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Page 1: Dragonlance - Dragons of Mystery
Page 2: Dragonlance - Dragons of Mystery
Page 3: Dragonlance - Dragons of Mystery

Printed in U.S.A.ISBN 0-88038-090-X9135 2-88

Official Game Accessory

Dragons of MysteryMichael Dobson

Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Wherein the reader is welcomed.

A Dungeonmaster’s Guide to the DRAGONLANCE™ game adventures . . . . . . . . . . . . . . . 4Commentary and advice is provided to those who would lead the adventurers to theirdestiny.

The Creation of the World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10In which the universe is created and the history of the world told.

The Gods of Krynn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12The pantheon of good, evil, and neutrality is described.

How The Heroes Met . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14The early days of the Heroes of the Lance are charted, and their destinies foreshadowed.

The Companions of the Lance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Wherein new character sheets are presented, and much information is revealed.

Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32In which our Marketing Department desires to know your feelings and desires, and thefate of the world of Krynn lies in your hands.

The Constellations of Krynn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Inside CoverThe realm of the gods is in the heavens.

The Continent of Ansalon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Insert MapThe entire continent is presented for your inspection.

CREDITS

Series Editor: Michael DobsonContributors: Tracy Hickman,

Harold Johnson, Margaret Weis,Michael Dobson

Graphic Design: Elizabeth RiedelArt: Larry ElmoreCartography: Dennis Kauth and Bob Maurus

Tracy Hickman, Series ConceptHarold Johnson, Director of Design

Margaret WeisJ. Jeffrey GrubbLarry ElmoreBruce NesmithGarry SpiegleLaura Hickman

Douglas NilesMichael DobsonElizabeth Riedel

Carl SmithRoger Moore

Distributed to the book trade in the United States by RandomHouse, Inc., and in Canada by Random House of Canada, Ltd. Dis-tributed to the toy and hobby trade by regional distributors. Distrib-uted in the United Kingdom by TSR UK Ltd.

TSR, ADVANCED DUNGEONS & DRAGONS, AD&D,DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION andthe TSR logo are trademarks owned by TSR, Inc.

This adventure is protected under the copyright laws of the UnitedStates of America. Any reproduction or unauthorized use of thematerial or artwork contained herein is prohibited without theexpress written permission of TSR, Inc.

©1984 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc.POB 756Lake GenevaWI 53147

TSR UK Ltd.The Mill, Rathmore Road

Cambridge CB1 4ADUnited Kingdom

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A story of wonder, a saga of adventure, a new world of fantasy�this is the DRAGONLANCE� epic!A team of top TSR designers have combined to create something never before seen in the world of role-playinggames�a complete, original novel set in an incredible fantasy world.

Welcome to the world of Krynn!The DRAGONLANCE tales is the story of the continent of Ansalon, once a peaceful, beautiful

land where all nations were united in brotherhood. Evil was abolished; dragons, long banished, were thought onlycreatures of legend.

But the folly of one man shattered that golden age, and the scarred land has now entered its twilight period.True clerics, capable of casting spells, are no more�only false ones, worshipping false gods. And from the cracks ofthis broken land return the dragons, eager for new conquest.

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The DRAGONLANCE� epic was designed for the AD&D® game system, and is beingpresented through a series of TSR® products�books, games, modules, calendars, and evenminiature figures.

This is a completely new and unique experience in role-playing games. Each modulein the series tells a complete portion of the DRAGONLANCE saga. The entire story is told inThe DRAGONLANCE Chronicles, a trilogy of adult fantasy novels coming soon from TSR.

New products are being developed every day to make the DRAGONLANCE series a completefantasy experience. This module is something different: a sourcebook covering the majorcharacters and the world in which the epic takes place.

If you're already familiar with the world of Krynn, you'll enjoy the additional backgroundpresented here. If this is your first visit, welcome! We guarantee�you'll never want to leave!

Join the quest�live the adventure! This is the DRAGONLANCE game adventure!

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The DRAGONLANCE� game project was DRAGONLANCE series would be a trilogy ofbegun in 1982, when Tracy Hickman proposed a fantasy novels in addition to modules. Afterthree-module series featuring evil dragons. As much discussion, Tracy Hickman and Marga-other members of the TSR design staff looked at ret Weis (of TSR�s Book Department) werehis ideas, it quickly became clear that here was a assigned to write the novels.major epic�something that could not fit intothe normal categories. It was even bigger thanthe famous Giant/Drow (G/D/Q series)modules by Gary Gygax.

When Gary saw the initial proposal, hewas very excited, for this project happened towork well with an idea he had been kickingaround for some time: a twelve-module seriesthat featured each of the official MonsterManual dragons.

With Gary�s active approval, a specialdesign group was set up within TSR: ProjectOverlord. A veil of secrecy settled over theplanning process, and regular meetingsbegan. The original planning group was ledby Tracy Hickman, and included Harold John-son, TSR�s Director of Design, Larry Elmore,Carl Smith, Jeff Grubb, and several others.

This work led to the creation of theDRAGONLANCE� Sourcebook, the �bible�for all subsequent work. TheDRAGONLANCE game heroes were created,and TSR designers developed histories andpersonalities for each one. Slowly, the plot waswritten, and the project was broken down intomodules. It was decided that the

Two years later, the firstDRAGONLANCE module was released topublic acclaim. Work continues day and nightto bring you still more excitingDRAGONLANCE products.

It is impossible to list everyone who has con-tributed to this project. There are theDRAGONLANCE game designers (TracyHickman, Doug Niles, and Jeff Grubb), theTSR Art Department (Larry Elmore, ClydeCaldwell, Keith Parkinson, Jeff Easley, JeffButler, Dave �Diesel� LaForce, and DennisKauth), the Game Editing Staff (MichaelDobson, Anne Gray, and Steve Winter), theBook Department (Margaret Weis, JeanBlack), and TSR management (Harold John-son, Director of Design, Mike Cook, VicePresident of New Product Development,Kevin Blume, President of TSR, Inc., andGary Gygax, Chairman of the Board). Eachand every one has contributed to make theDRAGONLANCE series what it is today.

We hope that you enjoy playing andreading the DRAGONLANCE line as much aswe have enjoyed creating it.

Dungeonmastering theDragonlance Saga

T o g e t t h e m o s t o u t o f p l a y i n g t h eDRAGONLANCE epic, we strongly urge thatyour players all use the pre-generatedDRAGONLANCE characters. The adventuresare designed for their special qualities. Theirpersonal histories also figure prominently inthe story.

As a Dungeonmaster, you give life to thewords on the page. The mystery, the excite-ment, the spirit, and the pacing are your con-tribution to this story.

If you decide to run the First Book of theDRAGONLANCE Chronicles (DL 1-4) as acampaign, you will find that it takes quite afew playing sessions. Assuming that an aver-age playing session is four hours, one way youcan break the story is as follows:

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DL 1 - DRAGONS OF DESPAIR

Session 1: Assign characters, brief players onthe story, discuss background. Start Chapter 1(The Road Travels East) , ending afterEncounter 26 (Unicorn Grove) as the heroesfly away on pegasi.Session 2: Chapter 1, Encounter 27 (GatewayPass), until Chapter 2, Encounter 44j (FallenObelisk). The adventurers have now enteredthe city of Xak Tsaroth.Session 3: Chapter 2, Encounter 44k (Plaza ofDeath) and down to the deepest level of thecaverns of Xak Tsaroth (all of Chapter 3).Session 4: Chapter 4, Encounter 60, untilEncounter 68m (Court of the Aghar). Theheroes receive the counsel of the Highbulp.Session 5: The end of Chapter 4, using theinformation provided by the Highbulp to findand slay the Black Dragon. The epilogue thensets the stage for the next module.

DL 2 - DRAGONS OF FLAME

Session 6: Chapters 5 and 6, in which theheroes cross the plains of Que-Kiri, return toSolace, and are captured by the forces of Ver-minaard.Session 7: Chapters 7 and 8, from the heroes�imprisonment through their rescue, and theirstay in Qualinost.Session 8: Chapter 9, through the dungeonsof the Sla-Mori.Session 9: Chapter 10, the assault on PaxTharkas and rescue of the refugees, followedby the epilogue.

DL 3 - DRAGONS OF HOPE

Session 10: Chapter 11, leading the refugeesof Pax Tharkas across the wilderness.Session 11: Continuation of Chapter 11 (andChapter 12 if the heroes explore the city of theAghar), ending when the refugees reach theHopeful Vale (Encounter 20).Session 12: Chapter 13, the assault on thefortress of Skullcap, Encounters 47-71.Session 13: The end of Chapter 13, Encount-ers 72-94, and the epilogue.

DL 4 - DRAGONS OF DESOLATION

Session 14: Chapters 14 and 15, from dreamsof darkness into the Northgate of Thorbardin.Session 15: End of Chapter 15, all of Chapter16 , and the beg inning o f Chapter 17(Encounters 21-22b). The heroes discover theFloating Tomb.Session 16: Adventures in the Floating Tomb(Chapter 17 , E n c o u n t e r s 2 4 - 5 2 a n dEndgame). Final battle with Ember.Session 17: The Dark Realms (Chapter 18) tothe death of Arman Kharas.Session 18: The Epilogue to the First Book ofthe DRAGONLANCE� Chronicles. To cele-brate the successful completion of the adven-ture, you can have a party for your heroes.They can come as their DRAGONLANCEgame personas, and celebrate the Wedding of

Goldmoon and Riverwind.Of course, this breakdown is only one of the

possible ways this adventure can be run. Per-haps some sessions will run longer than aver-age, and some shorter. Keep the playingsessions short enough so that players don�t getworn down�you want to keep interest andexcitement high as you play through theseries!

Playing the NovelsThe DRAGONLANCE series is both a set ofAD&D® modules and a set of three fantasynovels for general release. The story ofDRAGONLANCE is the same, but there aredifferences necessitated by the differentforms.

It is possible to �play the novel� ifdesired. The first DRAGONLANCE novelcovers DL 1 and 2, but has a different endingthan DL 2. The climax of the adventure occursin the fortress of Pax Tharkas, and the story ofDL 3 and DL 4 is not told.

If your players have read the book, andstill want to play the modules, they are ontheir honor not to use the information gainedby reading the novel unfairly. They should notbe allowed to kill the traitor on sight, forexample, since they have no actual knowledgeof his eventual treason.

Playing the novel can be very exciting.You have greater character depth and back-ground to draw on, and can immerse yourselfmore fully in the story.

Obscure death...andhow to Live With It

Because DRAGONLANCE� is a story, certain�name� heroes and villains are important.They should not die until the right point inthe story (sometimes, they shouldn�t die atall!). What happens when the wrong persongets killed?

T h a t � s w h e r e a s p e c i a l r u l e � t h e�obscure death� rule�comes into play. If a�name� character (any DRAGONLANCE PCor featured NPC) dies prematurely, that char-acter meets an �obscure death� so that youcan bring him or her back later.

What exactly is an �obscure death�?Obscure death is a favorite comic bookconvention�the superhero kills the supervil-lain, but the supervillain manages to comeback, armed with a long story about how hemiraculously survived the �fatal� incident.

So, to have an �obscure death�� just usethe comic book convention. Make sure thebody is lost�it fell down a cliff or into a river,was buried beneath rubble, or the like.

If the character is an NPC, then think of away he might have survived (suggestions fol-low) and prepare a story that the NPC can tellthe others when next encountered.

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If the character is a PC, you can handle itthe same way as an NPC (but tell the PC howhe �miraculously survived� so that he can tellthe others when he shows up), or you can cre-ate a short one-on-one adventure so that thePC can role-play his way out of danger.

The following ideas may help you createinteresting �obscure deaths.�

HEROIC SURVIVAL:

1. Comatose: The character is believed dead,but later his body disappears. A mysteriousbenefactor (Fizban? One of the gods?)detects a glimmer of life and restores himto health, or perhaps it takes the characterseveral days to recover from his injuries.

2. Miraculous Escape: If the character�sdeath was say, a fall off a cliff, somethingunexpected happened�there was a ledgeto fall on, a river below that cushioned thefall, a secret tunnel, an air pocket, etc.Remember, the character can be badlyhurt, knocked unconscious, have tempo-rary amnesia, stay in a coma for severaldays, or otherwise suffer until he returns tohis fellows. The other characters can thinkhe�s dead, and you can wait for several ses-sions before reintroducing that characteragain.

3. Saved By Another: The character is savedfrom certain death at the last minute by amysterious benefactor. The hero must thenperform some service, or is lost and takesweeks to find the party again, or falls inlove with his savior, etc.

VILLAINOUS SURVIVAL:

1. Special Defense: Unbeknownst to theheroes, the villain had a special defensethat made him immune to that attack.

2. Someone Else: It wasn�t really the villain,it was someone dressed like him. Thedragon highlords, for example, sometimeshave impostors dressed in their uniforms todraw enemy fire . . .

3. Resurrection: High-ranking villains wor-ship evil gods. Occasionally, an evil godwill resurrect a particularly important vil-lain.

4. Secret Escape Route: The villain prepareda secret escape route ahead of time just incase.

5. Illusion/Feign Death: The villain usedmagic to make it appear that he died andthen escaped.

Be careful not to overuse �obscure death.� If acha r a c t e r i s no t im po r t ant in fu tureDRAGONLANCE modules, that charactercan die just like any AD&D® game character.All PCs brought into the DRAGONLANCEgame from outside the campaign are subjectto normal death. Remember, the lack of cleri-cal magic in Krynn makes it very difficult toobtain a resurrection spell.

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A Dungeonmaster's Guide

The Dragons of Krynn

Dragons are the true children of the world ofKrynn, embodying the elemental forcesthemselves. In the ancient days of Huma, thedragons were driven from the world that gavethem birth. Since then, trapped on a far-offplane, the dragons of evil have conspired toreturn. The dragons of good, also exiled,resolved to leave the light of Krynn to the chil-dren of the gods.

The dragons of Krynn are power incar-nate and know it. They are�and should be�the most fearsome of opponents, capable ofinspiring awe and fear in all who beholdthem. As Dungeonmaster, you have theresponsibility for playing these magnificentbeasts properly.

There is nothing so terrifying as a dragonon wing. When in flight at full speed, dragonsrush across the world like a gale, but their abil-ity to turn from their path is greatly impaired(Maneuverability Class E, see DMG). Whenengaging earthbound creatures in combat, adragon slows to half-speed, improving itsmaneuverability to Maneuverability Class D.At less than half-speed the creature�s flight isstalled and it begins to lose altitude. It canclimb at half-speed or dive at double speed. Adragon can also glide for short distances butloses 1,000 feet of altitude per round. If adragon stalls while climbing, it can turn 120degrees out of the stall as it dives to regainspeed. A very young or young adult dragonhas a maneuverability rating of one higherthan normal (Maneuverability Class D at fullspeed, Class C at half-speed). Dragons maynot fly higher than 10,000 feet, because theair becomes too rarefied to breathe at that alti-tude.

When attacking from the air, a dragonmakes use of of its breath weapon and itspower to cause awe, swooping down low overits opponents and then climbing back into thesky. A flying dragon can swoop down andeither claw or bite, but not both. A dragonmay dive at twice its normal speed and causedouble damage with its claws on a successfulhit. Dragons may not cast spells while flying,but can cast spells on the ground or when gli-ding.

Dragons will use their breath weapontwice and then wait until a strategic momentto use their third breath attack.

Dragons are haughty creatures and mayrefuse to fight except as it suits their own pur-pose. When using spells, they will often castthem before melee to avoid the conflict,weaken their opponents, or gain the upperhand. Once in melee, a dragon casts spellsonly if losing.

Dragons will not knowingly place them-selves in a position to be subdued, althoughthey are clever enough to pretend to be sub-dued to lure unwary adventurers into a trap.

Dragons are very clever opponents. Theyhave been known to feign death, unconscious-ness, sleep, or subdual to trap opponents, tostay just out of reach of enemy weapons, andto prefer long-range attacks. They can see,hear, and smell much better than most crea-tures, and automatically detect hidden andinvisible characters at a range of 1� per agelevel. They are rarely surprised.

Dragons adapt their tactics to the situa-tion, as is appropriate for very clever creatures.The following tactics are frequently used.

1 . Dragons stay in the air in melee as much aspossible to cause awe and stay out of mis-sile range.

2. If on the ground, dragons charge to causeawe and gain charging bonuses�but nevercharge against impaling weapons!

3. If the combat area is dusty, they will beattheir wings, stirring up clouds of leavesand dust to blind fighters and disruptspell-casters.

4 . They will use clever conversation andpromises to talk their way out of badsituations�if they can talk.

The power to awe and cause fear is one of thedragon�s most potent weapons. A flying orcharging dragon causes awe under the follow-ing conditions:

1. If the watchers have fewer than 1 hit die,they automatically panic and flee for 4d8turns.

2. If the watchers have fewer than 3 hit dice,they must save vs. Spells or (50%) be para-lyzed with fear or (50%) flee as above.

3. All others must save vs. Spells or be -1 tohit.

Even the draconians are subject to this dragonpower. However, if the draconians serve theparticular dragon and are within 12�, they are+1 to hit.

Dragons younger than adult cannotinspire awe.

Be sure and read the Monster Manualintroduction to dragons, for these fearsomemonsters have many special powers and abili-ties that make them the most dangerous anddeadly of opponents.

And by the way�dragons are affected bytheir own breath weapons.

Each of the DRAGONLANCE� modules fea-tures one or more dragons. The followingadditional information will help you playthese creatures most effectively.

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ONYX, the black dragon, is haughty,vociferous and vindictive. She feels stifled byher duties in Xak Tsaroth, and feels that manis but a nuisance�no real problem. Her tac-tics in battle are to jeer and taunt an inferioropponent, though she becomes deadly silentwhen things get tough. Given a chance, shewill take wing in the vault and fly to the attackusing sleep and magic missile to soften up tar-gets. She uses her other spells as a last resort.

EMBER, the red male dragon, is proud,self-confident, and hot tempered. Only Ver-minaard�s firm hand keeps him in check.Ember serves Verminaard only out of self-interest and shows unbridled rage in hisabsence. Ember feels far superior to all otherdragons. His tactics are first to threaten oppo-nents, then to beat his wings to distract andconfuse his foes. He will cast haste on himselfbefore entering most battles, and then use hisbreath weapon, slow, sleep and web spells tosoften up his targets. Mirror image is onlyused for defense. Wall of fire is used to detainprey or pursuers. Occasionally, Ember usespolymorph self to disguise himself or toassume the form of a wizened old man.

FLAMESTRIKE, the female red dragon,is old and senile. She mourns the loss of herbrood (actually stolen by Ember) and looks tothe human children she guards as substitutes.She is easily cowed unless defending her chil-dren from danger, but then she is vicious andwild, fighting with abandon. She cannot castspells but will take to the air and attack withher breath weapon, or use her claws andweight to get a death grip on an opponent andcrush him.

WHISPER, the shadow dragon, is oath-bound to protect the tomb of Fistandantilus.He takes an evil delight in causing despair inmen. His tactics are to cast continual darknesson the ground near the entrance to the cham-ber. Then, he will glide down to a lower ledgeand hide in shadows. He then casts confusionand suggestion to cause his opponents to feeldespair and hopelessness. He uses shadowmonsters and phantasmal force to create illu-sionary opponents, hoping to weaken anddemoralize the enemy still further. Once thesespells are cast, he glides down and uses hisbreath weapon. His other spells are used asneeded in combat, but he saves fog cloud tocover his retreat. Whisper does not like to fly,and prefers to fight on the ground. Whisperhas poor eyesight in bright light (-1 to hit).

Whisper�s magic resistance of 20% (plus5% for every level of the spell caster less than11th) gives him an average of 40% chance tocancel a spell.

Whisper detests Blaize, considering hima big-mouthed grandstander with no dignity.

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A Dungeonmaster's Guide

He is easily upset by Blaize and will respond totaunting. He will treat Ember with respect.

BLAIZE, the young brass dragon, isheadstrong and brash, full of boasts and bra-vado. He will befriend humankind if notattacked or slighted. He has an intense dislikefor Whisper and will do what he can to defeatand disrupt the creature. He is aware of theshadow dragon�s magic resistance and immu-nities and will not use spells directly against it.Blaize will cast continual fight in the room tocounter continual darkness and to impairWhisper�s attacks by -1, as he has poor eye-

sight. He will then taunt his opponent intothe air and breathe sleep gas on him to makehim crash.

If Blaize faces Ember, he will attempt toharass the big dragon from a distance withspells, and then use his maneuverability tolead Ember into a power dive. Blaize canrecover from a steeper dive than Ember; thismay cause Ember to crash if he does not savevs. Petrification.

As Blaize is a young dragon, creaturesmay save at +2 vs. his breath weapon.

EVENSTAR, the gold dragon of theFloating Tomb, is a poet and dreamer, not afighter. Although a powerful spell-caster,Evenstar uses his powers as much to createbeauty as to defend himself. When he fights,he does not try to kill�unless he is driven intoa rage by Ember.

Destruction of the beauty he has createdcan drive him to attack. Even so, he prefersusing spells and breath weapon to sullyinghimself with physical combat.

In a project as large as theDRAGONLANCE� series, mistakes willhappen. If you correct the following errata,your game will run much more smoothly.

DL 1- DRAGONS OF DESPAIR

Page 2, Column 4 Location marked �X.�The map with the marked location is theone on page 18. The �X� is marked on theroad just east of Solace.

The large wilderness map in DL 3 isthe most detailed and accurate. If there areany discrepancies between the maps,always assume the large map is correct.

Page 15, Character Cards Caramon shouldhave 51 hit points (add 15 to correct thecharacter cards in later modules) andSturm should have 45 hit points (add 16 tocharacter cards in later modules). The hitpoint values on the character sheets in thismodule are correct.

Page 17, Song of Goldmoon There are anumber of technical mistakes that appearin the music, resulting from productionproblems we�ve since ironed out. The gui-tar chords are basically correct, however.We hope to print a corrected version of thesong in a fu ture DRAGONLANCEproduct.

Series Errata

DL 2 - DRAGONS OF FLAME

Page 1, 7 Goldmoon�s Character Card.Because Goldmoon has a Wisdom of 16,she can cast 5 1st level, 5 2nd level, and 23rd level spells.

Raistlin�s Character Card. Add readmagic to Raistlin�s spell book.Page 20, Encounter 29 The giant slug�sacid actually causes 1 - 12 points of damage.A person hit by the acid may try to save vs.Breath Weapon for half damage. If thesave fails, the victim must save vs. acid forall of his possessions.

DL 3 - DRAGONS OF HOPE

Page 20, Encounter 47 The �Climb Walls�penalty applies to a surface that is �verysmooth, slippery� as per the DMG nota-tions under Thief Abilities (page 19). Thisincreases the chance of falling to ten timesnormal.

Page 21, Encounter 63 These monstersshould be wights, not wraiths. Wraiths areincorporeal and cannot shoot arrows.

Page 23, Encounter 80 The statistics forthe invisible stalkers in the Crystal Mazeare: AC 3; MV 12�; HD 8; hp 32 each;#AT 1; DMG 4-16; SA Yes; SD Yes; AL N;THAC0 12; Book M-55.

Page 25, Encounter 87 The order of thestatues is incorrect. The first pair of statuescasts dispel magic at 25th level of spell use.The second pair of statues polymorphs allweapons to wood for 12 game turns oruntil they are passed back through themagical field in the opposite direction (nosaving throw). The third pair of statuescasts charm person.

DL 4 - DRAGONS OF DESOLATION

Inside front cover, Map of the FloatingTomb. There are two numbering errors.The �37� on the middle level just under-neath the �30� beside the fountain shouldbe �27.� The two overlooks on the rightside of the map that are labeled �30� (oneon the bottom level, one on the top)should be numbered �29.�Chapter 14 Dream Cards, pages 6/7 Per-mission is granted to photocopy thesepages for personal use in playing theadventure.The Hammer of Kharas , page 27 TheHammer can possess anyone whose com-bined Intelligence and Wisdom scores areequal to or less than 22 (Eben Shatter-stone, in particular.)

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A Dungeonmaster's Guide

The Dwarves ofThorbardin

The races of gnomes, dwarves, and kender areall descended from the race of men. Thegnomes, kender, and men all believe the storyof the Greystone of Gargath, but the dwarvesbelieve themselves to be the special childrenof the god Reorx, forged in the earliest days ofcreation. Virtually all historical scholars(except, of course, dwarven scholars) disagree.

THE GREYSTONE OF GARGATH

When he created the world, Reorx needed theassistance of men to help him with the work.To this end did one-eighth of all men andtheir families follow Reorx across the sea, inhopes of learning the crafts of Reorx.

For many years, men worked happilyunder the guidance of Reorx. Yet men tendedtoward either good or evil , and rarelyremained neutral. The men became proud oftheir skills and used them for their own ends.

Reorx was angered. In his wrath, heremade these men into a new race. As theyhad become tinkerers, so they would remainfor all time. He took from them the crafts hehad taught, leaving only their burning desireto tinker and build, invent and construct. Hemade them into a small people�they becamethe gnomes.

Hiddukel saw all of this and smiled.Reorx had worked long and hard to forgeorder out of chaos. Yet now, Reorx saw thatthe balance of neutrality was not maintained.Hiddukel knew that Chislev also felt thisswing in the balance. Herein was the founda-tion of mischief.

Hiddukel went to Chislev. With cunningwords, he convinced Chislev that the forces ofevil were losing. Their only hope, he said, wasfor neutrality to take ultimate control. Chislevagreed, and, at Hiddukel�s insistence, askedReorx to forge the Greygem.

The Greygem was a marvelous artifact. Alarge clear grey stone of many facets, it wasdesigned to hold and radiate the essence ofLunitari, the red-sphere of neutral magic.Hiddukel had convinced Chislev that thisstone would anchor neutrality to the world ofKrynn and solidify the neutral position on theplanet. Chislev convinced Reorx of the samething and thus the stone was created. It wasplaced within Lunitari and magic swelledwithin it.

Reorx, although still angered by thegnomes, had never forsaken them. He lovedthem, and now could see how they might yetserve him. He appeared unto their priest, andpresented a plan for a Great Invention hewished the gnomes to construct. It would be

powered by a magical stone that Reorx wouldprovide. The gnomes, as was their wont, builtthe machine thirty times the required size andwith mechanisms that never served any pur-pose. Their general consensus was that itwould work once the stone was in place.

Reorx now finalized his plan. Among hisservants he found a lowly gnome that trulyworshipped his arts. In a vision, the littlegnome saw the Greygem and wanted it morethan anything. He approached the problem ofgetting it like any gnome . . . he invented some-thing.

His invention was truly worthy of thegnomes�a mechanical ladder that lifted itselfinto the sky. The strange device had pulleysand counterweights and wheels and cogs. Itmade a terrific racket when it worked. YetReorx smiled upon that gnome and gave tohim a secret device. The gnome�s ladderworked. One could set it upright on theground, winch up the top section and thenclimb up to the top. From there, the bottompart could be winched up off the ground sothat the ladder hung steadily in mid-air.Then, the operator would climb up the newsection and repeat the process. Slowly, the lad-der pulled itself up into the sky, and eventu-ally reached the scarlet moon itself.

With a magical net given to him byReorx, the little gnome captured the Grey-gem. He lowered the ladder back to theground, and went to place the Greygem intothe Great Invention. But the moment heopened the net, the stone leaped into the airand floated quickly off to the west. All thegnomes rushed to pack up their belongingsand follow it. They followed it to the westernshores of their land and quickly built ships.The Greygem floated westward across thewaters with the gnomes in pursuit until thegem finally approached the shores of Ansalon.

Reorx was deeply disturbed, for the gemcreated magical havoc wherever it passed.Beasts and plants were reshaped in magicalways. New races of animals sprang up over-night and spells cast went wild. Instead ofanchoring neutrality, the gem only made thependulum of good and evil swing more rap-idly than ever before. He then understoodhow he had been tricked by Hiddukel andChislev.

At that time, there was a great ruleramong men, named Gargath. He was a bar-barian prince who loved well the gods of neu-trality and served their purposes.

One spring day, Gargath was in prayerfulcommunion with Zivilyn. When he lookedup, he saw a grey gemstone floating above thealtar. It pulsed with a steel grey light. Gargathtook this as a gift of the gods and placed ithigh in a tower. Here, by various traps andmagic, did he secure the stone so that all couldsee its light and yet none could take it away.

8

The grey light shone as a beacon for twoarmies of gnomes who had been pursuing theGreygem for many years. One army was filledwith desire for the wealth the gem repre-sented. The other army was made up of thosemost curious about the gem and its workings.The two joined forces to recover the gem andproceeded to march on the castle.

The gnomes first demanded the stone.Gargath refused. They threatened war. Hewelcomed the fight. The gnomes were out-numbered. There was only one thing left todo: they invented something.

Two weeks later, a giant siege enginecame thundering toward the gates of the for-tress. It broke down just short of its goal. Thegnomes retreated with heavy losses.

Three weeks later, a second great siegeengine approached, sounding like a hundredghosts wailing. This one rammed the firstsiege engine and caught fire. It burned to theground and the gnomes retreated with heavierlosses.

Nearly a month and a half later, a tower-ing colossus of a siege engine roared towardGargath�s battlements. Charging through theashes of the first two siege engines, the drivemechanism broke. The siege engine fell for-ward and shattered the outer wall of the cas-tle. Although this wasn�t exactly what thegnomes had planned, the result was goodenough. The gnomes charged in through thebroken wall.

As the gnomes rushed into the courtyard,both sides were amazed to see the steel greylight from the tower suddenly fill the areawith unbearable light. When men could seeagain, the two factions of gnomes were sud-denly fighting each other. One side was filledwith lust for the gem and the other side wasfilled with curiosity.

Under the power of the gem, the gnomeschanged. Those who lusted after wealthbecame the dwarves. Those who were curiousbecame the first kender. True gnomes yetremained in the far-off islands, but dwarvesand kender quickly spread throughout thecontinent of Ansalon.

Of the Greystone of Gargath, none knewwhere it had gone. Some say the gem returnedto the heavens, and others say it is hiddensomewhere on the world of Krynn, where itwill one day be rediscovered.

THE KINGDOMS OF THE DWARVES

The newly-created race of dwarves was drawnto the earth, where the wealth of metal andgems was most easily found. And so theybecame miners and craftsmen. Unlike thegnomes, they were not tinkerers and inventors(although dwarven technology is wellrespected). Like the race of man from whichthey are descended, they have equal measures

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A Dungeonmaster's Guide

of good, evil, and neutrality. All dwarvesrevere Reorx, and neutrality is a commondwarvish ideal.

FIZBAN THE FABULOUS

The Kingdom of Thorbardin is one ofthe oldest nations in the world. In it, thedwarves fragmented yet again. One tribe ofdwarves became the rulers of Thorbardin andheld the throne for thousands of years. Theybecame known as the �highest,� or �Hylar.�

Some dwarves chose to settle in theKharolis Mountains rather than in the greatunderground cities. They had more dealingswith men, who called them the Hill Dwarvesto distinguish them from their cousins, theMountain Dwarves. They became known asthe �nearest,� or �Neidar.�

Some dwarves interbred with men, andbecame known as the �degenerate,� or �derro.�Shunned by men and dwarves, they becametwisted and many turned to evil. They arerumored to be slavers and cannibals, and areallied with gargoyles and lamia. There are twotribes of derro. The first derro called themselvesthe �thankless,� or �Theiwar.� The derro them-selves split and the second derro kingdom calleditself the �deepest,� or �Daergar.�

This crotchety and senile old magic userappears at various times in the adventure (heis, for example, the old man at the Inn of theLast Home in DL 1), causes trouble, and oftenseems to get killed. Only Raistlin, of all thecharacters, feels that Fizban is a man of power.It is generally obvious that once he possessedgreat spells, but whenever he tries to cast aspell, something goes wrong. Fizban can aidthe heroes at your option, but somethingshould go wrong with whatever the old mantries. But no matter what goes wrong, the endresult is always beneficial. Fizban is a characteryou can have fun with, and who can lightenthe course of the adventure.

SESTUN

Among the mountain dwarves, one tribebecame the best miners, and they calledthemselves the �dearest,� or �Daewar,�because of their abilities to find the most pre-cious and dearest gems.

This funny gully dwarf is a slave of FewmasterToede�s, and befriends the heroes when theyare prisoners in the slave caravan heading forPax Tharkas. He is punished for this, and islater encountered in the dungeons of PaxTharkas. Sestun is available as a tragi-comicsidekick/ henchman for any PC who thinks torecruit him. Flint dislikes gully dwarvesintensely, but Tasslehoff or Caramon mighttake pity on the creature.

Last of the dwarven races is the Aghar,the �anguished,� commonly known as gullydwarves. The Aghar are a crossbreed betweendwarf and gnome, but neither side wishes toclaim any credit for this disgusting and stupidrace. For some reason, the interbreeding ofgnome and dwarf led to a race possessing thegood features of neither parent�they havethe greed of the dwarves, the singleminded-ness of the gnomes, and the intelligence ofneither. They are fit only for menial work, andeven then require close supervision.

Sestun has a nobility unusual in Aghar,and can count almost to three. He tries veryhard to be of service to his master, but the onlyskills he has are enthusiasm and climbing abil-ity. He has a puppy-dog eagerness to please(even Flint) and his feelings are easily hurt.Sestun�s devotion and stupidity could result inhis tragic death in an effort to save his master.

FEWMASTER TOEDE

Toede has an innate ability to survive andescape if captured. He is a cunning cowardwho leads from behind, lies, cheats, and doesanything he can to prosper. He has beenknown to dress up lesser hobgoblins in hisuniform to make them more attractive targets.Character Notes

M a n y c h a r a c t e r s p l a y r o l e s i n t h eDRAGONLANCE� epic. The followingnotes are in addition to the NPC CAPSULESthat appear in the individual modules.

VERMINAARD

Toede takes credit for things that go rightand shifts the blame when things go wrong.His ability to avoid blame is his greatest assetin advancing through the ranks of the dra-gonarmies.

FISTANDANTILUS

Only the true gods have the power to grant Fistandantilus, now only a demilich, was the

spells to their clerics. Verminaard worships the greatest mage in the entire history of Krynn.

Queen of Darkness (known as Takhisis to the Many of the spells he used were of his owndraconians), the most powerful god of evil. design, and are not found among the moreFrom this, you can infer that the true gods of common spells of the AD&D® game. As a

evil reentered the world of Krynn before the 25th level mage, he was able to create such

gods of good arranged for Goldmoon to find unique spells as the stasis globe that impris-

the Disks of Mishakal. Thus, the age-old war oned Blaize, and the final spell of destruction

of good and evil continues. that ended the Dwarfgate War.

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There is a strange bond between Raistlinand Fistandantilus�a story for a later date.When Raistlin is in Skullcap, the intelligentdefenses of the demilich (skeleton warriorsand the demilich itself) will not attack Raistlinunless they themselves are attacked, and eventhen will attack only to subdue, never to kill.Raistlin�s player should be told that he feelsstrange when in Skullcap, but he can tellnothing else about the place.

the Council of Freedom

The Council of Freedom is responsible for thesafety and security of the refugees of PaxTharkas. Once formed, they are solid in theirmission, in spite of the various politicalundercurrents. Although the text suggeststhat the Council might elect to leave behindthe weak and sick, the Council will under nocircumstances vote to do this. It might allow asmaller party of the refugees to scout ahead,hence the higher movement rate.

Because magic is a commonplace hap-pening in the world of Krynn, the Council,like any governing body, takes precautions tokeep magic from influencing the outcome ofdecisions. No one is allowed to bring any mag-ical item or device before the Council, for fearthat it might charm the members.

When Elistan becomes a cleric (DL 3), hewill begin each meeting of the Council bycasting dispel magic over the members,thereby breaking any charm spells. Elistanstrongly disapproves of using magic to swaythe Council, even if his political interestswould be served thereby.

the Story Yet To ComeThe First Book of the DRAGONLANCE�Chronicles has set forth many mysteries that areyet to be explained. Where is Kitiara, and whyhas she not yet returned? Why have dragonsreturned to Krynn, and what is the mysteriousoath (DL 4) that prevented Evenstar from fight-ing Ember? What is the source of the dragonhighlords� power? Where did the draconianscome from? Is there safety in the south?

These are questions to be answered infuture DRAGONLANCE stories. The heroeshave won their first battle�Verminaard isdead and it is clear that the dragon forces canbe beaten. Now, the search is on for weaponsof power-weapons that can defeat thedragons and turn the tide of the war.

The story has just begun. We look for-ward to sharing more exciting adventures withyou in the months to come!

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The Creation of the WorldAstinus of Palanthus, the renowned historian, spent many years collecting legendsand stories concerning the early history of the world of Krynn, from which he created hisfamous scroll set, The Iconochronos.

The material presented here was drawn from the pages of that great tome,translated into a form more appropriate for the modern reader.

the Creation of the World

Before the beginning there was Chaos.Then the Gods appeared from Beyond,

bringing Good, Evil, and Neutrality intoexistence.

Reorx, the Forging God, struck his ham-mer amidst the Chaos. Chaos slowed and thesparks from his hammer became the stars. TheGods then created the spirits of all the raceswho would eventually people the new worldsborn in the Great Forging. These spirits werethe Children of the Gods.

The Gods began to quarrel over thesespirits. The Gods of Good wanted to nurturethe spirits in the paths of righteousness andshare with them dominion over the universe.The Gods of Evil sought to make the spiritstheir slaves, to do their every bidding. TheGods of Neutrality sought a balance: to givethe spirits freedom to choose for themselveswhether they would serve Good or Evil.

And so the All-Saints War raged amongthe heavens. The Good and Neutral Godscombined forces to keep Evil from a final vic-tory.

Then spoke the HighGod from Beyond,who decreed the Balance of the World. TheGods of Good, Evil, and Neutrality wouldeach be allowed to bestow one gift upon thespirits.

The Gods of Good gave the spirits lifeand physical form. Thus, the spirits gainedcontrol over the material world and becamemore like the Gods themselves. The Gods ofGood hoped the spirits would bring peace andorder to the worlds, and lead them along thepath to righteousness.

The Gods of Evil decreed that these phys-ical beings would hunger and thirst, and haveto work to satisfy their needs. The Gods of Evilhoped that through hunger and suffering theycould subjugate the races.

The Gods of Neutrality gave the spiritsthe gift of free will, to choose freely betweenGood and Evil. Thus did they preserve theBalance of the World.

And so the Gods created the world ofKrynn as a dwelling place for the spirits. The

HighGod decreed that each could choose hisor her own way through life. Then wouldcome death, the passage from Krynn to thenext state of existence.

The Races of the World

Many races were created from the spirits. Firstwere the elves, most favored by the Gods ofGood. Elves are the Shapers of the world, whopossess good magic to bend nature to theirwill. They have the longest lifespan of all thespirits�although they change the world, theythemselves change very little.

The human race are most favored by theGods of Neutrality, although the souls of menare coveted both by the Gods of Good andEvil. Men can choose most freely betweengood and evil. Their shorter time in the worldis spent in striving for power and knowledge.They are quick to think and to act�oftenwithout considering the consequences. Thusmen give the world motion.

The race of ogres are most favored by theGods of Evil. In the beginning, the ogres werethe most beautiful of the races, but they couldthink only of their hungers. They were easilyenslaved by their needs, and their beauty van-ished as their hungers devoured them. Theogres are selfish and cruel; they delight ininflicting pain and suffering upon the weak.

The HighGod created the fourth class ofbeings: the animals. He created them with abalance of Good, Evil, and Neutrality, andthey were born of the world itself. Dragons arethe lords of the animal kingdom. As with allother beings, they are free to choose amongthe alignments of the gods.

The Age of Dreams

The Age of Dreams was the first age of theworld of Krynn. It is shadowed in myth andsong, and little is known of the earliest days ofthe world.

This Age began when the world was cre-ated, and ended when recorded historystarted, about two millennia ago. The mostcomprehensive record of those days is con-

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tained in the Lifescroll of Song compiled bythe bard Quevalin Soth.

In those days was founded the firstelfrealm, Silvanesti, and construction of Kal-thax, the great kingdom of the dwarves, wasbegun.

The dragons of evil were the dark force inthose days, making war upon the other racesto enslave them. Many and horrible were thewars of those centuries, but always thedragons were beaten back.

Tragedy struck the other races as well.The great Kin-Slayer War between elves andhumans lasted for fifty years until a peacecould be negotiated. The Swordsheath Scrollended the Kin-Slayer War, but many elves leftSilvanesti to seek new homes. They traveledwest, and founded the nation of Qualinesti.

The human empire of Ergoth was thegreatest kingdom of that age. Founded inideals of peace and justice, it became corruptand oppressive. Vinas Solamnas, head of theimperial guard, led an army to the east toquash a rebellion, but found that the rebel-lion was justified. He was converted to theside of the rebels, and commanded the armythat won freedom for the eastern states ofErgoth. He created the Order of the Knightsof Solamnia to protect the freedom of the peo-ple.

Ergoth was divided into independentstates, and the nations of Istar, Solamnia, andGoodlund were born.

The Knights of Solamnia ruled justly formany centuries, and peace settled over theland.

Then came the Third Dragonwar, themost terrible challenge to the balance of theworld. It lasted nearly three hundred years.

Huma Dragonbane, a Knight of Solam-nia, studied with a holy man and prayed tothe Gods for aid. His quest for aid took him tomany lands. In his travels, he met a silverdragon in human form, who fell in love withhim. The silver dragon gave Huma the secretof the Dragonlance. Paladine, the greatest ofall the Gods, came down to Krynn in mortalform to aid Huma. Huma drove the dragons

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from Krynn, and battled Takhisis, Queen ofDarkness with the aid of the dragonlance. Hedrove the dragons from the world and castthem into darkness.

Thus ended the Third Dragonwar, andwith the banishment of the dragons, the Ageof Dreams came to an end.

The Age of Might

The Age of Might was the golden age ofKrynn. It lasted nearly a thousand years, andwas a time of power, glory, peace, and achieve-ment.

Fo l lowing the banishment o f thedragons, the ogres, now without their power-ful allies, overestimated their own strengthand attacked the dwarves of Kal-thax. TheOgre Wars lasted nearly a hundred years, andended with the total defeat of the ogres andtheir enslavement by the other races of Krynn.Although bands of renegade ogres lurked inthe mountains and occasionally attacked set-tlements, the ogres as a nation were com-pletely dead.

Ergoth, weakened by its fragmentationinto independent states, declined as a majorpower. The nation of Istar took its place as thedominant political power on the continent ofAnsalon.

The independent kender states unitedwith Istar in a treaty known as the Kender-meld. Silvanesti also joined the Empire ofIstar in the Treaty of Elfmeld. Under heavypressure from neighboring states, the dwarvenkingdom of Kal-thax agreed to the Dwarf-meld. Finally, Solamnia and Ergoth submit-ted to the Greatmeld. The Empire of Istar hadcreated the first government to rule all Ansa-lon.

The glory of Istar had now triumphed.An unlimited future of peace was at hand.The forces of evil seemed to have been com-pletely vanished�dragons were no more, andthe ogres had been broken. And in the 959thyear of the Age of Might, the High Kingpriestof Istar decided to rid the land of even the ves-tiges of evil by summoning one of the Gods todo his bidding . . .

The Cataclysm was the result.

The Cataclysm

The Gods were angered at the pride of the HighKingpriest, as a parent is angered by a willfulchild. The Gods may sometimes give aid, butmust be approached with humility instead ofpride. And so they determined to teach the peo-ple of Krynn a lesson, since it is a parent�s duty tocorrect a child�s willful behavior.

A fiery mountain was flung from theheavens to destroy the city of Istar. The veryface of the land was changed. Mountains wereraised up, and land sunk into the sea. Thusdid the Gods punish the behavior of theirchildren, and so did they hope that their chil-dren would return to the paths of righteous-ness.

But the peoples of Krynn did not under-stand the lessons the Gods taught. They didnot see that their pride had brought on catas-trophe. They saw only the wrath of the Gods.Feeling abandoned, the people of Krynnturned from the worship of the true Gods,and searched for other gods. Men came toworship false gods, and clerics lost the powerto work magic. Everywhere the people ofKrynn turned on their champions. Even theonce-noble Knights of Solamnia lost favorbecause they could not undo the Cataclysm.

Chaos reigned throughout Krynn in theshadow years that followed the Cataclysm.The dwarves of Thorbardin, blaming humansand all other races for the tragedy, shut thedoors of their kingdom against all, includingtheir own kin on the outside. The wizard Fis-tandantilus, the most powerful mage of histime, led the armies of hill dwarves andhumans in the Dwarfgate War. When hisdefeat became certain, he loosed a spell ofsuch destructive power that both armies weredestroyed.

And so the doors to Thorbardin wereshut, and their location lost in the changedland. The elves also withdrew from contactwith humanity, and the lands of Silvanesti andQualinesti were shut to all but a few outsiders.

Those were shadow years. False gods werebetter than no gods at all, and a variety offaiths sprang up. Ancestor worship was com-mon among the peoples of the plains. Thescholars of Haven and Solace founded theSeeker movement, initially a gathering ofseekers after the old truths�or at least newtruths that might work. In time, the intellec-tual Seeker movement turned into a politicalmovement, and the Seeker Theocracy came topower in Abanasinia. They adopted �new�gods and abandoned the search for truth.

Poverty was now everywhere, for much ofthe wealth of ancient times had vanished inthe Cataclysm. Gold, the precious metal ofhistory, was all too common and useless foreveryday living. Steel became the metal ofvalue throughout most of the continent ofAnsalon, for it was useful and practical. Soon,coins of steel became the basic trade material.

The elves remembered the times longpast, but the short memories of humanscaused the ancient world to be largely forgot-ten within a few generations. Dragons werethought to be simply creatures of myth, fitonly to frighten children. The idea that clericscould once work spells was blasphemy in theSeeker Theocracy. People were imprisonedand sometimes burned for such claims.

Slowly, Krynn began to recover from theCataclysm, but soon reports of a greater evilwere heard. Warlords in the north were con-quering the lands of the ancient nation ofIstar. Armies were on the march again. Thebroken forces of the scattered people were nomatch for the strange forces allied to thesenew �highlords.�

Soon, the people of the north knew theterrible truth. The Highlords had allies out of

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nightmare. The dragons had returned toKrynn!

The Dragons of Krynn

Dragons have not appeared in the world ofKrynn for over a thousand years, not since theend of the Age of Dreams. Indeed, most peo-ple of Krynn, except for scholars and wizards,believe that dragons are but children�s tales.

The origin of dragons seems to stretchback to the forging of the world itself.Dragons came into being not from the stars, asdid men and elves, but from the very essenceof the world itself. Thus the dragons are thelife force of Krynn become flesh.

Dragons allied themselves with the forcesof good, evil and neutrality, as did all otherraces according to their natures.

Three Dragonwars were fought duringthe Age of Dreams. In the final Dragonwar, ayoung knight of Solamnia named Huma wasgiven the secret of the dragonlance. Flying asilver dragon, he battled the dragons in theskies. When the battle was over, the evildragons had been defeated. To preserve thebalance, the dragons of good and neutralitydeparted the world.

After the Cataclysm, reports of dragonsincreased. Soon, the lords of the land came toknow that myth had become reality: dragonshad returned to Krynn.

What brought these dragons back to theworld? None could say. The dragons them-selves seemed to be in the service of thestrange dragon highlords. None knew how thehighlords acquired dragons, but all knew thatthe dragons and their allies had created themost formidable single army ever to marchacross the face of Ansalon.

The wise saw an even greater mystery. Ifthe dragons of evil were stalking the land,where then were the dragons of good? Therewere a few reports of good dragons beingsighted, but they refused to fight against theirevil cousins. Why did they refuse? It was notuntil the strange quest of the Heroes of theLance was far advanced that the reasonsstarted to become clear . . .

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The Gods of Krynn

The gods of Krynn came from beyond out ofchaos to forge the universe during the Age ofStarbirth, as told in the Tale of the Creation.The origin of the gods is unknown, althoughit is believed that they came from a differentsphere of existence. All of the facts of the Ageof Starbirth are now heavily obscured in mythand legend, especially since the Cataclysm,when knowledge of the true gods departedfrom Krynn.

All the information in this section wasgleaned from the Disks of Mishakal, whichwere found by the Innfellows in the ruins ofXak Tsaroth. If a person reads the Disks withthe proper devout attitude, he can become atrue spell-using cleric. Clerics of Krynn wear aMedallion of Faith engraved with the symbolof the god they follow. These medallions haveonly one power�they magically duplicatethemselves when a new cleric comes intobeing. The new medallion bears the symbol ofthe god the new cleric follows�regardless ofwhat symbol was on the original.

Only the gods themselves know their truenames, and certainly do not disclose them tomortals. The names given here were in com-mon use in the years following the greatDragonlance Wars in the different cultures onthe continent of Ansalon. The list is by nomeans complete.

There are twenty-one known gods ofKrynn: seven gods of Good, seven of Evil,and seven of Neutrality. All the known godsare represented in the heavens. Six gods ofGood and six gods of Evil make up the zodiac.Six gods of Neutrality are represented by wan-dering stars (planets). The remaining threegods�of White, Black, and Red magic-arerepresented by the three moons that orbitKrynn.

THE GODS OF GOOD

Paladine, the Celestial Paladin

Other Names: Draco Paladin (Ergoth),Skyblade (Goodlund), E�li (Silvanesti),Thak (Thorbardin), The Great Dragon(Solamnia)Symbol: The Silver Triangle, also thePinetree (Silvanesti) or Anvil (Thorbar-din)Colors: Silver, whiteSphere of Influence: Rulership andguardianship

Many believe that the ancient hero Huma wasactually Paladine in mortal form, when hedrove the dragons from the land during theAge of Dreams. Paladine�s constellation tradi-tionally guards the Gate of Souls, keeping thedragons from returning to Krynn.

Majere

Other Names: Manthus (Ergoth), Man-tis of the Rose (Qualinesti), Matheri(Silvanesti)Symbol: Copper Spider, also the SingleRose (Qualinesti, Silvanesti), and theMantis (Solamnia)Colors: Copper, redSphere of Influence: Meditation, con-trol, and thought

Majere is the favored god of monks. He is saidto give his followers symbols that, when castupon the ground, become insects that fightfor their owner.

Kiri-Jolith

Other Names: Corij (Ergoth), Kijo(Thorbardin), Jolith (Kharolis)Symbol: Bison�s horns, also horned bat-tle axe (Thorbardin, Kharolis)Colors: Brown, whiteSphere of Influence: War and battle

Kiri-Jolith is a god of war, but not of battle-lust. He is the favorite god of paladins andgood-aligned fighters. His constellation seemsto threaten that of the Queen of Darkness inthe night sky.

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Mishakal, the Healer

Other Names: Ka-mel-sha, the Healerin the Home (Tarsis), Mesalax (Thorbar-din), Meshal (Icewall), Mishas (Ergoth),Que ne s t i Pa h (S i lv a ne s t i ) , Q uen(Qualinesti), Skymistress (Goodlund),the Blue Lady (Balifor, Highlo)Symbol: Blue infinity signColors: Sky blueSphere of Influence: Healing, knowl-edge, fertility

Mishakal is found in nearly every known civili-zation of Krynn.

Habbakuk, the Fisher King

Other Names : The B lue Phoenix(Ergoth, Silvanesti, Qualinesti), Skylord(Balfor, Goodlund)Symbol: Blue bird, also blue phoenix(Ergoth)Colors: Deep blue, whiteSphere of Influence: All animal life andthe sea

Branchala, the Bard King

Other Names: Songmaster (Goodlund),Astra (Qualinesti), Astarin (Silvanesti),Bran (Ergoth)Symbol: Bard�s harp, flute (Goodlund,Qualinesti, Silvanesti)Colors: Yellow, greenSphere of Influence: Elves, kender, for-ests, music

Branchala appears in the form of whateverpeople he is visiting. He is considered thehighest god of the elves and kender.

Solinari

Other Names: Solin (Ergoth), White-eye (Goodlund, Balfor), God�s Eye(Thorbardin), Ivory Disk (Highlo)Symbol: White circle or sphereColors: White, silverSphere of Influence: Good magic

Solinari is the white moon of Krynn. Theinfluence of good magic waxes and wanesaccording to its position in the heavens.

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THE GODS OF EVIL

the Queen of Darkness

Other Names: Dragonqueen (Istar,Silvanesti, Ergoth), She of the ManyFaces (Highlo), Mai-tat (Tarsis), Nilat theCorruptor (Icewall), Tamex the FalseMetal (Thorbardin), Takhisis (Dragonar-mies)Symbol: Black crescentColors: BlackSphere of Inf luence : Night , ev i ldragons, hatred

The Queen of Darkness is worshipped by thedragon highmasters, the draconians, andallied humans.

Sargonnas

Other Names: Argon (Istar, Ergoth),The Firebringer (Highlo), Misal-Lasim(Tarsis), Gonnas the Willful (Icewall),Sargonax the Bender (Thorbardin), Kin-thalas (Silvanesti), Kinis (Qualinesti)Symbol: A stylized red condor, also a redfist (Thorbardin, Istar)Colors: Red, blackSphere of Influence: Deserts, volcanoes,vengeance, fire

Morgion

Other Names: H�rar (Ergoth, Istar),Gormion (Tarsis) , Morgi (Icewall) ,Morgax the Rustlord (Thorbardin)Symbol: A hood with two red eyes, alsoan upside-down axe (Thorbardin), or arat�s claw (Highlo)Colors: Deep brown, blackSphere of Influence: Disease, decay,plague

Morgion�s followers meet in dark places ofworship, and are very secretive in all things.

Chemosh

Other Names: Aeleth (Ergoth), Dron ofthe Deep (Tarsis), Chemos Joton (Ice-wall), Khemax (Thorbardin)Symbol: A yellow skullColors: Black, sickly yellowSphere of Influence: All undead

Worshippers of Chemosh generallyskull masks and black robes.

wear white

Zeboim

Other Names: Rann (Ergoth), Zyr (Tar-sis), Zebir Jotun (Icewall), Bhezomiax(Thorbardin)Symbol: A turtle-shell patternColors: Green, redSphere of Influence: The sea, undeadsea races

The name for Zeboim translates as �SeaQueen� in both Tarsis and Ergoth. Zeboim isunknown to most dwarven races.

Hiddukel

Other Names: NoneSymbol: Broken merchant�s scalesColors: Red, bone whiteSphere of Influence: Demons, damnedsouls

Hiddukel is a deal maker who trades in souls.He controls all ill-gotten wealth in the world,which he uses to corrupt greedy men. He is thepatron of evil businessmen.

Nuitari

Other Names: NoneSymbol: A black circle or sphereColors: BlackSphere of Influence: Black magic

Nuitari is the black moon of Krynn. Its exist-ence is known only to astrologers, navigators,magic-users, and others who watch the heav-ens, for it is known only when it blots out starsand planets. The influence of black magicwaxes and wanes according to its position inthe heavens.

THE GODS OF NEUTRALITY

GiLean

Other Names: Gilean the Book, GreyVoyager, the Sage, the Gate of SoulsSymbol: An open bookColors: GraySphere of Influence: Knowledge

Gilean holds a book, the Tobril, which con-tains all the knowledge possessed by all thegods. All truth is contained in that singletome�but portions of it are sealed.

Sirrion, the Flowing Flame

Other Names: The Alchemist, The Fire-masterSymbol: Multi-colored fireColors: Bright reds, yellowsSphere of Influence: Flame

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Reorx, the Forge

Other Names: NoneSymbol: Forging Hammer, DwarvenHammer (Thorbardin)Colors: Slate gray, redSphere of Influence: Dwarves, weapons,technology

Humans tend to portray this god as a paunchysquire to Kiri-Jolith, but dwarves and gnomeshold him as the highest of the gods. Reorxforged the universe with his hammer. He alsoforged the Greystone of Gargath, and is thusthe father of gnomes, dwarves, and kender.

Chislev

Other Names: NoneSymbol: The featherColors: Brown, yellow, and greenSphere of Influence: Nature

Chislev is nature incarnate. He/she is servedby a large number of animated wooden crea-tures who carry out his/her wishes in theknown world.

Zivilyn

Other Names: The World Tree, the Treeof Life (Qualinesti, Silvanesti)Symbol: A great green or gold tree,sometimes a VallenwoodColors: Green, goldSphere of Influence: Wisdom

Zivilyn is said to exist in all times and in alllands, and posseses all the wisdom of all theplanes of existence. He is the counterpart toGilean, the god of knowledge.

Shinare

Other Names: Winged one, gold mas-ter, walking libertySymbol: The griffon�s wingColors: Gold, silver, brownSphere of Influence: Money, wealth

Shinare is a favorite god of the dwarves, and isthe patron god of merchants and commerce.

Lunitari

Other Names: Luin (Ergoth), Red-Eye(Goodlund), Night Candle (Thorbardin)Symbol: Red circle or sphereColors: RedSphere of Influence: Neutral magic,illusionist magic

All neutral magic and illusionist spells aregoverned by Lunitari, the red moon. Theinfluence of neutrality and illusion waxes andwanes with the position of the red moon in theheavens.

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How the Heroes MetThe following short story tells what happened prior to the start of the DRAGONLANCE� game adventure.You can let the players in your campaign read it, since their characters �lived through� the events portrayed.For more information about the early days of the DRAGONLANCE game heroes, readThe Test of the Twins by Margaret Weis (DRAGON® Magazine #83) andA Stone's Throw Away by Roger Moore (DRAGON® Magazine #85).

FlintIt all began with Flint.

Flint was a hill dwarf from the wilds ofthe Kharolis Mountains. Centuries before, hisfather fought in the Dwarfgate Wars againstthe mountain dwarves of Thorbardin. Botharmies were obliterated in the final battle ofthat war, and the mountain dwarves shut thedoors of Thorbardin forever. The hill dwarves,their kingdom shattered, fared much worse�they were fragmented into tiny clans. Flintgrew up in the poverty of those mountains,and learned his trade as a metalsmith. Whenhe reached adulthood, he set out into theworld to ply his trade. Secretly, he imaginedhimself returning rich and powerful to reunitehis people.

Flint eventually moved to Solace, andestablished that small town as his home base,since it was near all the major trade routes(and had one of the finest inns in the known

world). From Solace he traveled widely, for hisskills were in great demand. He became one ofthe few dwarves to be an accepted visitor inthe elven kingdom of Qualinesti.

Flint was always popular with children,and elven children were no exception. Thedwarf made delightful and ingenious toys.One of the youngsters who watched the dwarfwork was a half-elf named Tanis, ward of theSpeaker of Suns, the ruler of Qualinesti. Flinttook a special liking to this youngster, sensingin him some of the qualities that he himselfpossessed.

tanisTanis felt he didn�t fit into elven society,mostly because he was half-human. He feltthe difference between himself and his elvenkin very strongly�perhaps more stronglythan did the elves. His inner conflict increased

14

as he grew older. Tanis reached the breakingpoint when Laurana, daughter of the Speakerof Suns, fell in love with her childhood friendand proposed marriage. Tanis knew the trou-ble this would cause, and was not sure of hisown feelings for Laurana. Accordingly, hedecided to leave Qualinesti and learn moreabout his human side. He traveled to Solace tovisit his old friend Flint.

Tanis arrived in Solace approximatelytwenty years before the Innfellows� greatadventure began. He was about eighty yearsold, only a young man in elven reckoning.

Flint welcomed him warmly, for he waslonely. He took the young half-elf along on abusiness trip, and Tanis proved very useful atbookkeeping, collecting past-due accounts,and keeping the dwarf out of taverns. Tanisentertained wealthy customers with elven sto-ries and songs. Business picked up, and soonFlint made Tanis a partner.

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KitiaraAt about the time Tanis arrived in Solace, athirteen year old girl was leaving Solace to findadventure on her own. This remarkable teen-ager was named Kitiara.

Kitiara�s father was a darkly handsome,powerful warrior, who came from a noble fam-ily in the north country. He had found nopeace in living at home, and had wanderedfar, selling his sword to any who would pay hisprice. Never was he more alive than whenfighting for some cause or another. �Thesword is power and the sword is truth,� hesaid.

Perhaps it was this philosophy thatcaused his rift with his family. Some said (butnever to his face) that he had committed someterrible deed that caused his family to cast himout. Whatever the reason, it was well knownthat he was not welcome in his own lands,though, from time to time, he receivedmoney from his relatives.

He toyed with women in his wanderings,until he had the misfortune to fall deeply andpassionately in love with a fragile, delicateyoung woman of the south. He persuaded herto run away with him. This was easy, for shewas a dreamer, a seer, and a romantic. Thehandsome warrior was all she had everdreamed of.

He married the woman, and they settledin Solace�where no one knew him�andlived off his accumulated wealth for a while.They had one child, a daughter.

As his wealth dwindled, the warrior lefthome frequently to fight for whomever couldpay him. He returned home less and lessoften, for he knew he would never have a sonby this wife. His affection was reserved for hisdaughter, and he taught her the life of a sol-dier�the only life he knew.

The warrior trained his daughter in themilitary arts. At the age of seven, she saw herfirst battle. Her father cut her black hair andintroduced her as his son. Kitiara�s skill, evenat this early age, won praise from the the olderwarriors. She loved camp life. The sight ofbattle filled her with excitement. Her fatherimpressed three things upon the young child:give no quarter in battle, win by any meanspossible, and power is the only truth in thisworld.

One day her father decided to leave hiswife and family, for the desire for battle andadventure in far lands was strong in his blood.His wife, long beyond caring, agreed torelease him from their marriage. Before hewent, however, he took his daughter asideand, in secret, described a royal crest to her.This was his family crest, he said. If she wasever in need, she could travel north and seekout her relations. He warned the girl that theymight not react kindly to her, but the bonds offamily were strong and they would not turnher away.

Kitiara swore to herself that she wouldseek out her family only if she could show

them that she was as good as they were. Shebid her father good-bye calmly and with notears. From that day forth, she kept her dark,curly hair cut short in preparation for the daywhen she would become a warrior. Kitiara�sfather had recommended her to an excellentswordsman in Solace. The girl continued hertraining.

Kitiara�s mother soon remarried. Thistime she chose wisely: a kind, hardworkingwoodsman. He was a simple man with theability to see deeply into the heart. He lovedand cherished and understood his wife. Hertrances and strange ways continued, but hetook care of her and made life as easy for her aspossible. They did not have much money, andthis was a constant source of worry to him. Hedid not get along with his stepdaughter, buthe had foreseen this from the beginning andwas smart enough to know that the best hecould do with Kitiara was to leave her alone.

Caramon and RaistlinWhen Kitiara was eight, her mother bore twinsons. One was a strong and healthy baby, butthe other very nearly died at birth. Themother was quite ill for months after her sonswere born. The father was forced to work dayand night to support his family. The neigh-bors had always avoided them. Consequently,it fell to Kitiara to care for the babies�partic-ularly the weak one. The girl accepted thischallenge.

Kitiara�s first real battle was againstdeath. The weak twin grew weaker and weakerevery day. There were no clerics with healingskills in the world. But Kitiara was deter-mined to win this fight, and, when all othershad given up hope, she tended the baby, forc-ing him to live by the strength of her own will.She was victorious�the baby survived.

The twins were named Caramon andRaistlin .

The children�s mother recovered, butnever regained strength in either mind orbody after her ordeal. She was content to lether daughter raise the boys. Kitiara enjoyedher role as surrogate mother to her brothers.She hoped to have two fighters who would beideal lieutenants for her captainship�but shediscovered that only one was strong enough totrain as a warrior. This was Caramon, the first-born twin. Raistlin, the twin who had nearlydied, continued to be weak and sickly. A fewrounds with his brother and Kitiara�s oldwooden swords left him gasping for breath.The twelve year old half-sister pondered longand hard about what she could do to give herlittle brother a skill to compensate for hisweakness. But it was her stepfather who dis-covered the key that would unlock Raistlin�sfuture.

One day, when the twins were almostfive, he took them to a village fair. Theywatched a local illusionist named Waylan. Hewas not very good, but he could work thesmall-town circuit. He did sleight-of-hand

15

tricks and a few true magic spells. Caramonwatched in open-mouthed wonder for awhile,then soon lost interest. But Raistlin sat insilence, never moving, totally absorbed in theperformance. Caramon wandered off to enjoyother pleasures at the fair, but Raistlin stayednear the illusionist all day, watching his per-formance over and over. When the familyreturned home that evening, the woodsmanwas astounded to see his small son performevery one of the illusionist�s sleight-of-handtricks perfectly.

Both the woodsman and his stepdaugh-ter immediately realized that magic was Rais-tlin�s opportunity. Fortunately for Raistlin,the woodsman did not take the boy to the illu-sionist Waylan. Instead, he took him to ahighly-reputed Master Mage who lived nearSolace. This mage ran a prestigious school,acquiring pupils from the entire Haven/Sol-ace area.

The Master was not overly impressed withthe boy. Raistlin was one of those childrenwho make adults highly uncomfortable. Thechild rarely spoke, but spent a great deal oftime staring at people as if reading theirminds. He had a phenomenal memory andcould recite long, complicated stories afterhearing them only once. He was quite good atarithmetic�particularly when it concernedmoney. All this the Master saw in his testing.He also found Raistlin had inherited a greatdeal of his mother�s psychic abilities, althoughthe child was unable to control or channelthem. But, the Master told the woodsman,while all these abilities were to the child�scredit and meant he was highly intelligent, itdid not necessarily mean he was suited for theexacting study of magic. His weak health wasagainst him, for one thing. The Master didn�tparticularly like the boy either, but he did notmention this to Raistlin�s father.

As the two were talking, they suddenlyrealized that Raistlin was no longer in theroom. They searched for him and found himsitting comfortably in the Master�s library, ahuge book resting on his knees. The Masterfrowned. �You shouldn�t be playing withthese books,� he said sternly.

Raistlin looked up at him with large,dark eyes that seemed too big for his small,pale face. �I�m not playing with it,� the childsaid cooly. �I�m reading it.� The Mastergasped. �That�s impossible,� he stated. �Ittakes years of study to read magic.� The boyshrugged and began to read the arcane wordsaloud. �Stop!� the Master cried, havingvisions of the boy unwittingly conjuring ademon in his library.

And so Raistlin was accepted as a pupil.Kitiara was now thirteen. Seeing that Rais-

tlin was finally learning skills that would benefithim in later life (and possibly benefit her) andseeing Caramon growing taller and strongerthan the other boys his age, she decided herresponsibility for her brothers had ended.Kitiara packed her things and left home.

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TasslehoffThe same week Kitiara left Solace, aneighteen year old kender named TasslehoffBurrfoot arrived in town. He had a pack full ofmaps, some delicate and ornate, somescrawled in his own hand. Tas was coming tothe end of his Wanderlust. At some time intheir lives, all kender suddenly get the uncon-trollable urge to travel and �make the greatmap of every land�. No kender going throughWanderlust has ever completed a full map ofhis or her wanderings. Tasslehoff's map wasconfused (so his story went) by an unfortunateincident with a teleporting ring which kepttransporting him to unknown lands withoutnotice. No one ever saw the ring�or believedthe story, either.

All anyone really knew was that he camefrom somewhere in northern Ergoth, and waspart of the Stoat clan of kenders.

Tas left home with everything his parentsthought necessary to a kender�s survival in theworld. In addition to his maps (Tas, like allkender, loved maps) he carried a coil of strongrope, his Hoopak sling, and another bag fullof odds and ends he had �acquired� duringhis life. For Tas was a �handler,� as are mostkender. (The term �thief� is considered inpoor taste.)

Tas arrived in Solace during the springfestival. The season for travel was just begin-ning, and Flint, who had worked hard all win-ter preparing for his journey south, wasdisplaying his wares. Tas wandered by Flint�sbooth and stopped to admire the dwarf�shandiwork. (Like all kender, he recognizedgood quality workmanship when he saw it.) Acopper bracelet caught the kender�s eyes. Itwas exquisite. Tas was charmed. He lookedaround. Tanis, who normally did not partici-pate in the selling end of the business, wasbreakfasting at the Inn of the Last Home.Flint had disappeared in the back of his tent tobring out more merchandise. No one wasaround.

Tas tried the bracelet on. It fit perfectly�obviously it had been made for him. Heturned his arm this way and that, admiringthe way the bracelet captured the light. Helooked around again for the owner of thebooth, intending to ask the price. No one wasthere. Well, thought Tas, I�ll just come backlater, and walked away. Unfortunately, he hadabsent-mindedly forgotten to remove thebracelet.

Tas hadn�t gotten very far when he came toa stop. The most ungodly commotion had bro-ken out behind him. Turning to see what washappening, he found himself face-to-hat with ared-faced dwarf yelling something about thievesand shouting for the guards. Tas stared at thedwarf in amazement, wondering what all theexcitement was about. The kender even lookedaround, hoping to discover the thief. This justseemed to infuriate the dwarf more. Flintstomped his feet, grabbed the kender�s arm, andnearly twisted it off trying to recover his bracelet.

Tanis returned from the Inn to find alarge crowd gathered outside Flint�s booth. Itwas not the kind of crowd he liked to see.Hearing Flint roar, he sighed, then chargedinto the crowd of gaping yokels. He found hispartner apparently about to beat up aninnocent-looking kender.

Tanis took charge. He quickly draggedFlint back to the booth. The kender followed.This was more fun than he had had in a longtime. Flint shouted something unintelligibleand pointed to the kender�s arm. �Oh, THISbracelet,� Tas said, wide-eyed. He finallyunderstood. He truly had no intention ofstealing the bracelet. He had just wanderedaway, forgetting to remove it. Tanis, barelyable to keep from collapsing with laughter,mollified his partner. Flint accepted Tas�sexplanation reluctantly. �You don�t knowkender,� the dwarf growled at Tanis. He shookhis fist at Tas, but the kender just grinned.

Tanis told Flint that he had just heard ofa new route to the south and wanted to checkit out before they started on their travels.�New route?� said Tas brightly. �I just hap-pen to have a map. . .� The kender reachedinto his bag and pulled out a map, bringingnearly twenty more with it, all spilling to thefloor. Tanis began to sort through them andwas amazed at what he saw. There were mapsof lands he had never heard of. Maps of landsthat looked familiar but were different.These, he thought, dated long before the Cat-aclysm. Soon, he and Tas were deeply involvedin discussion while Flint stomped around in ahuff. Before the dwarf knew what was hap-pening, Tasslehoff Burrfoot had become atraveling companion.

Kitiara ReturnsKitiara returned from her first journey inabout two months. She was taller andstronger, her skin tanned. She said nothingabout where she had been, but gave her step-father money that would pay for her food andboard for as long as she chose to remain in hishouse. She now wore a short sword�a realone�and carried a small shield. Caramon,inspecting her sword one day, was awed tofind clotted blood near the handle. He askedher about it, but she simply shrugged andsmiled. She had brought him a real sword aswell, and taught him how to use it.

Kitiara was pleased with her brother�sstrength and skill, but was not as pleased withCaramon�s character. He had a most senti-mental habit of helping an opponent up oncehe had knocked him down. One day, Cara-mon and Kitiara came upon some town bul-lies shoving Raistlin around. Kitiara heldback, to see how Caramon handled himself.The young giant attacked quickly, knockedone of the boys out cold, then watched in sat-isfaction as the others ran away. He turnedaround, expecting Kitiara�s praise. Instead,she glared at him in anger.

�Why did you let them get away?� shedemanded, helping Raistlin to his feet and

16

wiping the blood from his face. �Look whatthey did to your brother! You should havegone after them and made them pay, everyone of them!�

Caramon�s mouth dropped open. Thenhe shut it and smiled. �Ah, those guys didn�tmean anything,� he said. �They�re myfriends. I�ll talk to them and get them to apol-ogize to Raist. Then we can all play togetherlike always.� He walked away, whistlingcheerfully.

Years passed. Kitiara came and went onher mysterious journeys. She always returnedwith gold and jewels, and stories of her tra-vels. When she was twenty four, she cameback to find her mother and stepfather bothdead. The woodsman had died in a terribleaccident, falling from a vallenwood tree.Kitiara�s mother had gone into one of herstrange trances and never came out. She with-ered away, refusing food and drink.

The brothers were sixteen. Thanks to theirmother�s absent-minded neglect, they werecapable of living on their own. They were, how-ever, very happy to see their half-sister.

Raistlin was progressing well in his stud-ies, although he thought the Master was tooslow and painstaking. He was frequentlybored in class and did not bother to concealhis yawns. He knew himself to be above theother boys his age, both in intelligence anddexterity. He had nothing in common withthem, being unable to play their rough andtumble games. He had to conserve all hisstrength for study.

Raistlin had been an easy target for bul-lies (when Caramon wasn�t around), and thisgave the unlikable boy his one redeemingcharacteristic: a deep and abiding hatred forthose who used strength to inflict pain andsuffering on the weak. The young conjurerhad a strong sense of justice, which went alongwith his brother�s inherent sense of good.Anyone in trouble discovered that he couldalways count on receiving help from the twins.Caramon�s fists and Raistlin�s devious trickerycould settle almost any problem. The brotherssoon gained respect and admiration amongthe inhabitants of Solace. Caramon was hand-some and popular. And, while few liked ortrusted Raistlin, they tolerated the magicianfor his brother�s sake�the two were rarely sep-arated. Raistlin�s magic skills won him grow-ing respect.

Unfortunately, Raistlin�s skill often gothim into trouble. Although the brothers hadinherited some money and property, theywere far from wealthy. Caramon hunted forfood, and did odd jobs. Raistlin performedconjuring tricks for money�which wasagainst all the rules of his school.

Tasslehoff to the RescueTas was wandering through Solace one day,when he noticed a large crowd watching a per-formance of some sort. Always curious, Tasambled over to see what, was going on. He

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found a teenage boy performing pretty good detail. His brother sat huddled near the fire,illusionist tricks and collecting coins in a hat at scowling occasionally when Caramon revealedhis feet. anything too personal.

Tas was enjoying the performance alongwith the rest of the crowd when suddenly avenerable, white-bearded old man wearingexpensive robes shoved his way through thepeople and grabbed the young conjurer by theshoulder. �How dare you exhibit your skillsfor money?� the man shouted, shaking theboy. �You�ll ruin the reputation of myschool!� The boy�s face darkened. Tas feltsorry for the teenager, who had a frail appear-ance. The kender knew a Master Mage whenhe saw one and decided to create a diversionby deftly swiping the mage�s bag of spell com-ponents.

�Here, throw it to me,� yelled a huskyboy on the edge of the crowd. Tas turned andsaw a teenager who seemed to be the youngconjuror�s twin. Gleefully, Tas tossed the bagto the young man. The mage, whirlingaround, exploded in rage when he saw thekender, demanding to know why Solace wasbecoming the repository for all kinds of riff-raff.

Sturm BrightbladeThe older boy, Sturm, startled both dwarf andkender by announcing gravely that he was theson of a famous Knight of Solamnia. Tas andFlint both glanced at each other. The Knightshad fallen into ill repute in the north. Sturmlooked at them as if he knew what they werethinking, and raised his head proudly. Hisfather was a Knight in whom the blood ranpure and true, the boy said. He had sentSturm�his only son�and the boy�s motherto Solace to escape the turmoil in the north. Itwould only be a matter of time, Sturm knew,before his father would send for him.

Tas and the boy were just getting into thespirit of the game when a taller, older youthstepped in, took the bag from Tas, andreturned it to the Master with a bow and anapology. By this time, the young conjurer hadmelted into the crowd. The Master seemed tohave forgotten about him. He took the bagwith a scowl and walked off.

�Blast, Sturm, you spoiled all the fun,�said the husky teenager good-naturedly.Sturm, the older boy, was about twenty, tall,slender and well-built. The expression on hisface was serious and solemn, as though he car-ried the sorrows of the world on his shoulders.

At this, Caramon nudged Raistlin andboth looked knowingly at Sturm. �He hasn�theard from his father in years,� Caramonhissed in a loud whisper. Raistlin shook hishead at Caramon�s rude behavior and Sturm�sface flushed. Flint quickly changed the sub-ject, seeing that his curious kender friend wasabout to ask an embarrassing question. Flintasked about their training as warriors. Sturmand Caramon both jumped up, eager to showtheir skill. They got into a friendly rough andtumble contest with the dwarf which ended ina great deal of overturned furniture and bro-ken crockery. Tas, seeing Raistlin watching theother boys with envy, asked him to performsome more tricks. The evening ended in gai-ety and the young men become regular visi-tors to the dwarf�s house.

The robust twin was Caramon, Taslearned. The conjurer was his brother, Rais-tlin, and the serious youth�s full name wasSturm Brightblade. Caramon shook handsheartily, Sturm bowed gravely, and the con-jurer said nothing beyond a brief thank-you.Raistlin studied Tas with eyes that seemed toeat into the kender�s soul. Tas was extremelycurious about the young men, particularly thetwins�one so open and friendly; the other sodark and secretive. He found himself wonder-ing about the quiet youth, too, who had an airof nobility about him. It was obvious he didnot come from Solace. Tas invited them hometo meet his dwarf.

Tanis to the RescueTanis, returning from Qualinesti, was soundasleep one night when a frightful scream wokehim and caused him to grab up his sword.Chasing through the darkness, he came upona young woman fighting a group of hobgob-lins. Tanis leaped to her rescue, killing the lastbandit. To his astonishment, however, theyoung woman turned on him in a fury. Thehalf-elf backed up as she berated him in lan-guage he hadn�t heard since he was in a bar-racks in Pax Tharkas. �I had the situation wellunder control,� she raged. �How dare youspoil my fun?�

Tanis was away, visiting Qualinesti. Thehalf-elf found himself drawn back home peri-odically, although he was always sorry hewent. Flint was alone. He grumbled when Tasshowed up with his new friends, saying sarcas-tically that a couple of teenagers were idealcompanions for the kender. The dwarf fedthem a good supper, however, and sat aroundthe fire to hear them tell about themselves,and ended up enjoying the evening as muchas Tas.

Caramon did all the talking for himselfand his brother, describing their sister, theirdeceased parents, and their home life in great

Tanis, still backing up as she swung hersword with deadly accuracy, protested that heheard screams. �Of course,� she said, point-ing to a dead hobgoblin pinned to a tree witha dagger. �The creep screamed a bit before theend.� Tanis stumbled over a tree root. Theyoung woman was on him in a flash, but heranger had changed to admiration for thehandsome half-elf. Tanis found himself abso-lutely fascinated by this wild, darkly beautifulwoman. Their combat turned into a friendlywrestling match in the leaves�the wrestlingturned more friendly in the night�andTanis�s life was forever changed.

17

The Boat tripFlint, waiting for Tanis to return before hestarted his travels, was shocked to discoverthat Caramon and Sturm, though excellentswordsmen, had no woodcraft skills. He andTas arranged a camping trip. At first theyintended to take only Caramon and Sturm,but Caramon would not go without hisbrother. Raistlin pleaded to be taken along sothat he could gather the leaves and herbs heused as spell components. The camping tripwas a great success until Tas proposed a boat-ing expedition. The kender �borrowed� aboat and they all set out on Crystalmir Lake.Caramon, attempting to catch a fish by hand,upset the boat, pitching everyone into thewater.

Raistlin, thinking quickly, came upbeneath the vessel, and was quite safe in theair pocket formed by the overturned boat.Caramon, however, sank like a stone. Sturmand Tas, both excellent swimmers, soon hadthe boat righted and discovered Raistlincalmly bobbing in the water.

Flint dove after Caramon. There was agreat deal of shouting and splashing andgurgling�then a terrible silence. Both Tasand Sturm became nervous when no one reap-peared, and dove back in. Sturm brought upCaramon, who coughed and choked but wassoon back to normal. He thought it was agrand joke. Tas discovered Flint half-drowned, in a state of panic. It took the com-bined efforts of both Tas and Sturm to haulthe dwarf into the boat. They rowed back tocamp. Flint lay shivering, huddled underblankets, his eyes wide with horror. The onlysound they could get out of him was a vownever to venture on water again as long as helived.

Kitiara and Tanis returned to Solacetogether. Tanis was more and more enchantedwith the lovely woman, although her dreamsof power and her delight in battle disturbedhim. But Kitiara always managed to dispelthese notions with her alluring charm. Attwenty four, she had developed into a remark-able beauty. She still wore her black hair cutshort. It curled around her face and, far frombeing masculine, gave her a delicate feminineappearance that belied her strength�untilyou looked into her cold, stern eyes.

Kitiara had developed into a fighter evenher father would have admired. She hadacquired a knowledge of campaign tactics andstrategy that Tanis found impressive. Shetalked very little about her past, mentioningonly that she had been in many parts of Ansa-lon, fighting for various lords here and there.She was returning to Solace, she said, to checkup on her little brothers. She told Tanis aboutthe boys with an almost maternal pride thathe found quite charming.

Kitiara was more attracted to Tanis thanto any other men she had met. Like her father,she was capable of falling in love with greatpassion. Unlike her father, however, she wasable to control her passion and kept first

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things first. She liked Tanis because he was sodifferent from herself. She admired his intro-spective qualities, even while she scoffed athim for thinking first and acting later.

The two arrived back in Solace. Tanistook Kitiara to meet Flint and Tas, havingentertained her with numerous stories aboutthis unlikely pair. They found Flint in bedwith a severe cold he caught from the boatingincident. They also found, to Kitiara�s aston-ishment, her little brothers and their friend,Sturm.

An Idyllic YearFlint was bedridden for months with his ill-ness and could not make his annual trip.Nobody minded. Kitiara discovered that Sol-ace wasn�t as boring now that she had Tanis.Kitiara, Tanis, Tas, Caramon, Raistlin, andSturm became fast friends, and often wenthunting and camping. Tanis taught themabout the elves. They held mock battles andtests of skill. Raistlin continued his magicalstudies. Tas taught them a few �handler�tricks that might come in handy someday.Flint remained in bed, grumbling about miss-ing all the fun. With the coming of winter,the group met daily in the Inn of the LastHome. Here they talked with travelers andshared tales of faraway places. Flint was soonable to work again, and began preparing forthis year�s journey.

There were rumors of growing trouble inthe land. Bandits, ogres, goblins, and evenworse creatures ventured into formerly civi-lized areas and attacked travelers. Tanis pro-posed that he and Flint take Sturm and thetwins with them as added protection thatsummer. This would hone their fighting tech-nique by providing them with real opponents.Flint agreed, and all began preparing for thetrip.

The evening before their journey, how-ever, Raistlin and Caramon arrived at Tanis�shome. Caramon�s face was downcast. He triedto speak, but couldn�t . Raistlin told Tanis, in acold, reserved voice, that Kitiara was gone.She had left during the day, saying nothingabout where she was going. She had toldCaramon to tell Tanis good bye. She would seehim in the fall.

The Early AdventuresThe companions set out the next day, startingwhat would be the first of many adventurestogether in the coming years. Sometimes,Kitiara accompanied them. Sometimes,months passed without hearing from her. Asthey traveled through the land, they foundmore and more signs of evil. People wor-shipped strange gods who seemed to have nopowers. Clerics turned out to be charlatans.Raistlin took a grim delight in exposing thesefalse clerics, keeping Caramon and Sturmbusy as irate religious fanatics attempted onmore than one occasion to burn the youngconjurer at the stake or lock him up in prison.

The Companions SeparateFinally, however, the roads became impossibleto travel. Business fell off. Flint declared thathe was going to retire. The companions gath-ered at the Inn of the Last Home. All of themknew it was the last time they would betogether for many years. Sturm was nowtwenty four, and announced his intention oftraveling north to search for his heritage.Kitiara offered to travel with him, for she hadnever been north, and wanted to see the coun-try. Secretly, she intended to look up herfather�s people to see what they could do forher.

Raistlin and Caramon were twenty. Rais-tlin was a mage of great skill, though still tooyoung to attain a high degree of mastery. Hehad a burning ambition to rise to the top ofhis craft and he spent long hours in study. Hewas working on secret plans involving a jour-ney for himself and his brother.

Caramon shrugged, laughed, and said hewas ready to go anywhere his brother had amind to go, as long as he got to bash a fewhobgoblin heads together once in a while.

Kitiara and Sturm invited Tanis to travelwith them. The half-elf refused. His innerconflict was growing as he became moredeeply attracted to Kitiara. Love between anelf and a human could only end in tragedy, heknew�for Kitiara would age and die whileTanis was still a relatively young man. Hehoped that by leaving and journeying for atime by himself, he could come to terms withhis heritage and perhaps even find help fromsome outside force�maybe even from theancient gods. Tanis, therefore, announcedthat he was setting out on a quest of his own:to find some evidence of true gods in the land.The others agreed that this was a challengingquest indeed, and promised to do their owninvestigating in the lands they visited.

Tas said that he was tired of seeing thesame sights over and over. He intended to tra-vel to the northwest plains to see whateverbecame of his parents. From there he wouldgo where his feet took him.

Flint grumbled that they were all aban-doning him. He had heard rumors of prob-lems with gully dwarves raiding his oldhomelands and he intended to check out thesituation. He refused to admit that he washomesick, longing for a glimpse of the hillswhere he�d been raised. He stated that theidea of finding any true religion in the landwas crazy. But he did promise to question thedwarfthanes about the ancient legends ofdwarven clerics.

Their conversation was interrupted bythe antics of a playful teenage girl, about four-teen, who entered the Inn. Red-haired,skinny, and freckled, she crept up behindCaramon and slyly slipped his dagger out ofits sheath with a deft hand. Caramon saweveryone smiling, but couldn�t figure out thejoke until the girl betrayed herself with a gig-gle. She displayed the dagger. Caramon

18

leaped to his feet and began chasing heraround the inn, falling over chairs and over-turning tables. Finally Otik Sandalk, the inn-keeper, threatened to throw them both out.The girl flipped the knife back to its irateowner, nearly stabbing him in the process.Laughing, she left the Inn.

Caramon rejoined his friends, shakinghis head. �That Tika�s the ugliest kid I�ve seenin ages,� he said. �Her father�s gonna have ahard time marrying her off.�

The group laughed, then fell silent. Allof them knew they were embarking on a peril-ous journey. They might not see each otheragain. Finally, Tanis spoke.

�Every year on this date,� he said, �anyof us who are in Solace will come to the Inn.That way, some of us may meet. Five yearsfrom now, let�s all vow to meet here one finaltime.�

�Those of us who are still alive,� Raistlinmurmured, his dark eyes glittering.

All of the companions took the vow.They tried trading a few jokes, but thereseemed to be nothing left to laugh about.After a moment, Raistlin touched his brotherand nodded toward the door. One by one,they trickled out, except Flint.

The dwarf remained in the Inn for a longtime, shaking his head sadly.

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The Companions of the LanceThe Companions of the Lance are the greatestheroes in the long history of Krynn.

The original Innfellows were seven:Tanis, Caramon, Raistlin, Flint, Tasslehoff,Sturm, and Kitiara. Six returned, and began anew adventure when they met Goldmoon andRiverwind. In their adventure they werejoined by Tika, the barmaid, Gilthanas, anelven prince, Laurana, an elven princess, andElistan, a Seeker cleric who finally found thetrue gods.

These are the Companions o f theLance�epic heroes whose actions will deter-mine the fate of a world. They are the playercharacters in the epic.

The following pages provide backgroundand statistics for each of the Companions ofthe Lance. They may be photocopied for usein playing the game.

The statistics for each character are basedon that character�s first appearance in theDRAGONLANCE� series. As people in reallife grow and change, so do these charactersgrow and change in the course of the story. AsDungeonmaster, you have two choices in han-dling these changes. You can give experiencepoints to each character playing in the adven-ture according to standard AD&D® rules, oryou can change the statistics based on theCharacter Cards found in each module.

Playing the CharactersEach of the DRAGONLANCE game charactersplays an important part in the epic. Each char-acter�s background is carefully designed to bean important part of play. If you have enoughplayers, each player can play one character. Ifnot, you can hold back some of the characters,turning them into NPCs, allow players to takeadditional characters as henchmen, or let play-ers play more than one character.

Encourage players to play theDRAGONLANCE game characters as writ-ten. It is better to reinforce good role-playingthan to try to correct someone else�s interpre-tation of the character. Within the basic per-sonality and background, there are a widerange of options and choices to be made.

Creating New CharactersYou may, if you choose, allow players to bringother characters into the DRAGONLANCEepic. Frankly, we don�t recommend it. If youdo, we provide some guidance in the indivi-dual DRAGONLANCE modules on how tointegrate new characters. The world of Krynnis not like other AD&D® game worlds, andnew characters may have to be altered to fit.

If you decide to allow this, you need towork with the player to give the new character

19

a background that fits in with the story. SomeNPCs (Sestun, Otik Sandath, etc.) can beturned into PCs, while others (Fizban, Berem,etc.) cannot be. Or, you could decide that ap a r t i c u l a r c h a r a c t e r w a s a n e l f f r o mQualinesti, or a fighter from the SeekerLands, or a dwarf from Thorbardin thatwanted to accompany the heroes. When add-ing an outside character, try to make it fit theoverall DRAGONLANCE story by studyingthe background of the story and of the world.

New clerics have to learn about the truegods before they can gain the ability tocast spells. Goldmoon has the only copyo f t h e D i s k s o f M i s h a k a l , b u t o t h e rDRAGONLANCE clerics (notably Elistan)can instruct new clerics in the true faith. Alltrue clerics must worship one of the gods ofKrynn and possess a Medallion of Faith or theydo not get any spells.

Watch out for alignment problems aswell. The DRAGONLANCE heroes are work-ing for the cause of good. Characters of neu-tral alignment can fit in, but evil-alignedcharacters are out of place.

Remember, you, the Dungeonmaster,are responsible for the conduct of the game. Ifyou know the world of Krynn, and keep thespirit of the DRAGONLANCE epic in yourheart, you can�t go too far wrong.

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STRENGTH 16 (Damage Adj. +1, Max. Weight Allowance 1850gpw., Open Doors 1-3, Bend Bars/Lift Gates 10%)

INTELLIGENCE 12 (No adjustments)WISDOM 13 (No adjustments)DEXTERITY 16 (Reaction/Missile Adj. +1, Defensive Adj. -2)CONSTITUTION 12 (System Shock 80%) Resurrection 85%)CHARISMA 15 (Loyalty Base +15%, Reaction Adjustment +15%)ALIGNMENT Neutral GoodBase THAC0 16 (15 with Missile Adjustment)ARMOR Leather Armor +2 (AC 6), with Dexterity Adj. AC 4HIT POINTS 35

WEAPONSLongsword +2 (Damage 1-8 +3 SM/1-12 +3 L, THAC0 14)Longbow, quiver with 20 arrows (Damage 1-6 SM/L, THAC0 15)Daggers (2) (Damage 1-4 +1 SM/1-3 +1 L, THAC0 16 stab, 15

thrown)EQUIPMENT As selected by player; 500 stl/1400 gpw max.LANGUAGES Common, Qualinesti Elf, Hill Dwarf, Plainsman,

Gnome, Kenderspeak, Goblin, HobgoblinSPECIAL ABILITIES All half-elf special abilities from Players Hand-

book.EXPERIENCE POINTS

26,500 (10% bonus to earned experience points)

HistoryTanis was born during the terrible Shadow Years that followed the Cat-aclysm. His mother was a Qualinesti elf who was assaulted by a humanplainsman. She escaped to Qualinost, but died giving birth to a half-breed: Tanis.

The elves of Qualinost, who revere life as sacred in all forms, raisedTanis as one of their own. Nonetheless, the mixture of human andelven blood was unusual. Tanis felt the difference between himself andhis elven cousins strongly.

As a ward of the Speaker of Suns, the ruler of Qualinost, Tanisgrew close to the Speaker�s three children�Gilthanas, Porthios, andLaurana. Laurana developed a childhood crush on Tanis. He felt heloved her, too, but she remained a child when he began to feel the stir-rings of adulthood. To avoid conflict with his adopted family, and tolearn about his human side, he felt the time was right to leave the elvenrealm and see the world. A bitter conversation with Gilthanas helpedclinch his decision.

Tanis, journeyed to Solace to visit Flint Fireforge, a dwarf who hadbeen his friend for many years, and became Flint�s business partner.Solace became his home, although he and Flint traveled throughoutAbanasinia on business. In those years, he became a seasoned adven-turer, a fighter, and a natural leader.

Slowly, a group of companions formed around Tanis, includingTasslehoff, Sturm, Caramon, Raistlin�and Kitiara. Kitiara, half-sisterto Caramon and Raistlin, was an alluring dark-haired beauty, passion-ate and wild. They fell in love�Tanis, because he had never met awoman as strong and self-assured, Kitiara, because she had never met aman who could stand up to her.

In those years there were rumors of growing trouble�bandits,ogres, goblins, and even worse creatures in the land. Finally, the roadsbecame impassable. Business fell off. The Companions each found aquest�Tanis set out to find evidence of true gods in the land�and oneday they parted. Each of the companions swore a solemn oath to meetat the Inn of the Last Home one final time, five years hence.

For five years, Tanis roamed the known world, finding much thatwas strange and evil�but nothing of the true gods. Finally, discour-aged, he returned to Solace to meet his companions once more. Allreturned�except Kitiara. She had found a �new lord� and could notreturn�or so a note from her said.

PersonalityTanis is plagued by an inner conflict that is manifested by his love fortwo dissimilar women�the childlike and innocent elf-maid Laurana,and the wild and free-spirited human Kitiara. Although filled withself-doubt and uncertainty about his place in the world, Tanis seldomallows his emotions to show. The only visible sign of his turmoil are inhis eyes.

He is trusting of strangers and friendly, yet is reserved, even withhis closest friends. Sometimes he is afflicted by dark moods anddoubts. Although a natural leader, he is not sure he wants a leader�sresponsibility. Money has little value for him.

He is an excellent fighter, with no fears or weaknesses. Kitiara ishis only obsession.

Tanis received an elven education and can read and write. He hastraveled throughout the Haven/Solace region and west across themountains.

APPEARANCEHeight 5�10�, Weight 145 lbs.Age: 102 (actual)/22 (apparent)Rust Red Hair and Beard, Hazel Eyes

FIRST APPEARANCE DL 1

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STRENGTH 18(63) (Hit Adj. +2, Damage Adj. +3, Max. Weight

HistoryCaramon, a giant of a warrior, is Raistlin�s twin brother and Kitiara�shalf-brother, He could not be more unlike his siblings. He is honestand open where Raistlin is cynical and reserved, friendly and compas-sionate where Kitiara is wild and passionate.

The twins were born when Kitiara was eight. One twin was strongand healthy, but the other nearly died at birth. Because their motherwas frail, it fell to Kitiara to raise the two. Caramon, the first-borntwin, showed himself to be a warrior born. As he grew, he outstrippedother boys his age, always being the tallest and strongest around. Hequickly acquired fighting skills, and was soon a champion swordsman.

Although the twin brothers were nothing alike, Caramon lovedhis brother Raistlin dearly, and frequently protected him from bullies.When Raistlin discovered his natural aptitude for magic, no one wasmore pleased for him than Caramon, even though Raistlin�s new stud-ies made him a poor companion. Caramon, an outgoing and social per-son, had many friends, including young Sturm Brightblade. One day,he met Tasslehoff Burrfoot, a kender, and so the twins became involvedwith the companions.

Caramon accompanied Tanis and Flint on trips in the Haven/Sol-ace area, and grew into a powerful fighting man. At the age of twenty,he and Raistlin met with their companions in the Inn of the Last Homefor what would be the last time in many long years. For Raistlin hadbeen granted an opportunity to take the Test-an experience thatwould make him into a powerful mage . . . if he survived it. Caramon,ever faithful, accompanied Raistlin. He has never talked about whathappened there, but the Test created a darker bond between the twobrothers.

PersonalityCaramon is easy-going, strong, and shy around women. He is trustwor-thy to a fault. He is not secretive (except about the Test) and has noinner doubts. His one obsession is polishing his sword. He is very pro-tective of his �little� brother and very fond of him, but doesn�t under-stand him in the slightest. He is often embarrassed by his brother�srudeness and apologizes for him. His motto is, �There is no problemthat cannot be solved by strength.� Money is nice, but not important.

Caramon is occasionally impulsive, and doesn�t always know hisown strength. He is left-handed. His intelligence is not great�in con-trast to his brother. What he appears to be on the surface is what he is inhis soul. His only private depth lies in his love for his brother.

Caramon is a skilled outdoorsman as well as a fighter. Because ofhis great strength, he carries enough weapons and armor to be virtuallya �walking arsenal.�

He is content to follow Tanis� lead, and deeply respects Sturm,though he wishes both of them would loosen up a bit. Even throughhis shyness, he has begun to notice that Tika Waylan has matured froma freckle-faced kid into a good-looking woman.

Allowance 2750 gpw, Open Doors 1-4,Bend Bars/Lift Gates 25%)

INTELLIGENCE 12 (Additional Languages 1)WISDOM 11 (No adjustments)DEXTERITY 11 (No adjustments)CONSTITUTION 17 (Hit Point Adj. +3, System Shock 97%,Resurrection 98%)CHARISMA 15 (Loyalty Base +15%, Reaction Adjustment +15%)ALIGNMENT Lawful GoodBase THAC0 16 (14 with Strength Adjustment)ARMOR Ring mail armor and small shield (AC 6)HIT POINTS 51

WEAPONSLongsword (Damage 1-8 +3 SM/1-12 +3 L, THAC0 14)Spear (Damage 1-6 +3 SM/1-6 +3 L, THAC0 14)Dagger (Damage 1-4 +3 SM/1-3 +3 L, THAC0 14)

EQUIPMENT As selected by player; 500 stl/2300 gpw max.LANGUAGES Common, PlainsmanEXPERIENCE POINTS

52,500 (10% bonus to earned experience points)

APPEARANCEHeight 6�, Weight 200 lbs.Age 25Brown Hair, Brown Eyes

FIRST APPEARANCE DL 1

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STRENGTH 10 (Max. Weight Allowance� 1500 gpw, Open Doors 1-2,Bend Bars/Lift Gates 2%)

INTELLIGENCE 17 (Maximum Spells/Level 14, AdditionalLanguages 3)

WISDOM 14 (No adjustments)DEXTERITY 16 (Reaction/Missile Adj. +1, Defensive Adj. -2)CONSTITUTION 10 (System Shock 70%, Resurrection 75%)CHARISMA 10 (No adjustments)ALIGNMENT NeutralTHAC0 20 (AC 1=20, see DMG) (19 with Missile Adjustment)ARMOR Staff of Magius, -3 to AC (AC 7) with Dexterity Adj. AC 5HIT POINTS 8

EQUIPMENTStaff of Magius provides +3 protection, is +2 to hit (damage 1-8

SM/L, THAC0 18), and can cast continual light and featherfall once per day.

Other as selected by player, 500 stl/1050 gpw max.ABILITIES

Languages: Common, Qualinesti Elf, MagiusSpell Use: Two 1st level and one 2nd level per day.

SPELL BOOK1st Level: burning hands, charm person, comprehend lan-

guage, detect magic, hold portal, magic missile, push, readmagic, sleep, floating disc

2nd Level: audible glamer, darkness 15� radius, detectinvisibility, ESP, invisibility, mirror image, web

EXPERIENCE POINTS16,250 (10% bonus to earned experience points)

22

HistoryRaistlin is a magic-user of great natural talent, but he has paid a heavyprice for his skill.

Raistlin is Caramon�s mirror-image twin brother and Kitiara�shalf-brother (they share the same mother). He could not be moreunlike his twin, for he is secretive, cynical, and distrustful. Neverthe-less, he loves his brother�perhaps Caramon is the only thing Raistlintruly loves.

The twins were born when Kitiara was eight. One twin�Cara-mon�was strong and healthy, the other�Raistlin�was born sicklyand frail. It seemed for a while that Raistlin might die in infancy, butKitiara�s nursing saved his life. Their mother died when the twins wereyoung, and Kitiara took over their upbringing.

It was clear from the very beginning that Raistlin was a weakling,and Kitiara despaired of him. Caramon blossomed into a healthy, pow-erful fighter, and frequently protected his �younger� brother frombullies. Raistlin grew to a bitter hatred of all bullies, and developed astrong desire for justice. The experiences of his childhood soured himon most people, and he grew cynical and bitter at an early age. Heshowed promise as a scholar and learned to read before he went toschool.

When Raistlin was five, his father took him to a village fair, wherehe watched a local illusionist perform. The illusionist was not verygood, but Raistlin was totally absorbed in the performance. When theboy returned home that evening, he could perform every one of theillusionist�s tricks. His family was amazed. Magic, his father realized,was Raistlin�s key to survival in this world.

He was taken to a well-respected mage and presented as a prospec-tive pupil. The mage was not overly impressed with the boy, especiallybecause of his weak health and his unlikable personality. But whilethe mage and Raistlin�s father talked, the boy wandered into anotherroom and began to read a huge book. The mage was about to take thebook away, but then realized that the boy could read magic withoutstudy! And so Raistlin was accepted as a pupil. He learned rapidly, andquickly outstripped the other students. At an unusually young age, hewas invited to present himself for the Test�he would come back a pow-erful magician, or not at all.

Caramon accompanied Raistlin on that fateful trip. Raistlin nevertalks about what happened there, but the terrible ordeals broke hishealth, turned his skin the color of gold, and changed the pupils of hiseyes into hourglasses. His eyes are a terrible curse�for through themhe sees time rushing past, and everything die and wither in its time.

PersonalityRaistlin is nicknamed �The Sly One,� for he is avaricious, cynical, andsecretive. He always expects the worst of others. He is devoted to hisbrother, yet secretly envies him. He has good qualities, though heworks very hard at keeping them hidden: he hates bullies (being aweakling himself). He supports and sympathizes with the downtrod-den, though he will not admit his concern. He wears red robes to showhis neutral alignment. He has a strong sense of justice, but little senseof mercy. Due to his weak health and a lingering lung infection, hespeaks in a soft, whispering voice.

APPEARANCEHeight 5�9�, Weight 135 lbs.Age 25 (actual), 30 (apparent)White Hair, Amber Eyes (hourglass pupils)

FIRST APPEARANCE DL 1

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STRENGTH 16 (Damage Adj. +1, Max. Weight Allowance 1850gpw., Open Doors 1-3, Bend Bars/Lift Gates 10%)

INTELLIGENCE 7 (No adjustments)WISDOM 12 (No adjustments)DEXTERITY 10 (No adjustments)CONSTITUTION 18 (Hit Point Adj. +4, System Shock 99%)

Resurrection 100%)CHARISMA 13 (Reaction Adjustment +5%)ALIGNMENT Neutral GoodBase THAC0 18 (17 to hit goblins/hobgoblins as dwarf)ARMOR Studded leather armor (AC 7) and small shield (AC 6)

(Effective AC 2 vs. ogres, trolls and giants as dwarf)

HIT POINTS 42

WEAPONSHand Axe +1 (2 carried) (Damage 1-6 +2 SM/1-4 +2 L, THAC0 17)Dagger (1-4 +1 SM/1-3 +1 L, THAC0 18)

EQUIPMENT As selected by player; 500 stl/1400 gpw max.LANGUAGES Common, Hill Dwarf, Gnome, GoblinSPECIAL ABILITIES All dwarf special abilities from Players

Handbook.EXPERIENCE POINTS

26,500 (10% bonus to earned experience points)

HistoryFlint Fireforge, a grandfatherly dwarf, is the oldest of the companions.He is a Neidar (Hill) Dwarf, born in the wilds of the Kharolis Moun-tains. His father fought in the Dwarfgate Wars against the mountaindwarves, and told Flint many stories about that terrible conflict. Afterthe Cataclysm, humans and hill dwarves sought refuge in the ancientdwarven kingdom of Thorbardin. The mountain dwarves, fearing theywould be overrun, shut the gates of the kingdom, shutting out theirkin, the Neidar, in the process. War raged for years, and both armieswere obliterated in the final battle. The mountain dwarves whoremained closed Thorbardin forever. The hill dwarves, shattered by thewar, broke up into small clans. Flint was born into the poverty andhardship of his people, and grew up with a deep hatred of the moun-tain dwarves that had so betrayed his people.

Flint learned his trade as a metalsmith from his father, and set outinto the world when he became an adult. His official reason for leavingwas to find a more lucrative place to ply his trade, but secretly hedreamed of returning rich and powerful to reunite the Neidar King-dom.

Eventually, Flint moved to Solace, since that town was locatednear all the major trade routes (and had one of the finest inns in theknown world). His work was much in demand because of his skill, andhe became one of the few dwarves welcome in the elven kingdom ofQualinesti. There he met a young half-elf named Tanis, and theyformed a fast friendship.

When Tanis left Qualinost, he came to Flint in Solace, and Flinttook the young half-elf on as a business partner. Together, they roamedthe Haven/Solace region, and even traveled west across the mountains.They never went south, for Flint was not yet ready to face his own peo-ple again.

Although Flint grew increasingly crotchety as he aged, Tanisseemed to attract young, energetic people. And so the Companionsformed around Flint and his young assistant. Flint, though alwaysgruff, became much fonder of the Innfellows than they ever realized.

Flint had a near-brush with drowning that left him terribly afraidof water, and also had a close call with fire that left him nervous aboutflames. He is allergic to horses.

When Flint retired, he decided finally to travel south to find hispeople, and left Solace when the Innfellows departed. He traveledsouth of Pax Tharkas, but was captured by Aghar (gully dwarves) andimprisoned for several years. Finally, he escaped, but carries a burninghatred for the disgusting creatures.

PersonalityFlint is a complex personality. He is gruff, cynical, distrustful, dwar-vishly greedy, and never forgets an insult, but at the same time isextremely loyal, a little bashful (especially around women), humorous,and capable of deep and lasting friendship. Although it often appearsdifferent, he worries about his friends, thinking that they are childrenneeding his care. He doesn�t like to fight, but does it when he has to.He distrusts magic and all magic-users�including Raistlin. He has arunning feud with Tasslehoff, but is secretly fond of the kender.

He is very fond of precious metals and gems, and is a talentedmetal craftsman. He whittles continually, and strokes and cleans hisbeard whenever there isn�t a piece of wood in his hand. He dresses slop-pily when traveling (to discourage bandits), but is very much the dandyin town. His health is good, but he has a touch of rheumatism.

APPEARANCEHeight 4�7�, Weight 148 lbs.Age 148 (actual), late 50s (apparent)Graying Brown Hair and Beard, Hazel Eyes, Scar over right eyelid

FIRST APPEARANCE DL 1

23

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STRENGTH 13 (Max. Weight Allowance 1600 gpw.,Open Doors 1-2, Bend Bars/Lift Gates 4%)

INTELLIGENCE 9 (No adjustments)WISDOM 12 (No adjustments)DEXTERITY 16 (Reaction/Missile Adj. +1, Defense Adj. -2)CONSTITUTION 14 (System Shock 88%, Resurrection 92%)CHARISMA 11 (No adjustments)ALIGNMENT NeutralTHAC0 20 (AC 1=0) (19 with Missile Adjustment)ARMOR Leather (AC 8), with Dexterity Adj. AC 6HIT POINTS 15

WEAPONSHoopak: treat as combination bullet sling (Damage 2-5 SM/2-7

L, THAC0 19) and jo stick +2 (Damage 1-6 +2 SM/ 1-4 +2L, THAC0 18, also makes eerie roaring sound when whirled)

Dagger (Damage 1-4 SM/1-3 L, THAC0 20 stab, 19 thrown)EQUIPMENT

Thieves� tools, leather map case stuffed with mapsAs selected by player, 500 stl/1150 gpw maximum

ABILITIESLanguages: Common, Kenderspeak, Dwarf, Elven, Gnome,

Goblin, Thieves� CantThief Skills: Hide in Shadows 40%Pick Pockets 50% Hear Noise 20%Open Locks 47% Climb Walls 73%Find /Remove Traps 40% Read Languages 15%Move Silently 43% Backstab Attack

EXPERIENCE POINTS15,000 (10% bonus to earned experience points)

HistoryTasslehoff Burrfoot is a Kender, a diminutive race found throughoutthe world of Krynn. Like all kender, he left home at the age of 18because he was stricken by wanderlust, the uncontrollable urge to tra-vel and �make the great map of every land.� No kender in wanderlusthas ever completed the �great map,� but most kender have great col-lections of maps�some useful, most obsolete. Tasslehoff is no excep-tion. Tas�s map was especially confused by an unfortunate incidentwith a magic ring of teleportation that kept transporting him tounknown lands without notice. No one but Tas ever saw the ring�orbelieved the story, either.

Tasslehoff was born somewhere in northern Ergoth, and is a mem-ber of the Stoat clan of kender. His parents traveled in the Haven/Sol-ace region, where they studied the lives of the plainsmen. (What theplainsmen thought of the kender is nowhere recorded.) Tas acquiredskills as a �handler� (the word �thief� is considered impolite), andused it extensively to satisfy his curiosity about everything. It was thatcuriosity that led to him taking a bracelet from Flint Fireforge�s stall at amarket. Flint was outraged, but Tanis decided he liked the little ken-der, and so they all became friends. (Flint, although he has never said anice word about the kender, actually likes him a good deal.)

PersonalityTasslehoff�s most endearing�and frustrating�characteristic is hisinsatiable curiosity and fearlessness. These traits often get him intotrouble. His curiosity frequently drives him to see what other peoplehave in their pockets and packs (Raistlin, in particular, hates this), andhe can easily forget that he has �borrowed� a particular item. He col-lects odds and ends�he will never pass up a chance to acquire a map ofany description� and often surprises himself with what he has in hispockets. He loves legends, songs, and stories, and collects riddles, puz-zles, and enigmas as avidly as he collects maps. He has a 5% LegendLore chance to know something useful on any subject. His map collec-tion is varied and mostly useless. Many of his maps are pre-Cataclysm.He is as likely to collect a map for its beauty as for its usefulness.Although it is hard to get a kender depressed because of his fearless-ness, Tasslehoff is saddened by death and destruction, and can be inawe of anything truly magnificent. His fearlessness does not keep himfrom being logical about danger, though his curiosity can sometimesovercome his reason.

KENDER TALENTS:Taunt: Kender are masters at enraging others by verbal abuse.Any creature the Kender taunts must save vs. Spells or attackwildly at once for 1-10 rounds at a -2 penalty to hit and a +2 pen-alty to armor class.Fearlessness: Kender are immune to fear, including magical fear.They are curious about everything: a tendency that often getsthem into trouble.Special: Save vs. spell & poison, +4, determine direction 50%)when not in armor and alone can surprise on 1-4 on 1d6.

APPEARANCEHeight 3�9�, Weight 85 lbs.Age 38 (actual)/ 14 (apparent)Brown Hair (worn in a tassle), Brown Eyes, long scar on right

elbowFIRST APPEARANCE DL 1

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STRENGTH 17 (Hit Adj . +1, Damage Adj . +1, Max. Weight Allow-ance 2000 gpw., Open Doors 1-3, Bend Bars/Lift Gates 13%)

INTELLIGENCE 14 (Additional Languages 2)WISDOM 11 (No adjustments)DEXTERITY 12 (No adjustments)CONSTITUTION 16 (Hit Point Adj. +2, System Shock 95%,

Resurrection 96%)CHARISMA 12 (No adjustments)ALIGNMENT Lawful GoodBase THAC0 16 (15 with Strength Adj.)ARMOR Chain Mail (AC 5)HIT POINTS 45WEAPONS

Two-handed sword +3 (Damage 1-10 +4 SM/3-18 +4 L,THAC0 12)

Dagger (Damage 1-4 +1 SM/1-3 +1 L, THAC0 15)EQUIPMENT As selected by player; 500 stl/1550 gpw max.LANGUAGES Common, Qualinesti Elf, SolamnicEXPERIENCE POINTS

92,500 (10% bonus to earned experience points)

HistorySince the time of Huma, First Dragonlancer, who drove the dragonsfrom Krynn a thousand years ago, the Knights of Solamnia have beenthe champions of justice and truth. The Knights represented all thatwas good, noble, compassionate, and heroic. But after the Cataclysm,when the peoples of Ergoth cried for aid, the Knights were helpless.When mankind turned its back on the true gods, not even the Knightscould save them. And so the people came to blame the Knights for notsaving them from their own folly. There came a great uprising againstthe Knights; their old temples and fortresses were besieged. Many ofthe old order died; the rest went into exile.

One of the leaders of the Solamnic order was the Lord of theRoses, who fathered Sturm Brightblade. When the people turnedagainst the Knights, he saw that the fight was hopeless. He could notdesert his comrades, but he could send his wife and newborn son southto safety.

And so Sturm Brightblade grew up in the town of Solace. As achild, he showed knightly bearing, and the ideals of chivalry camemost naturally to him. His mother taught him the code of the Knights,and Sturm wished nothing more in life than to retake his father�s heri-tage. When he came of age, Sturm received his father�s legacy: a signetring.

He trained himself as a fighter, undertaking quests and greathardships to toughen his body and soul for knighthood. He becamefast friends with Caramon, then known as the strongest young man inSolace. And so he joined the Innfellows.

When the Innfellows left Solace, he went north to find traces ofthe Solamnic Knights. For a time, he traveled with Kitiara, Tanis�sbeloved, and then their paths split. He traveled in the lands of Solam-nia, only to find that the Knights were everywhere in disgrace. He wentto Vingaard Keep, his father�s ancestral castle, now abandoned. He set-tled his father�s estate, using the signet ring as proof of his heritage, butwhen the death duties were paid, all that was left was his father�s swordand armor.

And so he returned to Solace, understanding at last that trueknighthood was found in one�s own heart, and vowing to reestablishthe old order. If he was the last Knight of Solamnia, he would at leastbe true to his father�s ideals. He needed no more.

PersonalityThe motto of the Knights of Solamnia is Est Sularus oth Mithas� MyHonor Is My Life. It means that a Knight must be true to the ideals ofchivalry at all costs. Sturm lives by that creed, and his highest ideal is tomeet a noble death against overwhelming odds in the cause of justice.He is a man of noble bearing and great solemnity. His knightly idealscan sometimes be troublesome�it is a shameful thing to run in battle,he feels. But when persuaded that a larger interest is at stake, he canmake a �strategic retreat� if it will further the cause.

His greatest fear is that somehow he will dishonor himself and theKnights, and shame his father�s memory. His honor is his major posses-sion, and his word is unbreakable. He is a fighter of remarkable skill.

APPEARANCEHeight 6�1�, Weight 190 lbs.Age 29 (actual)/ 37 (apparent)Dark Brown Hair, Brown Eyes, Handlebar Moustache

FIRST APPEARANCE DL 1

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HistoryGoldmoon was born Chieftain�s Daughter in the Que-Shu tribe ofplainsmen. She was a priestess and her father�s confidant after thedeath of her mother. At the age of eight she was an accomplished dip-lomat. Her people worshipped her as a goddess. She loved the plains,and had a special rapport with animals. Her childhood was very happy.

But then she fell in love with a shepherd. She was destined tomarry the son of the village shaman, whom she hated, but her heartbelonged to Riverwind, the child of a family exiled for refusing to wor-ship the tribal ancestors and believing in the old gods.

It was the law of the Que-Shu that a man who challenged a lawfulbetrothal must undertake a quest to prove himself worthy. BecauseGoldmoon�s father was determined that the princess should not marrybeneath her station, he sent Riverwind on an impossible quest�tofind evidence of these ancient gods. He hoped Riverwind would die orfail, or that Goldmoon would learn to love another.

Riverwind was gone many years, and Goldmoon became an adult.Her father was sick in mind, and Goldmoon took on many of theChieftain�s duties. Her love for Riverwind never diminished. One day,Riverwind returned, half-dead and feverish. In his hand, he clutched astaff made of blue crystal. He raved about a dark place, a broken citywhere death had black wings. He remembered a woman, dressed inblue light, who gave him the staff.

Goldmoon�s father looked at the staff, and commanded it to dosomething�anything. Nothing happened. And so Goldmoon�s fatherproclaimed Riverwind a fraud, and ordered him stoned to death forblasphemy. Goldmoon rushed to his side as the tribesmen threwstones�and then suddenly they were teleported away! They foundthemselves far from home�with only the staff to aid them.

PersonalityGoldmoon is pure of heart and completely, deeply in love withRiverwind. Her sense of duty is very strong. Because she is Chieftain�sDaughter, she is used to being obeyed. Riverwind has so far not beenable to overcome his awe of her position. He rules her heart, but she ishis ruler. Goldmoon is deeply religious and has a strong affinity for nat-ure in all its aspects. Although she is somewhat formal, her personalwarmth and generosity make her a well-liked and charming compan-ion. She is brave and not afraid of death. Her love for Riverwind isundying, the strongest force in her life.

APPEARANCEHeight 5�7�, Weight 115 lbs.Age 29Silvery Gold Hair, Sky Blue Eyes, small scar on forehead

FIRST APPEARANCE DL 1

STRENGTH 12 (Max. Weight Allowance 1600 gpw.,Open Doors 1-2, Bend Bars/Lift Gates 4%)

INTELLIGENCE 12 (No adjustments)WISDOM 16 (Mental Attack Adj. +2, Clerical Spell Bonus of two 1st

level and two 2nd level spells)DEXTERITY 14 (No adjustments)CONSTITUTION 12 (System Shock 80%) Resurrection 85%)CHARISMA 17 (Loyalty +30%, Reaction +30%)ALIGNMENT Lawful GoodBase THAC0 18ARMOR Leather (AC 8)HIT POINTS 19

WEAPONSSling +1 and 20 bullets (Damage 2-5 +1 SM/2-7 +1 L, THAC0 17)Quarterstaff (Damage 1-6 +2 SML, THAC0 16)

(SPECIAL NOTE: When Goldmoon becomes a true cleric, shecan no longer use her sling. When the Blue Crystal Staffvanishes, she gets a quarterstaff +2 to replace it.)

EQUIPMENTBlue Crystal Staff (Known properties: heals damage on touch,

hits as quarterstaff +2 (Damage 1-6 +2 SML, THAC0 16)As selected by player; 500 stl/1150 gpw maximum

ABILITIESClerical Spell Use: 5 1st level, 5 2nd level, 1 3rd level

(SPECIAL NOTE: Goldmoon does not become a full (spell-using) cleric until she finds knowledge of the true gods. Shecannot use any clerical spells until that occurs.)

Languages: Common, Plainsman, Hill Dwarf, Qualinesti ElfEXPERIENCE POINTS

68,750 (10% bonus to earned experience)

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STRENGTH 18(35) (Hit Adj. +1, Damage Adj. +3, Max. WeightAllowance 2500 gpw., Open Doors 1-3, Bend Bars/Lift Gates20%)

INTELLIGENCE 13 (No adjustments)WISDOM 14 (No adjustments)DEXTERITY 16 (Reaction/Missile Adj . +1, Defense Adj . -2)CONSTITUTION 13 (System Shock 85%, Resurrection 90%) (Con-

stitution was originally 14; has been resurrected once.)CHARISMA 13 (Reaction +5%)ALIGNMENT Lawful GoodBase THAC0 16 (15 with Strength Adj., 14 with Missile Adj.)ARMOR Leather Armor (AC 8) Small Shield (AC 7), with Dexterity

Adjustment AC 6/5HIT POINTS 34

WEAPONSLongsword +2 (Damage 1-8 +5 SM/1-12 +5 L, THAC0 13)Short bow, quiver of 20 arrows (Damage 1-6 SM/L, THAC0 15)Dagger +1 (Damage 1-4 +4 SM/1-3 +4 L, THAC0 14)

EQUIPMENT As selected by player, 500 stl/2050 gpw max.LANGUAGES Common, Plainsman, Qualinesti Elf, Hill DwarfSPECIAL ABILITIES All Ranger special abilities from Players Hand-

bookEXPERIENCE POINTS

50,000 (10% bonus to earned experience points)

HistoryRiverwind was born to a disgraced family of the Que-Shu tribe ofplainsmen. His family had been cast out of the tribe years ago for refus-ing to worship the tribal ancestors. His grandfather believed in ancientgods who had existed before the Cataclysm, although he could find lit-tle evidence of such gods in the world.

The young boy became a shepherd, and spent many long, lonelynights tending his flock in the plains. He grew quickly into a younggiant of a man, and became an excellent hunter and tracker. When hecame of age, he was accepted as a Que-Shu because of his skills, andbecame a Far Hunter for the tribe. Although a member of the tribe, hisfamily heritage kept him at the bottom of the tribal hierarchy.

And then he fell in love with the Chieftain�s Daughter. Gold-moon was a young beauty, worshipped as a goddess by her people. Shefell in love with him as well. He felt that his life was blessed beyond allmeasure. Unfortunately, Goldmoon was betrothed by her father to theson of the village shaman.

Riverwind then exercised his right as a tribesman to challenge thebetrothal. Under Que-Shu law, he then had to undertake a quest toprove that he was worthy of Goldmoon�s hand. Because Goldmoon�sfather did not want Riverwind to marry his daughter, he gave the FarHunter an impossible task�to find evidence of the ancient gods.

Riverwind traveled far to the north, reaching the shores of theNewsea. He followed the sun and the moon and the stars, aimlesslysearching. Finally, he came upon a ruined city and found himself in anevil dream. . .

He remembered little of what happened to him in that dark city.In his nightmares he dreamed of death on black wings, and of a womandressed in blue light who saved his life. That woman gave him a staff ofblue crystal. Delirious and half-dead, he returned to Que-Shu and pre-sented the staff as fulfillment of his quest. Goldmoon�s father com-manded the staff to do something�anything�but nothinghappened. Enraged, he threw the staff back to Riverwind, proclaimedhim a fraud, and ordered him stoned to death for blasphemy. As theplainsmen began to throw rocks, Goldmoon rushed to his side to diewith him, if need be . . . but then the blue crystal staff showed its power,and the two were teleported away . . .

PersonalityRiverwind is a towering, imposing man of few words and quick action.He is fiercely protective of Goldmoon and loves her beyond life itself.Yet he is all too conscious of the social barrier between them, and obeysher as Chieftain�s Daughter. He is quick to anger and aloof. He is dis-trustful of strangers until they have proven themselves, but once hecalls someone �friend� he will lay down his life for them.

APPEARANCEHeight 6�7�, Weight 175 lbs.Age 32Reddish Brown Hair, Brown Eyes

FIRST APPEARANCE DL 1

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(formerly 3rd level Human Thief)

HistoryTika Waylan, barmaid at the Inn of the Last Home, is a brash teenagerwho has had a rough life. The daughter of a thief who also practicedsleight-of-hand and small-time illusions, Tika ran away from home atage 10 to live in Solace. She grew up tough and fast in the streets of Sol-ace, and was an accomplished thief by the age of 15. She only has onememento of her father�a gold ring she wears on a chain around herneck.

As a child, Tika was skinny and tomboyish. She remained a tom-boy, but filled out into an attractive young woman with striking greeneyes. As her looks grew better, she began to attract male attention. Forprotection, she developed a rough, worldly, experienced image, butunderneath she remained vulnerable and innocent. She flirts as if veryexperienced, but she has never known love.

One day, she tried to rob Otik Sandath, proprietor of the Inn ofthe Last Home, but she was caught in the act. Otik�s first inclinationwas to have her arrested. But he was touched by the innocence he sawunder the tough street-kid personality, and instead offered her a job.At first she accepted only to keep out of jail, but she grew to love Otikas a father.

For many years she has been the barmaid at the Inn of the LastHome. She gave up her thieving ways and became a fighter. She fre-quently served as the Inn�s bouncer, surprising many a drunk whothought she was a weak push-over. Her favorite attack is to bash some-one over the head with a heavy frying pan�an old favorite in the inntrade.

She knew the Innfellows when she was just a kid, and was glad tosee them when they came back. The others think of her as still just akid, and this rankles her deeply, since she considers herself a grownwoman.

When the dragonarmies laid waste to Solace and destroyed thevallenwood tree that once supported the Inn of the Last Home, sheformed a deep and abiding hatred for them, for they had destroyed theonly thing she had ever truly loved.

PersonalityTika has a tough exterior, but inside is innocent and vulnerable.Indeed, she has certain childlike qualities, including a fascination withmagic. She knows a few illusionist sleight-of-hand tricks she picked upfrom her father. She dislikes boastful and conceited men. She knowshow to handle men her years as a barmaid, but longs for somethingbetter. She is particularly annoyed that Caramon still evidently thinksof her as just a kid. She has a fear of heights resulting from a bad fallduring her career as a thief.

APPEARANCEHeight 5�8�, Weight 140 lbs.Age 19Auburn Hair, Green Eyes, Freckles, mole on right hip

FIRST APPEARANCE As NPC, DL 1. As PC, DL 2

STRENGTH 14 (Max. Weight Allowance 1700 gpw.,Open Doors 1-2, Bend Bars/Lift Gates 7%)

INTELLIGENCE 9 (No adjustments)WISDOM 12 (No adjustments)DEXTERITY 16 (Reaction/Missile Adj. +1, Defense Adj. -2)CONSTITUTION 13 (System Shock 85%, Resurrection 90%)CHARISMA 14 (Loyalty +5%, Reaction Adj. +10%)ALIGNMENT Neutral GoodBase THAC0 18 (17 with Missile Adjustment)ARMOR Leather (AC 8), with Dexterity Adj. AC 6HIT POINTS 22

WEAPONSShort Sword (Damage 1-6 SM/1-8 L, THAC0 18)Dagger (Damage 1-4 SM/1-3 L, THAC0 18 stab, 17 throw)Heavy Frying Pan (Damage 1-8 SM/L, THAC0 18)

(Tika has an affinity for bashing, and can also use a shield topummel opponents at +20%.)

EQUIPMENT As selected by player; 500 stl/1250 gpw max.LANGUAGES Common, PlainsmanTHIEF SKILLS

Pick Pockets 40% Hide in Shadows 20%Open Locks 38% Hear Noise 15%Find /Remove Traps 30% Climb Walls 87%Move Silently 27% Backstab Attack

EXPERIENCE POINTS24,500 (No bonus to earned experience)(Previously earned 2,501 experience points as a thief.)

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STRENGTH 12 (Max. Weight Allowance 1600 gpw.,Open Doors 1-2, Bend Bars/Lift Gates 4%)

INTELLIGENCE 14 (Maximum Spells/Level 9)WISDOM 10 (No adjustments)DEXTERITY 16 (Reaction/Missile Adj. +1, Defense Adj. -2)CONSTITUTION 12 (System Shock 80%, Resurrection 85%)CHARISMA 13 (Reaction +5%)ALIGNMENT Chaotic GoodBase THAC0 (as F5) 16 (15 with elven bonus for short/long sword, 15

with Missile Adjustment, 14 with elven bonus for bow otherthan crossbow)

ARMOR Chain Mail (AC 5) and Shield (AC 4), with Dexterity bonusAC 3/2

HIT POINTS 17WEAPONS

Longsword +1 (Damage 1-8 +1 SM/1-12 +1 L, THAC0 14)Longbow and quiver of 20 arrows (Damage 1-6 SM/L,

THAC0 14)EQUIPMENT As selected by player; 500 stl/1150 gpw max.ABILITIES

Languages: Qualinesti Elf, Sylvanesti Elf, Common, Gnome,Kenderspeak, Goblin, Hobgoblin

Spell Use: 3 1st level, 2 2nd level per dayElven Abilities: All special elven abilities from Players Handbook

HistoryGilthanas is son of the Speaker of Suns, ruler of the elven nation ofQualinesti. He has an older brother, Porthios, who is heir to the Speak-ership, and a younger sister, Laurana. His best friend in childhood wasa half-elf named Tanis, ward of the Speaker of Suns. But their child-hood friendship came to an end when Laurana fell in love with thehalf-elf. Gilthanas was outraged, for no half-elf should marry into theroyal house of the Qualinesti. The friends quarreled bitterly, and Tanisleft Qualinost forever.

As second in line for the throne, Gilthanas became an influentialadvisor and confidential assistant to the Speaker at a young age. Hebecame a polished diplomat. In addition to his formal responsibilities,he was trained in military leadership and combat.

When the dragonarmies invaded Abanasinia, many people werecaptured and imprisoned in the fortress of Pax Tharkas, recently cap-tured by the dragon highmaster, Verminaard. Gilthanas was givencommand of an elven band to sneak into Pax Tharkas and liberate thepeople. The mission ended in tragedy when his party was ambushed bydraconians. Gilthanas was knocked unconscious early in the melee andfell into a ditch, where he was left for dead. His fellows were taken toSolace. When he awoke, he followed them. He arrived in Solace only tosee a horrible sight�Verminaard had chained the elves to stakes in thetown square and called Ember, a red dragon out of ages past, to burnthe helpless creatures.

In a rage, Gilthanas moved to attack Verminaard, but he wasstopped by Theros Ironfeld, a smith. �Stay your hand, young elf, foryou cannot prevail against these odds. Be patient�you will have yourchance to kill him,� Theros said. Gilthanas, sobering, agreed, but theburning passion to revenge his people against Verminaard would neverdie until the evil dragon highmaster perished.

Theros gave the young elf shelter, but Gilthanas went to the Inn ofthe Last Home to gain information. He was found out, and a party ofdraconians tried to capture him. He would have perished then, but hewas rescued by a small band of fellows�which included his childhoodfriend, Tanis.

PersonalityGilthanas is brave and charming, with a love of adventure. His diplo-matic skills and elven nature make him a delightful companion. He issometimes too concerned with protocol, and believes deeply in thesuperiority of the elven race. Although he can be shortsighted and a bitnarrowminded, he is basically honest, just, sensitive, and well-mean-ing. He is optimistic, heroic, and friendly. His only obsession is hishatred of Verminaard for murdering the elves, and he will act impetu-ously if there is an opportunity to kill the dragon highmaster. He has agreat deal of respect for Tanis, but is still strongly against his involve-ment with Laurana.

APPEARANCEHeight 5�8�, Weight 120 lbs.Age 110 (actual)/20 (apparent)Blond Hair, Hazel Eyes

FIRST APPEARANCE DL 2

SPELL BOOK1st Level: detect magic, magic missile, read magic, sleep2nd Level: levitate, web

EXPERIENCE POINTS20,000 Fighter/20,000 Magic-User

(No bonus to earned experience)

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STRENGTH 13 (Max. Weight Allowance 1600 gpw.,Open Doors 1-2, Bend Bars/Lift Gates 4%)

INTELLIGENCE 15 (No adjustments)WISDOM 12 (No adjustments)DEXTERITY 17 (Reaction/Missile Adj. +2, Defense Adj. -3)CONSTITUTION 14 (System Shock 88%, Resurrection 92%)CHARISMA 16 (Loyalty +20%, Reaction +25%)ALIGNMENT Chaotic GoodBase THAC0 18 (17 with elven bonus for short/long sword, 16 with

Missile Adjustment, 15 with elven bonus for bow other thancrossbow.)

ARMOR Chain mail +1 (AC 4) and Shield (AC 3) with Dexterity adj.AC 1/0

HIT POINTS 24

WEAPONSShort sword (Damage 1-6 SM/1-8 L, THAC0 17)

EQUIPMENT As selected by player, 500 stl/1150 gpw max.LANGUAGES Common, Qualinesti Elf, Sylvanesti Elf, Gnome,

Kenderspeak, Goblin, HobgoblinSPECIAL ABILITIES All elf special abilities from Players Handbook

EXPERIENCE POINTS13,000 (No bonus to earned experience points)

30

HistoryLaurana is the youngest child of the Speaker of Suns, ruler of the elvennation of Qualinesti. She has two older brothers, Gilthanas andPorthios, the latter heir to the throne. Gilthanas is closest to her ownage, and has for years been her closest confidant. Gilthanas�s bestfriend was a half-elf named Tanis, who was the ward of the Speaker ofSuns. Gilthanas, Tanis, and Laurana played together for many years,and gradually the elven maiden fell in love with the handsome half-elf.And Tanis, so she believed, fell in love with her. For years, their lovewas a childhood game, and they promised to marry each other whenthey came of age. Happily, she confided her fantasies in her brotherGilthanas.

Gilthanas� reaction was not at all what she expected. He was furi-ous at both her and Tanis. �How could you think of marrying a half-breed?� he shouted. He stormed out to find Tanis. What happened inthat conversation she never learned for sure, but a week later Tanisdecided to leave Qualinost and make his way in the outside world.Laurana�s heart was broken, and she longed daily for his return.

In the years that followed, Laurana became her father�s assistant inmany of the complex affairs of elven government. Her natural charm,her elven heritage, and her growing diplomatic skills earned herfather�s respect. She seemed to have forgotten about Tanis, whichrelieved Gilthanas. He did not wish to deny his sister anything, but ahalf-elf of questionable heritage, however handsome, was not a suit-able match for a princess.

But she had not forgotten.

PersonalityLaurana grew up as a somewhat spoiled rich girl, used to getting every-thing she wanted. Her love for Tanis began as a little girl�s crush, selfishand possessive. She has a deep streak of childishness when she firstappears in the adventure, but her diplomatic skills and political experi-ence help make up for it. But there is something strongly noble in theyoung elven maid. It comes out when she is tested.

This noble streak enables Laurana to grow up when confronted bydanger and discomfort. She should become increasingly mature, confi-dent, courageous, and capable as she confronts the various crises in theadventure.

She has great inner resources�a fact not readily apparent. She is anatural leader and commander, with a strong aptitude for militarystrategy and tactics. This may surprise her as much as the peoplearound her.

The one constant thing about Laurana is her love for Tanis. It mayhave started as a crush, but it becomes stronger every day.

APPEARANCEHeight 5�6�, Weight 110 lbs.Age 80 (actual)/ 18 (apparent)Honey Blonde Hair, Hazel Eyes

FIRST APPEARANCE As NPC, DL 2. As PC, DL 6

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STRENGTH 13 (Max. Weight Allowance 1600 gpw.,Open Doors 1-2, Bend Bars/Lift Gates 4%)

INTELLIGENCE 14 (Additional Languages 2)WISDOM 17 (Mental Attack Adj. +3, Clerical Spell Bonus of

two 1st level, two 2nd level, and 1 3rd level spells)DEXTERITY 12 (No adjustments)CONSTITUTION 12 (System Shock 80%, Resurrection 85%)CHARISMA 16 (Loyalty +20%, Reaction +25%)ALIGNMENT Lawful GoodBase THACO 16

ARMOR Chain Mail (AC 5)HIT POINTS 40

WEAPONSWar Hammer (Damage 2-5 SM/1-4 L, THAC0 16)

EQUIPMENT As selected by player; 500 stl/1150 gpw max.MAGIC ITEMS Medallion of Faith of the god PaladineLANGUAGES Common, Seeker, Qualinesti ElfEXPERIENCE POINTS

75,000 (10% bonus to earned experience points)

HistoryAs a child in Haven, Elistan showed early promise as a scholar. His par-ents, who were minor gentry, encouraged his education, and Elistanquickly progressed through University with the highest academicachievement in the history of the city. His specialty was philosophy, andso it was natural that he became a cleric of the Seeker faith upon gradu-ation.

The Seekers were then becoming the dominant religious move-ment in the Haven/Solace area of Abanasinia. They believed that sincethe old gods had vanished, there must be new gods awaiting worship.Through inquiry, prayer, and divination, they hoped to find these newgods.

Elistan was not only a great scholar, but a leader of immensecharisma. At the age of 28, he became the youngest person to beappointed a Highseeker, the religious aristocracy of the region. Hequickly became an important person in Haven politics, and was a favor-ite of the masses.

Many of the Seeker clerics were hypocrites, seekers after power firstand truth last. But Elistan was different. In spite of the realities of lead-ership and politics, he never lost sight of his objective—to find the truegods.

At the age of 40, Elistan faced a true crisis. He had contracted astrange wasting disease that would eventually prove fatal. He mightnot die for many years, but would grow weaker and weaker.

One day a miracle-working cleric appeared: Verminaard, whocalled himself a Highmaster of the Dragons. He promised divine bless-ings and temporal power to the Highseekers if they gave themselves tohis cause. Elistan was the lone dissenter. The other Highseekers fol-lowed Verminaard. But when Verminaard’s armies were in position, heturned against them all, and the Highseekers were taken to PaxTharkas. Elistan, now in constant pain from his growing cancer, wasdragged there. Because Elistan’s leadership was recognized, Vermi-naard hoped to use him to break the will of the people of Haven. Buteven under torture, Elistan held firm. Finally, Verminaard threw himinto one of the dungeons of Pax Tharkas to die alone.

There he was rescued by a band of brave adventurers. Althoughnear death, a woman named Goldmoon talked to him of the return ofthe old gods to Krynn. She seemed sincere, and he wished he had moretime to listen to her, but it was too late, he knew.

Then a miracle happened—she cured his disease by invoking thegoddess Mishakal. He followed Goldmoon and her companions whenthey led his people out of Pax Tharkas and into the wilderness, search-ing desperately for safety. In those dark and cold days, Elistan was joy-ous, for Goldmoon permitted him to read the Disks of Mishakal, thewritings of the gods. He found true faith in those thin platinum disks.Through meditation and prayer, he was drawn to Paladine, the Celes-tial Paladin. And Paladine accepted him into his service. Overnight,Elistan received the power to cast clerical spells. Goldmoon’s Medallionof Faith magically duplicated itself, and he received a Medallioninscribed with Paladine’s symbol, a silver triangle.

PersonalityElistan is a towering personality, a man of great personal charisma. Heis an experienced leader, both temporally and spiritually. His commit-ment to the cause of good is unbreakable, and he has devoted his life tothe service of Paladine. He is basically a man of peace, but he is notafraid to make war on the enemies of good.

APPEARANCEHeight 5’9”, Weight 160 lbs.Age 45Brown Hair (graying), Brown Eyes

FIRST APPEARANCE As NPC, DL 2. As PC, DL 6

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Official Game Accessory

Dragons of MysteryMichael Dobson

BOOKS • MODULES • MINIATURESAt last! A sourcebook for the most excitingepic ever from TSR, Inc.!

Now, you and your players can have theentire world of Krynn at your fingertips!

“Dragons of Mystery” gives you the back-ground and tools necessary to run a compIeteDRAGONLANCE™ campaign adventure, an epicquest through the world of Krynn. threatenedby the domination of the inhuman draconians.Can you win against powerful forces of dark-ness?

This package contains a four-color map ofthe Continent of Ansalon, where all the adven-tures in the DRAGONLANCE saga takeplace. Player Character Sheets for theDRAGONLANCE heroes (i l lustrated byLARRY ELMORE) give your players an excit-ing tool for visualizing their characters. Eventhe stars in the heavens are shown on a specialmap of the constellations!

Join the quest! Live the adventure! TheDRAGONLANCE saga continues!

© 1984 TSR, Inc. All Rights Reserved. Printed in the U.S.A.