurer had a strong sense of justice, which went along with his brother's inherent sense of good. Anyone in wouble discovered that he could always count on receiving help from the twins, CCaramon's fists and Raistin’s devious trickery could settle almost any problem. The brothers oon gained respect and admiration among, the inhabitants of Solace, Caramon was hand some and popular. And, while few ied or trusted Raistlin, they tolerated the magician for his brother's sike~the two were rarely sep arated, Raistln’s magic skills won him grow ing respect Unfortunately, Raistlin’s skil often got him into trouble, Although the brothers had inherited some money and property, they were far from wealthy. Caramon hunted for food, and did odd jobs. Raistlin performed conjuring tricks for money—which was ‘agninst al the rules of his school Tasslehopf To The Rescue ‘Tas was wandering through Solace one day when be noticed a large rowed watching a per- formance of some sort. Always curious, Tas ambled over to see What, was going on. He found a teenage boy performing pretty good illusionist tricks al collecting coins in at at his fot “Tas was enjoying the performance along, with the ret of the croved when suddenly 2 venerable, white-bearded oldman wearing expensive robes shoved his way through the [People and grabbed the young conjurer by the Shoulder “How dare you exhibit your skills for money?” the man shouted, shaking the boy. "You'll ruin the reputation of my school!” The boy’ face darkened. Tas felt sony forthe teenager, who had a frail appear- ance. The kender knew a Master Mage when he saw one and decides to create a diversion by deftly swiping the mage’s bog of spel comm- ‘ponents. “Here throw it to me," yelled a husky boy on the exge ofthe crowd. Tas tumed and same a teenager who seemed to be the young conjuror’s twin. Glefully, Tas tossed the bag to the young man, The mage, whirling around, exploded in rage when he saw the lender, demanding to know why Solace was becoming the repository forall kinds of rif. salt, ‘Tas and the boy were just getting into the spirit of the game when a taller, elder youth stepped in, took the bag from Tas, and retumed it to the Master with a bow and an apology. By this time, the young conjurer had ‘melte into the crowd. The Master seemed to have forgotten about him. He took the bag with a scowl and vealked of “Blast, Sturm, you spoiled all the fr said the husky twenager good-naturedly. ‘Sturm, the older boy, was about twenty, tall slender and well-built. The expression on his face wae serious and solemn, as though he car. ried the sorrows ofthe world on his shoulders ‘The robust twin was Caremon, Tas leamed. The conjurer was his brother, Rais tin and. the serious youth’s full name was Sturm Brightblade, Caramon shook hands heartily, Sturm bowed gravely, and the con- jurer said nothing beyond a brief thank-you Raisin studied Tas with eyes that seemed to ‘at into the kender’s soul. Tas was extremely curious about the young men, particularly the tovins—one so open and friendly; the other so dark and secretive. He found himself wonder. ing about the quiet youth, too, who had an air ‘of nobility about him. It was obvious he di not come ffom Solace, Tas invited them home to meet his dwart ‘Tanis was away, visiting Qualinest. The halfelf found himself drawn back home peri- ‘odically, although be was always sorry he went. Flint was alone. He grumbled when Tas showed up with his new fends, saying arcas- tically that a couple of teenagers were ideal companions for the kender. ‘The dwarf fed them a good supper, however, and sat around the fire to bear them tell about themselves, and enced up enjoying the evening as much Tas Caramon did all the talking for himselt and his brother, describing their sister, their Alsceased parents, and their home life in great detail. His brother sat huddled near the fire, scowling occasionally when Caramon revealed anything too personal. Sturm BeighTbLade ‘The older boy, Sturm, startled both duvaef and kkender by announcing gravely that he was the son of a famous Knight of Solamnia. Tas and Flint both glanced at each other, The Knights ‘ad fallen into il repute in the north. Sturm looked at them a6 if he knew what they were thinking, and mised his head proudly. Hs father was a Keight in whom the Blood ran ppure and true, the boy said. He had sent ‘Sturm=bis only son~and the boy’s mother to Solace to escape the turmoil in the north, It ‘would only be a matter af Hime, Sturm knew, before his father would send for him At tis, Caramon nudged Raistin and both looked knowingly at Sturm, “He hasn't hheard from his father in years,” Caramon. hissed in a loud whisper, Raistin shook his bead at Caramon’s nade behavior ane Sturm face flushed. Flint quickly changed the sub- ect seeing that his curious kender fiend was About to ask an embarrassing question, Flint asked about their training as warriors. Sturm and Caramon both jumped up, eager fo show their skill They got into a friendly rough and tumble contest with the dwatf which ended in a great deal of overturned fumiture and bro- ken crockery. Tas, seeing Raistlin watching the ther boys with envy, asked him to perform Some mone ticks. The evening ended in gai- fly and the young men become regular vis tos tothe dovar’s house Tawis To The Rescue Tanis, returning from Qualinesti, was sound asleep one night when a frightful scream woke him and caused him to grab up bis sword, Chasing through the darkness, he came upon ‘8 young woman fighting 4 group of hobgob- lina. Tans leaped to her rescue, killing the last bandit, To. his astonishment, however, the young woman turned on him in a fury. The halfelf backed up as she berated him in lan- guage be hadnt hear! since he wae in abate racks in Pax Tharkas, “Thad the situation well tinder control” she raged. "How dare you spoil my fun?” Tans, still backing up as she swung her sword with deadly accuracy, protested that he heard screams. “OF couse,” she sd, point ing toa dead hobgoblin pinned to a teee with 2 dagger. “The creep screamed abit before the fend” Tanis stumbled over a tree root. The young woman was on him in a flash, but her finger had changed to admiration for the handsome halfell Tanis found himself abso- Iutoly fascinated by this wild, darkly beautiful woman. Their combet turned into & fiendly wrestling match in the leaves—the wrestling tured more friendly in the night—and “Tanis's life was forever change The Boat tip Flin, waiting for Tanis to return before he started his travels, was shocked to discover that Caramon and. Sturm, though excellent swordsmen, had no wooderatt skills. He and ‘Tas arranged a camping tip. At frst they intended to take only Caramon and Sturm, but Caramon would not go without his brother. Raistlin plendel to be taken along $9 that he could gather the leaves and herbs he ‘used a6 spell components, The camping tip was a goeat success until Tas proposed a baa ing expedition. The kender "borsowed” & boat and they all set out on Crystalmir Lake CCaramon, attempting to catch a fish by hand, upset the bont pitching everyone into the water. Raistlin, thinking quickly, came up beneath the vessel, and was quite safe in the air pocket formed by the overturned boat Caramon, however, sank like a stone. Sturm and Tas, both excellent swimmers, soon had the boat righted and discovered Raistlin calmly bobbing in the water Flint dove after Caramon, There was a ‘great deal of shouting and splashing and gurgling then a terrible silence. Both Tas and Sturm became nervous when no one reap peared, and dave back in. Stem brought sp CCaramon, who coughed and choked but was soon back te normal. He thought it was 9 grand joke. Tas discovered Flint half- ‘drowned, i a state of pani. It took the com bined efforts of both Tas and Sturm to haul the divart into the boat, They rowed back to camp. Flint lay shivering, huddled under blankets, his eyes wide with borror. The only sound they could get out of him was a vow never to venture of water again as lang a3 he live Kitiara and Tanis retumed to Solace together. Tanis was more and more enchanted with the lovely woman although her dreams fof power and her delight in battle disturbed him. But Kitiaea always managed to dispel these notions with her alluring charm, At twenty four, she had developed into a remark> able beauty, She stil wore her Black hair cut short. It cred around her face and, fae from being masculine, gave her a doicate feminine appearance that belied her strength—vntil you looked into her col, stern eyes Kitiara had developed into a fighter even. her father would have admired. She had acquired a knowledge of campaign tactics and Strategy that Tanis found impressive. She talked very Title about her past, mentioning, only that she had boon in many parts of Ansa Jon, fighting for various lords here and there ‘She was returning to Solace, she sad, to check up on her little brothers. She told Tans about the boys with an almost matemal pride that he found quite charming ‘Kita was more attracted to Tanis than toany other men she had met. Like her father, she was capable of falling in lave ovith great passion. Unlike her father, however, she was Able to control her passion and kept first things first She liked Tanis because he was so dlferent from herself. She admired. his intro spective qualities, even while she scoffed at Tim for thinking fist and acting late. The two arrived back in Solace, Tanis took Kitiara to meet Flint and Tas, having tentertained her with numerous stories about this unlikely pair. They found Flint in bed with a severe cod he caught from the boating incident. They also found, to Kitira’s aston fshment, her litle brothers and thei frien, Sturm, AN Byllic Year Flint was bedridden for months with his ill ress and could not make his annual trip. Nobody minded. Kiiara discovered that Sol- ‘ce wast as boring now that she had Tania, Kitiara, Tanis, Tas, Caramon, Raistin, and ‘Sturm became fast friends, and often. went hhunting and camping. Tanis taught them bout the elves, They held’ mock bates and tests of skill, Raisin continued his magical studies, Tas taught them a few “handler” licks that might come in handy someday Flint remained in bed, grumbling about mis fing all the fun, With the coming of winter, the group met daily in the Inn of the Last Home. Here they talked with travelers and shared tales of faraway plices Flint was soon able to work again, and began preparing for this year’s journey ‘There were rumors of growing trouble in the Land. Bandits, ogres, goblins, and even worse creatures ventured into formerly civi- Tized arena and attacked travelers Tani pro- posed that he and Flint take Sturm and’ the twins with them as added protection that summer. This would hone ther fighting tech- ‘ique by providing them with real opponents, Flint agreed, and all began preparing for the tri. The evening before their journey, how- ever, Rastin and Caramon arrived at Tani’s ome, Caramon’s face was downcast. He tried tospeak, but couldr’t . Raistin told Tani, in a cold, reserved voice, that Kitts was gone She had left during the day, saying nothing, about where she was going. She had told CCaramon to tell Tans good bye. She would see him in the fll The Early Adventures “The companions set out the next day, starting what would be the fist of many adventures together in the coming years. Sometimes, Kitiara accompanied them. Sometimes, months passed without hearing fom her. As thoy traveled through the land, they found more and more signs of evil. People wor- shipped strange gods who seemed to have no powers Clerics tured out to be charlatans, Rakstlin took a grim delight in exposing these false cleries, keeping Caramon and Sturm busy as irae religious fanatics attempted on more than one occasion to burn the young conjer at the stake or lock him pin prison, The Companions Separate Finally, however, the roads became impossible to travel, Business fll off Flint declared that be was going to relive. The companions gath- tered at the Inn of the Last Home, Allof ther Iknew it was the last time they would be together for many years. Sturm was now theenty four, and announced is intention of traveling north to search for his heritage. Kitiars offered to travel with him, for she had never been north, and wanted to see the coun tty. Secretly, she intended to look up her father’s people to see what they could do for ber Raisin and Caramon were twenty, Ra tin was a mage of great ski though stil too young to attain @ high degree of mastery. He had a burning ambition 10 rise to the top of hhiscraft and he spent long hours in study. He twas working on secret plans involving a jour ney for himself and his brother. CCaramon shrugged, laughed, and said he was ready to go anywhere his brother had a mind to go, as long as he got to bash a few hobgobiin heads together once in a while ‘Kitiara and Sturm invited Tans to travel ‘with them, The halfelf refused, His inner conflict was growing as he became more deeply attracted to Kitara, Love between an elfandl a human could only end in tragedy, he knew—for Kitiara would age and die while ‘Tanis sae still a relatively: young man, He hoped that by leaving and journeying for time by himself, he could come to terms with his heritage and perhaps even find help from some outside force—maybe even from the ancient gods. Tanis, therefore, announced that e was seting out on a quest of his vn to find some evidence of true gods in the land The others agreed that this was a challenging quest indeed, and promised to do their Own investigating in the lands they visited Tat said that he was ted of sesing the some sights over and aves, He intended to vel to the northwest plains to see whatever ‘became of his parents, From there he would 80 where his feet took him. Flint grumbled that they were all aban- doning him. He had hoard romans of prob- lems with gully dwarves raiding his old homelands and he intended to check out the situation, He refused to admit that he was homesick, longing for 2 glimpse of the hills where he'd boon raised. He statad that the idea of finding, any trae religion in the land wae crazy, But he did promise to question the warfthanes about the ancient legends of ‘dwarven clerics ‘Their conversation was interrupted by the antics of a playful tecnage gil, about four teen, who entered the Inn. Red-haired, skinny, and freckled, she crept up behind CCaramon and slyly slipped his dagger out of its sheath with a. deft hand, Caramon saw everyone siiling, but couldn't figure out the Joke until the git betrayed berself with a gig- fle. She displayed the dagger. Caramon Is leaped to his feet and began chasing her around the in, falling over chairs and over- tuming tables. Finally Otik Sandalk, the inn- keeper, threatened to throw them both ot The gil flipped the Knife back to is irate owner, nearly stabbing him in the process Laughing, she left the fan Caramon rejoined is friends, shaking his bead, “That Tka’s the ugliest kid I've seen in ages” he said. "Her father's gonna have a hard time marrying her off” The group laughed, then fell silent, All ‘of them knew they were embarking ona peti fous journey. They might net see each other ‘gain, Finally, Tanis spoke “Every year on this date.” he said, “any lof us who are im Solace will come to the Inn. ‘That way, some of us may meet Five years from now, let's all vow to meet here one final “Those of us who ae sil live,” Raistin murmured, his dark eyes glittering. ‘All of the companions took the vow. ‘They tried trading a few jokes, but there seemed to be nothing left to laugh about, ‘After a moment, Raistin touches his brother and nodded towant the door. One by one, thay trickled out, except Flint ‘The dwerf remained inthe Inn for a tong, time, shaking his head sadly A RUN Rites a The Companions of The Lance original Innfellows we Kitiara, Six ee Riverwind. In their adventure they were joined! by Tika, the who Finally found the are the Companions of the heroes whose actions will deter 2 world. They are the player characters in the epic The foo and statistics the Lance, They in playing the game. cs provide background of the Companions of 3 be photocopied for use Playing the Characters INLANCE game art in the ep hold back some ofthe characters, turing them into NPCS, allow players to take aaditional as henchmen, or lt play- fs play more Encourage players DRAGONLANCE game ch ten, tis better to reinforce tation of the character. ‘the basic per sonality end background, these are a wide range of options and choices te be made. Creating New Characters You may, if you chooke, allow players to bring modes om how 0 The world of Key 1 background that fits in with the story. Some NPCs (Gestun, Otik Sandath, ete) can be turned into PCS, while others (Fizban, Berer, fete) cana be studying Remember, you, the Dungeonmaster are responsible forthe conduct ofthe game, If heat, you can’t go too far wrong, STRENGTH 16 (Damage Adj. +1, Max. Weight Allowance 1850 ppw., Open Doors 1-3, Bend Bars/Lift Gates 10%) INTELLIGENCE 12 (No adjustments) WISDOM 13 (No adjustments) DEXTERITY 16 (Reaction/Missle Ach, #1, Defensive Ad CONSTITUTION 12 (System Shock 80%) Resurrection 85%) CHARISMA 15 (Loyalty Base +15%, Reaction Adjustment +15%) ALIGNMENT Neutral Good Base THACO 16 (15 with Missile Agjustment) ARMOR Lever Armor #2 (AC 6), with Dexterity Adj. AC 4 HIT POINTS 35 WEAPONS. ongsoord #2 (Damage 1-6 +3 SM/1-12 +3 L, THACO 14) Longbow, quiver with 20 arows (Damage 1-6 SM/L, THACD 15) Daggers (2) (Damage 1-4 +1 SM/13 41 L, THACD 16 stab, 15, thrown) EQUIPMENT As selected by player; 500 sl/1400 gpw max LANGUAGES Common, Qualinesti EU, Hill Deaf, Plainsman, Gnome, Kenderspeak, Gablin, Hobgeblin SPECIAL ABILITIES All half-ef special abilities from Players Hand- book EXPERIENCE POINTS 2650 (108 bons to earned experience points) tanis ena HisTory Tanis was bor during the erie Shadow Years that llowed the Ca ys His neler was Qualinest el who wae asled by a hurnan Plainaman, She escaped to Qualinost, but died giving birt to a bal treed: Tani The elves of Qualinost, who revere Meas sired inal forms, raised Tanis as one of their own Nonetheless, the mixture of human and elven blood was untsal Tari fet the ference between Kimealf and His elven cousins trorghy ‘Ava want ofthe Speaker of Suns, the ruler of Qualinot, Tans sew close to the Speer’ three chikiren~Githanas, Porthos, and 3 developed chikhood crush on Tans. He fl he loved her, oo ut she remand a chil where Began to fe the si- rings of adulthood. To avoid confit with hie adopted fail, and to dear about his hamsan ide, he fel the i was right to eave the elven realm and see the world A bitter conversation with Gilthanas helped dlinch his decision. Tani, journeyed to Solace to visit Flint Fieforge,a dwarf who had, been his frend for many years, and became Fins business partner Solace became his home, although he and Flint traveled throughout Abanasinia on busines. in those years, he became a seasoned adver turer, a fighter, and natural leader. ‘Slowly, a group of companions formed around Tans, including Tasslehoff, Sturm, Caramon, Raistin—and Kitiara. tiara, ball-sister to Caramon and Raistlin, was an alliring darkchaired beauty, passion- ate and wild. They fell in love—Tans, because he had never met a woman as strong and self-assured, Kira, because she had never met a rman who could stand up to her In those years thete were rumors of growing trouble bandits ‘ogres, goblins, and even worse creatures in the land. Finally, the roads bbeame impassable, Business fell off. The Companions each found a «quest Tans sot out to find evidence of true gods in the land—and one dy they parted. Each of the companions swore a solemn oath to moet atthe Inn ofthe Last Home one final time, five years hence ‘or five years Tans roamed the known world, finding much that was strange and evil-but nothing of the true gods. Finally, scour. aged, he returned to Solace to meet his companions once more. All Kitiam, She had found a "new lord return or $0 4 note from her sai Personality Tani & plagued by an inner conflict tha i manifested by his love for two distinilar women the childike and inac returned “excep snd could not ent cliemaid Lauran, and the wild and free-spirited human Kitara. Although filed with Seléloubt and uncertainty about his place in the world, Tanis seldom allows his emotions to show. The only visible sign of his turmoil are in his eyes. He i trusting of strangers and friendly, yet is reserved, even with his closest friends, Sometimes he is afflicted by dark moods and doubts, Although a natural Teader, he is not sure he wants a leader's responsibility. Money has litle value for him, He is an excelent his only obsession TTanis received an elven education and can read and write, He has traveled throughout the Haven/Solace region and west across the mountains, Yer, with no Fears or weaknesses, Kitiara is APPEARANCE Height 510", Weight 145 Ibs Age: 102 (actua}/22_ (apparent) Rist Red Hair and Beard, Hazel Eyes FIRST APPEARANCE DL. 1 STRENGTH 18663) (Hit Ad}. +2, Damage Ad) Allowance 2750 gp, Open Doors 4, Bend Bars/Lift Gates 25%) INTELLIGENCE 12 (Additional Languages WISDOM 11 (No adjustments) DEXTERITY 11 (No adjustments) CONSTITUTION 17 (Hit Point Adi. *3, System Shock 97% Resurrection 98%) CHARISMA 15 (Loyalty Base 415%, Reaction Adjustment 15%) ALIGNMENT Lawful Good Base THACD 16 (16 with Strength Adjustment) ARMOR Ring mail armor and small shield (AC 6) HIT POINTS 51 Max. Weight WEAPONS Longsword (Damage 1-8 43 SM/1-12 43 L, THACO 1) Spear (Damage 1-6 +3 5M/1-6 43 L. THACD 18) Dagger (Damage 1-4 +3 SM/13 +3 L, THACO 14) EQUIPMENT As selected by player; 500 51/2500 gpww man. LANGUAGES Common, Plainsnan EXPERIENCE POINTS 52500 (10% bonus to earned experience points) caRamon Gerace aed Bl PANS HisTory CCaramon, a giant of a warvior, is Rastin’s twin brother and Ktiara’s hale-brother, He could not be more unlike his siblings. He is honest tnd open where Rati is cynical and reserved, friendly and compas- Sonate where Kities is wild and passionate The twins were born when Kitiaes was eight. One twin was strong and healthy, but the other neatly died at birth. Uscause their mother was frail fell to Kitira to raise the to, Caramon, the firstborn thin, showed himself to be a warrior bom, As he grew, be outstripped other boys his age, always baing the fallet andl strongest around, He ‘qickly acquired Fighting ski and was soon a champion swordsman, Although the twin brothers were nothing alike, Caramon, loved his brother Raistlin deasy, and frequently protected him from bullies, When Raistin discovered his natural aptitude for magic, no one was ‘more pleased for him than Caramon, even though Raistin’s new stud ies made him a poor companion. Caramon, an outgoing and social per son, had many friends, including young Sturm Brightblade. One day, he met Taslchoff Burrfoot, a kender, and so the twins became involved with the companions. CCaramon accompanied Tanis ape! Flint on trips in the Haven/Sol ea, and grew into a powerful Fighting man. At the age of twenty, he and Raistin met with their companions in the Inn ofthe Last Home for what wosld be the last time in many long years. For Raistin had been granted an opportunity to take the Testan experience that would make him into.a powerful mage .. if he survived it. Caramon, fever faithful, accompanied Raisin. He has never talked about what happened there, but the Test created a darker bond between the two brothers Personality CCaramon is easy-going, strong, and shy around women. He is tustwor thy to a fault. He isnot secretive (except about the Test) and has no inner doubts, His one obsession is polishing his sword. He & very pro- fective of his “kite” brother and very fond af him, but doesnt under stand him in the slightest He is often embarrassed by his brother's rudeness and apologizes for him. His motto is, “There is no. problem that cannot be solved by strength.” Money is nice, but not important Caramon is occasionally impulsive, and doesn't always know his, fown sitength. He is lefthanded. His intelligence is not great in com trast to his brother. What he appears to be on the surface is what he is in his soul. His only private dept les in his love for his brother. Caramon isa skilled outdoorsman as well asa fighter, Because of his great stength, he carries enough weapons and armor to be virtually king arsenal” He is content to follow Tani’ lend, and deeply respects Stuet, though he wishes both of them would loosen up a bit, Even through hus shyness, he has begun to notice that Tika Waylon has matured from 8 freckle-aced kid into a good-looking woman, APPEARANCE Height 6, Weight 200 tbs Age 25 Brown Hair, Brown Byes FIRST APPEARANCE DL 1 STRENGTH 10 (Max. Weight Allowance Bend Bars/Lift Gates 2%) 150 gps, Open Doors 1-2, 1am Spells/Level 14, Additional WISDOM 14 (No acjustments DEXTERITY 16 (Reaction Missile Adj +1, Defersive Adj CONSTITUTION 10 (System Shock 70% CHARISMA 10 (No adjustments) ALIGNMENT Neotel THACD 20 (AC 120, see DMG) (19 with Missile Adjustment) ARMOR Stuf of Megits, 3 to AC (AC 7) with Denterty Adj, AC 5 HIT POINTS § EQUIPMENT Staf of Magis provides +3 protection, is +2 to hit (damage 1-8 SM/L, THACO 18), and can cast cont fall once per day Oiher ae selected by player, 00 st/1050 gpw max ABILITIES Languages: Common, Qvalinesti Elf, Magias Spell Use: Two Ist level and one 2nd level per day SPELL BOOK Resurrection 75%) Ist Level: burning hans, charm person, comprehend tan ge, detect magic, Hold portal, magic missile, push, rent magic, sleep, floating dis 2nd Level: sidible glemer, darkness 15° radius, detect invisibly, ESP, iis, riror ime, web EXPERIENCE POINTS 5) {10% onus to earned experience point) tight and fonther LUTON a) 3rd level Human Magic-User a 2 PAS History Raistin isa magicsser of gpeat natural talent, but he has paid a heavy pace for his skill, Raistin is Caramon’s mimorimage twin brother and_Kittara's halé-brother (Qhey share the same mother). He could not be more tunlke his twin, for he 48 secretive, cynical, and distrustful. Neverthe- Toss, he loves his brother— perhaps Caramon isthe only thing Raisin truly loves The twins were born when Kitiara was eight. One twin—Cara mon=was strong. and healthy, the other -Raistin—was born sickly and ral Ie seems for awhile that Raistlin might ce in infancy, bat Kitiara’s mrsing saved bis lif, Their mother died when the twins were Young, and Kitiara took over their upbringing Ik was clear fom the very beginning that Raisin was a weakling, and Kitiara despaired of him, Caramon Biossomed into health, pov ffl fighter, and frequently protected his “younger” brother from bullies, Raistlin grew to a bitter hatred ofall bullies, and developed 2 strong desire for justice. The experiences of his childhood soured. him fon most people, and he grew eynicsl and bitter at an easly age. He showed promise as a scholar and learned to read before he went to school, When Raistin was five, his father took him toa village fair, where he watched a local illusionist perform. The illusionist was not very 00d, but Raistln was totally absorbed in the performance. When the bboy returned home that evening, he could perform every one of the iusionis’s tricks, His family was amazed, Magic, his father realized, was Rast’ key to survival in this world, He was taken toa welLrespecte mage and presented as a prospec: tive pupil. The mage was not overly impressed with the boy, especially because of his weak health and his unltkable personality. But while the mage and Rastlin’s father talked, the boy wandered into another room and bogan to read a huge book The mage was about to take the book avray, but then realized that the boy could read! magic without study! And so Raistlin was accepted asa pupil He leamed rapidly, and ‘ickly outstripped the other students. At an unusually young age, he was invited to preset himself for the Test~—he would come hack a pow erful magician, or not at all Caramon accompanied Raistlin on that fateful trip. Raistlin never talks about what happened there, but the terrible ordeals broke his health turned his skin the color of gol, and changed the pupils of his tyes into hourglasses. His eyes are a terrible curse for thretgh them he sees time rushing past, and everything die and wither in its He, Personality Raisin fs nicknamed “The Sty One,” for he is avaricious, cynical, and secretive. He always expects the worst of others. He is devoted to is brother, yet secretly envies him. He has good qualities, though he works very hard st Keeping them hidden he hates bullies (bin weakling himeel), He sup den, though he will not admit his concern. He wears red robes to show his neutral alignment. He has a strong sense of justice, but ile sense ‘of men. Due to his weak health and a lingering lung infection, be Speaks im a soft, whispering voice crts and sympathies with the downtrad- APPEARANCE. height 5°", Weight 135 Ths Age 25 (actual), 30 (apparent) White Hair, Amber Eyes (hourglass pupils) FIRST APPEARANCE DL. 1 STRENGTH 16 (Damage Adj. +1, Max. Weight Allowance 1850 ‘SPW., Open Doors 1-3, Bend Bars/Lift Gates 10%) INTELLIGENCE 7 (No adjusteents) WISDOM 12 (No adjustments) DEXTERITY 10 (No. adjustments) CONSTITUTION 18 (Hit Point Adj. +4, System Shock 99%) 100%) CHARISMA 13 (Reaction Adjustment +53) ALIGNMENT Neutral Good Base THACO 18 (17 to hit goblins/bobgoblins as dwarf) ARMOR Studded leather armor (AC 7) and small shield (AC 6) (Effective AC 2-vs gies, trolls and giants as dwar) HIT POINTS 42 WEAPONS Hand Axe +1 (2 cartied) (Damage 1-6 42 SM/1-4 42 L, THACD17), Dagger (1-4 +1 SM/1-3 +1 L, THACD 18) EQUIPMENT As selected by player; 500 st/ 400 gpw max LANGUAGES Common, Hill Dwarf, Gnome, Goblin SPECIAL ABILITIES All dwar special abilities from Players Handbook EXPERIENCE POINTS 26500 (10% bonus te earned experience points) Resurrection flint FIREfFORGE Esra ee ‘lint Fiveforge, a grand{atherly dwarf, isthe oldest of the companions He is a Neidar (Hill) Dwarf, bom in the wilds of the Kharolis Moun- tains, His father fought in the Dwarfgate Wars against the mountain dwarves, and told Flint many stores about that terrible conflict. After the Cataclysm, humans and hill dwarves sought refuge in the ancient iwarven kingdom of Thorbardin, The mountain dwarves, fearing they would be overrun, shut the gates of the kingdom, shutting out their Kin, the Nevdar, in the process. War raged for years, and both armies were obliterated in the final battle. The mountain dwarves who remained closed Thorbardin forever. The bill dwarves, shattered by the war, broke up into small clans, Flint was born into the poverty and hardship of Fis people, and grew up with a deep hatred ofthe moun: tain duvarves that had so betrayed his people. Flint leares his trade as « metalsnith from his father, and set out ft the world when he became an adult. His oficial reason for leaving was to find a more lucrative place to ply his trade, but secretly he dreamed of returning rich and powerful to reunite the Neidar King- dom, ‘Eventually, Flint moved to Solace, since that town was located near all the major trade routes (and had one of the finest inns in the Known world), His work was mich in demand because of his sil, rad he became one of the few dwarves welcome in the elven kingdom of Qualinesti, There he met a young halfelf named Tani, and they formed a fast friendship. ‘When Tanis let Quainost, he came to Flint in Solace, and Flint took the young halt-elf on as a business partner. Together, they roamed the Haven/Solace region, and even traveled west across the mountains, They never went south, for Flint was not yet ready to face his own peo ple again. Although Flint grew increasingly crotchety as he aged, Tanis seemed to attract young, energetic people. And so the Companions formed around Flint and his young asistant, lint, though always, {grulf, became much fonder of the Innfllows than they ever realized nt had a near-brush with drowning that left him terribly afeaid ‘of water, and also had a close call with fire that left him nervous about flames. He is allergic to horses ‘When Flint retired, he decided finally to travel south to find his people, and let Solace when the Innfellows departed South of Pox Tharkas, but was captured by Aghar (gly divas) and imprisoned for several years. Finally, be escaped, but earses a buming hatred for the disgusting creatures. Personality Flint is a complex personality. He is gruft, cynical, distrustful, dwar vishly greedy, and never forgets an insult but at the same ime is cextrmely loyal a litle bashful (especially around women), humorous, fnd capable of deep snd lasting friendship. Although it often appears dlferent, he wories about his friends, thinking that they are children rnecding his care. He doesn't like to fight, but does it when he has to He distrusis magic and all magieusers— including Raisin, He has @ running feud with Tasslehof, but is secrelly fond of the kender. He is very fond of precious metal and gems, and is talented metal craftsman. He whites continually, and strokes and cleans his bard whenever there isn't a pisce of wood in his hand. He dresses slop- pily when traveling (1 discourage bandits) but very much the dandy in town. His health is good, but he has a touch of sheumatism. He traveled APPEARANCE Height 47", Weight 148 tbs. Age 18 (actual), late 50s (apparent) Graying Brown Hair and Beard, Hazel Eyes, Sear over right eyelid FIRST APPEARANCE DL. 1 STRENGTH 43 (Max. Weight Allowance 1600 gpw., ‘Open Doors 1-2, Bend) Bars/Lift Gates 45) INTELLIGENCE 9 (No adjustments) WISDOM. 12 (No adjustments) DEXTERITY 16 (Reaction/Misile Aci, +1, Defense Adj. 2) CONSTITUTION 14 (System Shock $8, Resurrection 92%) CHARISMA. 11 (No sjustments) ALIGNMENT. Neutr THACD 20 (AC 1=0) (19 with Missle Adjustment) ARMOR Leather (AC 8), with Dexterity Adj, AC 6 HIT POINTS 15, WEAPONS, Hoopok: teat as combination bullet sling (Damage 2-5 SM/ L THACD 19) and yo stick #2 (Damage 1-6 +2 SM/ 1-4 #2 L, THACD 18, also makes eecie raring sound when whirled) Dagger (Damage I-4 SM/1-3 L, THACD 20 stab, 19 throven) EQUIPMENT Thieves’ tools, leather map case stuffed with maps As soleted by player, SN) stI/1150 gpw maximum ABILITIES [anguages: Common, Kenderspeak, Dwar, Goblin, Thieves” Cant ‘Thiet Skill Pick Pockets 50% Open Locks 47% Find /Remove Traps 40% Move Silently 43% EXPERIENCE POINTS 15,000 (10% bonus to eamed experience points) ven, Gnome, Hide in Shadows 40% Hear Noise 20% Climbs Walls 73% Read Languages 15% Backstab Attack TassLehoff BURRFOOT eae Dear RSI PSX History Tasslehoff Burfoot is a Kender, 9 diminutive race found throughout the world of Keynn. Like all Kender, he left home at the age of 18 because he was stricken by wanderlust, the uncontrollable urge to trax vel and “make the great map of every lang.” No kender in wanderlast has ever completed the “great map,” but most Kender have great col leetions of maps—some useful, most absolete. Tasha is no excep tion. Tas's map was especially confuses by an unfortunate incident with « magic ring of felqortaion that Kept transporting him to lunknown lands without notice. No one but Tas ever saw the ring—or beloved the story, either Tasslehoff was born someschere in northem Exgoth, and is mem- ‘ber ofthe Stoat clan of kender. His parents travel in the Haver/Sel face region, where they studied the lives of the plainsmen. (What the Plainsmen thought of the hender is nowhere recordes!) Tas acquired Skill as a handler” (the word “thief” is considered impolite), and ‘ised it extensively to satisfy his curiosity abot everything. It was that ‘curiosity that led fo hin taking a bracelet from Flint Fireforge’s stall at ‘market. Pint was outraged, but Tanis decided be liked the litle ken- der, and so they all became friends, (Flint although he has never said a nice word about the kender, actually likes him 2 good deal) Personality Tassichoff's most endearing—and frustrating characteristic is his insatiable curiosty and fearlessness. These traits often get him into trouble, His curiosity frequently drives him to see what other people have in their pockets and packs (Raisin, in particular, hates this), and he ean easily forget that he has “borrowed” Jets ods and ends—he will never pass upa chance to acquirea map of any description and often surprises himeelf with wht he fas in his pockets He loves legends, songs, and stories, and collects riddles, puz- Dies, and eniganas as avidly a he collects maps, He has a 5% Legend Lore chance to know something useful on any subject, His map elle tion i varied and mostly useless. Many of his maps are pre-Cataclysm He is a8 likely to collect a map for its beauty as for is usefulness, Although it is hard to get a kender depres! because of his fearles. nes, Tasschoff i sildenest by death and destruction, and can be in awe of anything truly magnificent. His fearlessness does not keep him from boing logical about danger, though his cuiosity can sometimes ® particular item. He cal KENDER TALENTS: ‘Taunt: Kender are masters at entaging others by verbal abuse Any creature the Kender taunts must save vs, Spells or attack willy at once for 1-10 rounds at a-2 penalty to hit and a #2 per aly to armor class, Fearlesaness: Kender are immune to fess, including magical fea They are curious about everything: a tendency that often gots them into trouble. Special: Save vs. spell & poison, +4, determine dizection 5% when notin armor and alone can surprise om T-4 om Td6, APPEARANCE light 99", Weight 85 Ibs ‘Age 38 (actal)/ 18 (apparent) Brown Hair (wor in a tassle) Brown Byes, ong scar on right bow FIRST APPEARANCE DL 1 STRENGTH 17 (Hit Adj +1, Damage Adj . +1, Max. Weight Allow ance 2000 gpw., Open Doors 13, Bend Bars/Lift Gates 13%) INTELLIGENCE 14 (Additional Langu: WISDOM 11 (No adjustments) DEXTERITY 12 (No adjustments) CONSTITUTION 16 (Hit Point Ach. +2. System Shock 95%, Resurrection 96%.) CHARISMA 12 (No adjustments) ALIGNMENT [awful Good Base THACD 16 (15 with Strength Adj) ARMOR Chain Mail (AC 5) HIT POINTS 45 WEAPONS Trav-anded sword +3 (Damage 1-10 +4 SM/3-I8 #4 L THACO 1 Dagger (Damage 1-4 +1 SM/L3 #1 L, THAGD 15) EQUIPMENT As selected by player: 500 st/1550 gpw max LANGUAGES Common, Qualinesti Elf, Solamnie EXPERIENCE POINTS. ‘92,500 (10% bonus to eamed experience points) STURM BRIGNTBLAO: eects see ARG PY) HisTory Since the time of Huma, First Draganlancer, who drove the dragons from Kryen a thousand years ago, the Knights of Solamnia have been the champions of justice and truth, The Knights represented all that vwas good, noble, compassionate, and heroic. But after the Cataclysm, when the peoples of Exgoth eried For aid, the Knights were helpless When mankind turned its back om the true gods, not even the Knights cold eave them, And so the people eame to blame the Knights for not faving them from their oven folly. There came a great uprising against the Knights; their old temples and fortreses were besieged. Many of the old onder died; the rest went into exile ‘One of the leaders of the Solamnic onder was the Lord of the Roses, who fathered Stirm Brightblade. When the people turned inct the Knights, he saw thatthe ight was hopeles. He could not sleset his comrades, but he could send his wife and newbom son south And so Sturm Brightblade grew up in the town of Solace. As a chikl, he showed knightly bearing, and the ideals of chivalry came ‘most naturally to him. His mother taught him the code of the Knights, ‘and Sturm wished nothing more in life than to eetake bis father's her asignet tage. When he came of age, Stusm receives his father’s legacy He trained himself as a fighter, undertaking quests and great hardships to toughen his body and soul for knighthood. He became fast friends with Caramon, then Known as the strongest youn man i Solace. And s0 he joined the Innellows ‘When the Innfellows left Solace, he went net to find traces of the Solamnic Knights. For a time, he traveled with Kitiar, Tani’s beloved, and then their paths split. He traveled in the lands of Solam- ri omly to find thatthe Knights were everywhere in disgrace, He went to Vingaard Keep, his father’s ancestral castle, now abandoned. He set tle his father’s estate, using the signet ring as proof of his heritage, but vwhen the death duties were pai, all that was lft was his father’s sword and armor. And £0 he returned to Solace, understanding at last that te lenighthood! was found in one’s own hear, and vowing to restablish the old order, If he was the last Knight of Slamnia, he would at last be true to his father’s ideals, He needed no more Personality The motto of the Knights of Solamnia is Est Silom oti Mithas— My Honor Is My Life. It means that @ Knight must be true to the ideals of chivalry at all costs. Sturm lives by that creed, and his highest ideal i to meet a noble death against overwhelming es in the cause of justice He isa man of noble bearing and great solemnity. His knightly ideals can sometimes be troublesome-it i a shameful thing to rn i bate, he fels. But when persuaded that a larger interest is at stake, he can make a “strategic retreat” if it will further the cause His greatest fer is that somehow be will dishonor himself and the Knights, and shame his father's memory. His hance is his major posses: sion, and his word is unbreakable. He & a fighter of remarkable sil APPEARANCE Height 61", Weight 190 Tos Age 29 (actual)/ 37 (apparent Dark Brown Hair, Brown Eyes, Handlebar Moustache FIRST APPEARANCE DL. 1 STRENGTH 12 (Max. Weight Allowance 1600 gp ‘Open Doors 12, Bend Bars/Lift Gates 4) INTELLIGENCE 12 (No adivstient) WISDOM 16 (Mental Attack Ac, +2, Clerical Spell Bonus of two Ist Tevel and two 2nd level spells) DEXTERITY 14 (No. adjustments) CONSTITUTION 12 (System Shock 80%) Resursection 8% CHARISMA 17 (Loyalty +30%, Reaction +0%) ALIGNMENT Lawful Good Base THACD 18 ARMOR Leather (AC 8) HIT POINTS 19 WEAPONS Sling +1 and 20 bullets (Damage 2-5 41 SM/2-7 41 L Querterstff (Damage 1-6 42 SML, THACD 16) (SPECIAL NOTE: When Goldmoon becomes a true cleric, she can no longer use her sling, When the lke Crystal vanishes, she gets a guartersaff +2 to replace it) BQUIPMENT Blue Crystal Stuf (Known properties: heals damage on touch, hits a= quarterstaff 42 (Damage 1-6 +2 SML, THACO 16), A selected by player: 500 stI/1150 gp mania ABILITIES, Clerical Spell Use: 5 tat level, 5 2nd level, 1 3ed level (GPECIAL NOTE Goldmoon does not become a full (spell Using) cleric unl she finds knowledge of the tte gods. She faannot use any clerical spells until that occurs) Languages: Common, Plainsman, Hill Dwarf, Qualinesti El EXPERIENCE POINTS (68,750 (10% bonus to exmed experience) THACO 17) LOmMoon Perbcneek aca PSX

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