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Advanced Dungeons@)ragons: pee 2a se TICIONL Y Wee aol : SI] LE: GON UN Gers— I See Ct Dragons of Ice Derr Cea Advanced Dungeons@Dragons: Official Game Adventure Dragons of Ice Douglas Niles TABLE OF CONTENTS Prologue Wherein the story is told, and notes on play are given (Chapter 1: The Fall of Tarsis 5 "A oncesnighty city collapses Into chaos belore the dragonhordes. (Chapter 2: The lee Reaches 9 "A road cold and forlorn leads to the Dragon Orb (Chapter 3: The lee Folk 3B ‘A band of barbarians may offer warmth and succor, or an icy death (Chapter 4: Ieewall Castle 21 Frozen inthe midst ofthe vast glackr, an ancient forvess guards @ mighty secret ‘Chapter 5: Ieemountain Bay 25 "A vessel from the past offer 2 pathway to the hire EPILOGUE 26 ‘Wherein the heroes set sal westward to search Yor @ mysterious isle of counsel and hope. APPENDICES 28 and Inside Cover Hore aro given supplements to the tale. The now and unusual are explained, and chance ‘moctinge along the way are indicated. CREDITS Editor: Mike Breault tcl Ria TCU Product Design: Elizabeth Ricdel ADVANCED DUNGENS 4 ORAGONS, DAD, borer! Bmtcontance, mopucrs or favs hinsncanon Interior Are Datna Magnuson te TSE pe net TS, Cartography: Dennis Kauth and Diesel is ym TR, Ine - “TSR UK Lt, Pos 756 ‘Theil, Rathore Road tie Geneva Cambrge CBY4AD wisssar ‘ted Kingdom of Istar for his pride! Trying to command the Gods, he called docon their rorath, Keyan zoas punished with fire and flood, and much is {forever lost. The greatest loss was knowledge of the Gods themselves the world of Krynn has 5 sunk into blasphemy these many generations, and clerics hve lst the power to heal. Mankind’s separation from the True Godls opened the door fo renewed evil Dragons are once again in the world. They are commended by human Dragon Highlords, and assisted by strange creatures called Drnconians. The Dragonarmies hace now conquered much of Krynn, and soon all the lands will be under their stony. Evi, it seems, may soon triumpls over good. Through my Crystal Globe of Wisdom, 1 send my spirit to gather knowledge. And 0 | have founda glimmer of hope Five years ago, seven adventurers set out 7 from the town of Solace to seek the True Ze Gods. They did not succeed. In time, six returned: Tenis, Flint, Tasslehoff, Reistlin, Caranon, and Sturm. Of Kitiara, the seventh, beloved of Tanis, nothing was heard. they were joined by Goldmoon and ": Riverwind, Goldmoon possessed a gift from the Gods: a crystal staff that healed any zoound. With its power, the Innfellows recovered the Disks of Mishakal, the writings of the Gods, ‘and thus did knowledge of the True Gods return to Krynn, Armed with these powerful weapons, the |. heroes returned to Solace, only to find the people taken to a terrible slavery in the Dragonarmy’s fortress of Pax ‘Tharkas The heroes entered Pax Tharkas and rescued over 800 slaves, foiling the evil designs of the Dragon Highlord Veminaard Refuge for the escaped slaves found in the Hopeful Vale, and the heroes braved the dangers of Skulleap, fortress of Fistadantitus, who perished in the Dooarfgate War On that trek, the Secker priest Blistan becnme the second true cleric of Krynn, And thus the High God Paladine re-entered the world of Key, The heroes entered the secret gates of Thorbardin, the ancient kingdom of the dwarves, seeking haven for the ddanrven Thanes required that the heroes recover the Hamer of Kharas before the refugees would be allowed to pass through Thorbardin, In the floating toni of Derkin did the heroes put an end to Ember, the mighty red dragon; Verminaard, Dragon Highlord of the Red Wing, peristei at the heroes" hands in battle within the temple of Stars The Hammer tas recovered, and the longsumdered dwarven tribes were reunited under a High King. The newly-crowned deoarven king allowed the heroes to lead the refugees through Thorbardin and granted them lands to the + To Tarsis the Irnfllows journeyed, in search of ships fo bear the refugees beyond the Dmgonarmy’s reach. No ships were found, Dut a new quest beckoned. PrRologue “Dragons of Lee" is the sixth module in the epic DRAGONLANCE™ series It begins the fecond book of the DRAGONLANCE sag Tales of Winter Night. The DRAGONLANCE saga is sory The modules recreate the conditions of the story with player characters east into the roles of the epie's heroes. Thus, itis recommended that the module be played as part of the series using the player characters provided. If players wish to use their own characters, however, you should allow them to-do s. ‘The characters listed on the cover are some of the heroes of the DRAGONLANCE. cic. The equipment they begin this adver ture with is listed on their character cards. IP the party has played previous DRAGONLANCE game adventures the char= acters may have different equipment, Alepending on theit success in those” adver tures, If your party has played previous DRAGONLANCE game adventures, DL6 represents a major milestone, Here, the heroes are split imo two groups, This module is just oneerned with the southbound group-the Heroes of the Lance, Those characters not fncladed in this group will rou in. DLIO, “Dragons OF Dreams.” Several new charac: ters are added to the party so that players ‘whose characters are not pat of this adventure may play with new PCS, These heroes will ‘make up the party for DL6 through DL9. If you have only six players, play Aaron as an NPC and do not play Derek. For 7-8 players, py the Knights as PCs (Aaron first then Derek only if you have eight players) If your group has played no previous modules in the series, they will sat off in the ancient port eity of Tari. “Tass originally prospered as a major sea- port but, following the Catalyse and resul- ‘There are important differences between the ‘world of Krynn and those of standard AD&D" ‘campaigns, Characters who have adventure in previous DRAGONLANCE modules already have the following infomation. Players and characters new to Keynn should be given this background. ‘True (spell-easting) eleries have bey unknown on Krynn since the great Cataclysm, approximately 300 years prior 10 this adven ture, Ceries did not have spell powers because they worshipped filse gods. The heroes’ adven- ture in DLI retuned knowledge of the tne gods to Kiynn, enabling clerics who part pated in the adventure, or sho leamed from ‘those participants, to cast splls and perform al Funston Notes for The dungeonmaster tunt rearanging of the surface of Krymn, i is now 40) miles inland. Tarsis is described in much greater detail in Chapter 1 ach chapter in the story stats by listing several Evens that occur at the times indi- cated, regardless of the actions or locations of the PCs. Following the Events section, each chap. ter is broken into numbered Encounters, rep resenting areas the PCs might vis. For both Events and Encounters, those portions of text enclosed in bores are wo be read to the players. Several maps are included with the ‘module 10 tid play. The separate map sheet contains a wildemess map for the players and a more detailed map of the same area for the Dungeonmser. These maps display the lands around Tar sis and south onto the massive leewall Glacier. The players’ map is discovered by the heroes fn Chapter 1, and may be used by the players fom that point on, (On pages 16 and 17 are maps illustrating the levels of Teowall Caste, the goal of the heroes’ quest in this module. Each map should be used by you to aid in describing the areas, Players should not be showin these ‘maps, but may make their own maps based on ‘your descriptions of the areas they visit. TF your players have not played previous DL adventures, you can assume that one of the characters isin possession of this weapon, found in the fortess of Pax Tharkas in DL2: Wyymstayer, 2-handed sword +3 This sword does twice normal damage when used against a dragon or draconian. (Determine damage as usual and then double the result) Wiyrmslayer is immune tothe imprisoning effect when a Baaz draconian tums to sone. Whoever The World of Krynnt Truc clerics cary a medallion symbolic of their deity, chosen from among the pantheon fof Kaynn's gods. The gods are listed on the disks of Mishakal, discovered in the black dragon's lair of Xak Tsaroth by the hewoes. If xyou donot have this information (from DLS, “Dragons of Mystery"), assume that PC cler ics are worshippers of ether Mishakal, goxldess ‘of healing and growth, or Paladin the high od of 00d, Dragons have been absent from Keyan for nearly 1,000 year. They are considered creatures of myth and fantasy by all who have ‘not personally beheld them. Characters may be thought foolish, or Has, if they talk about dragons to any who have not seen them. A PC elves are of the Qualinsti race 3 holds HHymslayer by the hilt gains a +3 to sav- ing throws vs. dragon breath weapons or any spell east by a dragon o draconian. Woslaver gives off a loud buzzing sound ‘when within 30 fet ofa dragon (but not a dra- conian). This buzzing always wakes a sleping Aragon. ‘To begin this adventure, hand out the player character eands to your players. Those who vsere playing missing chamacter (Tanis, Tika, ci) ffom previous DL modes should be given Elstan or one of the Knights of Solamnia. If players want to use their own characters from ther campaigns, they may be allowed to do Sonjust make sure thatthe group is roughly as powerful and balanced as the party in the ‘module ‘At certain times in the module, characters may be called upon to make Ability Checks against one of their Character Abilities (Strength, Intelligence, Wisdom, ete). The player rolls «d20- tthe result is equal too less than the character's score in that ability, the cha cer suoceeds, For example, a PC with Dexter, ity of 1S attorpts 2 Dexterity Chock. If he rolls a 1S or less, be succeeds in his ater if the wll 16 or more, he fails ‘As a final note, remember that the DRAGONLANCE saga is complex. You, the Dungeonmaste, have a very important role to Play in these modules. To run them well, you ‘must rea the modules carefully to visualize the story and to anticipate the players’ actions. Read through the Encounters and chock them against the maps, so that you wll be able to dese the seitings the heroes are moving through. Skim the Evens before play, bat simply use tham in order during the game. You must subtly moti vate the players tp follow the DRAGONLANCE storyline. Sometimes, when players do the unes- posted (as players are wont to do), you must Improvise to keep the story on track “The equivalent of a halling in the world of Keynn is @ ender. In addition tothe stand- acd abilities of AD&D halllings, kender have the special abilities of Taunt and Feariessness. See Tassehofl's extra chaniter card on page 31 for more information about these traits All PC halfings have the above abilities. Steel is the most valuable meal in the world of Krynn, gold being common and not very valuable, One steel pisos (sl) is equvar Fent to one standard gp in purchasing power. PCs who enter Krynn from other worlds can- rot automatically ash in their gold for steel Pieces, however. They will find their personal ‘wealth considerably reduced! Chapter 1: The fall of Tarsis This adventure begins in the ancient port city of Tarsis If you are continuing fom the Fast, Book af the DRAGONLANCE™ series, read the "Campaign Sturt section to your players. I this i the first DL module your group has played, begin with the “Game Stat” section, Give the players the character cards on the back of the module cover. If you have played the first series of modules, you will notice that the party has changed. significantly. The Events and Encounters in this chapter explain these changes Campaign Start The refugees fom Pax Tharkas are in the dwarven kingdom of Thorbardin, the safest place for them until the wars are cover, True safery will be achieved only when the Dragonarmies are defeated. Your purpose in coming to the port of Tarsis was to obtain passage for the refgees to sale place far from the conflict, Tarsis, a bus- tling cemer of trade and travel during the days before the Cataelysm, was the only hope you had of finding ships to take the refgses away ‘But here, asin much of Krynn, things are not as they once were, The Cataclysm caused the sea to recede 40 miles, leaving TTarsis a dusty plains town, Beached ships still le seatered about the ancient bay Many have been evertumed and now serve a homes and business establishments With no hope of sending the refigees| foverseas, you must attempt to achieve the downfall of the Dragon Highlords, Ths larger purpose shall guide your actions. ‘The etemal battle between good and evil rages once again and the free peoples of Kyi call upon you to play your part ‘Your visit to the city governor (to ‘appeal for aid and to war him of events in cir lands of Krynn) has convinced you of the filty of expecting help from the Tar san goverment. In the governor's audi ence chamber you found, much to your suprise, a draconian acting as trusted adviser! “The Knights of Solamnia are the former protectors of this eity, but the name of the Knights has fill into disteput these troubled times. You ha wamed of this by a party of the Knights, who have come fom Solamnia, far to the north of Tarss, attempting to find id for their homeland in its struggle against the Highlords. Here also you meet AThana Starbreeze, princess of the Silvanesti elves, who hus traveled from Silvanost to request help for ber people, also hand pressed by the dragonbordes. You, Alhana, and the Knights have banded together after realiring that Tarsis is @ dangerous place, offering no hope of Aid, Some of your companions will remain at the Inn of the Red Dragon to discuss plans with Alhana and most of the Knights, while you and a pair of the Knights will wander thoughout Tarss and beyond, iFnecessary, seeking sources oF aid and advice in your Su Leaving your comfortable quarters at the Inn, you have agreed to meet Al andthe others back there in several days, Begin with Event 1, played anywhere in Tarsis New Game Staxt The world of Krynn is wracked with tr soil, War rages across the land, Evil armies lod by great dragons spread outward in a wave of conquest. The lands and peoples serving the cause of right and freedom terow fewer and fewer with each passing week ‘You have all served the cause of good luring this war. Your wandering tails have led you to this city of Tarss. You met each ther while staying at the Inn of the Red Dragon and have bevome friends ‘Now draconians, the monster van ‘euard of the Dragonaries, have appeared in the streets of this ancient city, and you smell teachery inthe ar. It seems that Tar sis's days of feedom are numbered. So far, nothing has been able to stop the spread of the dragonbordes. There are rumors of weapons that_might aid your ter 1 Event ‘cause-—powerful lances that slay the ser pens, and mystical orbs that give control Over the monster. But-no one has seen these mighty weapons, no one knows ‘where to find them, Somewhere in this beleaguered and gloomy city you must find a ray of hope: Lelow i a calendar of events, covering the time period the heroes are in Tatsis. Use this 10 fill in more details on the events preceeding the start of this module, The heroes anive in Tatss ater com= pleting a rigorous journey from the ‘dwarven kingdom of Thorbardin. The city is quiet and seems nearly deserted ‘The heroes rent several rooms on the second floor of the Inn of the Red Dragon Day 1 Day 2: The heroes are stunned to see dracon- ians walking openly through the sires, The people of Tarsis seem nat to notice them. The PCs realize that Tarsis is not deserted, the city just has far fewer people than ther cites of the Day 6: The heroes finally most the governor (of Tarsis. They discover that a draconian is his usted adviser, and they barely escape arrest. They meet Alhana Suarbreze, a Silvanesti elf, who has come to Tarsis seeking. aid for her besieged land Day 7: A band of the Knights of Solamaia reveals themselves to the heroes. They seek @ means of combating the Dmgon Highlords, Tanis, Goldmoon, Cars- mon, Raistlin, Tika, and Alana accompany mos of the Knights to the Inn of the Red Dragon to exchange information and consult on possible courses of action, Two Knights aceon pany the rest of dhe heroes (the PCS of {his adventure) as they explore the city and look for sources of aid Day 8: Begin play with Event 1 events Events occur at the suggested times, regardless ‘of where the PCS are. You may need to modify the descriptions slightly to accommodate the PCs" surroundings, although this should rarely be necessary. event 1: The O1d Man This Event starts the adventure. [i should occur ‘when the heroes are together in Tarss, and can happen on any street or in any building. IPyou have been playing the DL campaign, the old ‘man in his Event is the sme fellow the heres encountered at the Ina of the Last Home, in Solace. Try 10 role play him so thatthe charac- ters have a chance of recogniaing him, bat do ot give his identity away unles a payer specif iealy asks about the resemblance ‘An old man clumps toward you, leaning {heavily o's bent and wor sat)" “You there!” he wheezes. “I have something to tell yout” He habbles for ward _unstedily Unless the players fe or otherwise try to avoid the old man, continue the description. You seek Knowledge, and 1 know where ‘you can find it.an okd brary, unused and gathering dust for 200 years. There you wl Tind what you seek..the knowledge of the oad you must take from here! Follow!” The old man turns and hobbles away. If any of the heroes follow, they are led to a namow, darkenod alley filled with refuse and eluter The alley i deserted, it seems that even ras find nothing here to attract them. The old ‘man stops atthe end of the alley, and gestures to the apparently blank wall. if the heroes have followed, go to Encounter 1: The Library of Khrystann. The old man knows how 10 open the secret door event 2: Pawsic in Tarsis This Event occurs when the characters leave the library. The sseret door isthe rooms only ‘ext and it completely blocks the passage of Sound, so dhe heres have no indication that anything i going on until they leave ‘A hash wave of nese crashes inward as soon as the door is eracked open slightly. High- pitched screams, the pounding of hoov the terrified bleating of animals, and a sfild’svoie ryingshrily al assault the ear uiside, a heavy overcast sky presses low upon the city, muting the daylight to a ull gray, Soveral pills of smoke snake sky’ ward, grim indicators of troubles in Tass ‘Our of the bedlam, a few voices, shril with hysteria, can be distinguished. They fae sereaming things like: “The governor has tumed to evil” "The city is betrayed “Dragons are coming! 6 The city erupted in panic when draconians suddenly appeared in the strets and occupied all the wall towers and gates. Dragons have been sighted overhead, though none ean be seen right now. If NPCs are asked, the dragons that have been sighted have all been bus in color The governor, yielding 10 the influence of bis dmconian adviser, has turned over eon two of the city to the Dragonarmy. lace the time of the PCs emergence at noon, IF they elect to continue into the street then, of at any time before dark, follow the sequence of events through 10 the end of the chapter. If the group does not come out until night has fallen, they find themselves in a nearly deserted city. In this ease, only Events 4 and $ apply event 3: a Choice ‘This Event occurs soon after the heroes ven: ture onto Tarss's tees, if they emerge from the library during the daytime panic. ‘A packed throng surges like a raging tor- Feat along the wide avenue outside the alley. Here and there, individual faces are Visible, but in most places the panicked humanity is simply a blur moving west. (Carts and wagons, jammed to over Flowing, toss and wobble amidst the etowd. Neat the curb, a cart pulled by a scrawny ox lurches along. A bent old man and his gmy-haired wite gently urge the poor beast forward, Although his urgency 5S apparent, he does not lay a lash to the beast ‘Suddenly, a burly fighter leaps onto the cart, sending the old man sprawling 10 the pavement. Two other thugs, eyes crazed with fear, gab at the old woman and send her afler her husband, If they help the old couple, the heroes find themselves facing six thigs’ and two thieves Cee te Mater Suits Ca titi, The thags, if attacked, fight savag ul it Becomes obvious that they wil not be able to stcal the car, The thieves dat from the crowd afer the battle begins to try For & buck stab, IF it looks lke the NPCs are losing the fight, they flee into the throng, presumably in search of easier prey. The old couple thank the heroes profusely, and are mat ater on (Event 7 in Chapter 2), Ifthe PCs donot intervene here, the ers make off with the wagon and escape ‘om the city. In this ease, the heroes meet these same thugs in Event 7 Chapter 1 € Encounters event 4: The Blue Lady Read this Event verbatim if the heroes move through Tarsis by day. Ifthey leave the library ft night, remove all references to the crowds (the strets will be deserted) and let the PCS see the dragon and rider by the light of Krynn’s moon, The pane of the croud takes on a new edge of hysteria as a grim shadow passes over head, Gliding low over the city, a. blue dragon soars with insolent grace. Dark, possibly blue, armor gleams from the rider fn the dragon's back; as the wyrm banks through a turn, a wave of black bur cam be seen tailing ftom the Dragon Highlon!'s helmet Fgnoring the bedlam that its passage creates, the serpent heaves. its leathery ‘wings and climbs to the level of Tarsis's tallest tower. Here it lights, eyeing the city with disdain. The slight figure of the Fier is visible next to the monser, her face hidden by the grotesque mask typical of the conquerors. This is @ foreshadowing of fiture events, and tot intended as a combat. I the heroes make an attack, the dragon and rider fly away. How fever, you should then double the number of draconian that attack the PCS in Event 5 event 5: The hunTers Occuring whether the heroes move by day or night, this Event involves a group of dracon. ians specifically sent to Tasis to find and kill the PCs. Before running this encounter, refer t0 the Draconians pages (28 and 29) in this module for the Kapaks’ statist. “The draconian have orders to detain all armed citizens. If you are running DL6 as a continuation of the DL campaign, you may assume that word of the herbes’ actions has spread through the dragonarmies, and the party is actively sought by the draconian. If this Event occurs during the day, any nearby citizens of Taris un frantically toward the nearest exi, leaving the heroes and mon- sters alone in the ste the PCS elect 19 move though Tarsis by night, however, they are much mow notice able in the deserted streets, and the dracon jans are able 10 ambush them. The Kapaks will leap onto the heroes fiom rooftops. and spring.out at them fiom darkened alleys This group of monsters should be increased to 32 draconians if the heroes attacked the blue dragon and its rider. (She is ‘8 Dragon Highlord and exacts @ high price for such insolent ageression ) event 6: a Cry for help This Event oecus just before the heroes leave the eity. Several accomplished assassins have been hired by the Dragon Highlords to mur- der the Knights of Solamnia, They perform this Function to the best of ther abilities but will not be suicidal in thei attempts 10 carry fut ondes, The attack takes place as the heroes near the city Timits. The characters hear an old ‘oman call for help from a nearby dar alley “The alley is 20 feet wide by 40 foot deep. The woman is at the far end of the alley, being beaten by a group of children. Concealed in the shadows along the walls are four assassin. The old woman is actully an assassin in dis- ‘guise. (The children have been paid to pre- tend to beat the “woman,” and then sun away when the heroes approach.) The attack occurs when the entie party hs entered the alley, or when it becomes apparent that the group is not falling For the trick, Refer to the Monster Statistics Chant for the assassins” statisti, Each assassin is armed with a longsword and an envenomed dagget. Bach dagger has fenough venom for one hit, The assassins attempt to backstab with their daggers, Ifthe Yietim does not succumb to the poison (the player makes his saving throw ¥s. poison), the assassins attack with their swords, Ifthe assassins complete their mission, or ial the assists have lost ut lust half of their Tit points, they wil fle. If eapured, they will rot tak about who hired them, although a charmed assassin will mention the “Blue Drax ‘eonlady.”| encounTer ancas General. byformition When Kiynn was mocked by the Cataelysm, the ancient port ety of Tarsis was left virally uuscathed. Her high walls, the elegant gover rors palace, and maze-like marketplace all survived the disaster in good shape. The city was nevertheless affected in that the bountiful sea-the city’s food souree and highway to the work-receded into the des: cet. Now, a dusty road leads 40 miles to the nearest open water, and the population of Tare sis has shrunk to @fraetion of ts former num- bers. Most of the people live in the central city; areas on the outskirts are often deserted. Tarsis is protected on three sides (north, east, and south) by a 20-foothigh wall, with SOefoot-high towers placed at irregular inter- vals along the wall (See the map of Tarss om ge 4). Bach of the roe walled sides has a c gate flanked by two towers in the centr fof the wall. Normally, each tower would be manned by a dozen guards, but by the time the adventure begins the guards have pat icked and fle. The weak spot inthe defense of the city is the western side, formerly the waterfront. When the sea receded during the Catach, this area was left unprotected, and is now merely gradually sloping area of smooth ground, leading up to some wooden wharf and docks and a 5-foot-high wall 1. Library of Kheystann This long-forgotten chamber is a basement room beneath a block of run-down houses Entrance is gained through a secret door, ope ated by stepping down on a flagstone on the ‘round right ouside the door If you have played DL4 and the playe took (against KharasEvenstr's advice) the ruby-colored spectacles in the Banquet Hall of Detkin’s Tomb (Encounter 32), the platinum= framed spectacles mentioned below do not appear. The PCs should have one, and only fone, magical artifact that enables them to read any wnting. ‘A puff of wale, dy air emerges as the door swings inwanl, A narow Might of stone stops leads downward, The stars are coated with several inches of undisturbed dust, The stairway leads to a huge, low. cceilinged room with many tables and chairs grouped neally throughout the area The walls a lined with shelves hold hundreds, perhaps thousands, of musty Everything in the room is covered with a thick layer of dust. Several books lie ‘open on one of the tables, Next to the books rest a small puir of spectacles with platinum frames The spectacles are the Glasser of Arcanist ey af co sl for most ben ea but will fi on kender. Sce page 32 for a com piste description of tes glass. Ifthe char acters conduct a thorough search ofthe library they will find the following additional mags cal items Clerical Scroll with three eure serious wounds spells potion of invisibility, two doses ‘A.map ofthe loe Reaches (give the players the less detailed half of the large map included with the module) Perusing the books on the table reveals writ ing in an aneiem and forgotten language Magical means (the Glasses of Arcanist) are required to ttanslate, If the heroes read the tomes, they find a number of references to an Orb of Dragon Control. This mysterious item is said tobe in [eewall Castle (shown on the Ice Reaches map) 2. OLD Waterfront ‘A tow seawall runs along the ancient shore line, Now the wall simply divides the upper and lower portions ofthe city, In the old har bor a number of ship hulls have been tamed cover and used as houses, shops, and inn. Sev tral breaks in the seawall allow casy access between the lower and upper city The folk inhabiting the overtumed boats are generally the poorer residents of the old city. This part of town is also the area where most ofthe night life happens, as well as most of the crime. Thieves are common here, as are Fortune-tellers, dancers, fighters, drunks, and trumpets. The atmosphere is generally tough but fiend, and no one i interested in asking ‘questions of strangers, The people of the waterfiont are more pragmatic about the Highlords and dracon fans than the inhabitants of the upper ety When the attack on the city occurs, the lower city is not subject to the panic and hysteria that strike the more affuent sections of town, 3. Upper City ‘This region of Tarsis has seen litle change since long before the time of the Catalyse, ‘The welkpaved avenues, stately cla tees, and matbie columns of the governor's palace. ll survived the upheaval relatively intact. The peopk: of this part of town are generally well to-do folk with an arrogant understanding of their own importance in the isolated city of Tari “The fict that Tass survived the Cata sm when so. many other were Adestoyed has caused the upper-class citizens to be contemptuous of any threat to their way of hie This contempt accounts for the city's comple lack of preparation fr the arival of tbe Dragonamy. The small groups of dracon jams that had been arriving in the city Were reaarded as cmissaies, slighly uncouth ts ‘tue, but no more worthy of concem than any other visitors. Traitors inthe governors palace have helped pave the way for the murderous takeover that will destoy this complacent atc tude forever 4. hwy of The Red Dragon ‘When the heroes try to return to the Inn of the Red Dragon, read this passat The hysterical throngs make travel through the streets of Tarsis eiffel, but finally dhe Inn of the Red Dragon comes into sight The wide plhza before the Inn is nearly empty, in stark contrast to the crowded thoroughfares encountered elsewhere. Suddenly the reason for this becomes apparent, as a steak of blue flashes across the plaza With a loud “crack.” followed by a sharp sizaling sound, a bolt of light- hing Mashes from the shape overhead Boards and stone erupt from the second floor of the Inn as the breath of a blue dagon wreaks destruction, ‘Another crack, and another, follow in quick succession asa Might of blue dragons wheels majestically overhead, raining destruction upon the ancient building Soon, the Inn of the Red Dragon is reduced 10 a blazing inferno, flames lick ing eagerly skyward from the rubble. Suddenly, the dragons wheel in for ‘mation, and struggle to gain altitude Beyond thom, approximately 10 creatures can be seen flying stealily to the east In a few minutes, the dragons and theit air ome quay’ are out of sight, Allows all characters witnessing this chase to take Intelligence Checks. Every character ‘who succeeds notices one of the following facts. The information is to be given to the panty in order, one fit per successful check, so three heroes must pass their check before all the facts are Teames. 1) The dragons are chasing griffon, 2) The griffons bear human-sized crea tures on their backs 3) The charaeter on the last griffon has a jong shock of blond hair tiling in the wind. 5. The City Gates The dry wharf region on the western edge of town Jeads tb open plains and freedom. This is Where most of the refugees are heading although the crowds disperse in all directions fee they are a mile oF two from the city ‘The gates and walls on the north, south, and east sides are all controlled by the army of the Dragon Highlords. Ifthe heroes try to exit the city in any of these directions, they will encounter 12. Kapok draconian guards ‘These draconinns are watching the city ate, Six more, with the same statistics, are in the guard towers on each side of the gate. If the PCs battle the gate guards these tower da conians will be able 10 join the fight in 10 ReTurn To Tansis IF the heres decide t retum to Tarsis afer making their escape, they will find that the city has settled down considerably. Shop. Keepers and tavemowners are suspicious of strangers, but offer service at somewhat inflated prices. Draconians are 10 be found ‘throughout the city The goveror is completely cowed by the takeover and, if visited again, does not listen to any advice unfavorable to his new allies. His palace guard has been completely replaced by ‘raconians, The general atmosphere of the city is one ‘of suspicion and selfishness. Very few citizens are willing to risk rocking the boat. If the heroes try wo diseuss subversion with any of ‘Tats’ citizens there & a 662% chance tha the report the conversition to the dra- conan guards, There is only a 10% chance that a citizen will be imerested in aiding the heroes There is an underground resistance ‘movement starting within the city. The 10% of the population that might aid the heroes «ean put them in touch with the underground, The resistance is basically a collection of ‘hioves and fighters who resent the dictatorial style of the new rulers, The resistance is not ready to mount an overt attack, however, and ‘wll counsel the heroes to leave town until the time for an atack arrives. If pressed, they reveal that they don't expoct anything. dr matic to happen for the next year Chapter 2: The Ice Reaches events The populace of Turis, and presumably the PCs, is fleeing the city. The Dragonarmies are advancing on Turis fom the aot, east fand west, while the chill vastness of Toowall Glacier looms to the south. The draconians will capture most of the refugees and retum them tothe ety. event 7: Just dessents course of this Event is determined by the ions (or lek thereof) in Event 3. IF ‘aided the old couple, allowing them to flee the city on their ea roup meets this same old couple on the frst evening out- side of Tass If, however, the characters allowed the thugs fo make off with the couple's art, this Event is a rid by the thieves and fighters on the heroes’ camp in the middle of the nigh. The Old Couple The creaking of ancient wooden wheels announces the arrival of a loaded oxcart, driven by a whiskered ok man, A gray haired woman sits beside him on the Seat You recognize them as the couple who nearly lost their cart to thieves in Tarsis The old folks are friendly and talkative, finally asking if they could spend the night in the party's camp. IF the PCs agree to this, the couple will be visibly relieved and will settle in near the campfire. Later that g. the old man fixes his eyes on one of fighter. He "A hard job iti that you have before you Sill, if there be any’ in Kryon who’ ean accomplish it, my gold will be riding on The glacier calls, doesn't if? You'll be on the ice before too long unless | miss ss, for that's where you're needed Some advice forall of you: Follow the path ff the white bear, for those you aid shall aid you in return.” [Even if questioned, the old man has no more advice to offer. In the morning, he ark his Wife take @ route to the east, hoping t0 avoid the worst of the draganhordes The Thugs Check the statistics for these NPCs on the Monster Statsties Chart before running. tis Event, The two thieves and six thugs sneak up to the PCS" camp in the middle of the night, » potion of imisibiity ad the thieves consume this “They will attempt to sneak ito the camp and steal any magica items they can find 60 feet from the will create @ distraction, aitention aay from the thieves. The group hopes to get into the camp, steal what they ‘ers attack the camp in an attempt to free therm, When bal? of the thugs are dead or unconscious the rest run away, event 8: Signs of The ancients This Event occurs the day afer the PCs leave Tarsis, whether or not they have moved onto Teevall Glacier ike object duly reflects the ight. Nearly 20 feet high and times as fang, it ies about 100 feet to Jt of the path. A great white block two melon sized hollows in it lies at fone end. Beneath the empty sockets gapes a maw studded with sharp teeth, and_ now the abject is recognizable asthe skeleton of Chapter 2 Events ome long-dead creature. In size it su passes even the awesome dragons, yet the massive skeleton, standed on the dry sca ‘orto, inspires more pty than feat, One: time lond of the sea, the giant creature proved no match for the incredible force of the Cataelysm. Throughout the journey across the plans, and ‘on those sections of the glacior where the ie thin, similar massive relics are seen frequently by the heroes evenT 9: The Whife Bear This Event oceurs a the end of the frst day of travel across Ieewall Glacier The sounds of savage combat erupt from behind a large block of ce just ahead of you. Snarls, growis, battleeries, and sereams of pain all indicate that a titanic struggle is taking place IF any characters advance 100 feet, they: may look around the iblock and observe the fl lowing seene Twisting in futile rage agninst the many’ ropes bound to its limbs, a polar bear struggles and roars in frustration, Though hhuge and fieree, the bear is obviously unable to five iiself and is at the meney of its captors Holding the ends of the ropes are six unusual creatures. Manlike in form, these creatures have the heads of bulls! A pair of massive homs curve forwanl from the head of each individual, and flaring bovine nos- tls spout frosty breath Five of the bullsmen are palling on ropes tied around each of the bear's limbs 48 well a its stocky neck. The sixth bull ‘man is armed with a slender spear. While the others divert the bear's attention, he runs forward and thrusts the spear into the animal’s flank, producing bellows of pain fom the bear and peals of bestal laughter fom his comrades. “The humanoid ereatures are minotaus, mem: bers of nother race that has fallen in with the Dragonarmies. The PCs have heard stories of minotaurs inhabiting the wastelands that were once the ancient kingdom of Ita, fr to the north and west ofthe plains of Tarsis. The minotaurs are part of the Dragon Highlords forces on Icewall Glacier because the dracon= fans are unable to operate effectively in the bitteiy cold environment The polar beat isthe white bear ofthe okd man’s prophecy. Ifthe heroes attack the mino- taurs, the bear will fight any of the monsters it can reach (see the Monster Statisties Chart! for ‘minotaur and polar bear stats. The beat has tlready taken 18 points of damage from the sminoturs). As soon as fewer than three mino taury are holding the bear, it wrenches fiee of its bonds and attacks the remainimg monsters. If the minotaurs are driven off the bear is ‘wary of the PCs, but not hostile or frightened, If the heroes make friendly advances toward the bear, ether by feeding or healing i, it may be considered tame, and will accon= pany the party a8 long as they remain on the ‘The bear will provide valuable assistance in crossing the treacherous glacier. Whenever a snow-covered crevasse is encountered, the bear will stop and grunt a warning. Also, the bear has only a 1 in 6 chance of being’ su prised, and will warn the horees if it detects the approach of other creatures. event 10: The Thano} This event occurs in the late afternoon of the third day the heroes spend on the glacier ‘An unusual shape is visible ahead. Cov- cred by fiost and drifting snow, it vaguely resembles ship, cast ashore by the whim fof some powerlul curent The splintered end of a long mast rises at an angle from the wreck, and a wooden hull is visible through the snow cover in several places, Two long pieces of wood lie nearby, their purpose not imme- diately apparent. They are as long as the mast, and have sharply bent ends and large brackets bolted to their sides This isthe battered wreck of an iceboat, fr. merly crowed by the men of Harald Haakon (see Chapter 3), The crew had completed peat-gathering expedition and was sailing hack to the camp of Harld’s Ice Folk when they struck an ambush prepared by the savage thanoi, or walrus-men, that prowl the glacier. The ship was wrecked in the erash, and the thanoi had no trouble disposing of the disor ented and injured crew. Now five of the mon fers are concealed in the boat, waiting #0 ambush any would-be reseues, “The thanoi attack when the heroes have come within 50 feet of the wreck. One of the thanoi cates a Frosireaver (see page 32) the others attack with battle axes or their tusks, Refer to page 30 for a complete deseription of the than. Suddenly, several bulky figures leap out from behind the hull. They are humanoid, but 7 of & féet tll and. correspondingly broad, Awkwardly, but with surprising 10 Speed, they mish Forward with upraised battle axes. {As they approach, you notice that long tusks growing from cach side of the creatures’ mouths jut downward ike a pai of vicious lances. A grunting, vaguely snarling noise seems to come from the The thanoi, stupid and unused to dealing with experienced characters, fight (0 1 death, If the heroes examine the iceboat, read the following passage. Even though night is closing in, a few things ean be learned about the mysterious ship. It seems to be designed for sling on ice, not water. The curved blades are actu- ally runners, with hardened edges to ease travel across the iey surface of the gaci ‘Although the hull i$ solid, it does not appear to be watertight The far side ofthe hull looks like the deck of any hardy sea-going vessel. A cabin takes up most of the afteneck, and ropes and canvas are connected to the broken mast, Several bodies, cla in thick furs, ie ‘onthe snow here The bodies are the original crew members of the ship. All are human, Ifthe vessel is exam- ined, the heroes find a large hold belowclecks, Although the ship is lying at an angle to the ‘ground, it is not difficult to climb aboard and examine her “The cabin was once a chamber of relatively luxurious furnishings, considering the harsh environment of the glacier. A”huge bed has been thrown against the far wall, the fame and mattress destroyed in the crash. Goosefeaers cout the entire eabin like an artificial snoweover. A lange and Tuffy quilt seems to have survived undam. faged. In the center of the cabin, a small iron stove has been wrenched fee of its moorings and twisted onto its side. No shes ean be ssen, and certainly the ship ‘would have bumed down ifa fire had been joing at the time of the wreck. A small ‘wardrobe has landed in the corer, splin= tering open to reveal several large fur capes and tunes, If the characters take time 10 collect wam clothing, they discover five Furs here, each just large enough to protect one person from the ravages of the cold, The clothing on the boulies of the erew members ruined and can not be used Chapter 2 Encounters The hol, located below the main deck, is packed nearly full with chunks of a thick, Cayclike substance. Strands of moss and fimgi cling to #, and a number of digeing and hauling tools are strapped to the deck near the hatches, If the heroes elect © spend the night he they may do so in some comfort because of the fuel and windbreak provided by the ieeboat they decide to move on, they notice that iis fast becoming dark and cloudy, with a es wind and plummeting temperature, Regard less of where the heroes spend the night, the following Event occurs, event 11: WwsTer’s Rage The moaning of the wind gradually grows to a scream as the bitter night siowly passes. The cold is s0 intense that beards grow fiusty and eyelashes, if closed for a briet period, become frozen shut and are hard to reopen, Sometime after midnight, snow begins to fall, This is not a mild dai seh as often accurs in the lands around Solace during the dark months of winter, but savage blizzard that ashes at boi and souls with the force of chill dragon's breath. Stinging n every bit of exposed flesh, and even several layers of clothing do litle to conserve body hat. les seem to strike Ifthe heroes spend the night at the wreck, the experience will be miserable, but not life threatening. If they left the ship and are sim- ply camping on the glacier, however, each hanicter takes 266 points of damage from exposure. Each fur & character is wearing Tessens this damage by two points The storm lasts for several days. IF the Freoes remain with the wresk, they survive the sonm with litle difiuly. If they are out on the ice, however, the damage given above repeated every day. Visibility 1S non-existent inthe swirling snow, so there is only a 20% chance that the heroes can return tothe ice- boat once they have gone more than 600 feet from it. If they do not find the boat, the heroes become completely lost. No creatures will be encountered during the blizzard, but if the party moves there is the usual chance of A crevasse encounter “This Event continves until a character has fallen below 12 hp, ifthe party is out on the _lacicr, oF until four days pass, i they are stay= ing in the iceboat. Aer the alloted time is ‘wp, proceed to Event 12 in Chapter 3. encouniTer Areas Each of the regions listed here is marked! on the area map found in the secret library. As the group moves into a new area, refer to the ‘numbered sections 10 deseribe the terrain or inhabitants encountered. Be sure to use the Random Encounter Churt (on the inside cover of the module) as needed! ach Encounter is keyed toa specific area fon the map of the Ice Reaches and occurs only it the heroes enter the area thus, some of the Encounters might not be used. Because of the nature of this adventure, the players may elect to take the heroes almost anywhere. They should certainly be allowed 10 do this, but you should be aware that the future ofthe story awaits on Heewall Glacier. If the characters move s far to the north, cast, oF ‘west that they are about to leave the area cov- cred by the Tee Reaches Map, they encounter clements of the Dragon Highlords” armies, “These elements are scouting parties of Kapak draconians. The first group encoun tered consists of four Kapsks. The group size doubles each time the PCs encounter another scouting party. If the PCS do not tum back after encountering the fith group of Kapaks, have the White Stag appear and lead them toward Teewall Glacier In this way you can direct the players buck toward the glacier and the continuation ‘of the DRAGONLANCE™ epic. 6. Tarsis Ie the characters do not leave Tarsis with the ‘evacuating populace, they find themselves in a city overun by the Dragonarmy. Groups of Kapak and Baaz draconians roam the stoets ‘constantly; when the heroes venture out of the Tibrary they will meet a group of 16 Baaz dra Every day following the fall of Tarsis, more and more fleeing citizens are captured and returned to the city. The Dragon Highlords are primarily interested in occuy ing Tarsis and moving their forces omard, 0 the city will not be razed. Instead, © puppet govemor loyal to the Highlords will be installed and given a force of 200 Baaz and 30 Kapak draconians to aid in keeping onder ‘and putting the city back t0 normal As the citizens are returned 10 the city, the most militant are locked up in the dungeons. Most of the people are put back to their old tasks, with the added’ burden of heavy taxes owed the Highlonds If the PCs stay in Tarsis for more than three days after it fils, artange to have them captured by draconians and thrown into the puppet govemor's dungeons. They will be told that they must await the arrival of the “Blue Lord,” who will determine their fate ‘The governor strongly, and with evident glee, hing that he expeets them to be sentenced to death, ‘Once the heroes are inthe dungeon, they notice rats entering and exiting through a rusiy grate. A stong character can bend the bars, allowing the party to escape through the city’s sewer system to the waterfront, and thus fee to the south. Ifthe PCS do not take this chance to escape, and do not manage to escape by any other means, they will eventu- ally (in 1-20 days) be taken by the draconians to the outskins of town, where the dragon- ‘men will lay them, 7. Plams of dust arched winds, harsh with an autumn chil, rake the barren wasteland. For miles, nothing disturbs the monotonous flat of ancient sea bottom, dry since the Cata- cys, Swirling pillars of dust rise here and there, lifted by the constant breeze ‘Water is only available atthe few communities ‘marked on the map, of fom the ie of the gla cir. The few gulches and hills that break the flames of the plains are dry and rugged, offering neither shelter aor sustenance. 8. Zeenak ‘This small community iss haven for outlaws, nomads, and a few hardy pioneers. Harsh winds blow from the glacier constantly, and the ground is barren and parched. Soon, stow will cover the landscape with a blanket Sor 6 feet thick, ‘The major industry in Zectiak is fur rad Jing, mowily ofthe elk nd bear that abound in the region. Several trading stores offer cured furs for barter, but the only objects taken in exchange ate weapons, Although the waders ‘wll haggle about price, as @ general guideline ‘vo weapons will purchase enough furs t0 pr tect one person, A magical weapon is so dest= able that one will purchase furs for two people ‘The Wooly Tusker Inn and the Tavern of the Ice Reach both provide diny lodging and poor food, for the barter of a weapon oft, Both establishments ae frequented by thieves and cutthroat, $0 the heroes had best be on their guar Zecriak will be uncommonly erowded with refugees. A group of Baar draconian, ‘well disguised, warsder here among the refuse ‘of humanity. If these draconians discover the CS (they have been sent for Tarsis to look forthe heroes), 10 Baaz will attack while two ‘others run back to Tarsis for reinforcements Forty Baxz draconians will race fom Ta. Sis to Zeeriak to reinforce their comrades, but will not amive a the litle outpost until 48 hours after the heroes are discovered 9. Ieewall. Glacier The ever prevent wind tes on a chill edge here; snow and ice cout the landscape to the horizon. Huge blocks of ice rise from the glacier airface, and occasionally large snowdrfts swell fom the ground No birds fly over this barten region, ‘no animal ifs can be seen on the surface of the ice. Only the wind, strong and unceas ing, Tends movement’ to your sunound- ings Features of the glacier include crevasses, blocks of iee ab large 28 small hills, and flat patches of thin ice with water beneath- (ice covered lakes). The later are the centers of life fon the glacier, for they hold the fish upon which all of the glaciers residents depend for Food. Te snow-covered crevasses ane teacher fous areas where snow has bridged a deep gp in the ice of the glacier. Check to see if the heroes are surprised when they approach one of these. If they are not surprised then they see the crevasse (the snow sags, or is slightly dis colored), Tf they are surprised, the heroes walk ‘onto the crevasses tin snow cover. Each char fcter has a 50% chance of breaking through and falling 20-200 feet. The fist time a Fall foveurs, the character only falls 20 fect before on a ledge in the crevasse. Aer this roll a di0 and multiply by 20 forthe distanoe fallen ‘The heroes can considenbly lesen the danger of a fall by roping themselves together. Roped characters move at only 2/3 the normal ‘movement rte, but if one falls into a crevasse the following procedure is used The charactors to cach side of the one checks is suocessfl the fall is stopped. If both. Strength: Checks fail, the next characters in fine (one in front and ave behind) can make checks, and so on ‘One succesful check catches al falling charae- ters. Of cours, if everyone fails their check, the entire string of characters falls! 10. cemounsTain Bay This region is ako describe in Event 18, Chapter 5, ‘The glacier ends in a high cliff of ce over Tooking the expanse of the bay below. Chara ters approaching the cliff realize that they are nearing the water: the wind grows warmer and seabinls are sighted once the characters are ‘within 5 miles of the water ‘A sheer drop of 300 feet ends in a glazed sheet of ige. The sheet is several hundred yards wide and forms a band along. the base of the cliff. The ie is cracked and bro ken on the side away from the elif, with ‘open water visible between the cracks. Beyond the band of ioe, clean blue ‘water sparkles with reflected. sunlight, ieat icebergs tower above the waves, moving about the vast bay in dignified silence. Now and then the back of a por poise or whale breaks the surface of the foal water as the creature swims along. ext brant “The most unusual features of the view fre the ships tnpped in the ice near the water's edge. From the elifop, at kast a dozen ships can be seen, captured by the greedy ice and locked in its frozen embrace. Although most of the vessels look splinterat and ruined, a few seem to be in prety good shape. The heroes may elimb down to the ice sheet without difficulty. Breaking one of the boats fre of the ice takes 2-12 days. At the end of this time, the party will have a small yet sear worthy vessel, capable of carying a dozen people across nearly any sea. OF course, sails will have to be improvised, but nearly any cloth oF leather material will suffice includ ing furs! See Chapter $ for a more detailed description of this region 11. Peat Mine "A smudge of gry smoke hangs low over the glacier here, seeming to issue from the top of a hill just ahead. A black swath of dirt can be seen at the top of the hill, in contrast 10 the stark white that has made up the view for the last few days ‘Occasionally a flare of red soars up from the blackness and the smoke expands upward; but the red Tight quickly sets back down below the unnatural hilltop If the heroes move up the bil they find: to investigate, The great patch of black ground is an exes vation of some kind, A. shallow bow! bout 200 feet in diameter, has been cut into the frozen hilltop. In the center of the hole, a fire bums the soft, soddish ground tnd tights the excavation with «flickering czimson glow. In the sil ir, a faine wash fof heat can be detected from the hole, and the ground around the edges is not even frozen, This is one of the peat mines used by the lee Folk as a fel supply. All of the peat mines are located on raised areas of land that were jslands before the Cataclysm altered the face ‘of Kiynn, New, fires bum eternally to prevent the precious fuel from freezing solid. Every three oF four months, a band of the lee Folk Visits the mine and gathers a load of the peat. 12. Icewall Rising Fiom the smooth white expanse oF the glacier, a huge wall of glistening snow and ice looms like an ominous warning Here and there, gules break the smooth sides of the wall, dangerous but not impos sible climbs. The whipping of the wind is evidenced by the many plumes of snow trailing from the high icy pinnacles and Duttesses atthe top of the wall, Frequently, a clump of snow and dee, rixed with jagged boulders, breaks free fiom its prosarious hold on the clifide ‘nd hurls erashing to the ground below As ‘the mass falls, more and more ice joins in until a avalanche of many tons sweeps along Because of the many gullies breaching the smooth fe of the cliff, the heroes may elim ‘tat any point they wish, Although avalanches say be triggered nearby (see also Events 17 and 18), none will strike the PCs during their simp, 13. Icewall Caste Perched like a parapet on a narrow tower, @ slender cylinder rises from the top of the Toewall. Most of this shape is buried by rassive drifts of sow and sheer listening columns of ice. In several places near the top, however, spires and breastorks break through the white surfice, indicating the presence of a man-made structure that has been buried by decades of winter's accu ‘mulation A complete deseription of Icewall Castle is ined! in Chapter 4 Chapter 3: The Ice Folk This chapter begins with Event 12, the PCs! induction to Harald Hakan, After Event 12, the players have w decide whether to accompany Harald and his men back w the camp of the lee Folk. They should be strongly encouraged to do so as they will receive vital infomation in the camp. (You might have Harald) mention that he feels another storm coming up.) TF the heroes still want to continue on their own, you do not noed to go through the rest of this chapter, but you will need to mead two sections of vial information to dhe play es. The section titled “Herald's Knowkslge™ (ia Event 14) should be told to the players by Harald before the Ice Folk depart atthe end of Event 12. The section titled “Aaroa’s Tale” {also in Event 14) may be read tothe players at any time during their journey to Teewall Cas- te, If, however, the party decides to joumey to the camp of the lee Folk, go on to Event 13 (The Ride). Then proceed to the Encounter section to desenbe the eamp to the players. Ram the rest of the Events im order after the hheoes are shown around the camp. event 12: a Mysterious Sail AAfler days of swirling white oblivion, the savage blizzard finally begins to lift its Iheany yoke. Snow sil fils, and the wind continies to blow, but the storm has lest its angry intensity! Now, in the gray light of dawn, visibility increases to several hun ted fet [As the daylight increases, the storm dies more quickly, until midmorning brings a bright blue sky over a landscape of feyeburing whiteness. It is in this atmo sphere of clear, iey winter that movement detected to the west. A plume of snow seems to rise from the surface of the glacier as a large object approaches. A great wing, or paraps a sail, rises above the object. which is soon discernable as an joeboat similar to the one wrecked by the thanoi, This is the flagship of Harald Haakan, leader of the Iee Folk. He and a picked crew are earching forthe missing ieboat. Ifthe heroes sweaered the stom at the wreck, Hara sls ‘Greely up to them, If the party & out on the lacey, the iceboat makes & long, elegant ci tle before slowing to @ stop about 180 f fiom the characters, Harald’s crew consists of his 12 personal guards (soe Monster Statistics Chart, under lee Tok, Haralt’s Guards) the Revered Clee of his tebe, and Harald himself. Harald and are deseriped in the NPC eap- 1A erew of rugged warriors leap from the eck of the ship, and advance rapidly of the dozen or si in heavy furs, and each e ries a glistening battle axe. The weapons Took as if they are mate of clear glass, ‘The entire crew of the ship, except Ras Knug, moves toward the heroes. Their att tude i cautious, but they do not attack unless ‘PC makes the first hostile move. The lee Folk pause when they are about 40 feet from the pany and Harald Haakan moves several steps in front of his men, The confrontation that occurs here is gow cerned by whether of not the heroes are discov ered atthe wreck of the ieeboat, and whether ‘or nol they are accompanied by the polar bear. “The bears presence will sem mystical and si nificant tothe lee Folk, sinee their tb bol is the white bear. Harald will ask the heroes how they come to have such 8 compan: jon and will be impressed if told that the party saved the creature from minowurs. More important to Harald, however, is the week of the iceboat, If the characters are not camped atthe boat, it will have been dis- covered several hous before the lee Folk find the heroes. The killing of his warriors has inspired @ burning rage in Harald, and he is ager to find the murderers. The simosphere at the initial mecting is tense. Any foolish or aggressive aetion by the player characters sparks a battle in which Harald and his men fight to the death. 1 the white bear is present, you may have the Folk overlook one minor affiont by the heroes, but beyond this the hardy warriors will Fight if provoked. TF combat does not break out immedi ately, and the characters have a chance to explain the circumstances of thei discovery of the wrecked iecboat, Harald’s atte toward them softens somewhat, insofar as his rage i rw directed at the thanoi. Ifthe above meeting proceeds smoothly, Harald will invite the heroes to return to bis camp. Ifthe heroes make no effort wo befriend the lee Folk, yet neither do they initiate com- boat, the barbarians warm of more savage weather brewing and again extend their im tation for the PCs to return to the camp. The Tee Folk should also mention tat they may be able to add to the PCS" information abou the lacie. If the heroes all want to go off on their ‘own, Harald will tell of Icemountain Bay a detailed in Event 14, The PCs now have to cross the glacier on foot until they reach lee- wall Caste, Skip the rest of this chapter. event 13: The Ride the heroes agree to go with Harald and the Tee Folk, they climb aboard Harld’s ship and set sil forthe eamp, The Ieedrake’s deck is much like that of any seagoing vessel. Solid wooden planks underfoot, and # bewildering array of ropes, winches, and canvas overhead, The harsh voice of Harald Hakan calls orders to the men who mish about in purposeful chaos Susklenly, the canvas snaps taut in the gentle breeze, and the smooth wooden runners begin to hiss serss the surface of the heavy is gained quickly, snd in minutes the ship is moving faster than @ man can run. Now more onlers issue fiom the bearded cap- tain, and the vessel begins a long, sweep. ing tum to the southeast, sending’ showers of ice and snow curving through the air The ship sails op gue with de wed full in Ber sails) The hiss of the runners drops a dull whisper as the ieeboat seems to fly across the glacier Proceed to Encounter 14 t0 give your players descriptions of the camp of the lee Folk event 14: evenhig ‘The Tee Folk offer the heroes their wamnest hospitality, including free mun of the camp and, when evening amves, a delicious fish chowder. Afterward, Harald will invite. the Wisitors into his tent for 8 few ours of talk ‘The chief is curious about the outside world and only vaguely familar withthe menace of the Dragon Highlords. The reports he recives come from scouts sent to the northern frontier ofthe glacier, where they have talked 0 ref gees and seen an occasional dragon ‘You may role play as much, or as litle, of this conversation a you wish, Sooner or ber, direct the evening's conversation 10 faraway places and read Aaron's Tale. Allow the play fr t0 look at the map on pages 15 and 18 as you (or Aaron's player if he « PC) read the Tale. This map shows the westem half of Ansalon, marked with arrows indicating. the offensive dives of the Dragon Highlows and their allies. (The blue dagons in Tarsis do not belong to the red wing charged with conguer- ing Tasis, but instead are on a special mission under the command of the “Blue Dra- gonlady.” If asked tell your players that itis not known why this wing of blue dragons is in Tanis) Also shown are the defensive postions of the forces opposing the Dragonamnies. If you have DLS, "Dragons of Mystery,” do not show the players the more extensive color ver sion of this map as it contins information they should not know yet aaron’s Tale ‘The winter night seems distant, nearly for- ten, as comradeship and a glowing pest ‘wan the heroes, This is indeed for eign environment. The very strangeness of the land aids in making the night scem removed, no longer a threat. “Aaron Tallbow clears his throat and begins to speak, breaking the comfortable silence that had descended “All the lands of the north are bard pressed by the Dragonanmies. | fear that Soon those rolling plans that for so Tong have known naught but freedom shal fall, and only one hope will be Ie forthe poo ples of Kym. “The island of Sancris is sido He Far to the west of Solamnia, and is so shown on this map. Ihave heard stories, in Solamnia sand Tarss both that tell of a High Council fof sage and powerfil men gathering on that mysterious isle-a council symbolized by a fll white stone, The stories say the council mosis with the goal of ending the epredations of the Dragon Highlords and restoring peace to Keyan “Whatever the outcome of our quest to the I that Sanerist should be our nest destination, If we gain the Orb, the High Council may best know how to make use of it. IFwe do not gain the Orb, yet live to make our escape, extra swords in skilled hands will also be of some service in the war to save Kay harald’s advice After Aaron's story is read and the PCs have dliscussed it, Harald will offer the following information: “Mayhap [can aid you in a search for this Sanerist isle, but you'll need luck and courage to fallow this route. Give me a look at your map, “Here, in Tcemountain Bay, there be 4 sight that has intrigued me for years. In the ice around the shore are dozens of ships, large and small, caught by the might of the Cataclysm before they could smuke open sea. As the land rose and the seas washed away, the ships became stranded on dry land and then Tocked in ice as the glacier expanded ‘To be sure, many of them are smashed and worthless now; even more are so solidly cloaked in te that it would take ‘yeas to five them. The waters have come back some, though, and a few of these ships are in fair shape, not too far from the water's edge, ‘What damage the hulls have suf- fered in 300 years of winter is unknown to me, for I have never elimbed down the iy CIE that separates the glacier ftom the sea If you care to make the climb, and i you're lucky enough to find a good ship, and if you have something to make a sal, and if the gods smile on you—then maybe you could sail from Teemountain Bay to this Sancrst place.” icewall Castle — UPPER REACN 74 “a ass DOWNSPOUT sec BAR sm Ts Icewall castle — Lower Reach z WATERFALL WATER RUBBLE PEAT FIREPLACE eae Rotel ioes event 15: Words of War Before the PCs can react to Harald’s informa tion: The tent ap suddenly fies open and an ehausted, snow-covered man staggers in and falls to the ground. His beard is coated With ice, and the exposed skin on his f has whitened with frostbite Taking. no note of the strangers, the rneweomer begins 10 speak directly. to Hera “My chief; ereat danger threatens our people. The wretched thanoi have joined forces with a savage race of monsters who wear the head of a bull upon the body of a “These bull-men have the strength of three! My fellows were rended by the beasts as if for spot: T managed to elude the monsters and return here. “Am army has gathered less than two dlay’s march west of here. AL least 200 of the bull-men and perhaps 500 thanoi have mustered, along with dozens of their fear- some ice bears, Their intent can be nei ing other than an attack on our camp!” Other concems are set aside in the fice of thi ‘news, as Harald orders the watch doubled and preparations for defense begun. The heroes are shown t a hut, and may sleep ifhey wish Otherwise, they may spend the night helping the Tee Folk dig several large pits in the snow Just west of the eamp. These are excavated to a depth of 20 feet. The botioms are then cov- ced with large, smegular chunks off and the pits covered over with skins and snow. Atack= falling ito the pits will almost cerinly Suffer broken bones on the teacherous, rocks hand ice blocks, If you need to ealeulate dam- age suffered, a fall into the pit delivers 6d6 points of damage. event 16: Battle of The Ice Reaches The sun climbs, pale and distant, into the blue moming sky. No breath of wind dis tus the cil, biting sits no wisp oF cloud breaks the cold monotony of the sky From the west a Tow rumbling arises, ‘gradually growing in volume, dark line Appears on the white horizon, and within ‘minutes observers see a wall of monsters fadvaneing on the camp. The battle of the Ice Reaches is about to begin. The attack ‘The monsters reported by the scout have gath cred and moved more quickly than expected, “They reach the westem edge of the camp one hour afer they are sighted by the lookout The monster plan of attack is simple: “The major assault wave consists of 200 mino- taurs, $00 thano, and 40 ice bears The bears, in teams of two, are harnessed to huge eds each canrying 8 dazen ofthe thanoi, This wave ‘s headed for a frontal assault on the sestem perimeter of the camp. ‘This attack will be supported by a flank attack through the snow sea south of the camp. Although most creatures become hope- ely taped in the dep sat sow, We ee beans are quite capable of eating ith the huge drifts. Therefor with a thanoi rider, are to work their way through the snow andl ty to enter the harbor Each rider carries several seal pots of ol and 8 pouch of hot embers. The plan is to burn the Joeboas, cutting off the retreat ofthe Tee Folk and ensiring a massaere by the superior mon- ster fore, Plan of defense Realizing the odds against his twibe, Hara pulls his line of defense back to the harbor Wall, The air is perfectly stil, hus escape vin the boats is impossible The tee Folk have bout 100 warriors. The women and children, land. whatever valuables can be carried, are sheltered in the harbor on the immobile ie boats, While these preparations are being made, the heroes may help eut or ebserve as they wish, Whether or not they voluntoer, Harald asks them to hold the southem end of the harbor wall while spreading his men along the rest of the wal. Later, when the flank attack through the snow sea is discovered, the heres are asked to intereept it Running The Battle ‘You do not have 1 run a battle forthe 700 or 80K combatants. Instead, concentrate on the fight from the PCs* point of view, telling them what they see and running any individ ual fights the heroes become involved in, [Note If you ave the BATTLESYSTEM! Fantasy Combat Supplement you can actually run this large-scale battle. The statistics forall, the monsters and humans involved are i the Monster Statsties Chart. Please note that only the 12 members of Harald's Guard are 12th level fighters; the rest of the Toe Folk warriors fare th level Fighters Certain things occur regardless of player character actions, AS the main assault-wave fenters the camp, 11-30% of each type of mon- ster die in the pits prepared earlier. Roll 1420 19 and add 10 to determine percentage losses here. The survivors press on, burning the amp and finally reaching the harbor wall. At bout this Gime, the flanking attack through the snow sea is discovered, and Harald requests that the heroes intercept it ‘monsters reach the wall, and over ir sleds to make ramps. The warrios ‘of the Iee Folk hokl the wal for several turns, asthe flank attack breaks out of the snow sea and heads toward the boas. IE the heroes are in positon to intercept tis attack, run the combat, Remember that the thanoi on the ice bears are attemping to reach and bura the iceboats, not get bogged down in a melee. Ifthe heroes make no effort to halt the attack, it quickly breaks through the thin sercen of warriors Hara assigned to the area. The iceboats are burned and the only survivors among the fee Folk and the heroes fare those who escape on foot If the heroes try to hal the flank attack, several things occur toward the end of the rmelee: First, the wall is breached by the arrival of the white dragon Sleet and ber rider Feal-thax These two are detailed in the next chapter, and should not fight the heroes here! Instead, the dragon uses its breath weapon to clear warriors from a section of wall, allowing the monsters to gain the heights and immedi- alely attack to both sides, After its breath ‘weapon i exhausted, the dragon and its rider fall back and let the humanoid monsters cary the day. The second occurence at this time is the aarival of slight breeze, gradually growing in Srength, Harald's wariors are barely able to hold the monster in a fighting retwat to the boats, the women having already hoisted the sails. With the camp overrun and nearly hall fof the men killed or captured, the lee Falke and the heroes getaway. This ends the heroes’ adventures with the lee Folk, The day after the batle the iebosts stop at an old Ike Folk camp where Harald Hiaakan and his people will sete forthe wine ter, Ifthe heres aided in the fight against the monsters, Harald gives them an iesboat to help them reach Tcewall Castle and eventually leemountain Bay Proceed to Chapter 4 encounter areas Encounter 14 details the camp ofthe fee Folk both the overall layout seen as the heroes approach in the ischoat and the details of the camp as the heroes are shown around, 14. The Camp The heroes, i they retum fo Harts camp, are treated wth hopitalty by the folk ofthe Tce Reaches. Rea the Following pasnge asthe iceboat ives atthe primiive Setement A long, curving wall Blocks any farther passage. Already, four ieboats are cradled in its shelter and the Teodrake makes a fifth, Ladders surmount the wall in several places, When the heroes climb the wall and look beyond, show them the camp map and read this description, ‘A number of rough huts dot the sieteh of snow and ice between u deep crevase to the north and a rolling sea of soft snows 10 the south, These dfs have obviously been created by a large snowfence, made fom the nib bones of gigantic creatures. The buildings in the camp are covered with white skins, making them almost invisible against the snow: Small children, rotund collections of parkas and boots, sare curiously atthe strangers, as their par: els go about their business. Several small fiepits are_ scattered among the huts, with racks holding sips fof meat and hides standing next to the smoldering coals. When diy, the meat is stored for later use and the hides are made into clothing and tent materi ‘The Ice Folk sre nomadic, but often settle in fone place for nearly year, until the fish sup- ply in nearby waterpools reaches dangerously law levels The camp & situted just south of a huge crevasse, 12 mikes long and 400 fect wide. Six hundred feet below the surface of the glacier, the erevasse narrows 19a dark erack that leads to a subglacial stream of iey water. The lee Folk erected the primitive snowfence to the south oftheir camp, eeating a sea of soft snow varying in depth from 10 10 20 feet. To the cast lies a gentle downslope of sare ice, nearly a mile long. With just the slightest breath of wind, an ieboat ean work up enough speed over this smooth run to race ‘out onto the glacier within a few minutes of leaving the harbor The camp is only vulnerable to attack from the east or west, and Harald has plans for both eventualities. Should an attack come from the eas, his people will board their boats and sail directly at the atackers. Should the fssuult come from the west, the eamp proper will be abandoned and the warriors will make 8 stand on the harbor wall Boatdock ‘A wall of packed ice surounds three sides of this luge enclosure. The fourth side is ‘open to the glacier, the ice sloping down War! in that dinstion, Four iceboats are already at rest here a the chiefiain’s vessel slides smoothly into vacant berth The wall serves a a wind break for the ice boats when they are in the harbor. Without this shelter, the ships would be destroyed by the Frequent siorms that sweep the glacier ‘The wall surrounding the harbor is 10 fet high and of equal thickness. Because the ‘wall is to steep and slippery to climb, sever ladders ae placed on either side t allow travel between the camp and the iceboats Chieftent “This structure is nearly 100 feet long and 30 feet wide, The skins on the outside are the thickest, whitest furs of any in the camp; it is Obviously a structure of some Harald Haakan lives within this tong house, but also holds tribe meetings and councils here. When the heroes enter real the following: ‘A sinoky haze fils the dark interior ofthe long temhouse. Large curving supports hold up the walls and ceiling, much like the ribcage of a huge animal. Tn fact, you fre told thatthe supports are the ribs oF & gigantic sea creature that perished in the Catalyse, Four fires are placal at regular inter vals down the conte ofthe building, eeat- ing the haze inthe interior. A lage pile of peat fills one comer, this seems 10 be the fraterial used to fel the fires, Despite the bitter temperatures on the outside, the “chiefs” tent is almost ‘uncomfortably’ warm Storage Huts These sinscures Took more squat and solid than aay of the other buildings in the ‘camp, Most ofthe outer surface ofthe two hus is packed solidly with ice, and no chimneys pierce the roof. The doors are small and seem to be made of wood. 20 Each hut contains large amounts of peat and frozen fish. Several large skin tubs contain a slimy grease made fiom walrus blubber Family Huts Tulky furs, buried under a thick layer of frost, cover cach of these circular stu tures. A chimney hole in the center fof each hut's roof provides ventilation. ach ofthese hus houses a family of ee Folk, generally one oF two. grandparents, 180 oF three adult married couples, and up to ten chile Needless to say, conditions ate very rowed and the huts are used for litle besides sleeping and protection fiom the more savage blizzards, The floor of each hut is thickly covered wih furs, except for a firepit in the center The slow-burning peat fire is kept constantly Hit so the huts are always quite warm inside. Cleric’s Hut Resembling a slighily larger version of a family but on the ouside, this hut is nota bile for its occupant: Regent Knug. Here he lives alone with the tools of his rads. No firepit warms this hut, for the heat ‘would interfere with the important wore of calling the Frosmeavers. Three of these impressive weapons lean against a wall of the hut, while several slabs of crystalline ive li awaiting the iesmith's hands The hut i very plainly fumished. No bly symbols, serollsy or any other ems indicate that ‘the occupant iS indeed the Revered Cleric of the Iee Folk Raggont’s hut is the large one to the southeast of Harold's tent ‘When you have finished the Encounters, return the heroes to Ham's tent and run ‘through the Events starting with Event I Chapter 4: Icewall Castle stride the massif of the Icewall, lee ‘wall Case is ideally sivated to command the southem portion of the glacier. At one time a ‘normal stone castle, high up on a rocky prom: ‘ontory of an island in the seas south of Tai, the castle evolved int its present state follow ing the Cataclysm and subsequent glaciation ofthe region The heroes must climb the Ieewall to reach the castle, While engaged in this endeavor they have the only Evens of this, chapter: the climb itself and an avalanche that reveals a long-hidden tunnel. From then fon, the characters’ choices determine shere they go and what they encounter. Maps of the Upper and Lower Reaches of the castle are on pages 16 and 17, A detailed room key is located inthe Encounter section of this ehap- Regardless of whether the heroes are nudging across the ive on foo, or coasting on the deck of an iceboat, the appearance of the castle and wal is the same When the PCs are within 4 miles of the castle, read the following. description A sheer cliff of unbearable whiteness rises cold and aloof from the flat of the glacier. The sides are icy and rugged, in most places standing simight and unctimbable. A few step gullies and crevasses cut across the face, but all of these look like last resort, ros. ‘As you move closer and the cliff becomes more clearly defined, a snowy Knob can be seen jutting above the rim of the leewall. Close serutiny reveals the remsins of a stone tower, bent perilously ‘outward fiom the weight of many winters, and the vague outline of an ancient para pet Icewall Castle awaits event 17: The Climb “The heroes must decide whether oF not to rope thomselves together for the limb, assuming they intend wo visit the castle and continue their quest. Any falls that may occur will be much less dangerous if the characters are roped together “The climb up the Teewall takes 12 hours if the character: are roped together, twice that long if unroped. Climbing must be dane dur ing daylight, but @ night can be spent safely ‘on the elif if necessary, though litle sleep is possible. Characters may anchor themselves 19 te cliff face s0 that they need not worry about falling off during the night ‘When the heroes reach the base of the lif, read this deseription Huge chunks of tee chiter the foot of the Icewall, In the last half hou, no less thaa four avalanches have broken free on differ: ent parts of the elif, cascading downward swith arctic fy. 3 routes offer possible climbing paths, but none of them looks easy oF sae Crouching overhead, strategically plac ‘on its promontory, the castle menaces the whole region. Virtually every” nook and tranny on the wall can be observed from the castle; you have the fecling that usen sinister eyes watch your every move. As soon as the climbers are 100 feet up the cliff, which must be climbed single ile, the lead climber steps on rotted piece of ice That character must make @ Dexterity Check, failure meaning a slide of 80 fect and 246 damage. If the character are roped together, however, and the first character falls, every other chameter on the rope makes a Dexterity Check with a +2 benefit 10 Dexterity, An successful check amests the fall; however, # everyone fails, the entire party falls and receives 246 points of damage. event 18: avalanchel Hours pass and the world shrinks to @ nar row stich of steep” ie, leading always} upward, Muscles tense and ache from fatigue, and hundreds of feet of ice must Chapter 4 Encounters ll be climbed before the top of the Ie wal can be reached, All the whi He waits observing the effons of a few antike humans, and perhaps chuckling to if Suskenly, a crack shaters the sillnss fof the glacier With that split-second warn. ing, a huge sheet of ice breaks free and those in the rear of the party feel the world drop away. A narrow ledge, moments ago buried in ice, appears several feet below the last climber The last thee characters are atop the ice that breaks loos, and will slide down the cliff unless they are saved. Each of the three must make a Dexterity Check, a successful roll ‘meaning that they slide down but land on the ledge and take no damage. If the party is roped together, everyone attempts a Dexterity Check at +2, with any suecessfl Cheek sav= ing the pary from falling If all appropriate Dexterity Checks al all falling charters take 346 points of dam” ‘age and then make another Dexterity Check With a/-2 modifier. ThS & repeated until the filling characters either die oF successfilly sarst ther fall encounters 15. The Secret Way When the avalanche, and its effts on the heroes, is resolved, proceed 10 this deserip- tion, The namow ledge revealed by the slide leads into a dar, previously concealed cave in the ice. The route up the lif remains intact ane! is sill climbable. As the fying snow and thunder of the avalanche sub: side, you notice that the ledge and cave are the only places where you are out of the castle's field of view IF the party chooses to continue the climb, they reich the top ofthe wall without incident and may easily walk tothe castle. The iey steps leading up tothe structure are the only way to pass from the wall to the castle, and-an Ambush is set up on this route, Proceed to the description of Icewall Castle's Upper Reach; the ambush scenario i a the beginning ofthis If the heroes choose to journey through the cave, the watchers inthe castle see nothing fof them after the avalanche, and assume the entre party parshed, “The cave winds around, varying in size from very narrow passages to huge cavers, This cave leads to Area 17 on the map of the castle's Upper Reach, a distance of about S00 fet fom the cliff fice, but frst the party centers Area 16, approximately halfway through the eave. 16. Lancer In Area 16 the characters make a stating dis The chil blue walls of the narrow ee eave ‘once again open into large chamber. This also has the bluish, clear walls and floor, bot the wall to the Tet holds darkness of some sorta solidity that is diferent fom the pure transhucence of the ice. A refle tion of the torehlight hints of gleaming ‘gold buried in the ie 1 the heroes investigate, inform them that tach light source they bring over to the clear ‘wall sheds more light on the object inside. When all available Tight has been brought ‘over to the wall, read this: What at fist appeared fo be a pile of gold coins is now revealed asa coat of gleaming scales on a serpentine body of incredible size. Even though the leatery wings and sinuous tail are let in gloom, the awesome form ofa gold dragon is easly discemable “This dragon has a ride, alko frozen in the ice, but it is not a Dragon Highlord! The heavy shield on the rider's left arm is emblazoned with the kingfisher siga, embellished with a sword, a erown, and @ rose, Even now, this remains the insignia of the High Knights of Solarania But something else overshadows even this discovery. Cradled in the rider's right fam, thrusting. forward with slim, deadly precision, a silvery. shaft extends several Feet before ending in a splintered tip Here, frozen in the 4ee of a timeless tlacier and hidden from the eyes of the World for untold hundreds of years, lies a clue to the secret of the ancient ‘wars: a warrior, siding a dragon of good carrying a weapon that must be a Dragonlance! F the heroes want to take the lace, they must chop the ice away fiom the frozen Knight This will ake six hours. The splintered halt of the lance is only 4 fest long and ea be earied along easily 17. Cave’s end Abrupt, the long tunnel ends in a deep chasm, disappearing into a bluish-black crack unimaginably deep. The ice of the Tunnel tll retains ate blue color, exsept to your left where itis a light, almost whitish cer The chasm is 100 fest across and drops straight down for 400 feet. The characters ean ne ross it nor cms down it. Any character smashing on the lighter portion of the iee will break through into Area 1 on the same roll needed to open a door. If none of the PCS break through, they may chop through the ice in 10 minutes. Icewall CasTle-Upper Reach ‘The castle is divided into two sections: the Upper Reach, including the old courtyard and some of the ancient buildings of the original ‘ete, and the Lower Reach, # network of tun- nels in the ice bencath the original cate If the heroes take the tune! revealed by the landslide (Containing Areas 16 and 17), they enter the caste in Area 18, Otherwise, they must climb the stairway leading to Arca 19, since the slopes around the castle are 100 segp and slippery for even a thie to climb, ‘Areas around the edge of the map are completely buried in snow. Great amounts of ‘igeing reveal a hard sione floor, but nothing eke. ambush “This occurs only if the heroes ascend the iey siairs, since the entre route up the eliT is eas- iy visible to the monsters in the castle. Ifthe stairs are climbed, the ambush is sprung by five minotaurs north of the stairway, seven thanoi to the south, and three ice bears block- ing the very top of the stirs The humanoid monsters hurl chuaks of ice at the characters on the exposed stainvay. doing 1d6 of damage per hit, while the bears fem to prevent the heroes from geting off the srs, 18. Storeroom Describe the dimensions of this room to your players, then read them the following deserp tion: This large room has been formed out of roughly hewn stone blocks. A huge pile of peat takes up the entre northeast comer. Feaching a height of 10 feet, An aston ment of large bares stand in neat rows agains the southern portion of the west wal, while @ variety of tols and weapons rst in haphazard disorder on several racks attached to the north wall COUNTERS “The banels contain wine plundered fom the vineyards of Abanasinia. Rope, shovels, car- peniry tools, blacksmith tools, five long swords, seven battleanes and 24 Spears are on the racks, Ifthe PCs enter this room fom Area 19, they see a lighter patch on the south wall. It they break through this they will be a the tunnel Teading to Area 16 and thus ean find the Dmgonlance. 19. Courtyard Jn a more pleasant, summery lime, this courtyard would be’ a delightal place. A tall fountain spouts clear wateran oddity im this ffozan place-and doors to sever castle buildings open into this area. Lying fon the ground next t0 the fountain are three massive ice bears apparently acting as watchdogs for the thanoi. Also visible ae a pair of walrussmen, approaching the foun ‘ain from the north end of the courtyard “The Fountain is magical, whichis why it hasn't frozen, A character taking a dink from the fountain heals 346 points of damage once per day, The water loses this property once it is removed from the fountain basin. “The ovo streams that flow from the foun tain are shallow but swift Characters atept- ing to wade @ steam unroped must make a Dexterity Check halfway aeross. Failure means thatthe character slips on the fey bottom and is amried 100 feet downstream, Another check 's then made, failure indicating that the PC tumbles 100 feet farther. Repeat this process until the character makes a successful check, thereby escaping the sream, or is washed into the downspout leading to Area 29 in the Lower Reach, Tf the thanoi andl ice bears discover the heroes, they aise a ery and prepare for combat in the vicinity ofthe fountain. Let the PCs see fone of the thanot drink from the fountain before battle is joined. If the PCs don't advance to attack, the bears come after them ‘while the walris-men wait for reinforcements, Aer three rounds, five thanoi from Area 2: arrive, followed in thos more rounds by five ‘minotaurs, IF the PCS stil haven't moved t0 attack, the monsters now close i. 20. Ruwed Buildings Although the enue sone walls are sill imact, the ceilings. and doors here have caved in, Broken stone blocks lie among snovidrifis and a exw. splintered. remaits show where furniture might have stood in some forgotten ena. Nothing lives here 21. doghouse The doors to this area are heavy’ and latched ‘They seem to have been rebuilt from ruined materials Within this room are five winter wolves, used by the minotaurs as guant dogs before the arrival of the thanoi and their ice bears “The wolves atack any human oF demichuman characters, except FealThas 22. Monster Late This emtire region of the castle is buried beneath a huge snowdkif, long since frazen solid, Two tunnels have been excavated, lead: ing to a pair of cavers that serve as living quarters for the thanoi (22A) and the mino- tars (228). A few bits of leather and some dirty furs fare the only features ofthese caves, the mon ters quartered here having been encountered cither atthe fountain of in the ambush om the cqully fancy chairs lend an atmosphere of high-class comfort tothe room, Rich woven mugs blanket the floor and a number of shelves line the walls These contain many athe of apparently great age. bound tomes Refer to Feal-Thas's NPC Capsule on page 31 before running this Encounter, Feal-Thas stands unaoticed in the center of the room, He drank a potion of invisibility and thus ca rot be seen. Unless the heroes have some means of detecting him, Feal-Thas gets the first attack with suprise. He will cast whiel ever of his spells seems likely to be most effec tive inthis situation. He fights with his sword, but will attempt to break off combat to east & spell whenever he can, Ifthe characters discover the secret door, they will find a small room containing a desk and writing table. The desk hes four drawers, Three of these are unlocked and contain only ‘writing materials. The fourth drawer, which 23. Chamber of The dragon mist be picked or forced open, contains @ Highton “The door to this room is tightly locked, 1F an unsuccessful atempt to pick the lock is made, ‘or ifthe door is smashed open, the large tap ‘door shown on the map drops open, and all characters standing on it must make « Dexter ity Check or side down a chute of ice (taking 26 of damage in the process) into Area 28 in the Lower Reach. HF the door is opened, read this A fire blazes within a huge stone fireplace fon the ‘far side of the room, Thick. firs ‘cover the walls and floor and blanket a lange bed that rests in one commer, A cande- labra with several dozen flickering candies stands on @ table near the center of the room, and another door leads through the ‘wall on the Fight Next to the table stands a massive trunk sith its top slightly ajar. A large Took lies open on the floor bese the trunk This is the bedroom of Feal-Thas, Dragon Highlord of the White Wing. With the invae sion of his castle, the villain has carried all oF his valuables into the library next dove, where he has hidden them in a secret room, He wai the heroes in the library 24. Library This room is illuminated by @ low fire bbuming within a massive stone hearth, Soveral tables of highly polished wood and seroll with the spells: polymorph other, fl and haste (On the table is a journal writen in the elven tongue of Silvanesti. Elven or thie! PCs fan discem the following phrases fom the parially: damaged pages “The enemies of the Highlords are rumored to gather at Sancrst Ine “The secret of the Dragonlances is (leg Foghaven Is there. . plac “Must ain the Solamnial™ of the lance before the ‘Onb safe... Lowor Reaches 25. Tower The spiral stew! more difficult to follow, as ie and. snow obscure the steps. After descending about 40 feet, large blocks of ice make further progress impossible, but at this point a narrow tunael leads from an opening in the tower wall into a chill mass of ble ie If the heroes climb up the tower from the Upper Reach, they are able to ascend about 40, feet before finding the structure choked with ice, snow, and the collapsed stone of the Icewall. CastleLower Reaches The tunnels on this level are made enttely of ice, and have slick walls and floors. Any chame- ter hit daring combat must make a Dexterity Check o fll, requiring one round to getup. The steams that rush acros the floor are shallow but forceful. Characters may rope up and cross the streams safely, or they ean risk ‘wading across without taking precautions. An lunroped character must make a Dexterity Check when crossing. If unsuecessi, be is washed downstream andl may make one more Dexterity Cheek before being caried through 1 water tunnel and deposited in the dragon's lair (Area 31). 26. Glactal. Spring From a crack in the westem wall of this chamber a stream oF water isses forth at high pressure. Clear and very cold, this ater rushes along a trough it has worn in 27. Eggroom Twisting sharply, the corridor narrows to 6 lor 8 feet wide before tuning one mare cor. rer, and leading to & dead end caver, Definitely not dead, however, are the three white dragons slithering forward off 1 pile of round leathery objects. Hissing a repillan warning, the two serpents in the lead epen their mouths wide and advance aggressively Fortunately for the heroes, these are only sub- adult dragons, offspring of the mighty Slee. They atack, trying to drive the heroes away fom the precious eggs. They will not pursue pst the stream at the entrance to the tunnel that leads to their cavern. There are 37 white dragon egus in the room, all approximately six months from hatching 28. Keicle Row The roof of the cavem drops low over the stream here, and the splashing water bas treated a series of icy’ salctites hanging fom the ceiling like the jagged fangs of the hugest of dragons. The water inthe stream issues from the magi cal fountain in the Upper Reach, and conse. ‘quently these icicles have some unique Properties. Although the magical water does not fiveze when pure, as it mixes with the ice fof the glacier it creates icicles of surpassing hardness There are 12 icicles hanging here. Each, if broken off, will serve as javelin +2. The fx and the water radiate magic, fa detect ragie spell is cast 29. Remorhaz Room This room is actually a eage for the savage monster that s kept bere for prisoner dispos The door is of heavy wood, solidly reinforced swith iton bands and barred on the outside Characters entering this oom via the stream from the Upper Reach emerge. from ihe ceiling of the room and fall 20 feet into a ool of water 3 fet deep. Such a character is able to fight the round after entering the zoom, but the monster automatically has ini tiative that round This high-ceilinged chamber is dominated by a spray of water showering from a hole ‘overhead into a clear pool at the west end of the room. A stream follows the wall of the room fo exit through a grate next to the door The most important feature of the room, however, is lapping. two small ‘wings and raising th front ofits body high into the air. Two many-faceted eyes stare with complete lack of compassion as the hideous ereature shes forwnrd to strike! This monster has no treasure, and fights tothe death. 30. Sleet's Pantry The walls of this caver are lined with peo- ple who would appear to be deeping if it ‘werent for the frigid whiteness of their skin and the touch of frst that coats them, Warsiors dressed in heavy furs and ref gees from the Tarsian plain all He together here in frozen death, These are the unfortunate vitims of the white dragon Steet, brought here and stored for fate mary moments. The heroes recog: sige some of the warriors of the loc Falk These are the men who perished on the harbor wall during the battle. m4 Waiting in the shadows of her lair is the sinuous form of a huge white dragon Wings tucked back and neck arched, the monster hisses a challenge from atop an imposing pile of gold, jowels, and sange wing devices. On the near side of the pile, dircet'y beneath Slest, 6 @ clear ery tal Orb. Behind Sleet, at the far end of the ‘eave, waterfall cascades out ofa crackin the wall, Refer to Slest’s NPC Capsule on page 31 bofore beginning this encounter. Remember that Steet will only use two of her breath weapons, saving the last 19 make good her ‘escape. The Orb is deseribed on page 32 but ‘will not affect this Encounter If Sleot manages to escape, she has one ‘more nasty suprise planned for the PCs. As the party leaves the Ieewall and stats is tek to Ieemountain Bay, the dragon will attack, accompanied by a dozen minotaus on an iee- boat stolen from Harald's camp weeks eatir Whetber the heroes are in a boat or on fot, Skeet swoops out of the sky while the Iminotaurs’ iceboat closes in at high speed Tis time, she fights to the death, as do the minotaurs (see the Epilogue for an “obscure ‘death scenario for Slee) This attack occurs the day after the battle in he bi, so Slect has all three of her breath weapon attacks available, Remember to keep tmek of wounds she suffered in he lair, bow ever, since she has no way of healing these before the final bate with the PCS,

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