Official Game Adventure

DRAGONLANCE® Classics, Volume 3

Table of Contents Prologue ...... 3 Wherein the tale is told and the story expounded thus far. The Fall of Silvanesti ...... 4 Wherein recounted the fall of the mighty elven lands through the fears of one king.

Chapter 1: isGriffon's Flight ...... 5 Wherein the Heroes of Legend are pursued across the great southern plains. Chapter 2: The Bleeding Forest ...... 10 Wherein beauty twists upon itself and nightmare tendrils reach. Chapter 3: Hollow Glory ...... 18 Wherein the streets of the most ancient elven capital flood with the unwaking dream. Chapter 4: The Web of Shadow & Night...... 22 Wherein is found the Tower of Stars, from which the nightmare is spun. Epilogue...... 27 Wherein the truth awakens al last, and the acts performed in the fear of night are accounted for in the waking morn. Interlude ...... 28 Wherein the next step of the adventure is introduced. Chapter 5: The Prophecy ...... 29 Wherein the Heroes'journey through enemy lands described.

Chapter 6: Flotsam...... is ...... 37 Wherein a ship is sought but fate met.

Chapter 7: The Blood Sea of !star ...... is ...... 43 Wherein the Heroes venture out upon the Haunted Sea to confront their destiny. Chapter 8: !star of the Deep ...... 50 Wherein the wonders and horror of ancient /star are revealed. SampleChapter 9: Friends in Need ...... file 55 Wherein old friends and allies are captured by their foes. Chapter 10: A Hidden Refuge...... 57 Wherein the Heroes must overcome despair and deceit lo capture the key to victory. Epilogue...... 60 Wherein there is a sad parting with old friends and new, and the dawning of a new day.

Interlude ...... 61 Wherein the next step of the adventure is introduced.

Events: An Overview of the Tale ...... 62 Wherein the timed Events of the adventure are described.

Chapter 11: Land of Dark Empires ...... 66 Wherein the adventurers set out across the desolation of the occupied lands and begin their quest to penetrate the heart of the Dragon Empire.

Chapter 12: Dark Passages ...... 73 Wherein secret ways may offer passage beyond the defenses of the Dark Queen .. .if the passage can be survived.

Chapter 13: Glitterpalace ...... 76 Wherein the gods test the character of the Heroes. Their choices may affect the fate of the world to come.

Epilogue: The Gates of Darkness ...... 85 Wherein the Heroesfind the city before them and the fate of Krynn in their hands.

Interlude ...... 86 Wherein the final step of the adventure is introduced.

Events: An Overview of the Tale ...... 87 Wherein the timed Events of the adventure are described.

Chapter 14: The Neraka Plains ...... 92 Wherein a shattered land of fire and smoke separates the Heroesfrom their goal.

Chapter 15: Neraka ...... 96 Wherein the Dragonarmies gather in the city, preparing for the arrival of their queen.

Chapter 16: The Temple of Darkness ...... 103 Wherein the High lords gather for ceremony, competing for dominance at the right hand of Takhisis, Queen of Darkness. The stage is set.

Epilogue ...... 108 Wherein the Heroes' long quest reaches its conclusion.

Appendix ...... 110 Wherein are given the supplements lo the late-rumors, game clocks, random encounters, magical items, monster descriptions, NPCs, PCcards.

Credits Random House and its affiliate companies have worldwide distribution Editor: Mike Breault rights in the book trade for English-language products of TSR, Inc. Dis­ Original Design: , Harold Johnson. Bruce Heard, and tributed to the book and hobby trade in the United Kingdom by TSR Ltd. Douglas Niles Distributed to the toy and hobby trade by regional distributors. Cover Art: Clyde Caldwell and Jeff Easley Interior Art: Diana Magnuson, George Barr ADVANCED DUNGEONS & DRAGONS. AD&D. . Cartography: David Sutherland. David Laforce. Steven Sullivan and are registered trademarks owned by TSR. Inc. Typography: Angelika Lokotz The TSR logo is a trademark owned by TSR. Inc. All TSR characters, Keylining: Paul Hanchette character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. The DRAGONLANC�Series Design Team SampleThis file adventure is protected under the copyright laws of the United Tracy Hickman, Series Concept States of America. Any reproduction or other unauthorized use of the Harold Johnson, Director of Design material or artwork contained herein is prohibited without the express ; Douglas Niles: ; Linda Baak; Larry Elmore; written permission of TSR, Inc. Mike Breault; Bruce Nesmith; Michael Dobson; Garry Spiegle; Carl Smith; Laura Hickman; Roger Moore C>l994 TSR. Inc. All Rights Reserved. Printed In U.S.A.

2 Pr.zologae

Notes for the Dungeon Master Ability Checks The World of Krynn DLC3 is the third, and final, compilation of the Occasionally, an Ability Check Is called for There are several important differences original DRAGONLANC� modules.This vol­ against one of the character's abilities: between the world of Krynn and the standard ume contains the newly revised adventures first Strength, Wisdom, Dexterity, etc. Roll ld20. If AD&D• 2nd Edition campaign. New players published as DLl 0 ("Dragons of Dreams"), the number rolled is less than or equal to the should be made aware of this information. DLI2 ("Dragons of Faith"), DLI 3 ("Dragons of ability, the action succeeds; if greater than the True clerics have been unknown on Krynn Truth"), and DLI 4 ("Dragons ofTriumph"). ability, the action fails. since the Cataclysm, a mighty catastrophe DLI I is not included here, as it is a war game that changed the face of Krynn. Most clerics simulation of the DRAGONLANCE series. have no spellcasling abilities, since they wor­ In DL6, "Dragons of Ice," the original party The Novels ship false gods.True clerics of good. includ­ of heroes was separated into two groups dur­ Some of your players might have read the ing and Elistan, wear a medallion ing the destruction of the city of Tarsis. Lau­ DRAGONLANCE novels. Reading the novels bearing the symbol of their god or goddess. rana, Sturm, Flint, Tasslehoff. and others fled will not take the mystery and excitement out of Only two of the true gods of good have so far south, then traveled northward.They left your adventure; the information related in the been revealed-Mlshakal, goddess of healing, behind their friends, not knowing if they were books is similar. but by no means identical, to and Paladine, leader of good, the Celestial dead or alive. DL6 through DL9 detailed the the events and encounters in this module. Paladin. All PC clerics brought into the cam­ adventures of these heroes. Indeed, players who assume the adventure paign must follow one of these two faiths. This adventure starts out following the modules to be exactly the same as the story All PC elves here are Qualinesti elves. group of heroes left behind inTarsis -Tanis, might soon find themselves in trouble!The All PC dwarves are hill dwarves. Caramon, Raistlin, Tika, Goldmoon, and adventure attempts to re-create the condi­ The equivalent of halnings on Krynn are . It begins as they flee from Tarsis. tions surrounding the story, while leaving the . Kender resemble wizened 14-year­ About two-thirds of the way through this vol­ decision-making and role-playing up to the olds. ume, the two groups of PCs are reunited to players. Do not feel obligated to have the The values of gold and other trade Items face the final battles. adventure turn out the same way it did in the are completely different in this world than In All DRAGONLANCE adventures attempt to novels. Allow your game to have its own feel­ familiar campaigns. Steel is the main trade recreate the conditions of the novels with the ing and texture. metal, and IO gold pieces are worth only one player characters cast in the roles of the steel piece. PCs who enter Krynn from other epic's heroes. Thus, it is recommended that campaigns can trade their gold pieces for the adventures be played using the player steel. characters provided (In the "PCs" section of Finally, dragons had been absent from the Appendix). If players wish to use their Krynn for nearly 1,000 years and have only own characters, however, allow them to do recently returned as conquerors. The only so. dragons most people have seen are red, green, black, blue, and white dragons-all creatures of evil. Stories exist that once there Obscure Death were dragons of good-copper, bronze, brass, In the DRAGONLANCE epic, some NPC silver, and gold. Only the PCs have met some heroes and villains figure prominently in later of these good dragons. adventures. If such "Name" characters as Fizban or Kitiara, for example, should be slain, invoke the "obscure death" rule.This A Note to the OM New to the rule states that the circumstances surround­ DRAGONLANCE Series ing the death of an important character should Even if you have never played any of the be confused and the body not recovered. other adventures in the DRAGONLANCE Later, the hero or villain can reappear, usually series, you can still start out with the adven­ with a story of how he or she was miracu­ tures contained in this volume. Options in the lously saved. first chapter are provided that give you and This is true of NPCs only.The obscure your players some knowledge of the history death rule does not apply to player charac­ and events in the story to date. ters. If a PC dies in this or later adventures­ Time: Because events are linked to time, it say good-bye! is important that you keep a record of the day and time of day. You may choose the time at which an event occurs. unless a specific time Events and Encounters is listed in the text. Each chapter in DLC3 begins by listing sev­ eral Events that occur at the times indicated, Remember that the DRAGONLANCE story regardless of the actions of the PCs. Events is a complex saga.To run it well, read the are governed primarily by time. adventure carefully. anticipate your player's Following the Events comes the listing of actions, and think of ways to motivate players Encounters, each representing areas the PCs to stay within the boundariesgiven In this vol­ can visit. Encounters are governed primarily ume. Let the players explore the setting-

3 Tbe Fall of Siloanesti

Wherein the most ancient kingdom of elves Palanthas. and the Tower of Wayreth. met Itsdoom. The Tragedy of Lorac The terrible destruction frightened the King­ Excerpted from the DRAGONLANCE Chroni­ priest. He granted the wizards passage from c/es, Volume Two, "Dragons of Winter Night" the Towers of lstar and Palanthas if they Review of the Elven Chronicle would leave the Towers undamaged. Before the Tower at Islar was abandoned. Note to the DM: This section reviews the The Creation of the Dragon Orbs background history or elves. If you are already an named Lorac Caladon arrived at the familiar with this information, proceed to the During the Age of Dreams. when wizards Tower to take the Tests. During the Test the section titled "The Tragedy or L£>rac." were respected and revered upon Krynn, DragonOrb spoke to Lorac's mind. The orb It is said that, after the All-Saint's War, the there were five Towers of High Sorcery. These foresaw a dreadful calamity. You must not gods or Krynn peopled the world with the Towers were centers of learning and of power leave me here in /star. the orb told him. If so.I races of elves, men, and ogres. The elves for the mages of Krynn. Here were housed wl/l perishand the world willbe lost. were favored by the gods or good and were great libraries of spell books and magical arti­ l.£>rac took the orb away with him, hidden in granted a long span or life and great powers. facts. Here all mages desiring to rise to higher a small bag. Some might say that this great The elven races are collectively called Col­ levels came to take the grueling Tests. lord of the elves stole the orb. He maintained, inesti, "people of the morning: in the ancient Here, also, the mages came together to however, that he was rescuing it. The Towers texts. The races are now more commonly work their greatest magic. Toward the end of were abandoned. The mages ned to the Tower known by their subracial names: the ancient the Second Dragon War. when the world itself at Wayreth. All knowledge of the Dragon Orbs Silvanesti, the outcast Quallnesti, the wild seemed doomed, the highest of the mages or perished during the wars against the mages, Kagonesti. all three Orders (good, neutral. and evil) met which became known as the Lost Battles. The eldest or the established subraces is together In the Tower or Palanthas and cre­ l.£>rackept the orb hidden in Silvanesti. the Silvanesti. Theirs was the first race to ated five Dragon Orbs to help defeat the Then came the Cataclysm. The Silvanesti emerge from the Age of Dreams as a unified dragons. All but one of the orbs were taken elves survived it far better than others in the civilization. T hey take their name from their from Palanthas and carried to each of the world. The Silvanesti heard tales of the suffer­ first leader, Silvanos. other four Towers. ing of others, particularly of their cousins, the The Silvanestl have endured for over 3,000 As Islar rose during the Age of Might to Quallnesti. There were some among the Sil­ years, surviving wars with dragonkind as well greater and greater glory, the Kingprlest of vanestl who said they should go to the aid of as the Kinslayer War against humans. The S11- lstar and his clerics became increasingly jeal­ their brethren. vanesli have become firmly set in their ways ous of the power of the mages. As times grew But Lorac, their ruler. refused. After all, he and traditions. more and more evil, the priests placed the told his people, what did they expect, living The Silvanesti are a fair-skinned race. Their blame for the evil upon wizards. The Towers as they did among humans? Many agreed eyes are blue or brown, and their hair color of High Sorcery became natural targets. Mobs with Lorac, and the Silvanesti withdrew Into ranges from light brown to blonde to white. attacked the Towers. For only the second their forest. None passed their borders for They prefer wearing loose garments, nowing time in their history, the wizards or all the centuries. robes, and capes. Orders came together to defend the last bas­ Then a new evil arose. Dragon Highlords In lifestyle, the Silvanestl differ greatly from tions of their strength. sent emissaries to Lorac, promising to leave their brethren. Long years in a safe empire When it became clear that the battle was Silvanesti untouched if he promised to leave has stratified the various crafts into a rigid hopeless, the wizards themselves destroyed them alone in turn. Lorac agreed. He had system of castes, or houses. At the top of the two or the Towers. The blasts devastated the lived in the world long enough to expect system is House Royal, the descendants of countryside for miles around. Only three Tow­ treachery, however. Silvanos, who rule the land. Beneath them is ers remained-the Tower or lstar. the Tower of Thus. when the Dragonarmies attacked Sii­ House Cleric, once a religious order, but now v anesti, the elves were prepared. Lorac mainly concerned with the keeping or records ordered his people to sail to safety. Then he and lore. descended to the chambers beneath the Beneath these two Houses are those of the Tower of the Stars where he had secreted the craftsmen and guilds. T he House Protector Dragon Orb. (the Wildrunners) serves as the army of the Lorac knew, even as he rested his fingers Silvanesti. on the globe, that he had made a terrible The Quallnestl, or "WesternElves," are elves mistake. He had neither the strength nor the originally from the western edges of Silvanesti. control to command the magic. But, by then, The enmity between the two races is strong. it was too late. T he orb had captured him In the days or the ancient Dragon Wars, the and held him enthralled. western borders of Silvanesti were under And now, It is the most hideous part of his assault from the forces of the Dragonarmies. nightmare-to know that he is dreaming, yet The elves of western Sllvanesti excelled in unable to break free. battle. Many were members of the Wildrun­ ners, and cross-class war training prevented the stratification that typified Sllvanesti life in the interior of the nation. Relations between the western provinces and the central Houses deteriorated until, with the issuing of the Swordsheath Scroll, the western elves were granted independence. The Qualinesti founded their own realm hun­ dreds of miles to the west or ancient Sllvanesti. After they left,Sample the Gardeners of Silvanost file grew the Hedge, a region of dense under­ brush, to prevent western invaders from enter­ ing their lands.

4 Cbapter:zI: Gr:ziffon,s Flight

The major portion of this adventure deals with Read the Adventure Start boxed text to the the elf king, Lorac, Speaker of the Stars, who players and begin the adventure with Encoun­ and knowledge of the true gods. The heal­ ing arts-once lost-are now known is being held prisoner by a Dragon Orb and by ter I:The Fall of Tarsis. the green dragon, Cyan Bloodbane. Cyan has again, and a small number of true clerics been whispering nightmares into Lorac's If the players are using the DRAQONLANCE walk the land. They are eager to spread mind. These nightmares have become reality series characters, give them the character the truth, yet fearful that their knowledge for the once-beautiful kingdom of Silvanesti. cards at the back of this book. might perish with them in an instant. At the beginning of DL6, the heroes were But not all bend quietly to the will of the under siege in the city of Tarsis, which was Game Start Dragon Highlords. You are among those being attacked by the Dragonarmies. It was who have fought the tyrants with your here in Tarsis that the party of heroes was Read this section to your players if they have sword and shield, your magic and prayers. Your efforts have brought you to this city, split. not played DL6. Follow this by reading the Chapter One offers you several options for Quick Start boxed text as well. where you had hoped to gain passage running the companions' journey from Tarsis over the seas. Yet this once-fabled sea­ to the Nightmare Borders of Silvanesti. port is now landlocked, the harbor de­ The world of Krynn teeters on the brink of stroyed by the Cataclysm. You and your chaos. First came the Cataclysm. Man's companions have come to the Red Dragon If You Have Never Played a pride called down destruction from the Inn to determine what to do now. DRAGONLANCE Adventure Before: gods over 300 years ago. The might and So far, nothing has been able to stop Read the Game Start boxed text to your the glory that was Krynn passed away in the advance of the Dragonarmies. There players, followed by the Quick Start boxed that instant. Civilization was plunged into are rumors of magical weapons that might text. Then proceed to Encounter 8 of this darkness. aid your cause-powerful lances that slay chapter and begin the game. Then came the dragons. Awakened dragons and mystical orbs that enable the from their millennia-long sleep, they now user to control the monsters. But no one ravage the land under the command of knows where to find these weapons. Some­ If You Have Played DL6, Dragon Hlghlords, whose highly trained where in this gloomy city, you must find 11 You Have Two Choices: armies are bringing the continent of Ansa­ ray of hope. Samplelon under their domination. But evenfile as you and your friends dis­ I. You can use the Quick Start narrative text to describe the companion's journey Yet there is hope. The gods have ended cuss your plans, Tarsis is attacked! Flights across the Plains of Dust. This option allows their centuries-long silence. A tribal prin­ of dragons appear in the skies, draconi­ you to go right to the heart of the adventure. cess of the plains has restored the light ans fill the streets. 2. You can run the Wilderness Adventure.

5 Cbapteri 1: Grii.J:.J:on,sF light

counter Areas 2 and 3 smaller by three hexes Quick Start ing a losing battle. Agree to aid me, and I every day and Encounter Area 7 larger. The will save you!" hexes occupied must be adjacent to hexes Read this ifplayers have played DL6 or as a Four huge griffons alight, their powerful continuation of the Game Start above. that were occupiedon the previous day, start­ talons striking the stone near you. ing at the indicated arrows on the Wilderness Map. The general flow of the occupation Your rest in Tarsis was all too short. Out­ forces should thus start from the west and side the inn, you hear the shrill screams of Alhana and her griffons stay for ld4+2 com­ move toward the east, pressing the PCs in the dragons. The chill air is filled with the bat rounds before leaving again. During this direction of Silvanesti. Use Encounter 7 for smell of burning and the cries of death. time, the griffons protect the PCs while they descriptions and options for players. Through the windows of the Red Dragon mount. If the PCs refuse to take Alhane up on Inn, you see draconians glide down into her offer, the griffons leave immediately. Event 4: Capture Attempt the streets. Then the inn itself explodes. (Once per day after Day I 0) You seem to remember falling .... Event 2: Dragonwing A bitter wind rushing into your face (Check the PCs' position daily. Ignore this awakens you. You are now flying high over event if the PCs heve gone with Alhana.) In the distance, you see dragons again, frost-covered plains on the backs of grif­ but this time they are coming straight for fons. Leading this flightof winged creatures Each day, the Dragon Highlord, Kitiere, you! There seems to be no escape! Dra­ is the elven princess, Alhana Starbreeze. launches e search for the PCs. This seerch conlans with swords clenched in their Glancing fearfully behind, you can seedark begins at the PCs' last known location. From teeth cling to the backs of the dragons. specks in the sky- pursuing dragons! Yet, that erea, six flights of dragons teke to the The draconians leap from their terrible even as you watch, the dragons fall far air-three to the east and three to the west. mounts, gliding on their leathery wings behind. Looking ahead, you see a line of For each of the dragon flights, roll on the down on top of you! trees stretching to either horizon. appropriate part of the table below to deter­ "The borders of my homeland," Prin­ mine which hex that flight patrols. The direc­ cess Alhana tells you. "The ancient elven tions given are from the PCs' last known loca­ These are I d8+8 Kapak draconians, who kingdom of Silvanesti. • tion. Each flight gets one roll for every day attempt to capture-not kill-the party. Those The griffons circle down among the since the PCs were last spotted. (If it's been captured have all their weapons taken from tree-lined border. The beasts appear ner­ three days since the PCs were lest spotted, them, although they are required to carry vous end frightened. They allow you to roll I d6 three times for each flight, checking their own armor, equipment, and supplies. dismount on an ancient elven road, then, on the following table each time.) Continue The draconians then try to march the PCs the moment you heve recovered your rolling until either all the rolls have been back to Tarsis. The draconians grumble about belongings, they leap into the eir and fly made (the flights return without success) or this, since they would prefer to kill the PCs to the west, leaving you in the company the PCs are spotted. here and now, but they have strict orders to of Alhana Starbreeze. bring them back alive. Dragon Search Table Eventually Alhana tries to rescue the PCs with her griffons. The PCs should be allowed Eastward Dragons enough time to escape, but not sufficient time Adventure Start D6 Roll Hex Searched to regain their weapons. Read this if you have played DL6 and want to 1-2 Northeast 3-4 Ellst role-play through the trek across the Plains of Encounters Dust 5-6 Southeast 1. Ta rsis the Beautiful You heve left the refugees from Pex Westward Dragons Tharkes In the dwarven kingdom of Thor­ D6 Roll Hex Searched bardin, the safest place for them until the 1-2 Northwest You sit in the musty common room of the wers are over. True safety will beachieved 3-4 West Red Dragon Inn-not e particularly funny only when the Dragonarmies are defeated. 5-6 Southwest name, considering whet you have been Your purpose in coming to the port of Tar­ through these last few months. sis was lo obtain passage for the refugees If a flight of dragons enters the same hex as Now this! You heve traveled long miles to a safe place far across the sea. the PCs, there is an 80% chance that the PCs over frost-hardened plains in search of But, in Te rsis, you find only bitter disap­ are discovered (then read the following text). escapefrom the dragon forces, only to find pointment. The Cataclysm caused the sea that the great seaport of Tarsis is land­ to recede 40 miles, leaving the port city locked! The ancient maps were wrong landlocked. Beached ships still lie scat­ On great soaring wings, the dragons wheel again. The ships of the harbor now lie tered about the ancient bay. overhead. Their eyes glint cruelly. After e frozen in mud. There is no escape this way. time, they turn and fly swiftly west. Several of your friends have gone into the heart of the city, having discovered knowledge of ancient and marvelous mag­ Ev ents As referee. you can press draconian takeover ical devices called Dragon Orbs. Now of lends (see Event 3) toward the lest known your friends are searching the ancient If using the Quick Start to begin this adven­ libraries located in Tarsis, hunting for the ture, skip to Event 2. locetion of the PCs. Note that such takeover does not begin until the third day after the fall knowledge of where these Dragon Orbs Event 1: Griffons of Alhana of Tarsis. might be found and how they can be used (Whenever any PC drops to O hp or with a • I • against the Dragonermies. on ld6 rolled each day.) Event 3: Draconians You tried asking the townspeople for Samplehelp, butfile everyone stares at you suspi­ (Each day. starting on Day 4) ciously. You have been able to pick up A great shadow falls over you. A voice as The draconian ground forces expend their ter­ some news, however. pure and distant as the stars speaks. "I ritory, occupying three large hexes on the desperately need your help. You are fight- Wilderness Map per day, thus making En-

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