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Official Game Adventure Dragons of Hope UNM camer) i _ ADVANCED DUNGEONS 6 DRAGONS, DRAGONLANCE and PRODUCTS OF YOUR IMAGINATION ate trademarks owned by TSR, Ine. ure Dragons of Hope by Tracy Hickman TABLE OF CONTENTS: Prologue 2 Wheroin the tle is tld, and the story 1 erploined (Chapter 11: The Way 6 in which the heroes’ atiompl to Bnd safely and shelter for tho vafugoos’ of Pax Tharkas Chapter 12: The Outpost Mines “4 Chapter 13: Skulleap 2 in which the tomb. of Fistandanifus i= found, and te mjsicriee of the. Dwarigate’ War Epiloguc 2 APPENDICES 28 Hare are tho tod of the try. That which I= new & explained, as\are encounters governed by Appendix 1: Monsters, Creatures, and Men : 7 cee, 28 ‘Appendix 2: Character Cards 7 7 - 2000 31 and inside Cover Appendix 3: Combined Monster Statistics Chart Inside Cove ‘Appendix 4: Random Encounter Chart Inside. Cove ‘CREDITS DevelopmentEdting: Michael Dobson Graphic Design: Elizabeth Riedel Cover Art: Keith Parkinson Interiors: Keith Parkingon and Lary Elmore. Gartographers: Dennis Kauth and Elizabeth Riedel Typography: Marilyn Favaro Pootry: Tracy Hickman TSR, Ine TsRIUKILIA tate Gene Cambidge Bt AD wi ssi ‘nied ‘Kingdom fmt thn eau for person Uae since the great Cataclysm. Curse the High Priest of Istar for his pride! For in trying to command the Gods rather than begging Iuunbly for their aid, he called down their torath, The Gods punished Krynn with fire ‘and flood, and much is now forever lost. The _greatest loss was the knowledge of the True Gods. The world of Krynn has sunk into blasphemy lo these many generations. It is said that once all clerics had the pouwer to east healing spells, but that is no longer true. Mankind’ separation from the Tue Gods has also opened the door to renewed evil in the world. Dragons, thought to be a myth {it only to frighten children, are once again 5 working their evil. They are commanded by Inumons called dragon highmasters, and assisted by strange creatures, the like of which have never before been inthis world: draconians, they are called. The annies of dragons, dragon % highnasters, and dracon have now conquered muce of Krynn, and soon they wilt hhave all the land wnder their stay. Things {ook dark. Foil may soon triumph over good. Through my Crystal Ball the Globe of Wisdom, 1am abl to send my sprit across the tind to gather knowledge, And so I have found mmer of hope Five years ago, seven adventurers set out {from the Inn of the Last Hone to seck the {forgotten knoroledge of the Trve Gods. They hhad great adventures, but did not find what Loreksoper of Rig in the 3518 pear afer the On the day of ther eturn to the town of Solace, they met Goldmoon, a princess of the Que-Shu tribe, and her lover Rivervind, @ ranger. Goldmoon held a blue crystal staf that contained the power of heating The Tre Gods had heard the proyers the adventures, and had begun to act As the Dragonarnies marched, leaving devastation in their path, the Innfellozs sought ‘out the Forestmaster of the Darken Wood, tho told them Xak Tsaroth, am ancient city now fallen to evil. After terrible oneal the heroes faced an enemy out of nightmare: Onys, 4 Black Dragon The poser inthe blue erystal staff ons indeed the poroer of the True Gods. With the aid of the staf, the heroes destroyed the Aragon, and recovered the Writings ofthe Gods. Knowledge of the True Gods had returned to Kryin. And s0 Goldioon, princes, became the first true cleric of Krym Now armed with powerful weapons ofthe sprit, the heroes returned to Solace, only to find that draconians had overnin their homelands, and had taken the people ofthe plains to a tere stavery in the fortress of Pray Tarkas. After capture and battle, after peritous travels tough thick forests and ancient dgeons, the heroes crept into Pax Therkas, BESD foiled the sinister plans of the dragon SS highnaster Verminaard and rescued over 800 ” slaves. Now they rush south, pursued by the > tirvtessdraconians,seoking a passage tothe MS 5S seaport of Tarsis and the hope of safety. < seaport of pe of safe PRologue “Dragons of Hope” is the thi in the epic DRAGONLANCE™ series, The next mod “Dragons of Desolation,” forms the end of the First Book of Dragonlance: Tales of ‘Aaturnn Twi DRAGONLANCE i¢ 9 story. The mod= les inthis serie should ideally be plyed a= 0 continuing sags, Players are encouraged to fake on the roles of the main Heroes in this pic: Character Cards can be cut out and wed by the player You may allow players to bring ether into this adventure, If s0, adjust those characters so they conform 10 the worl of Keynn, which is unlike most AD&D” words, IF yom allow players to bring their own cha acters into the epic, the DRAGONL ANCE charactors must be present either as player characters (PCs) of non-player characters (NPCS, The following haces are active in this ‘odie: Tanis, Goldmoon, Riversind, Car mon, and Raisin. One player should always play both Goldoon aad Riverwind, one a 6 primary character and the ether as a bench ‘man NPC. The other pre-geneated characters do not play a etitical role im this module, but fae important er, ey can be ten by’ phay= fs, wed as henchmen, or Kept as NPCS. 1's food iden to keop the party to « manageable Three NPCS require particular attention Laurana, Prineoss of Qualinost, was rescued from Pex Tharkos in DL 2. In DL. 6, she becomes a PC. Although the should be in the background in DL. 3, make sure the other PCs There are important differences between the world of Keyan and standird AD&D com Paigns. Characters who adventured in DL 1 find DL 2 know most of the following infor ‘mation. Those players and characters new 10 the world should be given this background True cles have been usknown in Kryet for centuries. Mout clerics do not have spell powers, since they worship false gods, In DL 1, Gollmoon bosame the fist me cleric (vith spell use) of Kiyn since the Catacysm. Gold toon wears a Medhllion of Faith bearing the fymbol of the goddess Mihalal IT 2 PC cleric is brought in from another campaign, he should serve the goddess Mishakal (if good) tnd weit a Medalion of Faith, When a new Irie cleri¢ comes into being (Elistan, for example, in this adventure) the Medallion noTes for The dungeonmaster (especially Tonis and Gilthanas) are aware of ber presence Elitan is & fie clei of the Secksr r= tion who was introduced in DL 2. In this Ione, he becomes the second true cle of Keynn, In DL 6, he becomes a PC. See his Character Card’ and the Events section of Chapter 11 Eben Shasterstone, the shied important NPC, is a traitor, am agent of Verminaard, the Aragon highmaster. Eben is self-serving and greedy rathor than actively evil, and 0 his ligament is nevi, Eben was inlrodoced to the pany ia DL 2? as the victim of a draconian attack, The attack was & fake, Eben has Planted himself on the party, and becomes a leader of the refugees. In this module, he behaves himself and scoms to be s supporter of the heros. In DL 3, keep Eben i the bac round, but remind the players that he is there. Keep his future role # secre, He will reveal his true purpose soon enough! If you don't want to play the DRA- GONLANCE epic, you can edapt this adven- ture 10 your own” campaig DRAGONLANCE is @ complex saga, To run it well, you must Fead this module care= fully to visualize the sory, and to think of what players may do. You must motivate the players subtly x0 that they follow the right uth, Sometimes, you must improvise to keep "he story om track Because DRAGONLANCE is # story, both heroes and villains often figure promi neatly in later modules. If “ame” charseters fr villains shouldbe illed, arrange ebacare The World of keyyn magically duplicates itse medallion bears the sign of the god that cl worships (in Elisan's ease, the god Paladin) At this point in the DRAGONLANCE saga, fonly the gods Mishakal and Paladine are and the new Known, This means that all PC clerics mast bo of good (preferably. Invful) alignment. AIL PC elves in this adventure are Qualinesti elves. Other elves—the Sylvanesti—appear ia later modules. ‘The equivalent of « baling in Koon is a ender, Kender look like wizened Li-year- lds and (uolike halflings) wenr shoes. See Tasalchoff Bursfot's Character Card for more information The values of gold and other trade items sare completely liferet in this world Gold 1s noay werhless; sto! i the main ome meal deaths” for them, Their bodies should mot be found. Think up a creative explanation for ‘Weir “miraculous” survival, For exemple, character tumbles down a $00 foot shaft to fersin death, Several modules ler, the chat= acter reappears with a story shout how he Tandad on ledge and was Knocked ont. Much lott, he came to, and speat Wesks reooveting and escaping. Some characters ean die pena neatly, When a “name” character no lon plays @ part in the story, his douth can occur Player characters brought into this adventure fiom ootside can be lulled normaly The player characters are vatiously referred to a8 PCS, adventurers, heroes, and companions. Boxed sections of text are read loud when the PCs experience that Encoun= tor or Event I you ase playing DL 3 without having played DL 1 and 2 you must provide « motive for helping the refugees. IF you have played DL 1 and 2, no additional background is needed the story begins hours after the PCs have rescued the slaves from Pax Thatas. Sometimes, a character must make an Ability Check against one of his Character Abiltes (Stength, Deweity, Wisdom, ee). The player rolls 1420, Ifthe result is eal wo tr less than the player's Ability score in the ‘propriate area, the Check succeeds, For ctainple, a PC with a Destety of 15 makes a Dexterity Check by rolling 1420, 1¢ the result is 15 oF less ie Check succes: if the rel i 1 or more, the Chock fais (One stel pie (al) i given 91 standard ap purchasing power, PCs tht enter Key From other campaigns do not automatically trade their gold pieces for steel pieces—they ‘may find their personal wealth grcaly altered! The following exchange rates apply in all lands encountered in this module 1 gps (gold piece weigh) of stec-10 ap, or 20 sp or 100 cp, or 2 ip (ten pices), or 1S Ph. er 2 bp (bronze pieces) Finally, dragons have been absent from Key foc menty 1000 yews, They we consid ered enerely legends by all who Rave aot per sonally beheld them. Characters may be thought foolish, or Tins, if they talk about dragons 10 the wrong. people fugees of Pax Tharkas Much of this adventure involves leading S00 refugees (not counting leaders, PCs, and “name” NPCs) through the wilderness to Use the folowing ules 10 run the refi see population movement The entire refugee population moving aa s1oup can tavel one ex per hour on the wile per game ten). The ddemess map (about 2 refugees have carts and supplies that slow down their movement, If the refugees panic {Yor example, during a draconian attack), they fan fee at ¢ rae of 18" for up to 20 round Panicked refugees automatically lose all supe plies and wagons. If the refugees decide 10 Abandon all supplics and leave behind the weak and sick, they can move two exes per hour, or 6 per tra Regardless of movement rate, the ref ses cam travel no more thin wwelve hees per a, Supply In their rush to escape the mines of Pax Tharkas, the refugees plundered what they could. There is one wagon for every 20 ref fees (40 wagons total). Each sagon contains fehough food to feed 20 refugees foe two days (1,600 food units total) and also caries Blan sts for 20 people (800 toll). Keep track of the total food supply. 1f a wagon is lost deduct its contents from the available sup plies ATION The refigees were starved and beaten in Pax Thaskas, and the cruel weather and. conditions fof theie escape his weakened them still fae ther. It is likely that some of them will die before they reach safety. Attrition primarily affects the weak and ill, rather than the fev Femuining fighters among the refugees. Keep track of losses in the refugee population, Consult Table 1 for eandiions that cause Table ts Refugee Attrition Circumstance Chance Attrition Each night spent in 80% 2410 the open without Each day spent in 60% = 1dlO camp without moving Each day without lato food Panic oF rout 4a20 Esch time that a cireus nee occurs that might cause attrition, roll percentile dive. If the result is tes than or equal © the chance of attrition, rol for attrition as listed, Deduct losses ffom the total refgee population, tak- ing enly 10% of any attrition Toss from the fighters. Appomtion losses evenly among the five relugee camps (see POLITICS, below) should suffer most or all of the ation, Combat The sefagees are far from combat ready. Only 10% of the mea (80 total) have combat expe rience, and only half of them (40) have weap fons, Treat these as Ist level fighters, Keep track of the Femaining fighters separately from the main refugee population. The following. system is used to retalve smsss combat involving refagee fighters, Use rnormal combat rales for sialler melees. All combat involving PCS or “name” NPCS uses horma combat roles For mass combat, compare ‘Total Refgee Strength and Total Attack Strenglh, The Total Refugee Seng the sum of the romaining refigee fghes plus 5 fer every PC or “name” NPC present and fighting. The Total Attack Swengih is the total number of anackers ‘Ths, roll percentile dice. If the result is than the Total Refugee Strength, the panic and fle ATTRITION, above, for effect of flight, All-wagons and Supplics carried by paricking refugees are lst ropardoss of the qutcame of combat) Neat, determine the Combat Modif for each side sing, Table 2. ‘Table 2 Combat Modifiers Circumstance Modifier Termin Advantage +20 Serprise 0 Defending 20 Outumbered by 10 for Magic Use Unarmed cach 50% (cum) 20" por spllaser Fighter

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