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Page 1: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)
Page 2: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)
Page 3: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

Official Game AdventureDragons of Ice

Douglas Niles

TABLE OF CONTENTS

Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Wherein the story is told, and notes on play are given.

Chapter 1: The Fall of Tarsis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5A once-mighty city collapses into chaos before the dragonhordes.

Chapter 2: The Ice Reaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9A road cold and forlorn leads to the Dragon Orb.

Chapter 3: The Ice Folk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13A band of barbarians may offer warmth and succor, or an icy death.

Chapter 4: Icewall Castle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Frozen in the midst of the vast glacier, an ancient fortress guards a mighty secret.

Chapter 5: Icemountain Bay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25A vessel from the past offers a pathway to the future.

EPILOGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Wherein the heroes set sail westward to search for a mysterious isle of counsel and hope.

APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 and Inside CoverHere are given supplements to the tale. The new and unusual are explained, and chance

meetings along the way are indicated.

CREDITS

Editor: Mike BreaultProduct Design: Elizabeth RiedelCover Art: Larry ElmoreInterior Art: Diana MagnusonCartography: Dennis Kauth and Diesel

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.A D V A N C E D D U N G E O N S & D R A G O N S , A D & D ,DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION,and the TSR logo, are trademarks of TSR, Inc.

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

©1981 TSR, Inc. All Rights Reserved. Printed in U.S.A.

Permission granted to photocopy or print this product for personal use.

TSR, Inc.POB 756Lake GenevaWI 53147

TSR UK Ltd.The Mill, Rathmore Road

Cambridge CB14ADUnited Kingdom

ISBN 0-88038-091-89140

Printed in U.S.A.

Page 4: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

people taken to a terrible slavery in the

Dragonarmy�s fortress of Pax Tharkas.

The heroes entered Pax Tharkas and

rescued over 800 slaves, foiling the evil

designs of the Dragon Highlord Veminaard.

Refuge for the escaped slaves found

in the Hopeful Vale, and the heroes braved the

dangers of Skullcap, fortress of Fistadantilus,

who perished in the Dwarfgate War.

On that trek, the Seeker priest Elistan

became the second true cleric of Krynn. And

thus the High God Paladine re-entered theworld of Krynn.

The heroes entered the secret gates of

Thorbardin� the ancient kingdom of the

dwarves� seeking haven for the refugees. The

dwarven Thanes required that the heroes

recover the Hammer of Kharas before the

refugees would be allowed to pass throughThorbardin.

In the floating tomb of Derkin did the

heroes put an end to Ember, the mighty red

dragon; Verminaard, Dragon Highlord of the

Red Wing, perished at the heroes� hands in

battle within the temple of Stars.

The Hammer was recovered, and thelong-sundered dwarven tribes were reunited

under a High King.

The newly-crowned dwarven king allowed

the heroes to lead the refugees through

Thorbardin and granted them lands to the

south.

To Tarsis the Innfellows journeyed, in

search of ships to bear the refugees beyond the

Dragonarmy�s reach. No ships were found,

but a new quest beckoned....

since the Cataclysm. Curse the High Priest

of Istar for his pride! Trying to command the

Gods� he called down their wrath. Krynn was

punished with fire and flood� and much is

forever lost. The greatest loss was knowledge of

the Gods themselves�the world of Krynn has

sunk into blasphemy these many generations�

and clerics have lost the power to heal.Mankind�s separation from the True

Gods opened the door to renewed evil.

Dragons are once again in the world. They

are commanded by human Dragon Highlords,

and assisted by strange creatures calledDraconians.

The Dragonarmies have now conquered

much of Krynn� and soon all the lands will be

under their sway. Evil� it seems� may soon

triumph over good.

Through my Crystal Globe of Wisdom,

I send my spirit to gather knowledge. And so I

have found a glimmer of hope.

Five years ago, seven adventurers set out

from the town of Solace to seek the True

Gods. They did not succeed. In time, six

returned: Tanis, Flint, Tasslehoff� Raistlin,

Caramon, and Sturm. Of Kitiara, theseventh� beloved of Tanis� nothing was heard.

they were joined by Goldmoon and

Riverwind. Goldmoon possessed a gift from the

Gods: a crystal staff that healed any wound.

With its power� the Innfellows recovered theDisks of Mishakal� the writings of the Gods�

and thus did knowledge of the True Gods

return to Krynn.

Armed with these powerful weapons� the

heroes returned to Solace� only to find the

FROM THE ICONOCHRONOS OF ASTINUS OF

PALANTHUS, LOREKEEPER OF KRYNN, IN THE 351ST YEAR

AFTER THE CATACLYSM.

Page 5: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

Notes for the dungeonmaster

“Dragons of Ice” is the sixth module in theepic DRAGONLANCE™ series. It begins thesecond book of the DRAGONLANCE saga:Tales of Winter Night.

The DRAGONLANCE saga is a story.The modules recreate the conditions of thestory with player characters cast into the rolesof the epic’s heroes. Thus, it is recommendedthat the module be played as part of the seriesusing the player characters provided. If playerswish to use their own characters, however, youshould allow them to do so.

The characters listed on the cover aresome of the heroes of the DRAGONLANCEepic. The equipment they begin this adven-ture with is listed on their character cards. Ifthe party has played previousDRAGONLANCE game adventures the char-acters may have different equipment,depending on their success in those adven-tures.

If your party has played previousDRAGONLANCE game adventures, DL6represents a major milestone. Here, the heroesare split into two groups. This module is justconcerned with the southbound group-theHeroes of the Lance. Those characters notincluded in this group will return in DL10,“Dragons Of Dreams.” Several new charac-ters are added to the party so that playerswhose characters are not part of this adventuremay play with new PCs. These heroes willmake up the party for DL6 through DL9. Ifyou have only six players, play Aaron as anNPC and do not play Derek. For 7-8 players,play the Knights as PCs (Aaron first, thenDerek only if you have eight players).

If your group has played no previousmodules in the series, they will start off in theancient port city of Tarsis.

Tarsis originally prospered as a major sea-port but, following the Cataclysm and resul-

There are important differences between theworld of Krynn and those of standard AD&D®

campaigns. Characters who have adventured inprevious DRAGONLANCE modules alreadyhave the following information. Players andcharacters new to Krynn should be given thisbackground.

True (spell-casting) clerics have beenunknown on Krynn since the great Cataclysm,approximately 300 years prior to this adven-ture. Clerics did not have spell powers becausethey worshipped false gods. The heroes’ adven-ture in DL1 returned knowledge of the truegods to Krynn, enabling clerics who partici-pated in the adventure, or who learned fromthose participants, to cast spells and perform allclerical functions.

tant rearranging of the surface of Krynn, it isnow 40 miles inland. Tarsis is described inmuch greater detail in Chapter 1.

Each chapter in the story starts by listingseveral Events that occur at the times indi-cated, regardless of the actions or locations ofthe PCs.

Following the Events section, each chap-ter is broken into numbered Encounters, rep-resenting areas the PCs might visit.

For both Events and Encounters, thoseportions of text enclosed in boxes are to beread to the players.

Several maps are included with themodule to aid play. The separate map sheetcontains a wilderness map for the players anda more detailed map of the same area for theDungeonmaster.

These maps display the lands around Tar-sis and south onto the massive Icewall Glacier.The players’ map is discovered by the heroesin Chapter 1, and may be used by the playersfrom that point on.

On pages 16 and 17 are maps illustratingthe levels of Icewall Castle, the goal of theheroes’ quest in this module. Each mapshould be used by you to aid in describing theareas. Players should not be shown thesemaps, but may make their own maps based onyour descriptions of the areas they visit.

If your players have not played previousDL adventures, you can assume that one ofthe characters is in possession of this weapon,found in the fortress of Pax Tharkas in DL2:

Wyrmslayer, 2-handed sword +3

This sword does twice normal damage whenused against a dragon or draconian. (Determinedamage as usual and then double the result.)Wyrmslayer is immune to the imprisoning effectwhen a Baaz draconian turns to stone. Whoever

The World of Krynn

True clerics carry a medallion symbolic oftheir deity, chosen from among the pantheonof Krynn’s gods. The gods are listed on thedisks of Mishakal, discovered in the blackdragon’s lair of Xak Tsaroth by the heroes. Ifyou do not have this information (from DL5,“Dragons of Mystery”), assume that PC cler-ics are worshippers of either Mishakal, goddessof healing and growth, or Paladine, the highgod of good.

Dragons have been absent from Krynnfor nearly 1,000 years. They are consideredcreatures of myth and fantasy by all who havenot personally beheld them. Characters maybe thought foolish, or liars, if they talk aboutdragons to any who have not seen them.

All PC elves are of the Qualinesti race.

holds Wymslayer by the hilt gains a +3 to sav-ing throws vs. dragon breath weapons or anyspell cast by a dragon or draconian.

Wymslayer gives off a loud buzzing soundwhen within 30 feet of a dragon (but not a dra-conian). This buzzing always wakes a sleepingdragon.

To begin this adventure, hand out theplayer character cards to your players. Those whowere playing missing characters (Tanis, Tika,etc.) from previous DL modules should be givenElistan or one of the Knights of Solamnia. Ifplayers want to use their own characters fromother campaigns, they may be allowed to doso-just make sure that the group is roughly aspowerful and balanced as the party in themodule.

At certain times in the module, charactersmay be called upon to make Ability Checksagainst one of their Character Abilities(Strength, Intelligence, Wisdom, etc.). Theplayer rolls a d20; if the result is equal to or lessthan the character’s score in that ability, the char-acter succeeds. For example, a PC with a Dexter-ity of 15 attempts a Dexterity Check. If he rolls a15 or less, he succeeds in his attempt; if the roll is16 or more, he fails.

As a final note, remember that theDRAGONLANCE saga is complex. You, theDungeonmaster, have a very important role toplay in these modules. To run them well, youmust read the modules carefully to visualize thestory and to anticipate the players’ actions. Readthrough the Encounters and check them againstthe maps, so that you will be able to describe thesettings the heroes are moving through. Skimthe Events before play, but simply use them inorder during the game. You must subtly moti-vate the players to follow the DRAGONLANCEstoryline. Sometimes, when players do the unex-pected (as players are wont to do), you mustimprovise to keep the story on track.

The equivalent of a halfling in the worldof Krynn is a kender. In addition to the stand-ard abilities of AD&D halflings, kender havethe special abilities of Taunt and Fearlessness.See Tasselhoff’s extra character card on page 31for more information about these traits.

All PC halflings have the above abilities.Steel is the most valuable metal in the

world of Krynn, gold being common and notvery valuable. One steel piece (stl) is equiva-lent to one standard gp in purchasing power.PCs who enter Krynn from other worlds can-not automatically cash in their gold for steelpieces, however. They will find their personalwealth considerably reduced!

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Chapter 1: The fall of tarsis

Campaign Start

This adventure begins in the ancient port cityof Tarsis. If you are continuing from the FirstBook of the DRAGONLANCE™ series, readthe “Campaign Start” section to your players.If this is the first DL module your group hasplayed, begin with the “Game Start” section.Give the players the character cards on theback of the module cover. If you have playedthe first series of modules, you will notice thatthe party has changed significantly. TheEvents and Encounters in this chapter explainthese changes.

The refugees from Pax Tharkas are in thedwarven kingdom of Thorbardin, thesafest place for them until the wars areover. True safety will be achieved onlywhen the Dragonarmies are defeated. Yourpurpose in coming to the port of Tarsis wasto obtain passage for the refugees to a safeplace far from the conflict. Tarsis, a bus-tling center of trade and travel during thedays before the Cataclysm, was the onlyhope you had of finding ships to take therefugees away.

But here, as in much of Krynn, thingsare not as they once were. The Cataclysmcaused the sea to recede 40 miles, leavingTarsis a dusty plains town. Beached shipsstill lie scattered about the ancient bay.Many have been overturned and now serveas homes and business establishments.

With no hope of sending the refugeesoverseas, you must attempt to achieve thedownfall of the Dragon Highlords. Thislarger purpose shall guide your actions.The eternal battle between good and evilrages once again and the free peoples ofKrynn call upon you to play your part.

Your visit to the city governor (toappeal for aid and to warn him of events inother lands of Krynn) has convinced you ofthe futility of expecting help from the Tar-sian government. In the governor’s audi-ence chamber you found, much to yoursurprise, a draconian acting as trustedadviser!

The Knights of Solamnia are theformer protectors of this city, but the nameof the Knights has fallen into disrepute inthese troubled times. You have beenwarned of this by a party of the Knights,who have come from Solamnia, far to thenorth of Tarsis, attempting to find aid fortheir homeland in its struggle against theHighlords. Here also you meet AlhanaStarbreeze, a princess of the Silvanestielves, who has traveled from Silvanost torequest help for her people, also hardpressed by the dragonhordes.

You, Alhana, and the Knights havebanded together after realizing that Tarsisis a dangerous place, offering no hope ofaid. Some of your companions will remain

5

at the Inn of the Red Dragon to discussplans with Alhana and most of theKnights, while you and a pair of theKnights will wander throughout Tarsis andbeyond, if necessary, seeking sources of aidand advice in your struggle.

Leaving your comfortable quarters atthe Inn, you have agreed to meet Alhanaand the others back there in several days.

Begin with Event 1, played anywhere in Tarsis

New Game Start

The world of Krynn is wracked with tur-moil. War rages across the land. Evil armiesled by great dragons spread outward in awave of conquest. The lands and peoplesserving the cause of right and freedomgrow fewer and fewer with each passingweek.

You have all served the cause of goodduring this war. Your wandering trails haveled you to this city of Tarsis. You met eachother while staying at the Inn of the RedDragon and have become friends.

Now draconians, the monster van-guard of the Dragonarmies, have appearedin the streets of this ancient city, and yousmell treachery in the air. It seems that Tar-sis’s days of freedom are numbered.

So far, nothing has been able to stopthe spread of the dragonhordes. There arerumors of weapons that might aid your

Page 8: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

cause—powerful lances that slay the ser-pents, and mystical orbs that give controlover the monsters. But no one has seenthese mighty weapons, no one knowswhere to find them. Somewhere in thisbeleaguered and gloomy city you mustfind a ray of hope.

Below is a calendar of events, covering thetime period the heroes are in Tarsis. Use this tofill in more details on the events preceedingthe start of this module.

Day 1: The heroes arrive in Tarsis after com-pleting a rigorous journey from thedwarven kingdom of Thorbardin. Thecity is quiet and seems nearly deserted.The heroes rent several rooms on thesecond floor of the Inn of the RedDragon.

Day 2: The heroes are stunned to see dracon-ians walking openly through thestreets. The people of Tarsis seem not tonotice them. The PCs realize that Tarsisis not deserted, the city just has farfewer people than other cities of thesame size.

Day 6: The heroes finally meet the governorof Tarsis. They discover that a draconianis his trusted adviser, and they barelyescape arrest.They meet AlhanaStarbreeze, a Silvanesti elf, who hascome to Tarsis seeking aid for herbesieged land.

Day 7: A band of the Knights of Solamniareveals themselves to the heroes. Theyseek a means of combating the DragonHighlords. Tanis, Goldmoon, Cara-mon, Raistlin, Tika, and Alhanaaccompany most of the Knights to theInn of the Red Dragon to exchangeinformation and consult on possiblecourses of action. Two Knights accom-pany the rest of the heroes (the PCs ofthis adventure) as they explore the cityand look for sources of aid.

Day 8: Begin play with Event 1.

events

Events occur at the suggested times, regardlessof where the PCs are. You may need to modifythe descriptions slightly to accommodate thePCs’ surroundings, although this shouldrarely be necessary.

event 1: The Old ManThis Event starts the adventure. It should occurwhen the heroes are together in Tarsis, and canhappen on any street or in any building. If youhave been playing the DL campaign, the oldman in this Event is the same fellow the heroesencountered at the Inn of the Last Home, inSolace. Try to role play him so that the charac-ters have a chance of recognizing him, but donot give his identity away unless a player specif-ically asks about the resemblance.

An old man clumps toward you, leaningheavily on a bent and worn staff.

“You there!” he wheezes. “I havesomething to tell you!” He hobbles for-ward unsteadily.

Unless the players flee or otherwise try toavoid the old man, continue the description.

“You seek knowledge‚ and I know whereyou can find it...an old library, unused andgathering dust for 200 years. There you willfind what you seek...the knowledge of theroad you must take from here! Follow!”

The old man turns and hobbles away. If any ofthe heroes follow, they are led to a narrow,darkened alley filled with refuse and clutter.The alley is deserted, it seems that even ratsfind nothing here to attract them. The oldman stops at the end of the alley, and gesturesto the apparently blank wall. If the heroeshave followed, go to Encounter 1: TheLibrary of Khrystann. The old man knowshow to open the secret door.

event 2: Panic in TarsisThis Event occurs when the characters leavethe library. The secret door is the room’s onlyexit and it completely blocks the passage ofsound, so the heroes have no indication thatanything is going on until they leave.

A harsh wave of noise crashes inward as soonas the door is cracked open slightly. High-pitched screams, the pounding of hooves,the terrified bleating of animals, and achild’s voice crying shrilly all assault the ears.

Outside, a heavy overcast sky presseslow upon the city, muting the daylight to adull gray. Several pillars of smoke snake sky-ward, grim indicators of troubles in Tarsis.

Out of the bedlam, a few voices, shrillwith hysteria, can be distinguished. Theyare screaming things like: “The governorhas turned to evil!” “The city is betrayed!”“Dragons are coming!”

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The city erupted in panic when draconianssuddenly appeared in the streets and occupiedall the wall towers and gates. Dragons havebeen sighted overhead, though none can beseen right now. If NPCs are asked, thedragons that have been sighted have all beenblue in color.

The governor, yielding to the influenceof his draconian adviser, has turned over con-trol of the city to the Dragonarmy.

Place the time of the PCs’ emergence atnoon. If they elect to continue into the streetthen, or at any time before dark, follow thesequence of events through to the end of thechapter. If the group does not come out untilnight has fallen, they find themselves in anearly deserted city. In this case, only Events 4and 5 apply.

event 3: a ChoiceThis Event occurs soon after the heroes ven-ture onto Tarsis’s streets, if they emerge fromthe library during the daytime panic.

A packed throng surges like a raging tor-rent along the wide avenue outside thealley. Here and there, individual faces arevisible, but in most places the panickedhumanity is simply a blur moving west.

Carts and wagons, jammed to over-flowing, toss and wobble amidst thecrowd. Near the curb, a cart pulled by ascrawny ox lurches along. A bent old manand his gray-haired wife gently urge thepoor beast forward. Although his urgencyis apparent, he does not lay a lash to thebeast.

Suddenly, a burly fighter leaps ontothe cart, sending the old man sprawling tothe pavement.Two other thugs, eyescrazed with fear, grab at the old womanand send her after her husband.

If they help the old couple, the heroes findthemselves facing six thugs and two thieves(see the Monster Statistics Chart for statistics).

The thugs, if attacked, fight savagelyuntil it becomes obvious that they will not beable to steal the cart. The thieves dart from thecrowd after the battle begins to try for a back-stab. If it looks like the NPCs are losing thefight, they flee into the throng, presumably insearch of easier prey. The old couple thank theheroes profusely, and are met later on (Event 7in Chapter 2).

If the PCs do not intervene here, thefighters make off with the wagon and escapefrom the city. In this case, the heroes meetthese same thugs in Event 7.

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event 4: The Blue LadyRead this Event verbatim if the heroes movethrough Tarsis by day. If they leave the libraryat night, remove all references to the crowds(the streets will be deserted) and let the PCssee the dragon and rider by the light ofKrynn’s moon.

The panic of the crowd takes on a new edgeof hysteria as a grim shadow passes over-head. Gliding low over the city, a bluedragon soars with insolent grace. Dark,possibly blue, armor gleams from the rideron the dragon’s back; as the wyrm banksthrough a turn, a wave of black hair can beseen trailing from the Dragon Highlord’shelmet.

Ignoring the bedlam that its passagecreates, the serpent heaves its leatherywings and climbs to the level of Tarsis’stallest tower. Here it alights, eyeing thecity with disdain. The slight figure of therider is visible next to the monster, her facehidden by the grotesque mask typical ofthe conquerors.

This is a foreshadowing of future events, andnot intended as a combat. If the heroes makean attack, the dragon and rider fly away. How-ever, you should then double the number ofdraconians that attack the PCs in Event 5.

event 5: the huntersOccuring whether the heroes move by day ornight, this Event involves a group of dracon-ians specifically sent to Tarsis to find and killthe PCs.

Before running this encounter, refer tothe Draconians pages (28 and 29) in thismodule for the Kapaks’ statistics.

The draconians have orders to detain allarmed citizens. If you are running DL6 as acontinuation of the DL campaign, you mayassume that word of the heroes’ actions hasspread through the dragonarmies, and theparty is actively sought by the draconians.

If this Event occurs during the day, anynearby citizens of Tarsis run frantically towardthe nearest exit, leaving the heroes and mon-sters alone in the street.

If the PCs elect to move through Tarsis bynight, however, they are much more notice-able in the deserted streets, and the dracon-ians are able to ambush them. The Kapakswill leap onto the heroes from rooftops andspring out at them from darkened alleys.

This group of monsters should beincreased to 32 draconians if the heroesattacked the blue dragon and its rider. (She isa Dragon Highlord and exacts a high price forsuch insolent aggression.)

event 6: a Cry for helpThis Event occurs just before the heroes leavethe city. Several accomplished assassins havebeen hired by the Dragon Highlords to mur-der the Knights of Solamnia. They performthis function to the best of their abilities butwill not be suicidal in their attempts to carryout orders.

The attack takes place as the heroes nearthe city limits. The characters hear an oldwoman call for help from a nearby dark alley.The alley is 20 feet wide by 40 feet deep. Thewoman is at the far end of the alley, beingbeaten by a group of children. Concealed inthe shadows along the walls are four assassins.The old woman is actually an assassin in dis-guise. (The children have been paid to pre-tend to beat the “woman,” and then run awaywhen the heroes approach.)

The attack occurs when the entire partyhas entered the alley, or when it becomesapparent that the group is not falling for thetrick. Refer to the Monster Statistics Chart forthe assassins’ statistics.

Each assassin is armed with a longswordand an envenomed dagger. Each dagger hasenough venom for one hit. The assassinsattempt to backstab with their daggers. If thevictim does not succumb to the poison (theplayer makes his saving throw vs. poison), theassassins attack with their swords.

If the assassins complete their mission, orif all the assassins have lost at least half of theirhit points, they will flee. If captured, they willnot talk about who hired them, although acharmed assassin will mention the “Blue Dra-gonlady.”

encounter areasGeneral Information

When Krynn was rocked by the Cataclysm,the ancient port city of Tarsis was left virtuallyunscathed. Her high walls, the elegant gover-nor’s palace, and maze-like marketplace allsurvived the disaster in good shape.

The city was nevertheless affected in thatthe bountiful sea-the city’s food source andhighway to the world-receded into the des-ert. Now, a dusty road leads 40 miles to thenearest open water, and the population of Tar-sis has shrunk to a fraction of its former num-bers. Most of the people live in the centralcity; areas on the outskirts are often deserted.

Tarsis is protected on three sides (north,east, and south) by a 20-foot-high wall, with50-foot-high towers placed at irregular inter-vals along the wall (see the map of Tarsis onpage 4). Each of the three walled sides has awide gate flanked by two towers in the center

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of the wall. Normally, each tower would bemanned by a dozen guards, but by the timethe adventure begins the guards have pan-icked and fled.

The weak spot in the defense of the city isthe western side, formerly the waterfront.When the sea receded during the Cataclysm,this area was left unprotected, and is nowmerely a gradually sloping area of smoothground, leading up to some wooden wharfsand docks and a 5-foot-high wall.

1. Library of KhrystannThis long-forgotten chamber is a basementroom beneath a block of run-down houses.Entrance is gained through a secret door, oper-ated by stepping down on a flagstone on thegroundright outside the door.

If you have played DL4 and the playerstook (against Kharas/Evenstar’s advice) theruby-colored spectacles in the Banquet Hall ofDerkin’s Tomb (Encounter 32), the platinum-framed spectacles mentioned below do notappear. The PCs should have one, and onlyone, magical artifact that enables them toread any writing.

A puff of stale, dry air emerges as the doorswings inward. A narrow flight of stonesteps leads downward. The stairs are coatedwith several inches of undisturbed dust.

The stairway leads to a huge, low-ceilinged room with many tables andchairs grouped neatly throughout the area.The walls are lined with shelves holdinghundreds, perhaps thousands, of mustytomes.

Everything in the room is coveredwith a thick layer of dust. Several books lieopen on one of the tables. Next to thebooks rest a small pair of spectacles withplatinum frames.

The spectacles are the Glasses of Arcanist.They are too small for most characters’ heads,but will fit on a kender. See page 32 for a com-plete description of these glasses. If the char-acters conduct a thorough search of the library,they will find the following additional magi-cal items:

Clerical Scroll with three cure seriouswounds spells

potion of invisibility, two doses

A map of the Ice Reaches (give the playersthe less detailed half of the large mapincluded with the module).

Perusing the books on the table reveals writ-ing in an ancient and forgotten language.

Page 10: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

Magical means (the Glasses of Arcanist) arerequired to translate. If the heroes read thetomes, they find a number of references to anOrb of Dragon Control. This mysterious itemis said to be in Icewall Castle (shown on the IceReaches map).

2. Old WaterfrontA low seawall runs along the ancient shore-line. Now the wall simply divides the upperand lower portions of the city. In the old har-bor a number of ship hulls have been turnedover and used as houses, shops, and inns. Sev-eral breaks in the seawall allow easy accessbetween the lower and upper city.

The folk inhabiting the overturned boatsare generally the poorer residents of the oldcity. This part of town is also the area wheremost of the night life happens, as well as mostof the crime. Thieves are common here, as arefortune-tellers, dancers, fighters, drunks, andstrumpets. The atmosphere is generally roughbut friendly, and no one is interested in askingquestions of strangers.

The people of the waterfront are morepragmatic about the Highlords and dracon-ians than the inhabitants of the upper city.When the attack on the city occurs, the lowercity is not subject to the panic and hysteriathat strike the more affluent sections of town.

3. Upper CityThis region of Tarsis has seen little changesince long before the time of the Cataclysm.The well-paved avenues, stately elm trees, andmarble columns of the governor’s palace allsurvived the upheaval relatively intact. Thepeople of this part of town are generally well-to-do folk with an arrogant understanding oftheir own importance in the isolated city ofTarsis.

The fact that Tarsis survived the Cata-clysm when so many other cities weredestroyed has caused the upper-class citizensto be contemptuous of any threat to their wayof life.

This contempt accounts for the city’scomplete lack of preparation for the arrival ofthe Dragonarmy. The small groups of dracon-ians that had been arriving in the city wereregarded as emissaries, slightly uncouth it’strue, but no more worthy of concern than anyother visitors. Traitors in the governor’s palacehave helped pave the way for the murderoustakeover that will destroy this complacent atti-tude forever.

4. Inn of the Red DragonWhen the heroes try to return to the Inn of theRed Dragon, read this passage.

The hysterical throngs make travel throughthe streets of Tarsis difficult, but finally theInn of the Red Dragon comes into sight.The wide plaza before the Inn is nearlyempty, in stark contrast to the crowdedthoroughfares encountered elsewhere.

Suddenly the reason for this becomesapparent, as a streak of blue flashes acrossthe plaza. With a loud “crack,” followedby a sharp sizzling sound, a bolt of light-ning flashes from the shape overhead.Boards and stone erupt from the secondfloor of the Inn as the breath of a bluedragon wreaks destruction.

Another crack, and another, follow inquick succession as a flight of blue dragonswheels majestically overhead, rainingdestruction upon the ancient building.Soon, the Inn of the Red Dragon isreduced to a blazing inferno, flames lick-ing eagerly skyward from the rubble.

Suddenly, the dragons wheel in for-mation, and struggle to gain altitude.Beyond them, approximately 10 creaturescan be seen flying steadily to the east. In afew minutes, the dragons and their air-borne quarry are out of sight.

Allow all characters witnessing this chase tomake Intelligence Checks. Every characterwho succeeds notices one of the followingfacts. The information is to be given to theparty in order, one fact per successful check, sothree heroes must pass their check before allthe facts are learned.

1) The dragons are chasing griffons.

2) The griffons bear human-sized crea-tures on their backs.

3) The character on the last griffon has along shock of blond hair trailing in thewind.

5. The City GatesThe dry wharf region on the western edge oftown leads to open plains and freedom. This iswhere most of the refugees are heading,although the crowds disperse in all directionsonce they are a mile or two from the city.

The gates and walls on the north, south,and east sides are all controlled by the army ofthe Dragon Highlords. If the heroes try to exitthe city in any of these directions, they willencounter 12 Kapak draconian guards.

These draconians are watching the citygate. Six more, with the same statistics, are inthe guard towers on each side of the gate. Ifthe PCs battle the gate guards these tower dra-conians will be able to join the fight in 10rounds.

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Return to TarsisIf the heroes decide to return to Tarsis aftermaking their escape, they will find that thecity has settled down considerably. Shop-keepers and tavernowners are suspicious ofstrangers, but offer service at somewhatinflated prices. Draconians are to be foundthroughout the city.

The governor is completely cowed by thetakeover and, if visited again, does not listento any advice unfavorable to his new allies. Hispalace guard has been completely replaced bydraconians.

The general atmosphere of the city is oneof suspicion and selfishness. Very few citizensare willing to risk rocking the boat. If theheroes try to discuss subversion with any ofTarsis’s citizens, there is a 66% chance that thecitizen will report the conversation to the dra-conian guards. There is only a 10% chancethat a citizen will be interested in aiding theheroes.

There is an underground resistancemovement starting within the city. The 10%of the population that might aid the heroescan put them in touch with the underground.The resistance is basically a collection ofthieves and fighters who resent the dictatorialstyle of the new rulers. The resistance is notready to mount an overt attack, however, andwill counsel the heroes to leave town until thetime for an attack arrives. If pressed, theyreveal that they don’t expect anything dra-matic to happen for the next year.

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Chapter 2: The Ice Reaches

eventsThe populace of Tarsis, and presumably

the PCs, is fleeing the city. The Dragonarmiesare advancing on Tarsis from the north, east,and west, while the chill vastness of IcewallGlacier looms to the south. The draconianswill capture most of the refugees and returnthem to the city.

event 7: Just dessertsThe course of this Event is determined by theheroes’ actions (or lack thereof) in Event 3. Ifthe party aided the old couple, allowing themto flee the city on their cart, the group meetsthis same old couple on the first evening out-side of Tarsis.

If, however, the characters allowed thethugs to make off with the couple’s cart, thisEvent is a raid by the thieves and fighters onthe heroes’ camp in the middle of the night.

The Old Couple

The creaking of ancient wooden wheelsannounces the arrival of a loaded oxcart,driven by a whiskered old man. A gray-haired woman sits beside him on the seat.You recognize them as the couple whonearly lost their cart to thieves in Tarsis.

The old folks are friendly and talkative, finallyasking if they could spend the night in theparty’s camp.

If the PCs agree to this, the couple will bevisibly relieved and will settle in near thecampfire. Later that evening, the old manfixes his eyes on one of the PCs, ideally afighter. He then makes the following state-ment:

“A hard job it is that you have before you.Still, if there be any in Krynn who canaccomplish it, my gold will be riding onyou.

“The glacier calls, doesn’t it? You’llbe on the ice before too long unless I missmy guess, for that’s where you’re needed.Some advice for all of you: Follow the pathof the white bear, for those you aid shallaid you in return.”

These NPCs have a potion of invisibilitywith two doses, and the thieves consume thisbefore the raid. They will attempt to sneakinto the camp and steal any magical itemsthey can find.

The fighters remain 60 feet from thecamp, on the side opposite the thieves. Theywill create a distraction, if necessary, to drawattention away from the thieves. The grouphopes to get into the camp, steal what theycan, and escape without arousing the heroes.If the thieves are caught by the PCs, the fight-ers attack the camp in an attempt to freethem. When half of the thugs are dead orunconscious the rest run away.

event 8: Signs of the ancientsThis Event occurs the day after the PCs leaveTarsis, whether or not they have moved ontoIcewall Glacier.

Even if questioned, the old man has no moreadvice to offer. In the morning, he and hiswife take a route to the east, hoping to avoidthe worst of the dragonhordes.

The ThugsCheck the statistics for these NPCs on theMonster Statistics Chart before running thisEvent. The two thieves and six thugs sneak upto the PCs’ camp in the middle of the night.

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A huge, cage-like object dully reflects theautumn sunlight. Nearly 20 feet high andfive times as long, it lies about 100 feet tothe right of the path. A great white blockwith two melon-sized hollows in it lies atone end.

Beneath the empty sockets gapes amaw studded with sharp teeth, and nowthe object is recognizable as the skeleton of

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some long-dead creature. In size it sur-passes even the awesome dragons, yet themassive skeleton, stranded on the dry seabottom, inspires more pity than fear. One-time lord of the sea, the giant creatureproved no match for the incredible force ofthe Cataclysm.

Throughout the journey across the plains, andon those sections of the glacier where the ice isthin, similar massive relics are seen frequentlyby the heroes.

event 9: The White BearThis Event occurs at the end of the first day oftravel across Icewall Glacier.

The sounds of savage combat erupt frombehind a large block of ice just ahead ofyou. Snarls‚ growls‚ battlecries‚ andscreams of pain all indicate that a titanicstruggle is taking place.

If any characters advance 100 feet, they maylook around the iceblock and observe the following scene:

Twisting in futile rage against the manyropes bound to its limbs, a polar bearstruggles and roars in frustration. Thoughhuge and fierce, the bear is obviouslyunable to free itself and is at the mercy ofits captors.

Holding the ends of the ropes are sixunusual creatures. Manlike in form, thesecreatures have the heads of bulls! A pair ofmassive horns curve forward from the headof each individual, and flaring bovine nos-trils spout frosty breath.

Five of the bull-men are pulling onropes tied around each of the bear’s limbsas well as its stocky neck. The sixth bull-man is armed with a slender spear. Whilethe others divert the bear’s attention, heruns forward and thrusts the spear into theanimal’s flank, producing bellows of painfrom the bear and peals of bestial laughterfrom his comrades.

The humanoid creatures are minotaurs, mem-bers of another race that has fallen in with theDragonarmies. The PCs have heard stories ofminotaurs inhabiting the wastelands thatwere once the ancient kingdom of Istar, far tothe north and west of the plains of Tarsis. Theminotaurs are part of the Dragon Highlords’forces on Icewall Glacier because the dracon-ians are unable to operate effectively in thebitterly cold environment.

The polar bear is the white bear of the oldman’s prophecy. If the heroes attack the mino-taurs, the bear will fight any of the monsters it

can reach (see the Monster Statistics Chart! forminotaur and polar bear stats. The bear hasalready taken 18 points of damage from theminotaurs). As soon as fewer than three mino-taurs are holding the bear, it wrenches free ofits bonds and attacks the remaining monsters.If the minotaurs are driven off, the bear iswary of the PCs, but not hostile or frightened.

If the heroes make friendly advancestoward the bear, either by feeding or healingit, it may be considered tame, and will accom-pany the party as long as they remain on theglacier.

The bear will provide valuable assistancein crossing the treacherous glacier. Whenevera snow-covered crevasse is encountered, thebear will stop and grunt a warning. Also, thebear has only a 1 in 6 chance of being sur-prised, and will warn the heroes if it detectsthe approach of other creatures.

event 10: the thanoiThis event occurs in the late afternoon of thethird day the heroes spend on the glacier.

An unusual shape is visible ahead. Cov-ered by frost and drifting snow, it vaguelyresembles a ship, cast ashore by the whimof some powerful current.

The splintered end of a long mastrises at an angle from the wreck, and awooden hull is visible through the snowcover in several places. Two long pieces ofwood lie nearby, their purpose not imme-diately apparent. They are as long as themast, and have sharply bent ends and largebrackets bolted to their sides.

This is the battered wreck of an iceboat, for-merly crewed by the men of Harald Haakon(see Chapter 3). The crew had completed apeat-gathering expedition and was sailingback to the camp of Harald’s Ice Folk whenthey struck an ambush prepared by the savagethanoi, or walrus-men, that prowl the glacier.The ship was wrecked in the crash, and thethanoi had no trouble disposing of the disori-ented and injured crew. Now five of the mon-sters are concealed in the boat, waiting toambush any would-be rescuers.

The thanoi attack when the heroes havecome within 50 feet of the wreck. One of thethanoi carries a Frostreaver (see page 32) theothers attack with battle axes or their tusks.Refer to page 30 for a complete description ofthe thanoi.

Suddenly, several bulky figures leap outfrom behind the hull. They are humanoid,but 7 or 8 feet tall and correspondinglybroad. Awkwardly, but with surprising

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speed, they rush forward with upraisedbattle axes.

As they approach, you notice thatlong tusks growing from each side of thecreatures’ mouths jut downward like a pairof vicious lances. A grunting, vaguelysnarling noise seems to come from themonsters.

The thanoi, stupid and unused to dealingwith experienced characters, fight to thedeath. If the heroes examine the iceboat. readthe following passage.

Even though night is closing in, a fewthings can be learned about the mysteriousship. It seems to be designed for sailing onice, not water. The curved blades are actu-ally runners, with hardened edges to easetravel across the icy surface of the glacier.Although the hull is solid, it does notappear to be watertight.

The far side of the hull looks like thedeck of any hardy sea-going vessel. A cabintakes up most of the afterdeck, and ropesand canvas are connected to the brokenmast. Several bodies, clad in thick furs, lieon the snow here.

The bodies are the original crew members ofthe ship. All are human. If the vessel is exam-ined, the heroes find a large hold belowdecks.Although the ship is lying at an angle to theground, it is not difficult to climb aboard andexamine her.

The cabin was once a chamber of relativelyluxurious furnishings, considering theharsh environment of the glacier. A hugebed has been thrown against the far wall,the frame and mattress destroyed in thecrash. Goosefeathers coat the entire cabinlike an artificial snowcover. A large andfluffy quilt seems to have survived undam-aged. In the center of the cabin, a smalliron stove has been wrenched free of itsmoorings and twisted onto its side. Noashes can be seen, and certainly the shipwould have burned down if a fire had beengoing at the time of the wreck. A smallwardrobe has landed in the corner, splin-tering open to reveal several large fur capesand tunics.

If the characters take time to collect warmclothing, they discover five furs here, each justlarge enough to protect one person from theravages of the cold. The clothing on thebodies of the crew members is ruined and can-not be used.

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The hold, located below the main deck, ispacked nearly full with chunks of a thick,clay-like substance. Strands of moss andfungi cling to it, and a number of diggingand hauling tools are strapped to the decknear the hatches.

If the heroes elect to spend the night here,they may do so in some comfort because of thefuel and windbreak provided by the iceboat.If they decide to move on, they notice that it isfast becoming dark and cloudy, with a risingwind and plummeting temperature. Regard-less of where the heroes spend the night, thefollowing Event occurs.

event 11: Winter�s Rage

The moaning of the wind gradually growsto a scream as the bitter night slowlypasses. The cold is so intense that beardsgrow frosty and eyelashes, if closed for abrief period, become frozen shut and arehard to reopen.

Sometime af ter midnight, snowbegins to fall. This is not a mild dusting,such as often occurs in the lands aroundSolace during the dark months of winter,but a savage blizzard that lashes at bodiesand souls with the force of chill dragon’sbreath. Stinging needles seem to strikeevery bit of exposed flesh, and even severallayers of clothing do little to conserve bodyheat.

If the heroes spend the night at the wreck, theexperience will be miserable, but not life-threatening. If they left the ship and are sim-ply camping on the glacier, however, eachcharacter takes 2d6 points of damage fromexposure. Each fur a character is wearinglessens this damage by two points.

The storm lasts for several days. If theheroes remain with the wreck, they survive thestorm with little difficulty. If they are out onthe ice, however, the damage given above isrepeated every day. Visibility is non-existentin the swirling snow, so there is only a 20%chance that the heroes can return to the ice-boat once they have gone more than 600 feetfrom it. If they do not find the boat, theheroes become completely lost. No creatureswill be encountered during the blizzard, butif the party moves there is the usual chance ofa crevasse encounter.

This Event continues until a character hasfallen below 12 hp, if the party is out on theglacier, or until four days pass, if they are stay-ing in the iceboat. After the allotted time isup, proceed to Event 12 in Chapter 3.

encounter AreasEach of the regions listed here is marked onthe area map found in the secret library. Asthe group moves into a new area, refer to thenumbered sections to describe the terrain orinhabitants encountered. Be sure to use theRandom Encounter Chart (on the inside coverof the module) as needed!

Each Encounter is keyed to a specific areaon the map of the Ice Reaches and occurs onlyif the heroes enter the area; thus, some of theEncounters might not be used.

Because of the nature of this adventure,the players may elect to take the heroes almostanywhere. They should certainly be allowed todo this, but you should be aware that thefuture of the story awaits on Icewall Glacier. Ifthe characters move so far to the north, east, orwest that they are about to leave the area cov-ered by the Ice Reaches Map, they encounterelements of the Dragon Highlords’ armies.

These elements are scouting parties ofKapak draconians. The first group encoun-tered consists of four Kapaks. The group sizedoubles each time the PCs encounter anotherscouting party. If the PCs do not turn backafter encountering the fifth group of Kapaks,have the White Stag appear and lead themtoward Icewall Glacier.

In this way you can direct the playersback toward the glacier and the continuationof the DRAGONLANCE™ epic.

6. TarsisIf the characters do not leave Tarsis with theevacuating populace, they find themselves ina city overrun by the Dragonarmy. Groups ofKapak and Baaz draconians roam the streetsconstantly; when the heroes venture out of thelibrary they will meet a group of 16 Baaz dra-conians.

Every day following the fall of Tarsis,more and more fleeing citizens are capturedand returned to the city. The DragonHighlords are primarily interested in occupy-ing Tarsis and moving their forces onward, sothe city will not be razed. Instead, a puppetgovernor loyal to the Highlords will beinstalled and given a force of 200 Baaz and300 Kapak draconians to aid in keeping orderand putting the city back to normal.

As the citizens are returned to the city,the most militant are locked up in thedungeons. Most of the people are put back totheir old tasks, with the added burden ofheavy taxes owed the Highlords.

If the PCs stay in Tarsis for more thanthree days after it falls, arrange to have themcaptured by draconians and thrown into thepuppet governor’s dungeons. They will be

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told that they must await the arrival of the“Blue Lord,” who will determine their fate.The governor strongly, and with evident glee,hints that he expects them to be sentenced todeath.

Once the heroes are in the dungeon, theynotice rats entering and exiting through arusty grate. A strong character can bend thebars, allowing the party to escape through thecity’s sewer system to the waterfront, and thusflee to the south. If the PCs do not take thischance to escape,and do not manage toescape by any other means, they will eventu-ally (in 1-20 days) be taken by the draconiansto the outskirts of town, where the dragon-men will slay them.

7. Plains of dust

Parched winds, harsh with an autumnchill, rake the barren wasteland. For miles,nothing disturbs the monotonous flat ofancient sea bottom, dry since the Cata-clysm. Swirling pillars of dust rise here andthere, lifted by the constant breeze.

Water is only available at the few communitiesmarked on the map, or from the ice of the gla-cier. The few gulches and hills that break theflatness of the plains are dry and rugged,offering neither shelter nor sustenance.

8. ZeeriakThis small community is a haven for outlaws,nomads, and a few hardy pioneers. Harshwinds blow from the glacier constantly, andthe ground is barren and parched. Soon, snowwill cover the landscape with a blanket 5 or 6feet thick.

The major industry in Zeeriak is fur trad-ing, mostly of the elk and bear that abound inthe region. Several trading stores offer curedfurs for barter, but the only objects taken inexchange are weapons. Although the traderswill haggle about price, as a general guidelinetwo weapons will purchase enough furs to pro-tect one person. A magical weapon is so desir-able that one will purchase furs for twopeople.

The Wooly Tusker Inn and the Tavern ofthe Ice Reach both provide dirty lodging andpoor food, for the barter of a weapon or two.Both establishments are frequented by thievesand cutthroats, so the heroes had best be ontheir guard.

Zeeriak will be uncommonly crowdedwith refugees. A group of Baaz draconians,well disguised, wander here among the refuseof humanity. If these draconians discover thePCs (they have been sent from Tarsis to lookfor the heroes), 10 Baaz will attack while twoothers run back to Tarsis for reinforcements.

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Forty Baaz draconians will race from Tar-sis to Zeeriak to reinforce their comrades, butwill not arrive at the little outpost until 48hours after the heroes are discovered.

9. Icewall Glacier

The ever-present wind takes on a chill edgehere; snow and ice coat the landscape tothe horizon. Huge blocks of ice rise fromthe glacier surface, and occasionally largesnowdrifts swell from the ground.

No birds fly over this barren region,no animal life can be seen on the surface ofthe ice. Only the wind, strong and unceas-ing, lends movement to your surround-ing;.

Features of the glacier include crevasses,blocks of ice as large as small hills, and flatpatches of thin ice with water beneath- (ice-covered lakes). The latter are the centers of lifeon the glacier, for they hold the fish uponwhich all of the glacier’s residents depend forfood.

The snow-covered crevasses are treacher-ous areas where snow has bridged a deep gapin the ice of the glacier. Check to see if theheroes are surprised when they approach oneof these. If they are not surprised then they seethe crevasse (the snow sags, or is slightly dis-colored).

If they are surprised, the heroes walkonto the crevasse’s thin snow cover.. Each char-acter has a 50% chance of breaking throughand falling 20-200 feet. The first time a falloccurs, the character only falls 20 feet beforelanding on a ledge in the crevasse. After thiswarning, roll a d10 and multiply by 20 for thedistance fallen.

The heroes can considerably lessen thedanger of a fall by roping themselves together.Roped characters move at only 2/3 the normalmovement rate, but if one falls into a crevassethe following procedure is used:

The characters to each side of the onewho falls through the snow make a StrengthCheck. If either of these checks is successful,the fall is stopped. If both Strength Checksfail, the next characters in line (one in frontand one behind) can make checks, and so on.One successful check catches all falling charac-ters. Of course, if everyone fails their check,the entire string of characters falls!

10. Icemountain BayThis region is also described in Event 18,Chapter 5.

The glacier ends in a high cliff of ice over-looking the expanse of the bay below. Charac-ters approaching the cliff realize that they are

nearing the water: the wind grows warmer andseabirds are sighted once the characters arewithin 5 miles of the water.

A sheer drop of 300 feet ends in a glazedsheet of ice. The sheet is several hundredyards wide and forms a band along thebase of the cliff. The ice is cracked and bro-ken on the side away from the cliff, withopen water visible between the cracks.

Beyond the band of ice, clean bluewater sparkles with reflected sunlight.Great icebergs tower above the waves,moving about the vast bay in dignifiedsilence. Now and then the back of a por-poise or whale breaks the surface of thecool water as the creature swims along exu-berantly.

The most unusual features of the vieware the ships trapped in the ice near thewater’s edge. From the clifftop, at least adozen ships can be seen, captured by thegreedy ice and locked in its frozenembrace. Although most of the vesselslook splintered and ruined, a few seem tobe in pretty good shape.

The heroes may climb down to the ice sheetwithout difficulty. Breaking one of the boatsfree of the ice takes 2-12 days. At the end ofthis time, the party will have a small yet sea-worthy vessel, capable of carrying a dozenpeople across nearly any sea. Of course, sailswill have to be improvised, but nearly anycloth or leather material will suffice-includ-ing furs! See Chapter 5 for a more detaileddescription of this region.

11. Peat Mine

A smudge of gray smoke hangs low overthe glacier here, seeming to issue from thetop of a hill just ahead. A black swath ofdirt can be seen at the top of the hill, incontrast to the stark white that has madeup the view for the last few days.

Occasionally a flare of red soars upfrom the blackness and the smoke expandsupward; but the red light quickly settlesback down below the unnatural hilltopcrown.

If the heroes move up the hill to investigate,they find:

The great patch of black ground is an exca-vation of some kind. A shallow bowl,about 200 feet in diameter, has been cutinto the frozen hilltop. In the center of thehole, a fire burns the soft, soddish groundand lights the excavation with a flickering

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crimson glow. In the still air, a faint washof heat can be detected from the hole, andthe ground around the edges is not evenfrozen.

This is one of the peat mines used by the IceFolk as a fuel supply. All of the peat mines arelocated on raised areas of land that wereislands before the Cataclysm altered the faceof Krynn. Now, fires burn eternally to preventthe precious fuel from freezing solid. Everythree or four months, a band of the Ice Folkvisits the mine and gathers a load of the peat.

12. Icewall

Rising from the smooth white expanse ofthe glacier, a huge wall of glistening snowand ice looms like an ominous warning.Here and there, gullies break the smoothsides of the wall, dangerous but not impos-sible climbs. The whipping of the wind isevidenced by the many plumes of snowtrailing from the high icy pinnacles andbuttresses at the top of the wall.

Frequently, a clump of snow and ice,mixed with jagged boulders, breaks freefrom its precarious hold on the cliffsideand hurls crashing to the ground below. Asthe mass falls, more and more ice joins in,until a avalanche of many tons sweepsalong.

Because of the many gullies breaching thesmooth face of the cliff, the heroes may climbit at any point they wish. Although avalanchesmay be triggered nearby (see also Events 17and 18), none will strike the PCs during theirclimb.

13. Icewall Castle

Perched like a parapet on a narrow tower, aslender cylinder rises from the top of theIcewall. Most of this shape is buried bymassive drifts of snow and sheer, glisteningcolumns of ice. In several places near thetop, however, spires and breastworks breakthrough the white surface, indicating thepresence of a man-made structure that hasbeen buried by decades of winter’s accu-mulation.

A complete description of Icewall Castle isincluded in Chapter 4.

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Chapter 3: The Ice Folk

This chapter begins with Event 12, the PCs’introduction to Harald Haakan. After Event12, the players have to decide whether toaccompany Harald and his men back to thecamp of the Ice Folk. They should be stronglyencouraged to do so as they will receive vitalinformation in the camp. (You might haveHarald mention that he feels another stormcoming up.)

event 12: a Mysterious Sail Harald’s crew consists of his 12 personalguards (see Monster Statistics Chart, under IceFolk, Harald’s Guards), the Revered Cleric ofhis tribe, and Harald himself. Harald andRaggart Knug are described in the NPC cap-sules on page 31.

After days of swirling white oblivion, thesavage blizzard finally begins to lift itsheavy yoke. Snow still falls, and the windcontinues to blow, but the storm has lostits angry intensity. Now, in the gray lightof dawn, visibility increases to several hun-dred feet.

As the daylight increases, the stormdies more quickly, until midmorningbrings a bright blue sky over a landscape ofeye-burning whiteness. It is in this atmo-

If the heroes still want to continue ontheir own, you do not need to go through therest of this chapter, but you will need to readtwo sections of vital information to the play-ers. The section titled “Harald’s Knowledge”(in Event 14) should be told to the players byHarald before the Ice Folk depart at the end ofEvent 12. The section titled “Aaron’s Tale”(also in Event 14) may be read to the players atany time during their journey to Icewall Cas-tle.

A crew of rugged warriors leap from thedeck of the ship, and advance rapidlythrough the snow. All of the dozen or sofigures are clad in heavy furs, and each car-ries a glistening battle axe. The weaponslook as if they are made of clear glass.

The entire crew of the ship, except RaggartKnug, moves toward the heroes. Their atti-tude is cautious, but they do not attack unlessa PC makes the first hostile move. The Ice Folkpause when they are about 40 feet from theparty and Harald Haakan moves several stepsin front of his men.

sphere of clear, icy winter that movement isdetected to the west.

A plume of snow seems to rise fromthe surface of the glacier as a large objectapproaches. A great wing, or perhaps asail, rises above the object, which is soondiscernable as an iceboat similar to the onewrecked by the thanoi.If, however, the party decides to journey

to the camp of the Ice Folk, go on to Event 13(The Ride). Then proceed to the Encountersection to describe the camp to the players.Run the rest of the Events in order after theheroes are shown around the camp.

This is the flagship of Harald Haakan, leaderof the Ice Folk. He and a picked crew aresearching for the missing iceboat. If the heroesweathered the storm at the wreck, Harald sailsdirectly up to them. If the party is out on theglacier, the iceboat makes a long, elegant cir-cle before slowing to a stop about 180 feetfrom the characters.

The confrontation that occurs here is gov-erned by whether or not the heroes are discov-ered at the wreck of the iceboat, and whetheror not they are accompanied by the polar bear.The bear’s presence will seem mystical and sig-nificant to the Ice Folk, since their tribal sym-bol is the white bear. Harald will ask theheroes how they come to have such a compan-ion and will be impressed if told that the partysaved the creature from minotaurs.

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More important to Harald, however, isthe wreck of the iceboat. If the characters arenot camped at the boat, it will have been dis-covered several hours before the Ice Folk findthe heroes. The killing of his warriors hasinspired a burning rage in Harald, and he iseager to find the murderers.

The atmosphere at the initial meeting istense. Any foolish or aggressive action by theplayer characters sparks a battle in whichHarald and his men fight to the death. If thewhite bear is present, you may have the IceFolk overlook one minor affront by theheroes, but beyond this the hardy warriors willfight if provoked.

If combat does not break out immedi-ately, and the characters have a chance toexplain the circumstances of their discovery ofthe wrecked iceboat, Harald’s attitude towardthem softens somewhat, insofar as his rage isnow directed at the thanoi.

If the above meeting proceeds smoothly,Harald will invite the heroes to return to hiscamp. If the heroes make no effort to befriendthe Ice Folk, yet neither do they initiate com-bat, the barbarians warn of more savageweather brewing and again extend their invi-tation for the PCs to return to the camp. TheIce Folk should also mention that they may beable to add to the PCs’ information about theglacier.

If the heroes still want to go off on theirown, Harald will tell of Icemountain Bay asdetailed in Event 14. The PCs now have tocross the glacier on foot until they reach Ice-wall Castle, Skip the rest of this chapter.

event 13: The RideIf the heroes agree to go with Harald and theIce Folk, they climb aboard Harald’s ship andset sail for the camp.

The Icedrake’s deck is much like that ofany sea-going vessel. Solid wooden planksunderfoot, and a bewildering array ofropes, winches, and canvas overhead. Theharsh voice of Harald Haakan calls ordersto the men who rush about in purposefulchaos.

Suddenly, the canvas snaps taut in thegentle breeze, and the smooth woodenrunners begin to hiss across the surface ofthe glacier. Almost imperceptibly at first,the heavy vessel reacts to the wind. Speedis gained quickly, and in minutes the shipis moving faster than a man can run. Nowmore orders issue from the bearded cap-tain, and the vessel begins a long, sweep-ing turn to the southeast, sending showersof ice and snow curving through the air.

The ship steadies on course with the windfull in her sails. The hiss of the runnersdrops a dull whisper as the iceboat seemsto fly across the glacier.

Proceed to Encounter 14 to give your playersdescriptions of the camp of the Ice Folk.

event 14: eveningThe Ice Folk offer the heroes their warmesthospitality, including free run of the campand, when evening arrives, a delicious fishchowder. Afterward, Harald will invite thevisitors into his tent for a few hours of talk.The chief is curious about the outside world,and only vaguely familiar with the menace ofthe Dragon Highlords. The reports he receivescome from scouts sent to the northern frontierof the glacier, where they have talked to refu-gees and seen an occasional dragon.

You may role play as much, or as little, ofthis conversation as you wish. Sooner or later,direct the evening’s conversation to farawayplaces and read Aaron’s Tale. Allow the play-ers to look at the map on pages 15 and 18 asyou (or Aaron’s player if he is a PC) read theTale. This map shows the western half ofAnsalon, marked with arrows indicating theoffensive drives of the Dragon Highlords andtheir allies. (The blue dragons in Tarsis do notbelong to the red wing charged with conquer-ing Tarsis, but instead are on a special missionunder the command of the “Blue Dra-gonlady.” If asked, tell your players that it isnot known why this wing of blue dragons is inTarsis.) Also shown are the defensive positionsof the forces opposing the Dragonarmies. Ifyou have DL5, “Dragons of Mystery,” do notshow the players the more extensive color ver-sion of this map as it contains informationthey should not know yet.

aaron�s Tale

The winter night seems distant, nearly for-gotten, as comradeship and a glowing peatfire warm the heroes. This is indeed a for-eign environment. The very strangeness ofthe land aids in making the night seemremoved, no longer a threat.

Aaron Tallbow clears his throat andbegins to speak, breaking the comfortablesilence that had descended.

“All the lands of the north are hardpressed by the Dragonarmies. I fear thatsoon those rolling plains that for so longhave known naught but freedom shall fall,and only one hope will be left for the peo-ples of Krynn.

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“The island of Sancrist is said to lie farto the west of Solamnia, and is so shown onthis map. I have heard stories, in Solamniaand Tarsis both, that tell of a High Councilof sage and powerful men gathering onthat mysterious isle-a council symbolizedby a tall white stone. The stories say thecouncil meets with the goal of ending thedepredations of the Dragon Highlords andrestoring peace to Krynn.

“Whatever the outcome of our questto the Icewall, I believe that Sancristshould be our next destination. If we gainthe Orb, the High Council may best knowhow to make use of it. If we do not gain theOrb, yet live to make our escape, extraswords in skilled hands will also be of someservice in the war to save Krynn.”

harald�s adviceAfter Aaron’s story is read and the PCs havediscussed it, Harald will offer the followinginformation:

“Mayhap I can aid you in a search for thisSancrist isle, but you’ll need luck andcourage to follow this route. Give me alook at your map...

“Here, in Icemountain Bay, there bea sight that has intrigued me for years. Inthe ice around the shore are dozens ofships, large and small, caught by themight of the Cataclysm before they couldmake open sea. As the land rose and theseas washed away, the ships becamestranded on dry land and then locked in iceas the glacier expanded.

“To be sure, many of them aresmashed and worthless now; even more areso solidly cloaked in ice that it would takeyears to free them. The waters have comeback some, though, and a few of theseships are in fair shape, not too far from thewater’s edge.

“What damage the hulls have suf-fered in 300 years of winter is unknown tome, for I have never climbed down the icycliff that separates the glacier from the sea.If you care to make the climb, and if you’relucky enough to find a good ship, and ifyou have something to make a sail, and ifthe gods smile on you—then maybe youcould sail from Icemountain Bay to thisSancrist place.”

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event 15: Words of WarBefore the PCs can react to Harald’s informa-tion:

The tent flap suddenly flies open and anexhausted, snow-covered man staggers inand falls to the ground. His beard is coatedwith ice, and the exposed skin on his facehas whitened with frostbite.

Taking no note of the strangers, thenewcomer begins to speak directly toHarald.

“My chief, great danger threatens ourpeople. The wretched thanoi have joinedforces with a savage race of monsters whowear the head of a bull upon the body of aman.

“These bull-men have the strength ofthree! My fellows were rended by thebeasts as if for sport; I managed to eludethe monsters and return here.

“An army has gathered less than twoday’s march west of here. At least 200 ofthe bull-men and perhaps 500 thanoi havemustered, along with dozens of their fear-some ice bears. Their intent can be noth-ing other than an attack on our camp!”

Other concerns are set aside in the face of thisnews, as Harald orders the watch doubled andpreparations for defense begun. The heroesare shown to a hut, and may sleep if they wish.Otherwise, they may spend the night helpingthe Ice Folk dig several large pits in the snowjust west of the camp. These are excavated to adepth of 20 feet. The bottoms are then cov-ered with large, irregular chunks of ice and thepits covered over with skins and snow. Attack-ers falling into the pits will almost certainlysuffer broken bones on the treacherous, rock-hard ice blocks. If you need to calculate dam-age suffered, a fall into the pit delivers 6d6points of damage.

event 16: Battle of the Ice Reaches

The sun climbs, pale and distant, into theblue morning sky. No breath of wind dis-turbs the chill, biting air; no wisp of cloudbreaks the cold monotony of the sky.

From the west a low rumbling arises,gradually growing in volume. A dark lineappears on the white horizon, and withinminutes observers see a wall of monstersadvancing on the camp. The battle of theIce Reaches is about to begin.

The attackThe monsters reported by the scout have gath-ered and moved more quickly than expected.

They reach the western edge of the camp onehour after they are sighted by the lookouts.

The monsters’ plan of attack is simple:The major assault wave consists of 200 mino-taurs, 500 thanoi, and 40 ice bears. The bears,in teams of two, are harnessed to huge sledseach carrying a dozen of the thanoi. This waveis headed for a frontal assault on the westernperimeter of the camp.

This attack will be supported by a flankattack through the snow sea south of thecamp. Although most creatures become hope-lessly trapped in the deep, soft snow, the icebears are quite capable of dealing with thehuge drifts. Therefore, eight ice bears, eachwith a thanoi rider, are to work their waythrough the snow and try to enter the harbor.Each rider carries several sealed pots of oil anda pouch of hot embers. The plan is to burn theiceboats, cutting off the retreat of the Ice Folkand ensuring a massacre by the superior mon-ster force.

Plan of defenseRealizing the odds against his tribe, Haraldpulls his line of defense back to the harborwall. The air is perfectly still, thus escape viathe boats is impossible. The Ice Folk haveabout 100 warriors. The women and children,and whatever valuables can be carried, aresheltered in the harbor on the immobile ice-boats.

While these preparations are beingmade, the heroes may help out or observe asthey wish. Whether or not they volunteer,Harald asks them to hold the southern end ofthe harbor wall while spreading his men alongthe rest of the wall.

Later, when the flank attack through thesnow sea is discovered, the heroes are asked tointercept it.

Running the BattleYou do not have to run a battle for the 700 or800 combatants. Instead, concentrate on thefight from the PCs’ point of view, tellingthem what they see and running any individ-ual fights the heroes become involved in.

Note: If you have the BATTLESYSTEM™

Fantasy Combat Supplement you can actuallyrun this large-scale battle. The statistics for allthe monsters and humans involved are in theMonster Statistics Chart. Please note that onlythe 12 members of Harald’s Guard are 12thlevel fighters; the rest of the Ice Folk warriorsare 4th level fighters.

Certain things occur regardless of playercharacter actions. As the main assault waveenters the camp, 11-30% of each type of mon-ster die in the pits prepared earlier. Roll 1d20

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and add 10 to determine percentage losseshere. The survivors press on, burning thecamp and finally reaching the harbor wall. Atabout this time, the flanking attack throughthe snow sea is discovered, and Haraldrequests that the heroes intercept it.

The monsters reach the wall, and over-turn their sleds to make ramps. The warriorsof the Ice Folk hold the wall for several turns,as the flank attack breaks out of the snow seaand heads toward the boats.

If the heroes are in position to interceptthis attack, run the combat. Remember thatthe thanoi on the ice bears are attempting toreach and burn the iceboats, not get boggeddown in a melee. If the heroes make no effortto halt the attack, it quickly breaks throughthe thin screen of warriors Harald assigned tothe area. The iceboats are burned and the onlysurvivors among the Ice Folk and the heroesare those who escape on foot.

If the heroes try to halt the flank attack,several things occur toward the end of themelee: First, the wall is breached by thearrival of the white dragon Sleet and her riderFeal-Thas. These two are detailed in the nextchapter, and should not fight the heroes here!Instead, the dragon uses its breath weapon toclear warriors from a section of wall, allowingthe monsters to gain the heights and immedi-ately attack to both sides. After its breathweapon is exhausted, the dragon and its riderfall back and let the humanoid monsters carrythe day.

The second occurence at this time is thearrival of a slight breeze, gradually growing instrength. Harald’s warriors are barely able tohold the monsters in a fighting retreat to theboats, the women having already hoisted thesails. With the camp overrun and nearly halfof the men killed or captured, the Ice Folk andthe heroes get away.

This ends the heroes’ adventures with theIce Folk. The day after the battle the iceboatsstop at an old Ice Folk camp where HaraldHaakan and his people will settle for the win-ter. If the heroes aided in the fight against themonsters, Harald gives them an iceboat tohelp them reach Icewall Castle and eventuallyIcemountain Bay.

Proceed to Chapter 4.

encounter areasEncounter 14 details the camp of the Ice Folk,both the overall layout seen as the heroesapproach in the iceboat and the details of thecamp as the heroes are shown around.

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14. The CampThe heroes, if they return to Harald’s camp,are treated with hospitality by the folk of theIce Reaches. Read the following passage as theiceboat arrives at the primitive settlement.

A long, curving wall blocks any furtherpassage. Already, four iceboats are cradledin its shelter and the Icedrake makes afifth. Ladders surmount the wall in severalplaces.

When the heroes climb the wall and lookbeyond, show them the camp map and readthis description.

A number of rough huts dot the stretch ofsnow and ice between a deep crevasse to thenorth and a rolling sea of soft snowdrifts tothe south. These drifts have obviously beencreated by a large snowfence, made fromthe rib bones of gigantic creatures.

The buildings in the camp are coveredwith white skins, making them almostinvisible against the snow. Small children,rotund collections of parkas and boots,stare curiously at the strangers, as their par-ents go about their business.

Several small firepits are scatteredamong the huts, with racks holding stripsof meat and hides standing next to the frost‚ cover each of these circular struc-

smoldering coals. When dry, the meat is tures. A chimney hole in the center

stored for later use and the hides are madeinto clothing and tent material.

The Ice Folk are nomadic, but often settle inone place for nearly a year, until the fish sup-ply in nearby waterpools reaches dangerously

the thickest‚ whitest furs of any in the

low levels.The camp is situated just south of a huge

crevasse, 12 miles long and 400 feet wide. Sixhundred feet below the surface of the glacier,the crevasse narrows to a dark crack that leadsto a subglacial stream of icy water. The IceFolk erected the primitive snowfence to thesouth of their camp, creating a sea of soft snowvarying in depth from 10 to 20 feet.

To the east lies a gentle downslope ofglare ice, nearly a mile long. With just theslightest breath of wind, an iceboat can workup enough speed over this smooth run to raceout onto the glacier within a few minutes ofleaving the harbor.

The camp is only vulnerable to attackfrom the east or west, and Harald has plans forboth eventualities. Should an attack comefrom the east, his people will board their boatsand sail directly at the attackers. Should theassault come from the west, the camp properwill be abandoned and the warriors will makea stand on the harbor wall.

Boatdock

A wall of packed ice surrounds three sidesof this large enclosure. The fourth side isopen to the glacier‚ the ice sloping down- huts is packed solidly with ice‚ and noward in that direction. Four iceboats arealready at rest here as the chieftain’s vesselglides smoothly into a vacant berth.

The wall serves as a wind break for the ice boatswhen they are in the harbor. Without thisshelter, the ships would be destroyed by thefrequent storms that sweep the glacier.

The wall surrounding the harbor is 10feet high and of equal thickness. Because thewall is too steep and slippery to climb, severalladders are placed on either side to allow travelbetween the camp and the iceboats.

Chieftent

This structure is nearly 100 feet long and30 feet wide. The skins on the outside are

camp; it is obviously a structure of some

Harald Haakan lives within this long house,but also holds tribe meetings and councils here.When the heroes enter read the following:

A smoky haze fills the dark interior of thelong tenthouse. Large curving supportshold up the walls and ceiling, much likethe ribcage of a huge animal. In fact, youare told that the supports are the ribs of agigantic sea creature that perished in theCataclysm.

Four fires are placed at regular inter-vals down the center of the building, creat-ing the haze in the interior. A large pile ofpeat fills one corner; this seems to be thematerial used to fuel the fires.

Despite the bitter temperatures onthe outside, the “chiefs” tent is almostuncomfortably warm.

Storage Huts

These structures look more squat and solidthan any of the other buildings in thecamp. Most of the outer surface of the two

chimneys pierce the roofs. The doors aresmall and seem to be made of wood.

Each hut contains large amounts of peat andfrozen fish. Several large skin tubs contain aslimy grease made from walrus blubber.

Family Huts

Bulky furs, buried under a thick layer of

of each hut’s roof provides ventilation.

Each of these huts houses a family of Ice Folk,generally one or two grandparents, two orthree adult married couples, and up to tenchildren. Needless to say, conditions are verycrowded and the huts are used for littlebesides sleeping and protection from the moresavage blizzards.

The floor of each hut is thickly coveredwith furs, except for a firepit in the center.The slow-burning peat fire is kept constantlylit, so the huts are always quite warm inside.

Cleric�s Hut

Resembling a slightly larger version of afamily hut on the outside, this hut is nota-ble for its occupant: Raggart Knug. Herehe lives alone with the tools of his trade.No firepit warms this hut, for the heatwould interfere with the important work ofcrafting the Frosrreavers. Three of theseimpressive weapons lean against a wall ofthe hut, while several slabs of crystallineice lie awaiting the icesmith’s hands.

The hut is very plainly furnished. Noholy symbols, scrolls, or any other itemsindicate that the occupant is indeed theRevered Cleric of the Ice Folk.

Raggart’s hut is the large one to thesoutheast of Harold’s tent.

When you have finished the Encounters,return the heroes to Harald’s tent and runthrough the Events starting with Event 14.

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Chapter 4: Icewall Castle

Sitting astride the massif of the Icewall, Ice-wall Castle is ideally situated to command thesouthern portion of the glacier. At one time anormal stone castle, high up on a rocky prom-ontory of an island in the seas south of Tarsis,the castle evolved into its present state follow-ing the Cataclysm and subsequent glaciationof the region.

The heroes must climb the Icewall to p e t .

reach the castle. While engaged in thisendeavor they have the only Events of thischapter: the climb itself and an avalanchethat reveals a long-hidden tunnel. From thenon, the characters’ choices determine wherethey go and what they encounter. Maps of theUpper and Lower Reaches of the castle are onpages 16 and 17. A detailed room key islocated in the Encounter section of this chap-ter.

Regardless of whether the heroes aretrudging across the ice on foot, or coasting onthe deck of an iceboat, the appearance of thecastle and wall is the same.

When the PCs are within 4 miles of thecastle, read the following description:

A sheer cliff of unbearable whiteness risescold and aloof from the flat of the glacier.The sides are icy and rugged, in most row stretch of steep ice‚ leading always

places standing straight and unclimbable.A few steep gullies and crevasses cut acrossthe face, but all of these look like last resortroutes.

As you move closer and the cliffbecomes more clearly defined, a snowyknob can be seen jutting above the rim ofthe Icewall. Close scrutiny reveals theremains of a stone tower, bent perilouslyoutward from the weight of many winters,and the vague outline of an ancient para-

Icewall Castle awaits.

event 17: The ClimbThe heroes must decide whether or not to ropethemselves together for the climb, assumingthey intend to visit the castle and continuetheir quest. Any falls that may occur will bemuch less dangerous if the characters areroped together.

The climb up the Icewall takes 12 hours ifthe characters are roped together, twice thatlong if unroped. Climbing must be done dur-ing daylight, but a night can be spent safelyon the cliff if necessary, though little sleep ispossible. Characters may anchor themselves tothe cliff face so that they need not worry aboutfalling off during the night.

When the heroes reach the base of thecliff, read this description:

four avalanches have broken free on differ-

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ent parts of the cliff, cascading downwardwith arctic fury.

Several routes offer possible climbingpaths, but none of them looks easy or safe.Crouching overhead, strategically placedon its promontory, the castle menaces thewhole region. Virtually every nook andcranny on the wall can be observed fromthe castle; you have the feeling that unseensinister eyes watch your every move.

As soon as the climbers are 100 feet up thecliff, which must be climbed single file, thelead climber steps on a rotted piece of ice.That character must make a Dexterity Check,failure meaning a slide of 80 feet and 2d6damage. If the characters are roped together,however, and the first character falls, everyother character on the rope makes a DexterityCheck with a +2 benefit to Dexterity. Anysuccessful check arrests the fall; however, ifeveryone fails, the entire party falls andreceives 2d6 points of damage.

event 18: avalanche!

Hours pass and the world shrinks to a nar-

upward. Muscles tense and ache fromfatigue, and hundreds of feet of ice mustHuge chunks of ice clutter the foot of the

Icewall. In the last half hour‚ no less than

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still be climbed before the top of the Ice-wall can be reached. All the while the cas-tle waits, observing the efforts of a fewantlike humans, and perhaps chuckling toitself.

Suddenly, a crack shatters the stillnessof the glacier. With that split-second warn-ing, a huge sheet of ice breaks free andthose in the rear of the party feel the worlddrop away. A narrow ledge, moments agoburied in ice, appears several feet belowthe last climber.

The last three characters are atop the ice thatbreaks loose, and will slide down the cliffunless they are saved. Each of the three mustmake a Dexterity Check, a successful rollmeaning that they slide down but land on theledge and take no damage. If the party isroped together, everyone attempts a DexterityCheck at +2, with any successful Check sav-ing the party from falling.

If all appropriate Dexterity Checks fail,all falling characters take 3d6 points of dam-age and then make another Dexterity Checkwith a -2 modifier. This is repeated until thefalling characters either die or successfullyarrest their fall.

encounter s15. The Secret WayWhen the avalanche, and its effects on theheroes, is resolved, proceed to this descrip-tion.

The narrow ledge revealed by the slideleads into a dark, previously concealed cavein the ice. The route up the cliff remainsintact and is still climbable. As the flyingsnow and thunder of the avalanche sub-side, you notice that the ledge and cave arethe only places where you are out of thecastle’s field of view.

If the party chooses to continue the climb,they reach the top of the wall without incidentand may easily walk to the castle. The icy stepsleading up to the structure are the only way topass from the wall to the castle, and anambush is set up on this route. Proceed to thedescription of Icewall Castle’s Upper Reach;the ambush scenario is at the beginning of thissection.

If the heroes choose to journey throughthe cave, the watchers in the castle see nothingof them after the avalanche, and assume theentire party perished.

The cave winds around, varying in sizefrom very narrow passages to huge caverns.This cave leads to Area 17 on the map of the

castle’s Upper Reach, a distance of about 500feet from the cliff face, but first the partyenters Area 16, approximately halfwaythrough the cave.

16. LancerIn Area 16 the characters make a startling dis-covery.

The chill blue walls of the narrow ice caveonce again open into a large chamber. Thisalso has the bluish, clear walls and floor,but the wall to the left holds a darkness ofsome sort-a solidity that is different fromthe pure translucence of the ice. A reflec-tion of the torchlight hints of gleaminggold buried in the ice.

If the heroes investigate, inform them thateach light source they bring over to the clearwall sheds more light on the object inside.When all available light has been broughtover to the wall, read this:

What at first appeared to be a pile of goldcoins is now revealed as a coat of gleamingscales on a serpentine body of incrediblesize. Even though the leathery wings andsinuous tail are lost in gloom, the awesomeform of a gold dragon is easily discernable.

This dragon has a rider, also frozen inthe ice, but it is not a Dragon Highlord!The heavy shield on the rider’s left arm isemblazoned with the kingfisher sign,embellished with a sword, a crown, and arose. Even now, this remains the insigniaof the High Knights of Solamnia.

But something else overshadows eventhis discovery. Cradled in the rider’s rightarm, thrusting forward with slim, deadlyprecision, a silvery. shaft extends severalfeet before ending in a splintered tip.

Here, frozen in the ice of a timelessglacier and hidden from the eyes of theworld for untold hundreds of years, lies aclue to the secret of the ancient dragon-wars: a warrior, riding a dragon of good,carry ing a weapon that must be aDragonlance!

If the heroes want to take the lance, they mustchop the ice away from the frozen Knight.This will take six hours. The splintered haft ofthe lance is only 4 feet long and can be carriedalong easily.

17. Cave�s end

Abruptly, the long tunnel ends in a deepchasm, disappearing into a bluish-blackcrack unimaginably deep. The ice of the

tunnel still retains its blue color, except toyour left where it is a light, almost whitishcolor.

The chasm is 100 feet across and drops straightdown for 400 feet. The characters can neithercross it nor climb down it.

Any character smashing on the lighterportion of the ice will break through into Area18 on the same roll needed to open a door. Ifnone of the PCs break through, they maychop through the ice in 10 minutes.

Icewall Castle�Upper ReachThe castle is divided into two sections: theUpper Reach, including the old courtyard andsome of the ancient buildings of the originalcastle, and the Lower Reach, a network of tun-nels in the ice beneath the original castle.

If the heroes take the tunnel revealed bythe landslide (containing Areas 16 and 17),they enter the castle in Area 18. Otherwise,they must climb the stairway leading to Area19, since the slopes around the castle are toosteep and slippery for even a thief to climb.

Areas around the edge of the map arecompletely buried in snow. Great amounts ofdigging reveal a hard stone floor, but nothingelse.

ambushThis occurs only if the heroes ascend the icystairs, since the entire route up the cliff is eas-ily visible to the monsters in the castle. If thestairs are climbed, the ambush is sprung byfive minotaurs north of the stairway, seventhanoi to the south, and three ice bears block-ing the very top of the stairs.

The humanoid monsters hurl chunks ofice at the characters on the exposed stairway,doing 1d6 of damage per hit, while the bearsattempt to prevent the heroes from getting offthe stairs.

18. StoreroomDescribe the dimensions of this room to yourplayers, then read them the following descrip-tion:

This large room has been formed out ofroughly hewn stone blocks. A huge pile ofpeat takes up the entire northeast corner,reaching a height of 10 feet. An assort-ment of large barrels stand in neat rowsagainst the southern portion of the westwall, while a variety of tools and weaponsrest in haphazard disorder on several racksattached to the north wall.

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The barrels contain wine plundered from thevineyards of Abanasinia. Rope, shovels, car-pentry tools, blacksmith tools, five long-swords, seven battleaxes and 24 spears are onthe racks.

If the PCs enter this room from Area 19,they see a lighter patch on the south wall. Ifthey break through this they will be in thetunnel leading to Area 16 and thus can findthe Dragonlance.

19. Courtyard

In a more pleasant, summery clime, thiscourtyard would be a delightful place. Atall fountain spouts clear water-an oddityin this frozen place-and doors to severalcastle buildings open into this area. Lyingon the ground next to the fountain arethree massive ice bears apparently acting aswatchdogs for the thanoi. Also visible are apair of walrus-men, approaching the foun-tain from the north end of the courtyard.

The fountain is magical, which is why it hasn’tfrozen. A character taking a drink from thefountain heals 3d6 points of damage once perday. The water loses this property once it isremoved from the fountain basin.

The two streams that flow from the foun-tain are shallow but swift. Characters attempt-ing to wade a stream unroped must make aDexterity Check halfway across. Failure meansthat the character slips on the icy bottom andis carried 100 feet downstream. Another checkis then made, failure indicating that the PCtumbles 100 feet farther. Repeat this processuntil the character makes a successful check,thereby escaping the stream, or is washed intothe downspout leading to Area 29 in theLower Reach.

If the thanoi and ice bears discover theheroes, they raise a cry and prepare for combatin the vicinity of the fountain. Let the PCs seeone of the thanoi drink from the fountainbefore battle is joined. If the PCs don’tadvance to attack, the bears come after themwhile the walrus-men wait for reinforcements.After three rounds, five thanoi from Area 22arrive, followed in three more rounds by fiveminotaurs. If the PCs still haven’t moved toattack, the monsters now close in.

20. Ruined Buildings

Although the crude stone walls are stillintact, the ceilings and doors here havecaved in. Broken stone blocks lie amongsnowdrifts and a few splintered remainsshow where furniture might have stood insome forgotten era. Nothing lives here.

21. doghouseThe doors to this area are heavy and latched.They seem to have been rebuilt from ruinedmaterials.

Within this room are five winter wolves,used by the minotaurs as guard dogs beforethe arrival of the thanoi and their ice bears.The wolves attack any human or demi-humancharacters, except Feal-Thas.

22. Monster LairThis entire region of the castle is buriedbeneath a huge snowdrift, long since frozensolid. Two tunnels have been excavated, lead-ing to a pair of caverns that serve as livingquarters for the thanoi (22A) and the mino-taurs (22B).

A few bits of leather and some dirty fursare the only features of these caves, the mon-sters quartered here having been encounteredeither at the fountain or in the ambush on thestairway.

23. Chamber of the dragon HighlordThe door to this room is tightly locked. If anunsuccessful attempt to pick the lock is made,or if the door is smashed open, the large trapdoor shown on the map drops open, and allcharacters standing on it must make a Dexter-ity Check or slide down a chute of ice (taking2d6 of damage in the process) into Area 28 inthe Lower Reach.

If the door is opened, read this:

A fire blazes within a huge stone fireplaceon the far side of the room. Thick furscover the walls and floor and blanket alarge bed that rests in one corner. A cande-labra with several dozen flickering candlesstands on a table near the center of theroom, and another door leads through thewall on the right.

Next to the table stands a massivetrunk with its top slightly ajar. A large locklies open on the floor beside the trunk.

This is the bedroom of Feal-Thas, DragonHighlord of the White Wing. With the inva-sion of his castle, the villain has carried all ofhis valuables into the library next door, wherehe has hidden them in a secret room. Heawaits the heroes in the library.

24. Library

This room is illuminated by a low fireburning within a massive stone hearth.Several tables of highly polished wood and

equally fancy chairs lend an atmosphere ofhigh-class comfort to the room.

of apparently great age.

Rich woven rugs blanket the floorand a number of shelves line the walls.These contain many leather- bound tomes

Refer to Feal-Thas’s NPC Capsule on page 31before running this Encounter. Feal-Thasstands unnoticed in the center of the room.He drank a potion of invisibility and thus can-not be seen. Unless the heroes have somemeans of detecting him, Feal-Thas gets thefirst attack with surprise. He will cast which-ever of his spells seems likely to be most effec-tive in this situation. He fights with his sword,but will attempt to break off combat to cast aspell whenever he can.

If the characters discover the secret door,they will find a small room containing a deskand writing table. The desk has four drawers.Three of these are unlocked and contain onlywriting materials. The fourth drawer, whichmust be picked or forced open, contains ascroll with three spells: polymorph other, fly,and haste.

On the table is a journal written in theelven tongue of Silvanesti. Elven or thief PCscan discern the following phrases from thepartially damaged pages:

“The enemies of the Highlords arerumored to gather at Sancrist Isle.”

“The secret of the Dragonlances is (illegi-ble passage). . . Foghaven. Is there . . .place,or. . . legend?”

“Must gain the . . .of the lance before the. . . Solamnia!”

“Orb safe . . . Lower Reaches.. . .”

25. Tower

The spiral stairway becomes more andmore difficult to follow, as ice and snowobscure the steps. After descending about40 feet, large blocks of ice make furtherprogress impossible, but at this point anarrow tunnel leads from an opening inthe tower wall into a chill mass of blue ice.

If the heroes climb up the tower from theUpper Reach, they are able to ascend about 40feet before finding the structure choked withice, snow, and the collapsed stone of thetower.

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Icewall Castle�Lower ReachesThe tunnels on this level are made entirely ofice, and have slick walls and floors. Any charac-ter hit during combat must make a DexterityCheck or fall, requiring one round to get up.

The streams that rush across the floor areshallow but forceful. Characters may rope upand cross the streams safely, or they can riskwading across without taking precautions. Anunroped character must make a DexterityCheck when crossing. If unsuccessful, he iswashed downstream and may make one moreDexterity Check before being carried througha water tunnel and deposited in the dragon’slair (Area 31).

26. Glacial Spring

From a crack in the western wall of thischamber a stream of water issues forth athigh pressure. Clear and very cold‚ thiswater rushes along a trough it has worn in

27. Eggroom

Twisting sharply, the corridor narrows to 6or 8 feet wide before turning one more cor-ner, and leading to a dead end cavern.

Definitely not dead, however, are the 31. Sleet�s Lairthree white dragons slithering forward offa pile of round leathery objects. Hissing areptilian warning, the two serpents in the

aggressively.lead open their mouths wide and advance

Fortunately for the heroes, these are only sub-adult dragons, offspring of the mighty Sleet.They attack, trying to drive the heroes awayfrom the precious eggs. They will not pursuepast the stream at the entrance to the tunnelthat leads to their cavern.

There are 37 white dragon eggs in theroom, all approximately six months fromhatching.

28. Icicle Row

The roof of the cavern drops low over thestream here, and the splashing water hascreated a series of icy stalactites hangingfrom the ceiling like the jagged fangs ofthe hugest of dragons.

The water in the stream issues from the magi-cal fountain in the Upper Reach, and conse-quently these icicles have some uniqueproperties. Although the magical water doesnot freeze when pure, as it mixes with the iceof the glacier it creates icicles of surpassinghardness.

There are 12 icicles hanging here. Each,if broken off, will serve as a javelin +2. Theicicles and the water radiate magic, if a detectmagic spell is cast.

29. Remorhaz RoomThis room is actually a cage for the savagemonster that is kept here for prisoner disposal.

The door is of heavy wood, solidly reinforcedwith iron bands and barred on the outside.

Characters entering this room via thestream from the Upper Reach emerge fromthe ceiling of the room and fall 20 feet into apool of water 3 feet deep. Such a character isable to fight the round after entering theroom, but the monster automaticallv has ini-tiative that round.

This high-ceilinged chamber is dominatedby a spray of water showering from a holeoverhead into a clear pool at the west endof the room. A stream follows the wall ofthe room to exit through a grate next to thedoor.

The most important feature of theroom, however, is flapping two smallwings and raising the front of its body highinto the air. Two many-faceted eyes starewith complete lack of compassion as thehideous creature lashes forward to strike!

This monster has no treasure, and fights to thedeath.

30. Sleet�s Pantry

The walls of this cavern are lined with peo-ple who would appear to be sleeping if itweren’t for the frigid whiteness of theirskin and the touch of frost that coats them.Warriors dressed in heavy furs, and refu-gees from the Tarsian plain all lie togetherhere in frozen death.

These are the unfortunate victims of the whitedragon Sleet, brought here and stored forfuture hungry moments. The heroes recog-nize some of the warriors of the Ice Folk.These are the men who perished on the harborwall during the battle.

Waiting in the shadows of her lair is thesinuous form of a huge white dragon.Wings tucked back and neck arched, themonster hisses a challenge from atop animposing pile of gold, jewels, and strangeglowing devices. On the near side of thepile, directly beneath Sleet, is a clear crys-tal Orb. Behind Sleet, at the far end of thecave, a waterfall cascades out of a crack inthe wall.

Refer to Sleet’s NPC Capsule on page 31before beginning this encounter. Rememberthat Sleet will only use two of her breathweapons, saving the last to make good herescape. The Orb is described on page 32 butwill not affect this Encounter.

If Sleet manages to escape, she has onemore nasty surprise planned for the PCs. Asthe party leaves the Icewall and starts its trekto Icemountain Bay, the dragon will attack,accompanied by a dozen minotaurs on an ice-boat stolen from Harald’s camp weeks earlier.

Whether the heroes are in a boat or onfoot, Sleet swoops out of the sky while theminotaurs’ iceboat closes in at high speed.This time, she fights to the death, as do theminotaurs (see the Epilogue for an “obscuredeath” scenario for Sleet).

This attack occurs the day after the battlein her lair, so Sleet has all three of her breathweapon attacks available. Remember to keeptrack of wounds she suffered in her lair, how-ever, since she has no way of healing thesebefore the final battle with the PCs.

24

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Chapter 5: Icemountain Bay

This chapter points the heroes in the directionof future adventures, and thus is meant to tieup loose ends while moving the heroes towardtheir next goal. No combat Encounters areincluded in this chapter. If your style of playcalls for a few battles on a journey such as theone from Icewall Castle to Icemountain Bay,feel free to insert as many random encountersas you wish. Otherwise, you may simply movethe characters across the glacier to the GreatBay with little lost time.

In either case, run the Events as usual. Ifthe heroes do not travel in the directionintended, and you cannot subtly direct themonto the right path, let them wander wherethey will. By this time, however, all the landsnorth of the glacier have been completely sub-jugated by the Dragonarmies. If the PCs leavethe glacier they encounter increasingly greaternumbers of draconians (and eventually theWhite Stag) as detailed in the Encounter sec-tion of Chapter 2.

event 19: Westward!

The whiteness of the glacier seems lessharsh somehow than it did a few days ago.The sun shines brightly, warming bodiesand hearts. The miles pass unnoticed. Agentle breeze caresses faces with tantaliz-ing hints of salt water. After several days,occasional gulls can be seen wheeling overthe glacier.

event 20: The BayIf the heroes move steadily westward, the fol-lowing Event occurs five days after they leaveIcewall Castle.

Seabirds have been constant travelingcompanions for the past day, and thebreezes from the west are growing warmerand more salty. At last your goal is reached!

From atop a high cliff of ice you seethe vast expanse of Icemountain Baystretching in shimmering glory to the west-ern horizon. Gleaming monoliths of icerise from the water in many places, off-spring of the massive glacier.

In no less than 10 places, the ice-bound hulls of ships can be seen, graspedfirmly in the grip of the ice. Three of thevessels have no masts, and several morehave been crushed and twisted by the inex-orable pressure of the glacier. The ship far-thest f rom land , however , seemsreasonably intact, at least from this van-tage point. Barely a hundred yards of iceseparate the ship from open water, and themast still juts proudly from a solid-lookingdeck.

If the heroes search further, they will finddozens of similar cases-ships cast ashore bythe Cataclysm and, as the water crept back,

locked solidly in unrelenting ice. None ofthese are in any better shape than the ship inthe above description, however.

event 21: Escape from the IceThe cliff is 300 feet tall, with a sheer, icy sur-face. Characters who attempt to climb downunaided will certainly fall. If no easy means ofdescent is available (rope or spells, for exam-ple), the heroes may work their way down, atthe rate of 100 feet per day, by hacking stepsinto the ice.

The ship is 90 feet long and 30 feet wideamidships. A small cabin rests on her singledeck. Two hatches, one each fore and aft, pro-vide access to the long hold that runs thelength of the ship. On the bow, faded but stillvisible, the characters can read the nameWindrider.

The hull of the ship is remarkably well-preserved, but the sails have rotted. The ice-boat sail will work perfectly. If the charactersdo not think of the iceboat sail, they maypiece the rotted canvas together, but such apatchwork sail will be unreliable and needconstant repair.

While some of the PCs are chopping apath from the ship to open water (a task thatwill require 2-12 days to complete), others canseal the ship’s hull with pitch from the holdand assemble the sail and rigging.

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The wind picks up as the glacier slowlydrops astern; the Windrider seems to surgeforward eagerly, parting the waves withgreat sprays of foam. The salt air is warmand tangy, and the western sea holds thepromise of hope for the future. Perhaps onSancrist, the mystical isle of the Council ofthe White Stone, some good tidings can befound of the battle against the dragon-hordes.

For now, it is enough to set the sailtaut to catch the wind and ride the wavestoward an uncertain fate.

If you want to create random encounters forthe heroes on their journey, refer to the shal-low and deep water encounter tables in theDungeon Masters Guide, page 180. Substi-tute Koalinth (aquatic hobgoblins) encount-ers for Sahuagin, since the latter are not foundon Krynn.

If you plan to play DL7, “Dragons ofLight,” arrange for the heroes’ ship to end upin Thunder Bay, the notch in the south shoreof Southern Ergoth, immediately north ofEnstar Island.

DL7 begins with the Windrider founder-ing in Thunder Bay. There are several ways foryou to arrange for this to happen.

In the books of the DRAGONLANCE™

saga, the Windrider is attacked at sea by whitedragons and frozen into a great slab of ice.Borne by the tides, the ice floe melts as itdrifts into Thunder Bay. As the ice melts, the

ship (whose hull was crushed when the waterfroze around it) begins to leak. DL7 beginswith the PCs trying to save belongings (andtheir lives) as the ship sinks in the waters ofThunder Bay.

You are welcome to use this mechanismto get the heroes to Thunder Bay. You couldalso employ the“obscure death” rule inSleet’s battle with the PCs outside of IcewallCastle. Sleet could fly away when she has 10 orso hit points left and then hunt the PCs dayslater. She would breathe on the water aroundthe ship (to prevent the ship from sinking andthus saving the Orb for her to retrieve) andattack the PCs. Even if Sleet is dead, there areother white dragons assigned to this region ofKrynn. They might stumble upon the party.

A couple-of other ways to have the shipfounder: Storms swamp the Windrider onceshe enters Thunder Bay; the PCs sink the shipbecause of their near-complete lack of sailingexperience.

The DRAGONLANCE epic continues infuture modules. If you wish to immediatelycontinue the saga, you should next play DL7.There will be detailed more of the journey toSancrist, as well as discoveries leading to thesource of the dragonlances.

The characters in this module will alsoappear in the next three modules, DL7through DL9. For those who are curious aboutthe fate of the characters who were left at theInn (no, they didn’t die in the destruction ofthe Inn!), they will return in DL10, “Dragonsof Dreams.” That adventure and several sub-

26

sequent ones detail the journey of the rest ofthe PCs, now known as the Heroes of Legend,to the ancient elvenhome of the Silvanesti,drawn by reports of another Dragon Orb andthe knowledge and armed might of that birth-place of the elven race.

design team

Tracy Hickman, Series ConceptHarold Johnson, Director of Design

Margaret Weis Douglas NilesJ. Jeffrey Grubb Elizabeth RiedelLarry Elmore Mike BreaultBruce Nesmith Michael DobsonGarry Spiegle Carl SmithLaura Hickman Roger Moore

Page 29: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

canticle of the dragon

Out of the darkness of dragons.out of our cries for light

In the blank face of the black moon soaring,a banked light flared in Solamnia,

a knight of truth and of power,who called down the gods themselves

and forged the mighty Dragonlance, piercing the soulof dragonkind, driving the shade of their wings

from the brightening shores of Krynn.

Paladine, the Great God of Goodshone at the side of Huma,

strengthenrng the lance of his strong right arm,and Huma. ablaze in a thousand moons,

banished the Queen of Darkness,banished the swarm of her shrieking hosts

back to the senseless kingdom of death, where their cursesswooped upon nothing and nothingdeep below the brightening land.

Thus ended in thunder the Age of Dreamsand began the Age of Might,

When lstar, kingdom of light and truth. arose in the east,where minarets of white and gold

spired to the sun and to the sun’s glory,announcing the passing of evil,

and Istar. who mothered and cradled the long summers of good,shone like a meteor

in the white skies of the just.

Yet in the fullness of sunlightthe Kingpriest of Istar saw shadows:

At night he saw the trees as things with daggers. the streamsblackened and thickened under the silent moon.

He searched books for the paths of Humafor scrolls, signs, and spells

so that he, too, might summon the gods, might findtheir aid in his holy aims,

might purge the world of sin.

From there, pursued by the armies,the cold and glittering legions, they came

bearing the staff to the arms of the shattered city,where below the weeds and the birdcall,

below the vallenwood, below forever,below the riding darkness itself,

a hole in the darkness called to the source of the light,drawing all light to the core of light,

to the first fullness of its godly dazzle.

the stunned farms under the warlords and darkness.They came serving the light.

the covered flames of healing and grace.

Then to the east, to the Sunken Cityscarred in Its loss of blue light,

came the Heroes, the Innfellows, heirs to the burdens,out of their tunnels and their arching forests,

out of the lowness of plains, the lownessof huts in the valleys,

Thus began the Age of Despair.The roads were tangled.

The winds and the sandstorms dwelt m the husks of citiesThe plains and mountains became our home.

As the old gods lost their power,we called to the blank sky

into the cold, dividing gray to the ears of new gods.The sky is calm, silent, unmoving.We had yet to hear their answer.

Then came the time of dark and deathas the gods turned from the world.

A mountain of fire crashed like a comet through Istar,the city split like a skull in the flames,

mountains burst from once-fertile valleys,seas poured into the graves of mountains,

the deserts sighed on abandoned floors of the seas,the highways of Krynn erupted

and became the paths of the dead.

27

Page 30: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

Modes: Nil/NilXP: 81 + 1/hp

FREQUENCY: Uncommon# APPEARING: 2-20ARMOR CLASS: 4MOVE: 6”/[15”]/18”HIT DIE: 2% IN LAIR 5%TREASURE TYPE: J, K, L, UATTACKS: 1 or 2DAMAGE/ATTACK 1-4/1-4SPECIAL ATTACKS: NoneSPECIAL DEFENSES: NoneMAGIC RESISTANCE: 20%INTELLIGENCE: AverageALIGNMENT: Lawful Evil (Chaotic)SIZE: M (5 1/2 ft.)PSIONIC ABILITY: Nil

BAAZ

draconians (dragonmen)

Draconians, or dragonmen, are the basictroops of the dragon highmasters. Their ori-gins are unknown to anyone in this section ofKrynn. Three types of draconians have beenencountered so far.

All draconians have wings, but the typesencountered so far can truly fly for no morethan one melee round. All draconians havethree movement rates: walking, running onall fours while flapping their wings, and gli-ding. They must use all four limbs and havetheir wings free to use the second movement

Baaz: These draconians are generally thesmallest of the species, and thus the easiest topass off as humans. At the bottom of the dra-conian social order, they serve all other ranksof dragonmen. However, because of a quirk intheir origins, these draconians often tend tobe chaotic in nature and self-serving whenthey can get away with it.

rate. Draconians prefer to charge this way, car-rying their weapons in their teeth. They canglide from any height for a distance of 4 timesgreater than the height from which theylaunch. Draconians move at a rate of 8” insnow or ice.

Baaz are often encountered in disguise.They can conceal their wings under robes and,wearing a large hood and mask, can passthrough civilized lands as spies. Dragonhighmasters often use the Baaz in this mannerjust before an invasion.

When a Baaz reaches 0 hit points, heturns at once into what appears to be a stonestatue. If anyone hits the stone form of theBaaz with a melee weapon, he must make aDexterity Check at -3 or his weapon is stuck inthe draconian. The statue crumbles to thedust after 1-4 melee rounds have passed. Anyweapons stuck in the draconian are thenfreed. Only the body of the Baaz turns to

28

FREQUENCY: Uncommon# APPEARING: 2-20ARMOR CLASS: 2MOVE: 6”/[15”]/18”HIT DIE: 4% IN LAIR: 15%TREASURE TYPE: UATTACKS: 1 or 2DAMAGE/ATTACK: 1-4/1-4SPECIAL ATTACKS: Spell useSPECIAL DEFENSES: + 2 savings throwsMAGIC RESISTANCE: 20%INTELLIGENCE: HighALIGNMENT: Lawful EvilSIZE: M(6ft.+)PSIONIC ABILITY: Nil

Modes: Nil/NilXP: 175 + 4/hp

BOZAK

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FREQUENCY: Uncommon# APPEARING: 2-20ARMOR CLASS: 4MOVE: 6”/[15”]/18”HIT DIE: 3% IN LAIR 15%TREASURE TYPE: K, L, MATTACKS: 1DAMAGE/ATTACK 1-4 + poisonSPECIAL ATTACKS: Acid poolSPECIAL DEFENSES: NoneMAGIC RESISTANCE: 20%INTELLIGENCE: AverageALIGNMENT: Lawful Evil

PSIONIC ABILITY: NilModes: Nil

XP: 105 + 3/hp

KAPAK

SIZE: M (6 ft.)

stone and then crumbles. Any armor of weap-ons it carries are unaffected.

Bozak: Bozak draconians are magic-users,and have a higher resistance to magic thanother draconians (see their saving throw modi-fier). Bozak can cast magic spells as fourthlevel magic-users. They are quite intelligentand very devoted to the purposes of thedragon highmasters. They never show mercyonce they attack. However, they will notdestroy an opponent if they believe their causecan be advanced by sparing the life.

When a Bozak reaches 0 hit points, hisscaly flesh suddenly dries and crumbles from

his bones. The bones then explode, doing 1d6points of damage to anyone within 10 ft. (nosaving throw).

Kapak: Kapak draconians are distinguishedby their venomous salvia, which paralyzes anycreature failing a save vs. poison for 2-12turns. They often lick the blades of theirweapons (commonly shortswords) beforecombat, envenoming them for 3 rounds. AKapak takes 1 full round to poison the bladeagain after the first venom has worn off.

Kapaks are larger than Baaz, and fre-quently bully and abuse their smaller cousins.The dragon highmasters endeavor to keep dif-

When a Kapak reaches 0 hit points, hisbody immediately turns to acid and spreadsinto a 10-ft.-diameter pool on the ground.Any character in the area where the Kapakdied takes 1d8 points of damage per roundfrom the acid. The acid dissolves other materials at the rate of 1 in. per round. Use the Saving Throw Mat r i x fo r Mag ica l andNon-Magical Items in the DMG. All itemspossessed by the Kapak become useless.

ferent types of draconians separated in orderto prevent trouble.

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Thanoi (Walrus-men)

Frequency: Uncommon#Appearing: 1-20Armor Class: 4Move: 9”//15”Hit Dice: 4% in Lair: 25%Treasure Type: Individuals M; in lair C#Attacks: 1 or 2Damage/ Attack: By weapon or tusks (1-8)Special Attacks: NoneSpecial Defenses: Immune to coldMagic Resistance: StandardIntelligence: Below AverageAlignment: Lawful EvilSize: Large (8 ft.)Psionic Ability: Nil

Modes: Nil/Nil

Thanoi are a bizarre blend of the human andwalrus races. The creatures have huge, paddedfeet, stocky arms with fingers capable of hold-ing a weapon or casting a spear, and facesmuch like walruses. Two huge tusks grow froma thanoi’s mouth, jutting wickedly down-ward. The beast may use these to attack (1-8points of damage each), or it may use aweapon, gaining a strength bonus of +2 todamage only.

Ice Bears

A group of thanoi always has a leader of 5hit dice. This leader is usually the meanest

and most aggressive thanoi of the band. Thewalrus-men are a vicious race, enjoying thetorment of other creatures; often thanoi killfor the sheer joy of it. Their primary foodsource is the fish that are trapped in the ice-covered lakes on Icewall Glacier. They are notabove eating carrion, bear meat, or any otherprotein that fate sends in their direction.

Thanoi are protected by a tough leatheryskin and a thick layer of fat. They can swim inarctic waters with no danger of suffering fromthe cold. In fact, thanoi are immune to allforms of cold, both natural and magical. Thisimmunity has its disadvantages:a thanoiloses one hit die per week while exposed to a“warm” (above freezing) climate. Thanoi alsotake an extra point of damage per die fromfire-based attacks.

Although large and clumsy-looking, athanoi can manuever its bulk surprisinglywell. Their clawed feet enable them to main-tain a good pace over ice or snow.

Frequency: Uncommon#Appearing: 1-4Armor Class: 6Move: 12”Hit Dice: 6 + 2% in Lair: NilTreasure Type: Nil

#Attacks: 3 (claw/claw/bite)Damage/Attack: 1-8/1-8/2-16Special Attacks: Hugs for 2-12Special Defenses: Immune to coldMagic Resistance: StandardIntelligence: Semi-intelligentAlignment: NeutralSize: Large (12 ft. +)Psionic Ability: Nil

Modes: Nil/Nil

These great white bears are carnivores thatmainly eat fish. Any other prey that stumblesinto an ice bear’s path is likely to be consumedas well, however. While their color is that of apolar bear, ice bears more closely resemblecave bears in size and ferocity.

Ice bears and thanoi have established anunusual cooperative relationship. Althoughoccasionally seen in small groups of their ownkind, most ice bears are found with the wal-rus-men. Ice bears have an uncanny ability totrack prey over snow and ice, and the thanoiuse them for this purpose, sharing the reward,if any, with the bears. If no new snow hasfallen, an ice bear has a 100% chance to followa trail one day old or less. For each day sincethe trail was made, subtract 10%. Another10% is subtracted for every inch of snow thathas fallen. A roll must be made once perday-if successful the ice bear can follow it forthe entire day, otherwise the trail is lost for-ever.

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Raggart Knug, Cleric of the Ice Folk

Tenth Level Lawful Good Cleric

Strength 8 Dexterity 9Intelligence 12 Constitution 9Wisdom 15 Charisma 8THAC0 13 Hit Points 33Armor Class 5 Movement 12”

Wears leather armor +2. Carries shield andmace.

The frailty of this old man is well concealedby bulky furs. Only his face, thin and cov-ered with wrinkles, betrays his age. Hiseyes sparkle with wisdom and humor, andhis voice is kindly.

Raggart is the descendant of a longline of clerics, all pledged to await thereturn of the true gods to Krynn. He isfamiliar with the symbols that representthe true gods-including the medallionthat will be worn by any PC cleric-andwill herald the discovery of a spell-castingcleric as a sign that the true gods havereturned.

The Revered Cleric of the Ice Folk isthe only person able to craft the Frostreav-ers (see page 32), though he may not wieldthe weapons in battle. In exchange forknowledge of the true gods, he will pro-vide the party with a Frostreaver before theheroes continue their quest.

T a s s e l h o o f B u r r f o o t 7 T HLEVEL KENDER THIEF

ABILITIESLanguages: COMMON, KENDERThief Skills: PICK POCKETS 65%, OPEN

LOCKS 62%, FIND TRAPS 55%, MOVESILENTLY 65%, HIDE IN SHADOWS 58%,HEAR NOISE 30%, CLIMB WALLS 79%,READ LANGUAGES 30%.Kender Talents: Taunt: KENDER ARE

MASTERS AT ENRAGING OTHERS BY VER-BAL ABUSE. ANY CREATURE A KENDER

TAUNTS MUST SAVE VS. SPELLS OR

ATTACK WILDLY AT ONCE FOR 1-10

ROUNDS AT A -2 PENALTY TO HIT AND A

+2 PENALTY TO ARMOR CLASS.Fearlessness: KENDER ARE IMMUNE TO

FEAR, INCLUDING MAGICAL FEAR. THEY

ARE CURIOUS ABOUT EVERYTHING, ATRAIT THAT OFTEN GETS THEM INTO

TROUBLE.

harald haakan, Chieftain of the Ice folk

Fourteenth Level Lawful Good Fighter

Strength 18/54 Dexterity 10Intelligence 13 Constitution 15Wisdom 14 Charisma14THAC0 5 Hit Points88Armor Class 1 Movement9”

Wears chain mail + 2. Carries shield +1 andFrostreaver ( +4 battle axe).

Harald is the fierce and proud leader of thepeople of the Ice Reaches. His face isframed by a flowing mass of red hair and along beard of the same color. A large nosepokes out from this mass of hair; the eyesabove are a deep, icy blue. Harald is ahuge, heavyset man, nearly seven feet talland weighing over three hundred pounds.His clothing is made of pure white furs.

Harald takes his duties as chieftainvery seriously. Everything he does is moti-vated by his concern for the Ice Folk. He issuperstitious and distrusts anything hedoes not understand, including mostforms of magic. Quick to anger, Harald isalso quick to admit mistakes. Often, how-ever, the victim of the mistake is no longercapable of accepting the apology.

Harald has been gravely disturbed bythe appearance of minotaurs and other evilcreatures in the Ice Reaches in recentmonths. The thanoi are an ancient enemyof his race, but their increasingly aggressivebehavior has contributed to his concern.For many months, his warriors havereturned from hunting trips with reports ofhaving seen a great white serpent soaringhigh above the glacier, flying to and fromIcewall Castle. Harald senses an evil masterplan behind these events, and thus he isvery suspicious of strangers, and cautiousin all endeavors.

feal-Thas, dragon highlord of theWhite Wing

Seventh Level Chaotic Evil Elven Fighter/Magic- User

Strength 18/35Intelligence 13Wisdom 11THAC0 13Armor Class -2

Dexterity 17Constitution 10

Charisma 8Hit Points 33Movement 9”

31

Spells:

Level 1: Charm Person, Hold Portal, DetectMagic, Read Magic

Level 2: Web, Mirror Image, Ray of Enfeeble-ment

Level 3: Dispel Magic, SlowLevel 4: Polymorph Other

Wears chain mail +2. Carries shield +1 andlongsword +2

Feal-Thas is a slender elf, unusually dark-skinned. His armor and shield are ofgleaming black, and his dark eyes seem toglow with the fire of madness.

Feal-Thas has sold out his race and hislands in return for promises of great powerfrom the Dragon Highlords. Any elvencharacters with the party serve as remindersof his treachery, inciting him into a ber-serker-like rage when attacking those char-acters. Feal-Thas gets a +2 to hit elvencharacters.

Despite his treasonous nature, Feal-Thas is not afraid to die. He will stand hisground courageously, using spells and hislongsword intelligently.

Sleet, an ancient, huge white dragon

Chaotic EvilHit Dice 7THAC0 14# of Attacks 3Armor Class 3

Cold BreathHit Points 56

Movement 12”/30”Damage 1-4/1-4/2-16

Sleet’s Treasure Pile:3000 platinum, 24,000 gold, 12,000

electrum, 40,000 silver.Wand of Fireballs (2 charges)Potions, 2 doses apiece: Gaseous Form, invisi-

bility, healing, speed.Ring of Fire Resistance10 +2 arrowsRope of EntanglementOrb of Dragonkind (see page 32)

Sleet has no spell-casting ability, butattacks savagely with her breath and othernatural weaponry. She will use only twobreaths in combat, saving the third tomake good her escape, if necessary.

If reduced to half her hit points, Sleetwill leap through the waterfall behind herand freeze it solid with her last breath. Itwill take the heroes at least one turn tohack through the mass of ice created, andby that time Sleet will have fled up herescape tunnel and reached the exit ontothe glacier.

Page 34: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

Fros treaversA Frostreaver is a heavy battle axe +4 madeout of ice. This ice is taken from a secret loca-tion on Icewall Glacier where tremendouspressure, exerted for centuries, has created iceof extraordinary density. Specially treated bythe Ice Folk, using the oil of the thanoi amongother things, a blade of exceptional strength iscreated.

Only the Revered Cleric of each tribe ofIce Folk possesses the knowledge needed tocreate the Frostreavers. Each blade requires anentire month of effort by the cleric, so theseare rare and valuable weapons.

The weakness of the blade is its nature:temperatures above freezing cause the ice tomelt, rendering the blade worthless. Eventhough the ice is superhard and very dense,one day at a temperature above freezing willcause it to soften and become useless as aweapon. In a very hot environment, this soft-ening occurs in only three hours.

Because of the weight of these weapons,a Frostreaver can only be wielded by a charac-ter with a strength of 13 or greater.

Glasses of arcanistThese magical lenses are set in solid platinumframes. The frames are so narrow that theglasses will only fit on a halfling or an elf.

The Glasses of Arcanist were designed bythe mage Arcanist several centuries before theCataclysm and have lain unused in the secretlibrary for nearly 200 years.

The glasses enable their wearer to read allwritings, rendering a perfect translation of anytopic in any language. Magical scrolls andspellbooks can also be read using these glasses.

Unfortunately, some concepts will beimpossible for the reader to grasp despite theglasses’ perfect translation. Therefore, theDM should make an Intelligence Check foreach paragraph or section of writing that isread using the glasses. If the check is success-ful, the message is understood. If the checkfails, the message is garbled such that oneword in the message is significantly changedfor each number that the check fails by.

Thus, if a character with an Intelligenceof 12 receives a “17” result from the DM’scheck, five words will be garbled. The mes-sage “The hobgoblin army assembles beforePax Tharkas at dawn-prepare an ambush tomeet them a mile down the valley” mightbecome “The elephant army assembles beforePax Tharkas last year-prepare a banquet tomeet them a mile down the ocean.”

ORB of the Silver dragonThis powerful artifact is a fragile, etchedcrystal globe that is approximately 10inches in diameter when not in use; if thecommand words (see below) are spoken,the globe expands to 20 inches in diame-ter. Imprisoned within the Orb is a reddragon; this is the source of the Orb’spower.

This Orb, and two others with similarpowers, were employed long before theCataclysm for the purpose of destroyingevil dragons-at least, this is the legendthat has trickled down through the centu-ries. This is all the PCs know about theDragon Orbs. They have no idea how theOrbs function. The Orbs’ actual primaryfunction is to summon evil dragons. Pow-erful mages of old would summon serpentswith the Orbs and then destroy them withother magic.

Any character attempting to use theOrb must gaze into it and speak the com-mand words (Argentum Commandares)inscribed on the Orb’s surface. This charac-ter must make a saving throw vs. magic orhe will be charmed by the dragon withinthe Orb. You should secretly roll the savingthrow for the character, not informing theplayers of what you’re doing.

If the character saves against thecharm, any evil dragons within 10-40 miles(roll a d4) hasten to the Orb. Thesedragons attack any non-evil creatures theyfind near the Orb. If the campaign situa-

Detect magic and detect evil spellsshow positive results if cast on the Orb orany charmed character.

For purposes of dispelling, treat thecharm effect as if the spell was cast by an11th level magic-user.

32

tion does not specify the location of nearbydragons, there is a 33% (a 1 or 2 on a d6)chance that 1-3 dragons will show up. Eachdragon arrives separately, 1-6 turns afterthe previous one. Randomly determine theages, sizes, and colors of the summoneddragons unless campaign considerationsdictate a certain result (white dragonswhile the party is on the glacier, for exam-pie).

If the character fails the saving throw,no dragons are summoned, but the charac-ter is charmed by the evil dragon withinthe Orb. Inform the player (when you canspeak to him alone without being obvious)that his character has been charmed andwill act normally unless told otherwise.

Although the dragon knows nothingabout the current state of affairs in Krynn,it will steer the controlled character so as toaid the cause of evil. This is done subtly sothat the other PCs suspect nothing, until acritical point is reached (for example, if thePCs are attacked by evil creatures whostand a good chance of killing or capturingthe party). Then the charmed character(s)will turn against the party if it appears thatdoing so will swing the battle over to theevils.

The Orb has the secondary abilities ofcure serious wounds three times per day,cast continual light at will, and detectmagic at will. Whenever it is used for anyof these functions, the character must savevs. charm, and a check is made to see if theOrb has attracted any evil dragons.

Any character who gazes into the Orband speaks the command words knows ofthe Orb’s secondary functions and willinform the party of these, even if the char-acter is charmed. No one who activates theOrb knows of its primary function (sum-mon dragons) or of the charm effect.

9140XXX1501

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Page 38: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)
Page 39: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

NAME AC MV HD hp #AT

AssassinsBanditsCity GuardsCity Guard Capt.Draconian, BaazDraconian, BozakDraconian, KapakDragon, Blue, OldDragon, White, Sub-adultDragon, White (Sleet)Eagle, GiantElemental, WaterGoatIce BearIce Folk, Harald’s GuardIce Folk WarriorMerchantMinotaurOgreOliphantPolar BearRemorhazSnow Leopard

SpyTaersTarsian MenThanoiThievesThugsWhite StagWolf, DireWolf, WinterWoolly RhinocerosWraith

4 12” 3 V 1 l-8 Yes6 12” 1 V 1 1-6 No4 9” 1 V 1 1-8 No2 9” 5 V 1 3-10 No4 6”/[15”]/18” 2 V 1or2 1-8 or l-4/l-4 No2 6”/[15”]/18” 4 V 1or2 1-8 or l-4/1-4 Yes4 6”/[15”]/18” 3 V 1 1-4 + poison Yes2 9”/24” 10 60 3 3-24/1-6/1-6 Yes3 12”/30” 7 21 3 2-16/1-4/1-4 Yes3 12”/30” 7 56 3 2-16/1-4/1-4 Yes7 3”/48” 4 V 3 1-12/1-6/1-6 Yes2 6”/18” 16 V 1 5-30 Yes7 15” 1 + 2 V 1 1-3 Yes6 12” 6 + 2 V 3 2-16/1-8/1-8 Yes5 9” 12 V 3/2 5-12 No5 9” 4 V 1 1-8 No9 9” 1 V 1 1-6 No6 12” 6 + 3 V 2 2-8/1-8 No5 9” 4 + 1 V 1 1-10 No4 15” 8 + 4 V 4 3-12/3-12/3-12/3-12 Yes6 12” /9” 8 + 8 60 3 2-12/1-10/1-10 Yes

0/2/4 12” 1 2 V 1 6-36 Yes6 12” 3 + 2 V 1-6/1-3/1-3 Yes8 12” T7 27 1 2-9 Yes4 18” 3 + 6 V 3 1-6/1-4/1-4 Yes7 12” 1 V 1 1-6 No4 9”/15” 4 V 2 1-8/1-8 No4 12” T 5 V 1 2-9 Yes4 9” F7 V 1 2-9 No-5 24” 10 77 3 1-12/1-6/1-6 No6 18” 3 + 3 V 1 2-8 No5 18” 6 V 1 2-8 Yes5 12” 10 V 1 2-12 Yes4 12”/24” 5 + 3 V 1 1-6 Yes

DMG SA SD AL THAC0 BOOK

No LE 20No CE 20No LN 20No LN 15No LE 16Yes LE 1 5No LE 16No LE 10No CE 13No CE 1 3Yes N 1 5Yes N 7No N 18Yes N 13No LG 6No LG 18No L N 20Yes CE 13No CE 1 5No N 1 2No N 1 2Yes N 9Yes N 16No LE 17Yes N 15No LN 20Yes LE 1 5No CE 1 8No CE 15Yes LG 10No NE 16No NE 13No N 10Yes LE 15

PH-28M-66M-66PH-22DL 6-28DL 6-28DL 6-29M-31M-34M-34M-36M-38M2-70DL 6-30PH-22PH-22M-69M-71M-75M2-96M2-16M-82M-60PH-26M2-117M-68DL 6-30PH-26PH-22M-92M-101M-101M-82M-102

abbreviationsAC = Armor ClassAL = Alignment#AT = Number of

attacks per roundCE = Chaotic EvilDL 6-(X) = Found in

DL 6, page (X)DMG = DamageF(X) = As(X) level

FighterHD = Hit Dicehp = hit pointsLE = Lawful EvilLG = Lawful GoodLN = Lawful NeutralM-(X) = Found in

MONSTER MANUAL I,

page (X)M2-(X) = Found in

MONSTER MANUAL II,

page (X)MV = Movement RateN = True NeutralNE = Neutral EvilPH-(X) = Found in

PLAYERS HANDBOOK,

page (X)SA = Special AttacksSD = Special DefensesT(X) = As (X) Level ThiefTHAC0 = Base number to

hit AC 0 (does not includeracial, strength, or weaponbonuses)

V = Varies

Random Encounter Chart

In addition to the set Encounters and Eventsin this adventure, the following RandomEncounters can occur at your discretion. Youcan alter the frequency if you choose, or omitthem altogether if the party is seriously weak-ened. Properly run, Random Encounters canadd flavor and excitement to the game.

Use the following tables to set up a Ran-dom Encounter. Table 1 contains a list of allthe areas that might be explored during theadventure. Next to each area is a columnlabeled “Check.” This shows how often youshould check to see if a Random Encounteroccurs in that area. For example, “ 1/3 hours”means that you should make a RandomEncounter check once every 3 game hourswhile in that area. To make a RandomEncounter check, roll 1d10. If the result is 1, aRandom Encounter takes place.

Next, look at the column labeled “Modi-fier.” This gives the die roll modifier for eachregion. When an encounter occurs, roll ldl0and add the region’s modifier. The result ischecked against Table 2 to determine the crea-tures encountered.

Table 1: Random Encounter ChecksArea Check Modifier

Tarsis 1 /Hour 0Plains of Dust 1 / 2 H o u r + 6Icewall Glacier l/4 Hours +14Icewall Castle 1/Hours +22

Table 2: Random Encounters

1. 1-4 Merchants and famililes, fleeing2. 2-8 Thieves3. 2-20 City Guards4. l-10 Baaz Draconians5. 1-10 Kapak Draconians6. 1-6 Dire Wolves7. 2-20 Bandits8. 2-12 Bozak Draconians9. Spy (Attempts to alert draconians to

the location of the PCs.)10. 1 Blue Dragon11. 1 White Stag (Stays ahead of party,

leading them on best path. Disap-pears after traveling 3-6 map hexes.)

12. 2-24 Ogres

13. 1-6 Wraiths14. l-8 Oliphants15. 1-4 Giant Eagles16. 2-20 Goats17. l-6 Thanoi18. 1 Woolly Rhinocerous19. 11-20 Taers20. Snow-covered Crevasse21. 3-18 Warriors of the Icefolk22. l-4 Ice Bears23. 2-12 Thanoi24. 1-6 Snow Leopards25. 2-8 Minotaurs26. Feal-Thas and Sleet27. 2-12 Minotaurs28. 2-8 Winter Wolves29. 3-12 Thanoi30. 2-8 Ice Bears31. 1-2 Sub-adult White Dragons32. 1 Water Elemental

Page 40: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

Gilthanas IS A HANDSOM E ELF. HE APPEARS YOUNG, BUT HIS EYES

REVEAL HIS TRUE MATURITY. HE MOVES NIMBLY AND W ITH QUIET SKILL.HE I S BROTHER TO PORTHIOS AND LAURANA , AND SON O F THE

SPEAKER OF SUNS. HE KNOWS ABOUT TANIS AND LAURANA, BUT IS HES-ITANT ABOUT THEIR RELATIONSHIP.

GILTHANAS SERVED AS A MESSENGER AND SPY IN THE OCCUPIED DRA-GONLANDS. WHILE VISITING SOLACE, HE WAS CAPTUR E D BY DRACON-IANS. IT WAS IN CAPTIVITY THAT HE MET THE OTHER HEROES. AFTER

THEIR RESCUE BY ELVES, GILTHANAS ELECTED TO ACCOMPANY THE

HEROES IN THEIR DESPERATE MISSION TO FREE THE CAPTIVES FROM PAX

THARKAS. RATHER THAN FLEE QUALINOST WITH HIS PEOPLE.GILTHANAS IS BRAVE AND CHARMING, WITH A LOVE OF ADVENTURE.

IN SPITE OF THE TRAGEDIES HE HAS WITNESSED, HIS OPTIMISM AND LOVE

OF LIFE ARE INTACT.

Derek Crownguard IS A KNIGHT OF SOLAMNIA BELONGING TO THE

ORDER OF THE ROSE. HE IS A QUIET, DOUR INDIVIDUAL , FORTHRIGHT IN

HIS OPINIONS. STEADFAST IN HIS BELIEF IN THE ORDER AND THE ULTI-MATE TRIUMPH OF GOOD OVER EVIL. IN BATTLE, HE ATTACKS WITH SAV-

AGE FEROCITY, UTTERING THE ORDER'S FAMOUS BATTLE CRY, “FOR THE

CROWN!" HE IS VERY SKILLED IN THE USE OF THE HALBERD.LORD GUNTHAR, THE LEADER OF THE KNIGHTS OF THE CROWN, HAS

CHARGED DEREK WITH THE RECOVERY OF A DRAGON ORB: AN ANCIENT

CRYSTAL GLOBE RUMORED TO GIVE ITS POSSESSOR POWER OVER

DRAGONS. DEREK, AARON TALLBOW, AND A SMALL PARTY OF SOLAM-NIC KNIGHTS HAVE JOURNEYED FAR FROM THE LANDS OF SoLAMNIA IN

SEARCH OF THIS ORB. THEIR SEARCH HAS LED THEM TO THE ANCIENT

PORT CITY OF TARSIS. NOW FAR INLAND , WHERE THEY HAVE FOUND A

GROUP O F ADVENTURERS SEARCHING FOR A WAY TO DEFEAT THE

DRAGON HIGHLORDS.DEREK AND AARON WISH TO JOIN THE ADVENTURE RS AND WILL AID

ANY EFFORT TO OPPOSE THE PLANS OF THE DRAGON HIGHLORDS.

Flint Fireforge. A GRANDFATHERLY DWARF, IS THE OLDEST. HIS FATHER

FOUGHT IN THE DWARFGATE WAR, WHEN THE HILL DWARVES SOUGHT

REFUGE IN THE DWARFREALM OF THORBARDIN. FLINT GREW UP HEARING

STORIES OF THE TREACHERY OF THE MOUNTAIN DWARVES. HE LEFT THE

HILLS TO SEEK HIS FORTUNE, BUT PLANNED TO RETURN AND SAVE HIS

PEOPLE

HE WAS CAPTURED BY GULLY DWARVES, AND HELD PRISONER FOR

THREE YEARS. WHEN HE ESCAPED, HE RET URNED HOME, BUT THE

DWARVES HAD MOVED ON. HE WANDERED. MAKING A LIVING AS A TIN -KER. AND EVENTUALLY SETTLED IN SOLACE.

WHILE VISITING QUALINOST. WHERE HIS WORK WAS IN DEMAND, HE

MET TANIS, AND RECOGNIZED A KINDRED SPIRIT. FLINT HAS A DEEP

REGARD FOR THE INNFELLOWS‚ BUT HAS A SPECIAL BOND WITH TANIS.HE HATES AGHAR, AND IS DEEPLY SUSPICIOUS OF ALL OTHER DWARVEN

RACES EXCEPT HIS OWN. HE IS BRAVE, BUT VERY CYNICAL.

Tasslehoff Burrfoot LEFT THE HOMELANDS OF THE KENDER AS A CHILD TO

ACCOMPANY HIS PARENTS. WHO WERE GREAT WANDERERS. WHEN HE

REACHED ADULTHOOD‚ HE WANDERED OFF ON HIS OWN, AS MANY KEN-

DER DO.

TAS WAS HARD HIT BY WANDERLUST, AND IT WAS SEVERAL YEARS

BEFORE HE ARRIVED IN SOLACE, CARRYING EVERYTHING NECESSARY TO A

KENDER’S SURVIVAL: A CASE FULL OF PRE-CATACLYSM MAPS (TAS LOVES

MAPS), A COIL OF STRONG ROPE, HIS HOOPAK SLING, AND ANOTHER BAG

FULL OF ODDS AND ENDS HE HAD “ACQUIRED”— FOR TAS, LIKE MOST

KENDER‚ IS A “HANDLER.” (T HE TERM “THIEF” IS CONSIDERED IN POOR

TASTE.)HE MET FLINT WHEN HE “ACCIDENTALLY ” ACQUIRED AN ARM BRACE-

LET FLINT HAD MADE. TAS HAS UNSTOPPABLE CURIOSITY (ANOTHER

KENDER CHARACTERISTIC), A QUICK WIT, GREAT ENERGY, AND A GOOD

SENSE OF HUMOR KENDER DO NOT FEEL THE EMOTION OF FEAR.

Laurana IS THE DAUGHTER OF THE SPEAKER OF SUNS AND SISTER TO GIL-THANAS AND PORTHIOS. SHE GREW UP WITH GREAT PRIVILEGE, NOT

ONLY AS A PRINCESS, BUT ALSO AS AN EXCEPTIONALLY BEAUTIFUL ELF-MAID . SHE BECAME VERY SPOILED IN CHILDHOOD, BUT HER HEART IS

GOOD. SHE IS USED TO GETTING HER OWN WAY, AND IS SKILLED IN

USING HER GOOD LOOKS AND CHARM TO ADVANTAGE. SHE IS A SKILLED

DIPLOMAT.I N CHILDHOOD, SHE AND TANIS WERE “ PLEDGED,” ALTHOUGH SHE

TOOK THEIR RELATIONSHIP MORE SERIOUSLY THAN DID HE. SHE STILL HAS

FEELINGS FOR TANIS.A LTHOUGH LAURANA I S IMMATURE , SHE POSSESSES GREAT INNER

STRENGTH AND THE POTENTIAL FOR GREATNESS. THE TRIALS AND DAN-GERS SHE FACES WILL CALL OUT HER INNER STRENGTH AND CAUSE HER TO

GROW INTO A MATURE, CAPABLE, WOMAN. HOWEVER, IN HER MATURITY

SHE WILL NOT LOSE THE VIRTUES OF YOUTH-OPTIMISM, LOVE, AND AN

INNER BELIEF IN LOVE AND HAPPINESS.

Elistan WAS ONCE A SEEKER PRIEST AND WORSHIPPED FALSE GODS.W HEN THE D R A G O N A R M Y T O O K HA V E N , HE W A S C A P T U R E D A N D

BROUGHT TO PAX THARKAS. HE MET A FELLOW PRISONER, GOLDMOON,

A CLERIC OF THE GODDESS MISHAKAL . WHEN SHE USED THE LONG-LOST

HEALING MAGIC, HE KNEW SHE HELD THE TRUE FAITH.

HE WAS BROUGHT BEFORE V ERMINAARD AND TORTURED WHEN HE

WOULD NOT JOIN THE DRAGON HIGHMASTER CAUSE. HE WAS RESCUED

ALONG WITH THE REFUGEES OF PAX THARKAS, AND BECAME A LEADER

ONCE AGAIN-BUT WITH A DIFFERENCE. GOLDMOON SHARED WITH HIM

KNOWLEDGE OF THE TRUE GODS, AND HIS FAITH WAS CHANGED. OVER-

NIGHT, THROUGH DEEP PRAYER, HE BECAME A TRUE CLERIC IN THE SERV-

ICE OF PALADINE , THE HIGHEST GOD.ELISTAN NOW DEVOTES HIS LIFE TO THE SERVICE OF PALADINE AND

THE WELFARE OF HIS PEOPLE. ALTHOUGH A MAN OF PEACE, HE DOES

WHAT IS NEEDED FOR HIS CAUSE.

Aaron Tallbow COMES FROM ALONG LINE OF SOLAMNIC KNIGHTS OF THE

ORDER OF THE CROWN. HE HAS DEVOTED HIS LIFE TO THE PERFECTION

OF THE ARCHER’S ARTS AND IS NOW RENOWNED AS ONE OF THE FINEST

BOWMEN IN SOLAMNIA .AARON IS AN EASYGOING AND PLEASANT PERSON, WITH A READY

LAUGH AND PERVASIVE GOOD HUMOR. HE IS TALL AND LEAN, WITH THE

FLOWING RED HAIR AND THE DISTINCTIVE MUSTACHE OF THE KNIGHTS.HE HAS BEEN INSTRUCTED BY THE LORD OF THE ROSE TO JOIN DEREK

CROWNGUARD AND OTHER KNIGHTS ON A QUEST FOR AN ORB OF

DRAGON CONTROL. RUMOR, THE ONLY SOURCE OF INFORMATION ON

THIS MYSTICAL ITEM, ATTRIBUTES TO THE ORB THE POWER BY WHICH

MAGICIANS O F OLD DESTROYED THE DRAGONS. THE KNIGHTS ARE

SEARCHING FOR A PARTY OF ADVENTURERS RUMORED TO BE SEEKING THE

DOWNFALL OF THE HIGHLORDS.THE ORB, IF IT TRULY EXISTS, IS SAID TO RESIDE FAR TO THE SOUTH OF

SOLAMNIA IN THE LANDS OF TARSIS.

Sturm Br ightb lade I S THE SON O F A SOLAMNIC KNIGHT-AN ORDER

THAT FELL INTO DISREPUTE AS THE NORTHERN KINGDOMS DECAYED. HIS

FATHER SENT HIS MOTHER AND THE YOUNG STURM AWAY TO SAFETY.WHEN STURM REACHED ADULTHOOD, HE RECEIVED HIS FATHER'S LEG-ACY-THE SWORD AND RING OF THE KNIGHTS. WHEN THE INNFELLOWS

LEFT SOLACE, STURM TRAVELED NORTH TO TAKE HIS FATHER’S PLACE IN

THE KNIGHTS OF SOLAMNIA . HE SEARCHED IN VAIN. NO TRACE OF THE

ORDER COULD BE FOUND.IN SPITE OF THAT, STURM HAS ADOPTED THE IDEALS OF KNIGHTHOOD,

AND BELIEVES IN THE SOLAMNIC MOTTO‚ OBEDIENCE UNTO DEATH. HIS

DEEPEST GOAL IS TO DIE BRAVELY IN BATTLE AGAINST EVIL . HE IS A MAN

OF MILITARY BEARING, OF GREAT DIGNITY, OF ABSOLUTE FEARLESSNESS

IN THE FACE OF DEATH. HE IS HONEST, FORTHRIGHT, AND DEEPLY CON-CERNED FOR THE WELFARE AND SAFETY OF OTHERS. HIS GREATEST WISH

IS TO BECOME A KNIGHT OF SOLAMNIA .

Page 41: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

AC 0 (CHAIN MAIL +1 AND SHIELD, DEX BONUS)

WEAPONS SHORT SWORD +2 (3-8/3-10)

DAGGER (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/1000 GPW MAXIMUM

LANGUAGES COMMON, QUALINESTI ELF,

SILVANESTI ELF

See back of card for more information.

ABILITIES Spell Use: 4 1ST LEVEL, 2 2ND LEVEL,

2 3RD LEVEL PER DAY

LANGUAGES COMMON, QUALINESTI ELF,

SILVANESTI ELF

INT 14 DEX 16 CHR 13 A L C G H P 2 5

AC 1 (CHAIN MAIL AND SHIELD +1, DEX BONUS)

WEAPONS LONGSWORD +1 (2-9/2-13)

LONGBOW AND QUIVER OF 20 ARROWS (1-6/1-6)

EQUIPMENT AS SELECTED BY PLAYER;500 STL/1000 GPW MAXIMUM

See back of card for more information.

Laurana-npc 5TH LEVEL ELF FIGHTER Gilthanas 5TH LEVEL ELF FIGHTER/6TH LEVEL ELF MAGIC-USER

STR 13 WIS 12 CON 14 THAC0 16 STR 12 WIS 10 CON 12 THAC0 16INT 15 DEX 17 CHR 16 A L C G H P 3 0

Elistan 9TH LEVEL HUMAN CLERIC Derek Crownguard 9TH LEVEL HUMAN FIGHTER

STR 13 WIS 17 CON 12 THAC0 16INT 14 DEX 12 CHR 16 AL LG HP 49

AC 4 (CHAIN MAIL AND SHIELD)

WEAPONS M A C E + 2 ( 4 - 9 / 3 - 8 )

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/1000 GPW MAXIMUM

ABILITIES Spell Use: 6 1ST LEVEL, 6 2ND LEVEL, 4

3RD LEVEL, 2 4TH LEVEL, 1 5TH LEVEL.

LANGUAGES COMMON, QUALINESTI

ELF, SEEKER

See back of card for more information.

STR 17 WIS 11 CON 16 THAC0 12INT 12 DEX 13 CHR 12 AL LG HP 70

AC 3 (CHAIN MAIL +2)

WEAPONS HALBERD +1 (2-11/3-13)

DAGGER (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/1000 GPW MAXIMUM.

LANGUAGES: COMMON, ERGOTHIC,

QUALINESTI ELF, SOLAMNIC

See back of card for more information.

Aaron Tallbow 8TH-LEVEL HUMAN FIGHTER

STR 15 WIS 10 CON 12 THAC0 14INT 14 DEX 18 CHR 16 AL LG HP 49

AC -1 (CHAIN MAIL AND SHIELD +1, DEX BONUS)

WEAPONS LONGSWORD (1-8/1-12)

LONGBOW +1 WITH FOUR ARROWS +2 (3-8/3-8)

QUIVER OF 20 NORMAL ARROWS (1-6/1-6)

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/1000 GPW MAXIMUM.

LANGUAGES COMMON, ERGOTHIC, HYLO

KENDER, QUALINESTI ELF, SOLAMNIC

See back of card for more information.

Flint FIREfORge 7TH LEVEL DWARF FIGHTER

AC 1 (PLATE MAIL +1 AND SMALL SHIELD)

WEAPONS 2 HAND AXES +1 (2-7/2-5)

DAGGER (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/1000 GPW MAXIMUM

LANGUAGES COMMON, H I L L DWARF

See back of card for more information.

HP 70STR 16 WIS 12 CON 18 T H A C 0 1 4INT 7 DEX 10 CHR 13 AL NG

Sturm Brightblade 10TH LEVEL HUMAN FIGHTER

STR 17 WIS 11 CON 16 THAC0 11INT 14 DEX 12 CHR 12 AL LG

AC 3 (CHAIN MAIL +2)

WEAPONS TWO-HANDED SWORD +3 (4-13/6-21)

DAGGER (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/1000 GPW MAXIMUM

LANGUAGES COMMON, QUALINESTI ELF, SOLAM-

N I C

HP 74

See back of card for more information.

Tasslehoff Burrfoot 8TH LEVEL KENDER THIEF

STR 13 WIS 12 CON 14 THAC0 19I N T 9 D E X 1 6 C H R 1 1 A L N HP 34

AC 5 (LEATHER ARMOR, DEX BONUS)

WEAPONS HOOPAK: COMBINATION BULLET

SLING (2-5/2-7) AND +2 JO STICK (3-8/3-6)

DAGGER (1-4/1-3)

EQUIPMENT THIEVES� TOOLS, LEATHER MAP (CASE

AS SELECTED BY PLAYER; 500 STL/1000 GPW MAXI-

MUM

See back of card for more information.

Page 42: Dragons of Ice (AD&D 2nd Edition: Dragonlance DL6)

Dragons of IceDouglas Niles

* BOOKS * MODULES * MINIATURES

The DRAGONLANCE™ saga continues!The refugees from Pax Tharkas are safe in

the dwarven kingdom of Thorbardin. You are inthe ancient port of Tarsis searching for ships tobear them out of the dragonarmy’s reach.

But nothing in silent Tarsis is as youexpected. The sea receded in the Cataclysm;no ship will ever set sail from Tarsis again. Dra-conians openly roam the deserted city streets.

A new quest is before you: to find one ofthe legendary Dragon Orbs, mighty weaponsthat destroyed the dragons in ancient times.

Your path leads you to Icewall Castle,abode of an awesome white dragon and herminions. What awaits on the treacherous gla-cier? Can you defeat the evil guardians of thecast le and recover the Orb of the Si lverDragon?

“ D r a g o n s o f I c e ” i s t h e f i f t hDRAGONLANCE adventure for use with theADVANCED DUNGEONS & DRAGONS ® gamesystem and begins the Second Book of theDRAGONLANCE saga. You can p lay th isadventure by itself, or as part of the grandquest that spans the entire DRAGONLANCEstory.

An adventure for Character Levels 6-9