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TSR-9130-DL1-Dragons-Of-Despair.Pdf Official Game Adventure Dragons of Despair by Tracy Hickman TABLE OF CONTENTS PROLOGUE THE TALE A massive chair floats amid soft white The history unfolds, wherein the heroes join in the story of the world of Krynn. light. The gold of its delicately carved frame gleams warmly. To the right of the Chapter 1: The Road Travels East . , . 2 chair, an ornate stand strains beneath a Wherein darkness spreads over the land, and your players move toward the ancient huge crystal globe. To the left of the city chair, another stand holds a large book. Chapter 2: Lost City of the Ancients . , . 12 Between the stands, an old man in bril- Xak Tsaroth, the great city, appears before you, swallowed by swamp. liant white robes nods on a glistening Chapter 3: Descent into Darkness . 19 throne. One hand rests on the globe, Beneath the buildings of Xak Tsaroth lies the greater city and its lost glories. while the other lies poised on the book. Chapter 4: Lair of the Dragon . 24 The face looks as though the eyes Khisanth herself, known also as Onyx, lies in the heart of the ruins, hoarding both closed only a moment ago. Yet the man treasure and knowledge of the old ways. does not move, nor does the thoughtful Epilogue ...................................................29 expression change. For this is Astinus Here the curtain falls on this part of the epic. Yet the tale continues: here greater of Palanthus, Lorekeeper of the World. deeds to come cast their shadows. Astinus ranges across the face of the world, searching out the bravest APPENDICES deeds of men, recording the acts of Here are the tools of the story. That which is new is explained, as are encounters greatness otherwise left unsung. This is by fate alone. the historian’s historian: Astinus is there as history happens. Appendix 1: Rate of Exchange Table . 29 Yet the man has never left this Appendix 2: Treasures and Tomes . , . , . 29 chair. Appendix 3: Monsters and Men. , . 30 You, Dungeonmaster, are the spirit Appendix 4: Random Encounter Tables. 31 of Astinus. You look upon your mortal Appendix 5: Canticle of the Dragon. 32 body and again bid it farewell. For the greatest age in the history of this world called Krynn is about to unfold. You note its passage, walking unnoticed among the greatest of heroes, seeing history through the eyes of men and Original Concept: Tracy Hickman creatures, good and evil, feeling what Editor: Michael Williams they feel. Design Staff: Tracy Hickman, Harold Johnson, Douglas Niles, Carl Smith, Now turn from the chair. Leave Michael Williams your mortal self again. Take up your pol- Product Design: Bruce Lewis, Elizabeth Riedel ished staff. Walk softly into the light. Cover Art: Clyde Caldwell Remember all. Interior Art: Jeff Easley Cartographer: “Diesel” At the end of this book is the technical Canticle by Tracy Hickman and Michael Williams information needed to play the adven- Song by Tracy Hickman, Carl Smith, and Michael Williams ture. Refer to these sections to become Special Thanks to Larry Elmore, Jeff Grubb, Gali Sanchez, Garry Spiegel, familiar with the new world of Krynn and Dave Sutherland all of its wonders. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR (UK) Ltd. This module is protected under the copyright laws of the United States of America. Any reproduction of other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. ADVANCED DUNGEONS & DRAGONS, AD&D, and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc. * 1984 TSR, Inc. All Rights Resewed. TSR, Inc. TSR (UK) Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB 14AD wi 53147 United Kingdom TSR, Inc. PRODUCTS OF YOUR IMAGINATION Printed in U.S.A. ISBN 0-88038-086-l 9130 Permission granted to photocopy or print this product for personal use. Chapter 1: The Road Travels East Dragons of Despair is the first in the epic the true gods in search of other, less demand- However, if your players insist on bring- DRAGONLANCE series of modules. You ing gods (which do not exist). These pseudo- ing other characters into this game, review may play this module by itself or as part of the clerics use the same combat table as true clerics them carefully and keep in mind the differ- grand DRAGONLANCE campaign. but have no spell abilities. PC clerics brought ences mentioned in this prologue. Dragons of Despair is designed for a into Krynn from other campaigns lose their All PC elves are Qualinesti Elves in this party of 6-8 player characters, levels 4-6. spell-casting abilities at once. Never fear: it is world. Other kinds of elves exist, but they Encourage a good balance of character classes the goal of this adventure to regain these abili- come into the DRAGONLANCE story in later in the party — the adventure demands the ties. modules. skills of each class. The equivalent of a halfling in this world DRAGONLANCE contains a story. Play- 3. No dragons have existed in Krynn for over is called a Kender. Kender look like wizened ers generally will spend the first part of their 1000 years. As a result, most people in this 14-year-olds and, unlike halflings, they wear play gathering information about their quest. world smile when dragons are mentioned, shoes. These folk have two special abilities (in This information will direct them to the believing they are only folktales to frighten addition to the usual halfling abilities): sunken city of Xak Tsaroth, where the dun- children. Few believe that dragons ever did geon part of the adventure takes place. exist; almost nobody believes that they exist 1. Taunt. Any creature the Kender taunts Much about the world of Krynn will be now. must save vs. Spells or attack wildly at once new to both you and your players. There are for 1-10 rounds at a -2 penalty to hit and a three important differences between standard Your adventures in Krynn begin with Event 1 +2 penalty to their armor class. Kender are AD&D campaigns and this universe: below. As the world and history open before masters at enraging others by verbal abuse. them, PCs face events (keyed to times) or encounters (keyed to places). Events and 1. Gold has no value in this world. Each place 2. Fearlessness. Kender are immune to fear, encounters will confront them at all stages of has its own currency and its own values for either magical or non-magical. They are, the adventure, and more than likely lead however, curious about everything: a ten- trade (these are explained in Appendix 1). them to Xak Tsaroth (area 44) and an under- dency that often gets them into trouble. What one country values may be worthless in standing of their important quest. another. Players may wish to use PCs from the The text of the module refers to player DRAGONLANCE story, detailed on character characters in various shorthand forms: PCs, 2. Clerical spells have not existed for nearly cards in the center of the module. It is gener- adventurers and/or heroes. Read boxed text 300 years. Some people still call themselves ally an advantage for players to use these char- sections aloud to your players. clerics, still belong to worshipful orders; how- acters rather than bring their own into the Welcome to Krynn, and to the fantastic ever, all of these have turned their backs on campaign. world of DRAGONLANCE! 3 Events If the players are using the characters provided Left to Toedes business, the hobgoblins in the center of this module, they should now attack. Any who are captured know only that As opposed to encounters, which take place in read aloud the backgrounds written on the they were ordered to search the road at night specific areas, events take place at specific backs of their character cards. Notice that and find a blue crystal staff. times. They may happen anywhere unless Goldmoon does not begin the game with the When the combat is finished, proceed stated otherwise. The first event begins your party, but joins them shortly. Players choosing with the adventure. By now, the PCs are on adventure, then each follows at its stated time to play their own characters have no stories to the road east of Solace (area 1). in the sequence below. tell. After each player reads his background Event 2: Goldmoon Found. Roll 1d4. The Event 1: The Adventure Begins. Your players run the following encounter: result indicates how many encounters after the stand at the location marked X on the Wil- beginning of the game this event takes place. derness Map. Begin by relating the following None of you have found any sign of true to them: clerics through all your travels. Suddenly, soft music begins. Its source is a The bushes to your left rustle. Sud- slim, beautiful girl. Lyre in hand, she The air surges fierce and sweet, carrying denly, dark shapes scurry from the woods slides gracefully to sit; nearby, a large the clear musk smell of the woodlands. on both sides of the road. Their yellow- plainsman raises a flute to his lips. The soft murmur of stirring leaves, of green skin pales against their heavy black The girls eyes are a bright sky blue, insects, and of small animals fills the land- armor; their twisted faces glare from the her skin a buttery tan.
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