Sample file Sample file Sample file Official Game Adventure Dragons of Faith by Harold Johnson and

TABLE OF CONTENTS

Prologue 2 Wherein the Tale is told and the story expounded thus far. The Fall of Istar 5 Wherein the sad history of the Cataclysm at last is revealed.

Chapter 5: An Arduous Journey 6 Wherein the heroes journey through enemy lands. Chapter 6: Dangerous Games in Flotsam 16 Wherein the heroes seek a ship, but meet their fate instead. Chapter 7: The Blood Sea of Istar 22 Wherein the heroes must venture out upon the Haunted Sea to confront their destiny.

Chapter 8: Istar of the Deep 45 Wherein the wonders and horror of ancient Istar are revealed.

Chapter 9: The Battle of Istar 50 Wherein the heroes must face the terror of the sea.

Chapter 10: Friends in Need 54 Wherein old friends and allies are captured by their foes.

Chapter 11: A Hidden Refuge 56 Wherein the heroes must overcome despair and deceit to capture the key to victory.

Epilogue 59 A sad parting with old friends and new, and the dawning of a new day.

Appendices 25-40, 60-64

CREDITS Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Dis- tributed to the toy and hobby trade by regional distributors. Distrib- Cover Art: JeffEasley uted in the United Kingdom by TSR UK Ltd. Interior Art: Diana Magnuson ADVANCED DUNGEONS & DRAGONS, AD&D, , PRODUCTS OF YOUR IMAGINATION, and Cartography: Tom Darden, Dennis Kauth, the TSR logo are trademarks of TSR Inc. David S. LaForce, Graeme Morris, Phil Gallagher, and Jim Bambra This adventure is protected under the copyright laws of the United Card Illustration: Valerie Valusek States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the Typography: Linda Bakk express written permission of TSR Inc. Keylining; Colleen O'Malley Sample• 1986 TSR Inc. All Rights Reserved. filePrinted in U.S.A. TSR Inc. •"! • • TSR UK Ltd. POB756 |v 1'" The Mill, Rathmore Road Lake Geneva TT F™ 1 Cambridge CB1 4AD Wl 53147 ^TJkS United Kingdom Printed in U.S.A. TSR, Inc. ISBN 394-55418-3TSR1OOO PRODUCT* OF YOUn IMAGINATION " 9133 prologue

notes fop the dungeon mastep Two new player characters are introduced in In addition, several new sections are this adventure to replace any characters who included and the DM should familiarize him- Dragons of Faith is the twelfth module in the might have been lost in previous adventures. self with these sections before play begins. epic DRAGONLANCE® series. It continues These are the maid Serinda and Kronn, a Character cards have been provided for the the final book of the saga begun in DL10, warrior-thief. These two are encoun- major NPC personalities—friends, foes, and Dragons of Dreams. tered during the first event. neutrals. The DM should review these cards These modules re-create the conditions of In the DRAGONLANCE multi-adventure before play, giving special attention to the the DRAGONLANCE story with the player epic, some heroes and villains figure promi- NPCs' motives and goals. These cards allow characters cast in the roles of the epic's heroes. nently in later adventures. If an important the DM to role play the NPCs. Under no cir- Thus it is recommended that this adventure character should be slain during this adven- cumstances should the players be permitted to be played as part of the continuing series, ture, the DM should invoke the "obscure read these cards as they contain information using the player characters provided. If players death" rule. This rule states that, as in Satur- only for the DM. wish to use their own characters, however, you day afternoon matinees, the circumstances of Several special tales are provided and should permit them to do so. Take care that death of an important character should be should be reviewed so the DM knows the the party is as balanced as the character party confused and the body not found. Later the proper time to use each one. included here. character may reappear with a story of how he Tables of random events for each of the This adventure may also be played as a miraculously survived. Sivaks, a race of dra- chapters are included here. The DM may use stand-alone adventure without the rest of the conians introduced in DL7, Dragons of Light, these to add excitement to the adventure. series. polymorph into their slayer's form when they These tables include both random events and The player characters provided are some of die. This device may be used as one of the encounters as well as a new category called the heroes of the DRAGONLANCE story. The methods to explain an apparent death and omens. Omens are mysterious happenings equipment and magical items listed for each subsequent return. that may provide a warning to the PCs. The PC should be used if you have not played pre- The DRAGONLANCE story is a complex DM should adapt each event so that it suits vious DRAGONLANCE adventures or have saga. To run it well, read the adventure care- the current situation of the PCs. not used that particular PC before. If your fully, anticipate your players' actions, and There is also a section of rumors and leg- party has played previous modules in the think of how to motivate them when they ends that the PCs can find by questioning the series, however, use the equipment listed on become stuck or confused. In this adventure inhabitants of a place, overhearing a conversa- the cards plus any additional equipment the the motivation is that they are in unfamiliar tion, or discovering a written record. The DM PCs have acquired during their adventures. enemy territory and seek to escape. There is may wish to develop some of the legends into The players may also choose any standard danger of betrayal at every turn, and the DM further adventures for the PCs. equipment in the AD&D® Players Hand- should take care to create a feeling of being Finally, a section is included on the TALJS™ book. hunted. card deck. These cards are common to the Special magical items are detailed in the world of Krynn and are used for games of skill section titled "Treasures of Legend and module Sections and chance. Rules for three games have been Glory." If the characters provided are not included. The cards are used in this adventure used, the DM should permit these items or This adventure is divided into several chapters to predict the future of the PCs' adventure their equivalents to be distributed among the that lead to the characters' final escape from and to set their goals for them. Instructions on party. Read the descriptions carefully before enemy lands. The PCs have a great deal of how to use the cards in your own AD&D® revealing any of the information. freedom to determine how they pursue the adventures are also provided. In DL6, Dragons of Ice, the original party quest laid before them in Chapter 5. of heroes was split into two groups during the A synopsis of the intended flow of the story conquest of the city of Tarsis. One group fled has been provided to aid the DM and help Checks south across the frozen wastes with the reduce the confusion caused by this freedom. Occasionally an Ability Check is called for Knights of Solamnia and eventually joined in Each chapter begins with several events that against one of the character's abilities the War of the Lance to repel the draconian occur at certain times, regardless of the actions (Strength, Wisdom, etc.). Roll ld20 and com- hordes. or locations of the PCs. Following the events pare the result with the appropriate ability are encounters that are keyed to specific loca- This adventure follows the second group: score. If the roll is less than or equal to the tions and occur only if the heroes go to the Tanis, Caramon, Raistlin, Tika, , score, the action succeeds; if the roll is greater appropriate places. and —the Heroes of Legend. They than the score, the action fails. fled Tarsis in the company of Alhana Star- For both events and encounters, those por- breeze, an elven princess, to rescue her father tions of the text enclosed in boxes may be from the nightmare in the ancient elven king- revealed to the players at the start of the the W0RI6 of kRynn dom of Silvanesti. They could not save him, encounter. The remaining information is for but were able to end the nightmare and the DM and should only be revealed in There are several important differences awaken the land with the dawning of spring. response to PC actions. between the world of Krynn and standard If you do not have enough players to take all All monster statistics are located on the AD&D® campaign worlds. New players the heroes as PCs, run the others as friendly adventure cover for easy reference. Each event should be made aware of these differences. NPCs, or alloSamplew players to run more than one or encounter lists the number of monsters Tru e clericfiles have been unknown on Krynn character. In any event, it is a good idea to encountered and their motivations, as well as since the Cataclysm, a mighty catastrophe that keep the number of players to a size you are any special information regarding their tactics. destroyed the civilized nations and changed comfortable with. The chart should then be used for combat. the face of Krynn. Many NPC clerics have no pROloque

spellcasting ability, since they worship false but it was a pale mockery of old glory, for man The newly crowned dwarven king gave gods. True clerics of good wear a medallion of had turned from the true gods and built his leave to the refugees to pass through his king- faith bearing the symbol of their god. Only own idols. And the gateway was opened for dom to safety. And there, at last, Goldmoon two gods of good, Mishakal, goddess of heal- evil to return! and Riverwind exchanged their vows and ing, and Paladine, the Celestial Paladin, are From out of the north they came, out of the became as one. known. All PC clerics brought into the cam- Khalkist Mountains, on dark wings to the But peace was not to be, for the dragons paign must be of good alignment and worship trumpet of horns of war. Bearing flame and pushed their conquest farther south, and dan- one of these. flashing sword, the armies stormed across the ger shadowed the land. The heroes sought There are some evil NPC clerics who myste- land led by the dread juggernauts of legend, safe passage by ship for their people in the riously have the ability to cast spells. dragons, serpents of the night in unholy port of Tarsis. They discovered to their horror In this adventure, most PC elves are union with selfish men of evil. In their van- how much the face of Krynn had changed, for Qualinesti elves of the wood, except for guard marched monstrosities from the nether- Tarsis was now a landlocked city. Serinda who is from Silvanesti high elf stock. worlds, corrupted forms of the mighty Here came a parting of ways. As the Drag- PC dwarves are all hill dwarves, the only dragons: bestial dragonmen. onarmy pressed on the city, the heroes were ones to involve themselves with the affairs of Yet a dim light of hope burned for Krynn in divided in the chaos. Sturm, Flint, Tasslehoff, man. the southern lands. A small band of seven Elistan, the elfmaid Laurana, and her brother On Krynn, the equivalent of are heroes from the town of Solace set out to seek Gilthanas journeyed south with several kender. Render resemble wizened 14-year the true gods. Five years passed and their Knights of Solamnia, in the hope of capturing olds and wear shoes. They have an insatiable search proved fruitless. In time six returned: a weapon to bind the evil dragons. curiosity, are fearless, and have a strong sense Tanis half-elf, Flint the dwarf, Tasslehoff the The others, Tanis, Caramon, Raistlin, Tika, of humor. They are capable of taunting foes kender, Sturm the knight, and the twins Cara- Goldmoon, and Riverwind, fled east to safety into reckless actions and are immune to fear of mon and Raistlin, one a mighty warrior, the with the aid of the elven princess Alhana Star- any kind. other a cynical mage. But the seventh, Kiti- breeze. For this aid she set the heroes a task, to In this world where civilization has fallen, ara, dear sister of the twins and beloved of help her win through the haunted lands of gold has little value. The metal of demand is Tanis, did not return. Silvanesti to rescue her father, Lorac Caledon, steel for crafting weapons. All normal prices They were joined by the plainsman River- the elfking. are therefore expressed in steel coins. One wind and his beloved Goldmoon, chieftain's That nightmare journey at last ended with steel piece (stl) is the equivalent of a gp in a daughter of the Que-Shu tribe. Goldmoon the slaying of the green dragon Cyan, and the standard AD&D® campaign. A gold piece on possessed a gift of the gods, a crystal staff of awakening of Lorac from his tortured dreams, Krynn is the equivalent of an sp in a standard healing. Through its power the Innfellows the dreams that twisted and blighted the campaign. recovered the Disks of Mishakal, the writings land. But Lorac's life could not be saved, and Finally, dragons have been absent from of the true gods and thus did knowledge of he died as spring budded in the forest and life Krynn for nearly 1,000 years and have only the gods return to Krynn. returned to Silvanesti. Alhana returned him recently returned as conquerors. The terror of Armed with this blessed weapon, the to the earth as he requested, rather than sur- the old legends breeds fear in many people. heroes returned to Solace, only to find it fallen rendering him to the flames as was elven cus- The only dragons most people have seen are and the people cast into a horrible slavery in tom. Thus sadly the heroes took their leave of red, green, black, blue, and white dragons— the brooding pits of the Dragonarmy's fortress the reborn land. all creatures of evil. Stories exist that once of Pax Tharkas. Now the heroes' journeys have taken them there were dragons of good—copper, bronze, With the aid of Tanis's kin, the elves of north to the human lands of Balifor and brass, silver, and gold. Only the PCs have met Qualinesti, and the tavern maid Tika, a friend beyond. But these are conquered lands where some of these good dragons. of their youth, the heroes entered the fortress men are not free and all are caught beneath and freed over 800 slaves, foiling the designs the conqueror's fist. From out of these lands the StoRy thus PAR of the Dragon Highlord Verminaard. supplies are sent to reinforce the Dragonar- Fleeing into the mountains, a refuge was mies. And from these lands the heroes must To think that the glory of Krynn in the land of found for the escaped slaves in the Hopeful flee if they are ever to know freedom again. Ansalon has fallen to this. Once golden cities Vale. The heroes braved the dangers of fallen towered over the plains, and the banners of Skullcap, ancient seat of power for the evil chivalrous knights danced from atop mighty wizard Fistandantilus, to find the secret of the towers above the amber fields. The kingdom Dwarfgate, entrance to the legendary lands of of Istar, the star in Ansalon's crown, shone the the dwarves and safe passage through the brightest of all. For peace was upon the land, mountains to the peaceful lands beyond. and evil had been driven back, even as Upon that arduous trek, the eyes of the dragons had been vanquished from the face of Seeker priest Elistan were opened to the way the world nearly a millennium earlier. It was of the true gods, and thus the High God Pala- an age of glory, an age of might. dine re-entered the world of Krynn. Several hundred years ago, the gods turned The heroes entered the dwarven lands of away in anger at the proud actions of one man Thorbardin and there found the Tomb of who dared attempt to command them. And Derkin, dwarfking, and defeated at last the so the darknesSamples fell, and the Cataclysm rained file Dragon Highlord Verminaard. There too they its dark fire from the sky. recovered the Hammer of Kharas and After those dark times, man slowly rebuilt, reunited the dwarven tribes.