Skullcap

Sample file

1984TSR. Inc All Rights Reserved Official Game Adventure Dragons of Hope by

TABLE OF CONTENTS Prologue 2 Wherein the tale is told, and the story is explained. Chapter 11: The Way 6 In which the heroes attempt to find safety and shelter for the refugees of Pax Tharkas. Chapter 12: The Outpost Mines 14 In which the heroes discover remnants of the once-mighty dwarven kingdom, and once again encounter the Aghar dwarves.

Chapter 13: Skullcap 20 In which the tomb of Fistandantilus is found, and the mysteries of the Dwarfgate War revealed. Epilogue 27 Wherein shadows of events to come cast their shadows, and the fate of the refugees is revealed.

APPENDICES 28 Here are the tools of the story. That which is new is explained, as are encounters governed by fate alone.

Appendix 1: Monsters, Creatures, and Men 28 Appendix 2: Character Cards 31 and Inside Cover Appendix 3: Combined Monster Statistics Chart Inside Cover Appendix 4: Random Encounter Chart Sample file Inside Cover

CREDITS Distributed to the book trade in the by , Inc., and in Canada by Random House of Canada, Ltd. Dis- tributed to the toy and hobby tfade by tegional distfibutots. Distrib- Development/Editing: uted in the United Kingdom by TSR(UK)Ltd. Graphic Design: Elizabeth Riedel ADVANCED DUNGEONS & DRAGONS, AD&D, DRA- Cover Art: GONLANCE, and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc. Interiors: Keith Parkinson and Cartographers: Dennis Kauth and Elizabeth Riedel This adventure is protected under the copyright laws of the United Typography: Marilyn Favaro States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the Poetry: Tracy Hickman express written permission of TSR, Inc. e 1984 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc. TSR(UK)Ltd. POB756 The Mill, Rathmore Road Lake Geneva Cambridge CB14AD Wl 53147 TSR, Inc. United Kingdom PRODUCTS OF YOUR IMAGINATION™

Printed in U.S.A. ISBN 0-88038-088-8 9131 '/•.'since the great Cataclysm. Curse the High On the day of their return to the toWn of Priest of Istar for his pride! Tor in trying to Solace, they met Qoldmoon, a princess of the command the Qods rather than begging Que-Shu tribe, and her loVer , a humbly for their aid, he called down their ranger. Qoldmoon held a blue crystal staff that Wrath. Ohe Qods punished Krynn With fire contained the power of healing. and flood, and much is noW foreVer lost. Ohe Ohe Orue Qods had heard the prayers of greatest loss Was the knowledge of the Orue the adventurers, and had begun to act. Qods. Ohe World of Krynn has sunk into 7ls the Dragonamies marched, having blasphemy lo these many generations. It is said devastation in their path, the Innfelhws sought that once all chrics had the power to cast out the Torestmaster of the Darken Wood, healing spells, but that is no hnger true. who told them ofXak Osaroth, an ancient Mankinds separation from the Orue city noW fatten to evil. 7(fter terrible ordeals, Qods has also opened the door to renewed evil the heroes faced an enemy out of nightmare: in the World. Dragons, thought to be a myth Onyx, a Shck Dragon. fit only to frighten children, are once again Ohe poWer in the blue crystal staff Was i-'ji.Working their evil. Ohey are commanded by indeed the poWer of the Orue Qods. With the humans called dragon highmasters, and assisted aid of the staff, the heroes destroyed the T by strange creatures, the like of which have 7\ dragon, and recovered the Writings of the neVer before been in this World: draconians, Qods. Knowledge of the Orue Qods had they are called. returned to Krynn. 7Lnd so Qoldmoon, a Ohe armies of dragons, dragon princess, became the first true cleric of Krynn. '"2highmasters, and draconians haVe noW NoW armed With powerful Weapons of the conquered much of Krynn, and soon they Will spirit, the heroes returned to Sohce, only to haVe all the land under their sWay. Ohings Sample filefind that draconians had overrun their look dark. "Evil may soon triumph over good. homelands, and had taken the people of the Ohrough my Crystal Ball, the Qhbe of plains to a terrible slavery in the fortress of Wisdom, I am able to send my spirit across the Tax Oharkas. land to gather knowhdge. 7ind so I haVe found lifter capture and battle, after perilous '•"'a glimmer of hope. travels through thick forests and ancient TiVe years ago, seVen adventurers set out [IN dungeons, the heroes crept into Tax Oharkas'; "r:. from the Inn of the East Home to seek the foiled the sinister plans of the dragon forgotten knowledge of the Orue Qods. Ohey highmaster Verminaard, and rescued oVer 8OO had great adventures, but did not find what shves. NoW they rush south, pursued by the j... they sought. In time, six returned: Oanis, tireless draconians, seeking a passage to the Tlint, Oasshhoff, tRaistlin, Caramon, and seaport of Oarsis and the hope of safety... • ' Sturm. Of Kitiara the beautiful, the loVe of tynis, rwthing has been heard. '.

From the ICONOCHRONOS of Astinus of Palanthus, Lorekeeper of Krynn, in the 351st year after the Cataclysm. pRoloque

notes POR the dunqeonnusteR "Dragons of Hope" is the third in the epic (especially Tanis and Gilthanas) are aware of deaths" for them. Their bodies should not be ™ series. The next module, her presence. found. Think up a creative explanation for "Dragons of Desolation," forms the end of Elistan is a false cleric of the Seeker reli- their "miraculous" survival. For example, a the First Book of Dragonlance: Tales of gion who was introduced in DL 2. In this character tumbles down a 500 foot shaft to Autumn Twilight. module, he becomes the second true cleric of certain death. Several modules later, the char- DRAGONLANCE is a story. The mod- Krynn. In DL 6, he becomes a PC. See his acter reappears with a story about how he ules in this series should ideally be played as a Character Card and the Events section of landed on a ledge and was knocked out. Much continuing saga. Players are encouraged to Chapter 11. later, he came to, and spent weeks recovering take on the roles of the main heroes in this Eben Shatterstone, the third important and escaping. Some characters can die perma- epic; Character Cards can be cut out and used NPC, is a traitor, an agent of Verminaard, the nently. When a "name" character no longer by the players. dragon highmaster. Eben is self-serving and plays a part in the story, his death can occur. "Vbu may allow players to bring other greedy rather than actively evil, and so his Player characters brought into this adventure characters into this adventure. If so, adjust alignment is neutral. Eben was introduced to from outside can be killed normally. those characters so they conform to the world the party in DL 2 as the victim of a draconian The player characters are variously of Krynn, which is unlike most AD&D™ attack. The attack was a fake. Eben has referred to as PCs, adventurers, heroes, and worlds. planted himself on the party, and becomes a companions. Boxed sections of text are read If you allow players to bring their own char- leader of the refugees. In this module, he aloud when the PCs experience that Encoun- acters into the epic, the' DRAGONLANCE behaves himself and seems to be a supporter ter or Event. characters must be present either as player of the heroes. In DL 3, keep Eben in the back- If you are playing DL 3 without having characters (PCs) or non-player characters ground, but remind the players that he is played DL 1 and 2, you must provide a motive (NPCs). The following heroes are active in this there. Keep his future role a secret. He will for helping the refugees. If you have played module: Tanis, , Riverwind, Cara- reveal his true purpose soon enough! DL 1 and 2, no additional background is mon, and Raistlin. One player should always If you don't want to play the DRA- needed; the story begins hours after the PCs play both Goldmoon and Riverwind, one as a GONLANCE epic, you can adapt this adven- have rescued the slaves from Pax Tharkas. primary character and the other as a hench- ture to your own campaign. Sometimes, a character must make an man NPC. The other pre-generated characters DRAGONLANCE is a complex saga. To Ability Check against one of his Character do not play a in this module, but run it well, you must read this module care- Abilities (Strength, Dexterity, Wisdom, etc.). are important later; they can be taken by play- fully to visualize the story, and to think of The player rolls ld20. If the result is equal to ers, used as henchmen, or kept as NPCs. It's a what players may do. You must motivate the or less than the player's Ability score in the good idea to keep the party to a manageable players subtly so that they follow the right appropriate area, the Check succeeds. For size. path. Sometimes, you must improvise to keep example, a PC with a Dexterity of 15 makes a Three NPCs require particular attention. the story oSamplen track. file Dexterity Check by rolling ld20. If the result Laurana, Princess of Qualinost, was rescued Because DRAGONLANCE is a story, is 15 or less, the Check succeeds; if the result is from Pax Tharkas in DL 2. In DL 6, she both heroes and villains often figure promi- 16 or more, the Check fails. becomes a PC. Although she should be in the nently in later modules. If "name" characters background in DL 3, make sure the other PCs or villains should be killed, arrange "obscure

the WORK) op kRynn There are important differences between the magically duplicates itself, and the new One steel piece (stl) is equivalent to 1 standard world of Krynn and standard AD&D cam- medallion bears the sign of the god that cleric gp in purchasing power. PCs that enter Krynn paigns. Characters who adventured in DL 1 worships (in Elistan's case, the god Paladine). from other campaigns do not automatically and DL 2 know most of the following infor- At this point in the DRAGONLANCE saga, trade their gold pieces for steel pieces—they mation. Those players and characters new to only the gods Mishakal and Paladine are may find their personal wealth greatly altered! the world should be given this background. known. This means that all PC clerics must be The following exchange rates apply in all True clerics have been unknown in Krynn of good (preferably lawful) alignment. lands encountered in this module: for centuries. Most clerics do not have spell All PC elves in this adventure are 1 gpw (gold piece weight) of steel-10 gp, powers, since they worship false gods. In DL Qualinesti elves. Other elves—the or 20 sp, or 100 cp, or 2 ip (iron pieces), or 1/5 1, Goldmoon became the first true cleric (with Sylvanesti—appear in later modules. pp, or 2 bp (bronze pieces). spell use) of Krynn since the Cataclysm. Gold- The equivalent of a in Krynn is a Finally, dragons have been absent from moon wears a Medallion of Faith bearing the . Kender look like wizened 14-year- Krynn for nearly 1,000 years. They are consid- symbol of the goddess Mishakal. If a PC cleric olds and (unlike ) wear shoes. See ered merely legends by all who have not per- is brought in from another campaign, he Tasslehoff Burrfoot's Character Card for more sonally beheld them. Characters may be should serve the goddess Mishakal (if good) information. thought foolish, or liars, if they talk about and wear a Medallion of Faith. When a new The values of gold and other trade items dragons to the wrong people. true cleric comes into being (Elistan, for are completely different in this world. Gold is example, in this adventure) the Medallion nearly worthless; steel is the main trade metal. the Refugees of pax ThaRkas

Much of this adventure involves leading 800 Each time that a circumstance occurs that Table 3: Combat Losses refugees (not counting leaders, PCs, and might cause attrition, roll percentile dice. If "name" NPCs) through the wilderness to the result is less than or equal to the chance of Modified Roll Losses Action safety. Use the following rules to run the refu- attrition, roll for attrition as listed. Deduct gee population. losses from the total refugee population, tak- 100 or more 4d20 Enemy panics ing only 10% of any attrition losses from the 80-99 3d2O Enemy retreats movement fighters. Apportion losses evenly among the 60-79 ld20 five refugee camps (see POLITICS, below) The entire refugee population moving as a 40-59 ldlO unless common sense says that one camp 20-39 Id6 group can travel one hex per hour on the wil- should suffer most or all of the attrition. derness map (about 3" per game turn). The 10-19 Id4 You retreat refugees have carts and supplies that slow 9 or less 0 You panic ComBAt down their movement. If the refugees panic All losses are taken from NPC fighters only. (for example, during a draconian attack), they The refugees are far from combat ready. Only Civilians become combat casualties only if all can flee at a rate of 18" for up to 20 rounds. 10% of the men (80 total) have combat expe- refugee fighters are killed. Player characters, Panicked refugees automatically lose all sup- rience, and only half of them (40) have weap- henchmen, and "name" NPCs can only be plies and wagons. If the refugees decide to ons. Treat these as 1st level fighters. Keep killed in individual melee (but remember the abandon all supplies and leave behind the track of the remaining fighters separately from "obscure death" rule). Repeat this process weak and sick, they can move two hexes per the main refugee population. until one side is destroyed, surrenders, hour, or 6 " per turn. The following system is used to resolve retreats, panics, or withdraws. Unarmed Regardless of movement rate, the refu- mass combat involving refugee fighters. Use fighters can acquire weapons from dead ene- gees can travel no more than twelve hexes per normal combat rules for smaller melees. All day. combat involving PCs or "name" NPCs uses normal combat rules. politics Supply For mass combat, compare Total Refugee Strength and Total Attack Strength. The Total Because the heroes liberated the refugees from In their rush to escape the mines of Pax Refugee Strength is the sum of the remaining Pax Tharkas, they automatically have a leader- Tharkas, the refugees plundered what they refugee fighters plus 5 for every PC or "name" ship role in the refugee community. However, could. There is one wagon for every 20 refu- NPC present and fighting. The Total Attack politics is part of the human condition, and gees (40 wagons total). Each wagon contains Strength is the total number of attackers. there are other leaders who also play a role. enough food to feed 20 refugees for two days Then, roll percentile dice. If the result is From the time of the escape from Pax (1,600 food units total) and also carries blan- greater than the Total Refugee Strength, the Tharkas until the refugees first make camp, kets for 20 people (800 total). Keep track of refugees panic and flee. (See ATTRITION, the heroes are completely in charge. The refu- the total food supply. If a wagon is lost, above, for effects of flight. All wagons and gees will do whatever the players wish. deduct its contents from the available sup- Sample file supplies carried by panicking refugees are lost, plies. When the refugees make their first regardless of the outcome of combat.) camp, they begin tO'select their own leaders: Next, determine the Combat Modifier the Council of Freedom. The draconians, attRition for each side using Table 2. heedless of previous status, enslaved impor- The refugees were starved and beaten in Pax tant people. Now, those people are again Tharkas, and the cruel weather and conditions asserting their authority. of their escape has weakened them still fur- The Council, once established, divides ther. It is likely that some of them will die the refugees into five camps, each with one before they reach safety. Attrition primarily representative. The PCs are appointed Advi- affects the weak and ill, rather than the few sors to the Council, but have no vote. remaining fighters among the refugees. Keep Table 2: Combat Modifiers Laurana, whose political and diplomatic skills track of losses in the refugee population. are very strong, should be the PCs' primary Consult Table 1 for conditions that cause Circumstance Modifier liaison to the Council. attrition. The Council members and their camps Terrain Advantage +20 are as follows: Surprise +10 Table 1: Refugee Attrition Defending +20 ELISTAN, Leader of the Believers. He is Outnumbered by -10 for actively friendly to the PCs, and votes accord- each 50% (cum) Circumstance Chance Attrition 50% or more ing to their wishes 70% of the time. He and Magic Use +20 per spell-user Laurana work closely together on matters con- Each night spent in 80% 2dl0 Unarmed Fighter -1 each cerning the party. the open without All modifiers are cumulative. Use common cover LOCAR, Leader of the Seekers. Locar hates sense when judging whether a modifier Each day spent in 60% Id 10 Elistan, who was once a Seeker, for his new applies. camp without moving faith. Locar wants to take control over all the Each day without 20% ldlO Each side rolls percentile dice and adds camps, preferring to lead a dying population food the Combat Modifier to the roll. Consult than to follow a living one. He is actively Panic or rout 100% 4d20 Table 3 for casualties. unfriendly to the PCs, and votes according to their wishes only 10% of the time. He works appear again until DL4. The "obscure death" +20 Refugees reach Encounter to undermine the PCs' role at all times. If the rule particularly applies to Eben in this adven- Area 21 + PCs should try to kill him or remove him by ture. Reaction Charisma of character try ing to force, Briar and Brookland both turn against Adjustment persuade the Council the heroes. The voting tendencies of the Council mem- bers are meant to be advisory only. Not even All political rating modifiers are cumulative. BRIAR, Leader of the Plains. He is neutral to Locar will vote against a plan to gather food, In addition, add or subtract up to 10 points the PCs, except for Goldmoon and Riverwind, or to build shelters for the sick. However, if based on your judgement of the PCs' pro- both plainsmen. He is basically a good man, the decision to be made is even slightly con- posal. To determine the Council's decision, but is suspicious. Locar can influence him on troversial, political intrigue comes into play. add the cumulative political reaction modifier complex matters. He votes according to the The CouncilSample must vote ofilen any decision to each Council member's base chance to vote PCs' wishes 30% of the time, but is more affecting all five Camps. Each leader is as the PCs wish, and roll percentile dice. If the cooperative on matters that are simple, responsible for running his own camp, and result is less than or equal to the modified straightforward, and easily explained. Politi- decisions by that leader are final. (Locar, for chance, the Council member votes in favor of cal persuasion used on Briar tends to backfire. example, can refuse to allow PCs access to his the PCs' proposal. camp.) Do not let these rules get in the way of BROOKLAND, Leader of the Woodfolk. He The voting tendencies of the Council, common sense! The political intrigue and is friendly to elves and half-elves, and can be and the reactions of any individual leader, are goals of each Council member can make for swayed by Laurana. He is a good man, and modified based on the political rating of the very entertaining roleplay. For most fun, only wishes the safety of his people. He votes PCs. Consult Table 4, below. encourage the players to act out the situations, according to the PCs' wishes 40% of the time, and play the parts of the Council members but cannot be stampeded into a vote without yourself. Encourage roleplay and active partic- consideration. Table 4: Political Rating ipation rather than just rolling dice.

EBEN SHATTERSTONE, Leader of the Free Base Political Rating +40 expemence points Peoples. As a secret agent of Verminaard, he In addition to normal experience points for plays a complicated game. Publicly, he is Modifier Circumstance combat and treasure, each PC receives 10 friendly to the heroes and supports them. Pri- -5 Each vote taken additional experience points for each refugee vately, he is allied with Locar to discredit the -5 Each day in wilderness still alive at the end of this adventure. heroes and take control of the refugee move- -5 Each time refugees must break ment. He is very charismatic, and is working camp and move to sway Briar and Brookland to the side of -10 Each combat Locar. To keep on everyones' good side, he -1 (cum) Each refugee death always votes last and votes with the majority. If -20 Each day without food The adventure begins with Event 1 on the he is forced to break a tie, he votes according -50 PCs use violence against any next page. Welcome to the fantastic world of to the PCs' wishes 50% of the time. If the PCs Council member DRAGONLANCE™! should suspect Eben, try to kill him, or exile +10 Each 800 food units found by him, he heads for Verminaard and does not PCs