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Page 1: Official Game Adventure - Freeariakas2.free.fr/dl/DL09.pdf · “Dragons of Deceit” is the ninth module in the epic DRAGONLANCE® series. It ends the second book of the DRAGONLANCE
Page 2: Official Game Adventure - Freeariakas2.free.fr/dl/DL09.pdf · “Dragons of Deceit” is the ninth module in the epic DRAGONLANCE® series. It ends the second book of the DRAGONLANCE
Page 3: Official Game Adventure - Freeariakas2.free.fr/dl/DL09.pdf · “Dragons of Deceit” is the ninth module in the epic DRAGONLANCE® series. It ends the second book of the DRAGONLANCE

Official Game Adventure

Dragons of Deceitby Douglas Niles

TABLE OF CONTENTS

Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Wherein the tale is told, and the story expounded thus far.

Chapter 13: The Silver Messenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Wherein the aftermath of battle dawns chill, but an old comrade returns.

Chapter 14: Into the Dragonlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Wherein a smoking city marks the center of the Dragon Queen’s domain and guards the

secret of the good dragons’ Oath.

Chapter 15: Sanction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Wherein the evil city yields its vile tale.

Dungeon Master’s Folio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Wherein aids for the DM are given and much is explained.

Silvart Folio: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 3Wherein the motivations and goals of the silver dragon, known to the PCs as Silvart, are

explained.

Chapter 16: The Lords of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 8A fiery confrontation brings freedom or death.

Chapter 17: Battle in the Skies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 3Wherein the good dragons are found and the war in the air begins.

Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 5Wherein hope has been found in the war against evil.

Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 6Wherein new races and monsters are described.

CREDITS

Editor: Mike BreaultCover Art: Larry ElmoreInterior Art: Diana MagnusonCartography: David Sutherland IIITypography: Linda BakkKeylining; Colleen O’Malley

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, andthe 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.

©1985 TSR Inc. All Rights Reserved. Printed in U.S.A.

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

TSR Inc. TSR UK Ltd.POB 756 The Mill, Rathmore RoadLake Geneva Cambridge CB1 4ADWI 53147 United Kingdom

Printed in U.S.A.ISBN 0-88038-095-09137

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“Dragons of Deceit” is the ninth module inthe epic DRAGONLANCE® series. It ends thesecond book of the DRAGONLANCE saga:“Tales of Winter Night,” following “Dragonsof Ice,” ” Dragons of Light,” and “Dragons ofWar.”

The modules recreate the DRAGONLANCEstory, casting the player characters in the roles ofthe epic’s heroes. Thus, it is recommended thatthis module be played as part of the series, usingthe player characters provided. If players wish touse their own characters, however, allow them todo so, taking care that the party is as balanced asthe party included in this module.

This module may also be played as a stand-alone adventure without having played therest of the series.

The characters listed on pages 16 and 33 aresome of the heroes of the DRAGONLANCEstory. The equipment and magic items listedfor each should be used if you have not playedprevious DRAGONLANCE modules or havenot used that particular PC before.

If your party has played a previous modulein the series, however, use the equipmentlisted on the original character cards plus anyadditional items that the PCs have acquiredduring your adventures.

In DL6, “Dragons of Ice,” the originalparty of PCs was split into two groups. Thismodule deals with the group that went southfrom Tarsis—the Heroes of the Lance. Theremaining heroes will return in the nextmodule, DL10.

If you do not have enough players to take allthe heroes as PCs, run the others as NPCs orallow players to run more than one character.In any event, it’s a good idea to keep the partyto a size you are comfortable with.

The player character of Lord Gunthar isintroduced in this module. Any player whosecharacter met a heroic death during the battleat the High Clerist Tower should be allowed toplayer Gunthar from the start of this adven-ture. If no characters died, keep Gunthar inreserve in case a PC should die during thisadventure (in which case Gunthar appears inChapter 17).

In the DRAGONLANCE multi-moduleepic, some heroes and villains figure promi-nently in later adventures. If an importantNPC, such as Fizban, Ariakus, or Kitiara,should be slain, invoke the “obscure death”rule. This rule states that, as in Saturday after-noon matinees, the circumstances of death ofan important character should be confusedand the body not found. Later the charactermay reappear with a story of how he miracu-

Notes for the dungeon master

lously survived. Sivaks, a new draconian raceintroduced in DL7, polymorph into their slay-er’s likeness when killed, providing a new wayto explain the apparent death of an importantcharacter.

Remember that player characters are nolonger subject to the obscure death rule. If aPC dies, he’s gone forever!

Module Sections

This adventure is divided into chapters thatlead to the conclusion of the secondDRAGONLANCE book. Although the chap-ters move toward the climax and culminationof this part of the PCs’ adventures, allow yourplayers’ decisions to affect the direction andcourse of the adventure. The PCs have a greatdeal of freedom in determining how they pur-sue the quest that is laid before them in thefirst chapter.

In the very center of the module is a four-page pullout folio (the Silvart Folio) on thecharacter of Dargent/Silvart. This should begiven to a player who will play Silvart (duringthis adventure only). The player controllingSilvart should not control any other PCs dur-ing this adventure.

The skill of the player controlling Silvartwill have a great bearing on the success or fail-ure of the adventure. Try to assign this charac-ter to a player with good role-playing skills!

Surrounding the Silvart Folio is a 12-pageDungeon Master reference section. This con-tains the maps needed to play the adventureas well as the Random Encounter Chart andNPC Capsules. Carefully remove both thefolio and the DM reference section.

The countersheet included in “Dragons ofDeceit” contains cardboard counters repre-senting the dragons that meet in the module’sfinal engagement-an aerial battle over theevil Temple of Luerkhisis. These counters canbe used with the BATTLEYSYSTEM™ rules oremployed simply to clarify the positions of thecharacters and their mounts during whatshould be a rather fast-moving and wild battlein a three-dimensional battlefield.

Starting Play

One player should be given the Silvart Foliofrom the center of this module and asked toplay the role of Silvart. This is a challengingpart, but the module will be much more funto play if Silvart is treated as a PC, rather thanan NPC. This is a one-time only exception tothe restriction on monster player characters,and whoever plays Silvart should regain their

usual character after this adventure.Be sure to read the folio before giving it to

the player. You, as the referee, are primarilyresponsible for making sure that Silvart abidesby the Oath.

Each chapter is divided into a series ofEvents and Encounters. The Events, listed atthe start of the chapter, occur regardless ofwhere the PCs are or what they are doing.Each event includes instructions on when touse it. Encounters, on the other hand, arekeyed to locations and occur only if the heroesgo to the appropriate places.

Occasionally an Ability Check is called foragainst one of a character’s abilities (Strength,Wisdom, etc.). Roll 1d20 and compare theresult with the appropriate ability score. If theroll is less than or equal to the ability, theaction succeeds; if greater than the ability, theaction fails and the character suffers the conse-quences given in the text.

New Weapon

At the start of the adventure, the player char-acters possess 20 Dragonlances—footman’sand 10 mounted-obtained in DL7 (unlessthese were lost or destroyed in subsequentadventuring).

There are two types of Dragonlances:mounted and footman’s. The footman’s lanceis eight feet long while the mounted lance istwice as long and much heavier. The mountedlance often has an attached shieldguard.

A footman’s lance causes 1-6 points of dam-age versus normal foes and 1-8 against largerthan man-sized targets. Against dragons itinflicts damage equal to the hit points of thewielder (a 14-hit point fighter would cause 14points of damage to a dragon). The weapon is+1 to hit if held in hand; it can be cast as aspear at -2 to hit.

The mounted lance causes 3-9 points ofdamage versus normal foes and 3-18 againstlarger than man-sized targets. Againstdragons it inflicts damage equal to the hitpoints of the wielder and his mount. A 15-hitpoint fighter on a 40-hit point dragon causes55 points of damage when the lance strikesanother dragon. The mounted lance is almostexclusively mounted on the backs of dragons(see the sketches on page 28). If not mounted,the lance causes 3-18 points against dragons.The weapon is +2 when mounted; normalwhen unmounted.

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The World of Krynn

There are several important differencesbetween the world of Krynn and the standardAD&D ® campaign world. While players whohave played previous DL adventures are famil-iar with these changes, new players should bemade aware of the following information.

Clerics

When the Queen of Darkness started her waragainst the folk of Krynn, true clerics wereunknown. Early in the war, the heroesretrieved the priceless platinum Disks of Mis-hakal.

Mishakal is the benign goddess of healingand growth. Knowledge of her existencebrought the first use of good clerical spells.Through the reading of her disks, knowledgeof the entire pantheon of the Gods of Goodhas been returned to the people.

Likewise, the Dragon Highlords of theQueen of Darkness have gained the power ofclerical spells of evil, bestowed by the Queenherself.

Clerics are still very rare on Krynn, but asknowledge of the good and evil gods spreads,their presence becomes more and more com-mon.

Icy winds race across the desolate plains ofSolamnia. Their force concentrates at a narrowpass in the sheer Vingaard Mountains, howl-ing with banshee intensity. Firmly planted atthe summit of the pass rests the battle-scarredbulk of the High Clerist Tower.

Savage fighting has raged here since winter,for bodies litter the valley south of the keep.Many fresh graves have been excavated in anearby graveyard.

Yet this huge battle was but one small partof the Queen of Darkness’s plan to crush theforces of good throughout Ansalon. There aremany more fronts to the Dragonarmy’s eviloffensive.

War has raged across the continent of Ansa-lon for many months. Men, dwarves, elves,and kender have found the courage to resistthe armies of the Queen of Darkness.

The evil dragons that fly with the Queen’sarmies have proven nearly invincible on thebattlefield. The mere presence of the creaturesparalyzes most mortals with a sense of terrorand awe.

But strides have been taken to further thecause of good. Knowledge of the true gods—

If PCs do not have the information given onthe disks from previous modules, allow clericsto select as a deity either Mishakal or Paladine,the high god of good.

Dragons

Dragons have been absent from Krynn forcenturies, returning only with the initiation ofthe war. The only dragons most people haveseen are red, green, blue, black, and whitedragons-all creatures of highly evil nature.

Rumors persist of other dragons-copper,bronze, brass, silver, and gold-that are crea-tures of good. The PCs have met only twogood dragons thus far: Blaize, the brassdragon in DL3, and Silvart. No other gooddragons have appeared to take part in the waragainst evil.

Kender

The equivalent of a halfling in the world ofKrynn is a kender. In addition to the standardabilities and limitations of AD&D halflings,kender have the special abilities of taunt andfearlessness.

The Story

lost for nearly three centuries-has beenregained. True clerics once again walk amongthe people of Krynn.

The knowledge n e e d e d t o f o r g eDragonlances—knowledge lost even longerthan that of the true gods—has also beenrelearned. But even these mighty weapons arenot enough to halt the Dark Queen’s hordes.

Rumors speak of other dragons-dragons ofbrass, copper, bronze, silver, and gold-whofought against the evil dragons in a war nowlost in the mists of time. Yet hope springsfrom these myths-hope that good dragonsmight still exist and might aid the cause of theWhitestone Council. This brings us to ourstory.

The heroes have bought themselves sometime with the savage battle at the High CleristTower. Yet they realize that this only delaysthe inevitable conquest of Krynn by the DarkQueen.

In this setting, and with this knowledge,they receive a visitor—Silvart, a companionfrom a previous adventure (“Dragons ofLight”). Whether or not Dargent (the silverdragon) took the form of Silvart in DL7, she

See Tasselhoffs character card for gamemechanics for these abilities, which will beusable by all PC kender (and halflings fromother campaigns).

Money

Steel is the most valuable metal in the worldof Krynn while gold is fairly common and oflittle worth.

One steel piece (stl) is the equivalent inpurchasing power of a gp in a normal AD&Dcampaign. A gold piece on Krynn is theequivalent of one sp in a standard campaign.

Player characters who enter Krynn fromother campaigns may be allowed to trade theirgold pieces for steel-though they will findtheir personal wealth greatly reduced.

meets and travels with the PCs in this formduring “Dragons of Deceit.” Dargent willassume her true form only after the perversionof the good dragons’ eggs is revealed in thisadventure.

Silvart tells the party that the key to thegood dragons’ Oath lies in the evil city ofSanction, in the very heart of the DarkQueen’s empire.She wishes to recruit theheroes to undertake a quest to Sanction to freethe good dragons from this oath.

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Chapter 13: The Silver Messenger

The adventure in DL9 begins three days afterthe last battle at the High Clerist Tower. Threeintroductions are provided: one for playersnew to the DRAGONLANCE® saga; one forDL8 players who won the battle at the HighClerist Tower; one for players who lost the bat-tle at the High Clerist Tower.

If the players are new to the saga, the meet-ing with Silvart occurs in the city of Palanthus.If they have played DL8 and won, allow themto decide whether or not to return to Palan-thus after the battle (the meeting with Silvartoccurs wherever the PCs are).If the tower fellto the Dragonarmy, the heroes and all surviv-ing defenders will be forced to retreat toPalanthus.

If they are in the city, establish some lodg-ings for the characters and inform them thatthey have just had time to rest from the jour-ney, and are finally feeling fit and ready foraction. Any wounds inflicted in the previousadventure have healed.

Allow the player controlling Silvart/Dargent to read the Silvart Folio in the centerof the module before beginning play. All ofthe adventure beginnings require this charac-ter to visit the PCs and present them with arequest for aid.

Although you can try to summarize detailsto move the adventure quickly onto the roadto Sanction, it is recommended that youinstead allow the players to role play theencounter between Silvart and the other PCs,working out the objectives between them-selves.

event s

Event 1: BackgroundRead the first section of boxed text only if theplayers are new to the DRAGONLANCEsaga. Read the second section of boxed textonly to DL8 players who won the battle at theHigh Clerist Tower. The third section of boxedtext is to be read only to DL8 players who lostthat battle.

New Players

The world of Krynn—your world-reelsfrom the violence of a brutal war of con-quest. From out of the nightmares of thepast, dragons have returned to Krynn afteran absence of many years.

Aided by these serpentine monsters,armies of evil have spread across the conti-nent of Ansalon, seeking to subjugate allthe free peoples of your land. These Dra-gonarmies are made up of familiar troopslike goblins and hobgoblins, but the back-

bone of each wing of the evil armies con-sists of lizard-like creatures called dracon-ians.

Several types of draconians have beenencountered, including the small Baaz,who turn to solid statues upon death, tem-porarily imprisoning weapons within theirbodies, and the slightly larger Kapaks,who dissolve into caustic pools of acidupon death.

Two more-powerful types of draconians,the spell-casting Bozaks and the shape-shifting Sivaks, have also appeared. Theorigin of all types of draconians remains amystery.

You have all performed valuable servicesfor the cause of good in this war, aiding thefight against evil wherever you can. Lately,a new weapon, known as the Dragonlance,has aided your side. Even this will not beenough to turn the tide.

A few weeks ago, you came together at atowering fortress, the High Clerist Tower,that blocks a narrow pass in the VingaardMountains. To your back was the great cityof Palanthus, the largest community toremain unconquered by the Dragonar-mies. Toward the tower charged the mightof an entire wing of the Dragonarmy, sup-ported by several blue dragons.

In a battle that raged for days andclaimed the lives of many friends and foes,you helped bring the Blue Wing to a halt.Now you have returned to Palanthus torest, knowing that this is only a temporarylull in the savage war.

And in Palanthus, you receive a visitor.You recognize her as an elven maiden whosaved your lives on the island of Ergoth,where you were caught up in a feudbetween rival factions of elves.

DL8 Battle Victors

The wounds of battle heal slowly, but youare the lucky ones, alive and whole afterthe horrible siege of the tower. You have allspent time thinking of the brave warriorswho fell at the tower, buying victory withtheir lives.

Back in Palanthus, the atmosphere issubdued. No celebrations greet the newsof victory, for all know the respite is onlytemporary.

Within the city awaits a bit of goodnews: a visitor from earlier adventuring.The Kagonesti elfmaid Silvart has traveledfar to find you�a rare friend in this war-torn world

DL8 Battle Losers

The long retreat has been grueling, butnot panicked. The Knights have fallenback to Palanthus, well aware that there islittle hope of holding the city against aconcerted Dragonarmy attack.

Scouts report that the Dragonarmy isnot pressing the pursuit. The reason isunknown. For now, the evil forces seemcontent to occupy the captured tower. Noone doubts that the assault will comeagainst Palanthus, perhaps within the nextfew weeks.

Within the city awaits a bit of goodnews: a visitor from earlier adventuring.The Kagonesti elfmaid Silvart has traveledfar to find you—a rare friend in this war-torn world!

At this point, allow the player character ofSilvart to meet the other players. She has beenprovided with the information necessary toget the heroes aimed toward Sanction and themain action of this adventure.

This meeting can occur in any location thatthe PCs might be found, most likely theirlodgings or a place that the group frequents.

Allow the PCs to ask questions about thefeasibility of the different routes. If they havea map of Ansalon from a previous adventure,they may consult it. Do not show them thepartial map of Ansalon from this module,however!

This is the only scheduled event of Chapter13. Allow the players to proceed on their ownfrom here.

P a l a n t h u s

Set in a narrow valley at the end of a long,fjord-like bay, Palanthus was the only deep-water port on Krynn to survive the Cataclysmunscathed. It is a center of learning and tradeunmatched in the world.

The buildings in Palanthus are tall andwell-built. The city is remarkably clean, withno garbage in the streets and a completeabsence of rats.

The city is poorly defended, since its found-ers placed their faith in the command of thesea approaches and the strength of the HighClerist Tower. Of course, if the tower has notfallen then the city remains fairly secure sinceit still has enough ships to retain control of thenearby seas.

Since the city serves only as a meeting andstarting place for this adventure, it is notdetailed extensively here. If you need to pro-vide more details to your players about thecity, expand upon the framework presented

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here. Keep in mind Palanthus’s air of antiqu-ity and the high level of culture.

Sea traffic is still heavy in Palanthus, withseveral ships arriving and departing daily.These include merchant ships that ply thedangerous trade routes between Palanthusand ports in Solamnia, Ergoth, and Sancrist,as well as those attempting the even moretreacherous northern passage to the easternports of Valkmord and Flotsam. Warships arealso present, escorting merchant expeditions,or patroling the seas against the raids ofpirates and the Dragonarmy vessels that ven-ture out of the New Sea.

The only commonly used overland routeout of the city leads to the pass guarded by theHigh Clerist Tower. Depending on the out-come of the battle for the tower, this road mayor may not be open as far as the tower. In anyevent, beyond the tower lies the Blue Wing ofthe Dragonarmy.

The Citizens of Palanthus

The mood of the people of Palanthus is rela-tively calm, but they are suspicious of all out-siders. Although some residents understandthe danger presented by the invading armyand appreciate the sacrifice made by the war-riors at the tower, most feel that resistance is amistake and believe that the safest path lies inseeking a peaceful settlement with the DarkQueen.

Of course, it is too late for this route now.Nonetheless, the heroes will not encountergreat cooperation, generosity, or gratitudefrom the bulk (80%) of Palanthus’s citizenry.

Encounter AreasA general map of Palanthus can be found inthe DM Folio. The city is divided into five dis-tricts, each of which is briefly explainedbelow.

1. Temple District

An impressive array of huge marble and gran-ite buildings extends far up the side of thewestern valley slope of Palanthus. As a generalrule, the higher up a temple, the more grandi-ose its architecture and the more important itsgod.

Although none of these temples have falleninto disrepair—the city fathers would notallow that—many are preserved as little morethan museums. A temple of Mishakal theHealer has been claimed by clerics of thatbenign goddess, and thrives as a focal point ofgoodness and health. At the top of the slope,the ancient temple of Paladine commands aview of the entire city and fjord. It has recently

seen the return of a few clerics and worshipers,their numbers growing slowly but steadily.

Word of the return of the true gods is slowlyspreading through Palanthus. Although thesame people who scoff at the Knights stillbelieve that the true gods abandoned Krynn,the number of believers is growing. This isdue in great part to the earlier efforts of theheroes in spreading the words on the Disks ofMishakal (see DL1).

2. WaterfrontThis is the working district of Palanthus: thebusiest and dirtiest section of the city. Unlikemany other port cities, thievery is not a greatproblem here;there is plenty of work andmoney for everyone. The work ethic is doubt-less encouraged by the ruthlessly enforceddeath penalty for those caught thieving!

The waters of the Bay of Branchala washgently at the shore, for the port is well shel-tered from tempests by the windings of thefjord.

This district is crowded with inns and ware-houses as well as a few shops catering mainlyto seamen. Virtually every type of nauticalsupply is available for sale here, at the rateslisted in the Players’ Handbook.If the PCsseek a vessel to carry them to Sanction, theywill find that nearly all captains refuse to enterthe New Sea. After a little searching, however,they will be referred to Captain Karyzzal, ofthe Jolly Widow. This worthy seafarer fre-quents the Salty Spider Inn. See the NPCCapsules in the DM Folio for Karyzzal’s traits.

He will agree to carry the party into the NewSea for 500 stl, but will require the heroes topurchase all of the provisions for a three-month voyage (cost is 300 stl extra).

If the PCs wish to purchase a boat on theirown, they will find vessels for sale. Pricesrange from 5,000 - 10,000 stl, so they need tohave a cash reserve from previous adventur-ing.

3. Nobles� HillAcross the valley from the beautiful TempleDistrict towers the height of Nobles’ Hill.This is another region of striking marblebuildings and ornate, inspiring architecture.The buildings on Nobles’ Hill are all builtinto the slopes of the hill, above the clutterand crowd of the city below.

Lord Gunthar has access to a mansion on thehill that is retained for the use of the leaders ofthe Knights of Solamnia. Although not one ofthe more spectacular structures on the hill, it isquite adequate for the needs of the player char-acters. They may choose to lodge here, if LordGunthar is a PC and invites them.

If Lord Gunthar is not a PC, he will meetthe PCs if they venture onto Nobles’ Hill andwill encourage them to embark on the missionurged by Silvart. He will provide the heroeswith 1000 stl as funding for the quest.

4. PlazaThe central plaza of Palanthus is flanked bytwo great buildings. To the north lies the pal-ace of the Lord of Palanthus. The Lord is akindly old gentlemen who realizes that he is indeep trouble in the war with the Dragonarmy.His powers are kept well in check by the city’sHigh Council.

To the south sprawls the vast edifice of theLibrary of Astinus. Part of this library containsworks of public record, available to all citi-zens; another, larger part of the building issealed and guarded. It is here that Astinus,Lorekeeper of Krynn, writes his histories.

In the center of the plaza, rising like a tallpeak to dominate the city, stands the Tower ofHigh Sorcery. No one approaches the tower; itradiates a sense of fear similar to dragonfear ifany approach within 100 feet. Any PCs whotry to approach will feel a sense of physicalrevulsion and will not be able to get closerthan 100 feet.

5. Mercantile DistrictThis portion of Palanthus is home to most ofher citizens, and contains most of the mer-chant and craftsmen shops in the city.

With the exception of nautical supplies, allof the equipment listed in the Players’ Hand-book is available in this district. Of course, theconversion from gp to stl applies to all priceson Krynn.

One building the PCs should be told of ifthey enter this district is a small shop labeled“Wise Wyckert: Cartographer and Surveyor.”If they investigate the shop, they will meet thewithered old proprietor. For 50 stl, he will sella map noting several hidden passes over theVingaard Mountains.

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Chapter 14: Into the Dragonlands

The heroes should realize, through conversa-tion with Silvart, that a great secret lies con-cealed in the city of Sanction, in the very heartof the territory controlled by the Queen ofDarkness.

If this has not been made clear through thisrole playing, the character of Elistan (or anyPC cleric) will have the following dream:

Three mighty volcanoes spew smoke andlava over a doomed, smoldering city. Dra-conians and humans scuttle through thestreets while huge army camps sprawlaround the city’s outskirts.

From somewhere within this vision ofhorror, a sparkle of light and goodnessstrives for life. But danger is all around,and aid must come quickly, or this sparkwill be forever snuffed.

The light glistens with metallic colors:copper, bronze, brass, silver, and gold. Youmust find it before it is too late.

Any seafaring person of Palanthus will recog-nize the description as the city of Sanction, ifthe cleric does not figure it out for himself.

This chapter covers the heroes’ journey toSanction. Part 14A contains a list of eventsand encounters to be used if the party travelsby sea. Part 14B contains events and encount-ers applying to an overland journey.

Use the partial map of Ansalon (page 18) toplot out the course of the characters on theirjourney. Of course, if you have‘ a map of Ansa-lon from a previous module, you may use thatinstead. Make sure that you note the locationsof encounters marked on the map on page 18.

There are several chances for the heroes toget captured on the journey to Sanction. Ineach case, their captors will lock them inchains, throw them into a darkened and heav-ily locked hold, and sail directly to Sanction.Once the characters arrive in Sanction, godirectly to Event 11 in Chapter 15.

Part 14A:To Sanction By Sea

The journey to Sanction by sea takes eightweeks. The events listed occur at the giventimes during that eight-week period. Theencounters only occur when the heroes reachthe numbered Encounter Areas on the map.

Do not use encounters from the RandomEncounter Chart while the player charactersare at sea. This is the only part of the adven-ture where random encounters are notemployed.

events

event 2: The Captain�s taleThis event occurs if the PCs book passageaboard the Jolly Widow. Captain Karyzzal, ina thoughtful mood, lights his pipe and talksquietly to any PCs who happen to be withinearshot.

“Sanction, now that’s a port I haven’tdocked in for years! I don’t even know forsure it’s still there-they don’t call that theCity of Doom for nothing.”

If the PCs show any interest in the conversa-tion or ask questions, the captain will con-tinue. If not, he will not reveal the rest of thisinformation during the voyage.

“Three volcanoes, they call them the Lordsof Doom, surround the place. They’reslowly eating the city away. Lava runs inrivers right through Sanction and there’salways smoke hanging overhead.

“Of course, it’s a good port. The docksare sturdy and the water’s deep. Well pro-tected from the sea, too!

“There’s certain to be a blockade, youknow. From what I’ve seen of thoseDragon Highlords, they’ll be going overincoming vessels with a fine-tooth comb.What are you going to tell ‘em when theytry to come aboard?”

event 3: Fizban

This event occurs after two weeks at searegardless of what ship the heroes are using.

The steady rise and fall of the vessel’s prowhas grown familiar, no longer inspiring anytrace of seasickness or discomfort. Thewind is fair, and progress steady.

Suddenly, a loud thump sounds frombelow the prow! The ship has struck some-thing, probably a hulk since no land is insight. Immediately, an enraged voice callsout from below the bow, “Get this con-founded thing out of my way! I’ve gotplaces to go, and I can’t have every wreckon the high seas thundering into me!Move, I say!”

As soon as a character investigates by looking.over the side, read the following:

A ragged old man, almost hidden behinda long white beard and an immense,floppy hat, stands in the middle of a smallrowboat. He shakes his fist angrily at thelarger vessel.

“Get out of my way, you idiots! I’ve gotimportant things to do! Move, or I’ll ramyou again!”

With that outburst, the old man sits athis oars and laboriously backs the rowboatseveral feet away from the ship. Then hesends it forward again, to thump resound-ingly against the side of the ship. Thistime, the hull of the rowboat splits andwater begins to pour in.

“Take that!” he calls, standing again.Water washes around his skinny legs as hisboat rapidly sinks.“Now move, before Iget really rough!”

His boat is by now completely awashand the water has risen to his waist.

This, of course, is Fizban the Fabulous. See hisdescription in the NPC Capsules if you are notfamiliar with him from previous adventures.

If the heroes do not pull him aboard theirvessel, Fizban goes down with his rowboat,leaving his huge hat floating on the surface.(He does not die, however.) If he is pulledaboard the ship, he will accompany the heroesfor the adventure. (“I was on my way to Sanc-tion anyway-lucky thing for you!”)

event 4: Mad Boris and theBlack Skull

Run this event when the PCs have been at seafor four weeks and are out of sight of land. Noboxed text is provided because the event isshaped primarily by PC reactions.

As dawn breaks one morning, whicheverhero is first on deck notices a tall, black sailseveral miles astern of the Jolly Widow. Itbelongs to a very fast ship; even if CaptainKaryzzal tries to outsail it, the other shipsteadily closes in.

If the Jolly Widow sails away at top speed, itwill take eight hours for the other ship to pullalongside the heroes’ vessel. Of course, thetime will be much shorter (about four hours)if the PCs reverse course to confront the othership.

The sail belongs to a pirate vessel, the BlackSkull. She is manned by a crew of bloodthirstyminotaurs, commanded by one Mad Boris ofMithas (see NPC Capsules). The Black Skullpulls alongside the PC vessel, regardless ofevasive action. The Black Skull is a small, two-sailed ship that is highly maneuverable com-pared to the merchant ship. The pirates relyon their strength and savagery to prevail over

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their victims, who often outnumber them.When the Black Skull has drawn alongside

the heroes’ ship, the pirates will drop threeboarding ramps to connect the two ships.Each ramp is a 4-foot-wide plank equippedwith heavy spikes in the end. The spikes driveinto the deck of the victims’ ship, securelynailing the two ships together.

After the ramps are dropped, 15 minotaurscharge across to the PCs’ ship, five across eachramp. Because of the narrowness of theplanks, the pirates must cross single file. Fiveminotaurs are left behind to man the BlackSkull.

These pirates usually easily defeat the crewsof the merchant ships they prey on. As a rule,they never take prisoners. However, if at leastfour minotaurs are slain, the others realizethat they are up against some tough opposi-tion. In this case, they attempt to capture allsurviving PCs for delivery to the DragonHighlords in Sanction.

If the pirates are overcome by the heroesand the Black Skull is searched, the charactersfind the following items:

Four chests of jewelry, gems, and coins,with a total value of 4,000-32,000 (4d8x1,000) stl.

A charter, signed by the Dragon HighlordAriakus, commissioning Mad Boris toscourge the seas in the name of the Queenof Darkness, and promising a large rewardfor any high-level prisoners returned toAriakus in Sanction.

A ring of fire resistance and 2 rings of pro-tection +2.

Assorted battle axes and swords, all non-magical

The heroes can take over the Black Skull ifthey wish. The ship is much faster than theirown, and by showing the charter to the vesselsblockading the approaches to Sanction, theheroes will be granted passage to the port.Nowhere does the charter mention that theBlack Skull is manned by minotaurs, so thePCs could successfully impersonate Mad Borisand his gang of cutthroats.

Event 5: Dragon Flyover

Run this event after the heroes have been atsea for about six weeks.

The evening sun glints off a speck in thesky to the east. Gradually, the speck movescloser, becoming recognizable as the sleekform of a soaring blue dragon. It glideslower as it nears the vessel, making a soar-ing pass about 50 feet overhead.

After its single pass, the dragon will turn andglide over the ship once again. If the heroesmake no hostile moves, the monster flaps itswings and slowly gains altitude as it continueson its westward course.

If the PCs attack, however, the dragonresponds in kind, using breath weapon, teeth,and claws to get at the insolent humans whohave offended it.

The dragon is an average young adultdragon (36 hp).

Encounters By Sea

6. Gates of PaladineThe mouth of the Bay of Branchala narrows toa gap a few miles wide here. Beyond, the vastemptiness of the great ocean beckons.

The Gates of Paladine are towering cliffsthat close in to form the bottleneck entrance.Atop each cliff is a battery of gnomish cata-pults, designed for superior range. Five cata-pults make up each battery. Each catapult iscapable of throwing a rock the size of a smallhouse; a direct hit is enough to sink any vesselon Krynn.

There is a fatal flaw to the defenses: therange of the catapults is not quite longenough to reach the middle of the channel.There is a path about 300 yards wide throughwhich an enemy fleet could sail with perfectimpunity, out of range of the weapons oneither shore.

Of course, the gnomes have told no one ofthis flaw. They are busily, and unsuccessfully,working to correct it and see no need to worrythe Lord of Palanthus.

Friendly vessels, such as the PCs’ ship, areallowed to pass unmolested.

7. Whirlpool

If the heroes travel around this point withoutmaking a wide circuit out to sea, the heavysuction of this whirlpool will attempt to drawtheir vessel to her doom. Even an experiencedcaptain will not know of this phenomena,since it is of recent origin.

As the ship draws near, a group of porpoisessurfaces, blowing and squawking noisily. Theyturn and head out to sea, stopping and cir-cling back if the characters do not follow.

If the heroes persist in sailing into the whirl-pool, the porpoises grow more frantic, risingout of the water onto their tails and backingaway from the heroes’ vessel.

If a speak with animals spell is used, theycommunicate intelligently about the treacher-ous whirlpool.

If the heroes ignore all of these warnings,the ship is soon gripped in a swirling currentthat draws it in toward the foaming central

hole. The character manning the helm of theship must now make a Wisdom Check with a-3 penalty.

If the check is successful, the ship can besteered away from the whirlpool at the lastpossible minute. If the check is unsuccessful,the vessel is drawn onto the rocks and smashedto pieces.

When their ship is destroyed, each PC mustmake a saving throw versus breath weapons inorder to be cast ashore alive. Failure meansthat the character has gone down with theship.

Even if cast ashore, the heroes will have lostall of their possessions, including weaponsand armor, and will have to begin the adven-ture anew, at a considerable disadvantage (seeEncounter 13).

8. Scrag PatrolThis narrow bottleneck leading into the NewSea is guarded by some of the DragonHighlords’ most disgust ing minions.Although not actually serving the Queen ofDarkness, the marine trolls (scrags) guardingthis approach have a deal with the DragonHighlords: the scrags do not bother the shipsof the dragon forces and the Highlords allowthem to continue to plunder at this strategicpass.

The scrags swim back and forth across thechannel, subsisting on marine life and anyhapless ships that fall to them.

A group of four scrags clutch the hull of aship as it sails overhead. The monsters slowlywork their way up the hull, two on each side.When all have reached the level of the gun-wales, they climb over and attack the crew.The scrags receive a +1 to their chance to sur-prise the crew because of the unexpected nat-ure of the attack.

If two of the scrags are slain, the survivorswill attempt to leap overboard.

9. Highlords� BlockadeThis narrow channel is well-guarded by thevessels of the Dragon Highlord Ariakus’s per-sonal fleet. This encounter may be avoided ifthe heroes sail through this gap at night (33%chance, unless they declare an intent to waitfor darkness) and make a special effort to hugthe coastline. Otherwise, day or night, theyare accosted by one of the Highlord’s mightywarships.

These huge warships are not particularlyfast, but will launch a fiery ball of oil from acatapult as a signal that the heroes’ shipshould stop. If the PCs elect to run the block-ade, the Highlord’s ship will make a lumber-ing pursuit.

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The crew of the warship includes 12 Sivakdraconians, 20 Baaz draconians, 10 mino-taurs, and 30 seamen. The seamen remain onboard their warship; all of the monsters partic-ipate in a hostile boarding attempt. The cap-tain of the warship, commanding anyboarding party in person, is Nefarik Gistar(see NPC Capsules).

The Black Skull can easily outrun the war-ship, if she tries to do so. If the PCs are aboardthe Jolly Widow or their own vessel, they havea 75% chance of being able to outrun the war-ship; on the other 25% result, the wind isstrong enough to propel the warship fasterthan the smaller merchant vessel.

If the heroes attempt to outrun the warshipand fail, the draconian crew makes everyeffort to capture the PCs when they catch upwith them. They use the same tacticsdescribed for the Black Skull attack, exceptthat five boarding ramps are lowered.

If the PCs successfully outrun the warship, aflight of 12 Sivak draconians takes off fromthe warship and attacks the PCs’ vessel. If theSivaks gain control of the upper deck of theship, they will tear down the sail and allow thewarship to catch up. If the Sivaks are defeated,the PC ship can make it into Sanction’s harborsix hours before the warship, but as soon as thewarship arrives, the heroes will be the objec-tives of a major manhunt.

On the other hand, the heroes may elect tostop at the summons of the warship and try totalk their way through the blockade. If theycarry the charter from the Black Skull, theywill be let through. If not, they will encountersome suspicion from Nefarik Gistar.

If the PCs do not have the charter, Gistardemands to know the reason for the ship’sjourney to Sanction. Any reason that soundsthreatening to the Highlords, should the PCsbe foolish enough to use such, results in animmediate attempt to arrest all of the charac-ters and seize their vessel. If the PCs claim tobe carrying a cargo to Sanction, the captaininspects the ship to make sure that the cargo isaboard. If the heroes claim that they go to pickup a cargo from Sanction, Gistar only believesthe statement if a character can produce awritten order signed by a Dragon Highlordcalling for this. Gistar is not clever enough todetect a forgery.

Any other explanation for the mission mustbe made to sound plausible to the suspicious,humorless, and ill-tempered captain. If thiscannot be done, he makes every effort to havehis boarding party capture the heroes and takethem to Sanction in chains.

Part 14B: to Sanction By LandThe journey overland from Palanthus takesabout eight weeks, assuming the party sets agood pace. As the heroes move across Ansa-lon, use the Random Encounter Chart (onpage 32) to generate chance encounters alongthe way. Follow the instructions on the chartpertaining to the area that the heroes are in.

If the heroes are captured at any point alongthis journey, they will be taken to Sanction asprisoners. Their guards will be whatever typeof creatures captured them, and their bondswill be rope. Characters wishing to attempt anescape can make a Dexterity Check once perday, with a -10 penalty applied to the charac-ter’s Dexterity score. If the check succeedsthen the bonds have been broken and thecharacter can escape or free the other PCs. Ifthe check fails on a roll of 16 or higher, thecaptors notice the attempt and secure thecharacter much more tightly. After this, nofurther escape attempts by that character willsucceed in getting the hero out of the bonds.

If the characters are brought into Sanctionas prisoners, go to Chapter 15, Event 11, assoon as they arrive.

Events by Land

Event 6: The Lost GoatherdThis event occurs a few days after the PCs leavePalanthus, ideally in a barren, snowboundportion of the Vingaard Mountains.

A frail old man, his long beard bristlingbeneath a huge, floppy hat, walks in circlesin a narrow clearing. Suddenly, he looks upand speaks, “Sorry to bother you, buthave you seen my goat? It was here just aminute ago, but it seems to have wanderedoff. You wouldn’t mind helping me look,would you? Thank you so much! Now histracks...hmm, I know he left sometracks....”

This is the Fabulous Fizban, wizard extraordi-naire (see the NPC Capsules). Of course, hehas no goat and no tracks can be found.Regardless of the PCs’ actions, Fizban followsthem, muttering absently about the goat,“Perhaps it went this way. In fact, I think Ihear it!”

This is the only scheduled event if theheroes travel by land. The other occurrences oftheir journey depend on where they go.

encounters By Land

The encounters listed here provide basicdescriptions of the many lands that the heroes

might travel through on the journey to Sanc-tion. Use a generous number of encountersfrom the Random Encounter Chart to spice upthe journey.

10. Vingaard MountainsThis range of lofty, rugged peaks is still lockedin the icy cloak of winter. The high ridges ofthe range are heavy with snow, and avalanchesare common. The only well-known passthrough the range is the gap guarded by theHigh Clerist Tower and this is effectivelysealed by the large enemy army camped onthe southern approach.

If the heroes purchased the map from WiseWyckert in Palanthus, they are able to select asecret, unguarded pass through which to crossthe mountains.

As long as the characters travel through apass, they do not suffer any damage from ava-lanches, although they have a 66% chance perday of witnessing one. If they attempt to blazetheir own trail, however, they run a 20%chance per hour spent traveling of triggeringan avalanche. In this case, each PC must makea Dexterity Check to avoid being swept intothe snowslide. If the check fails, the characterreceives 3-18 points of damage.

Crossing the mountains through a passrequires four days of travel time; trailblazingacross the high ridges takes six days.

If the PCs decide to travel to the HighClerist Tower and sneak past the army campedthere, they encounter virtually unlimitednumbers of hobgobiins, goblins, Baaz, andKapaks. Smaller numbers of hill giants, ogres,Bozaks, and Sivaks are also present, as well ashuman mercenaries. The enemy camp com-pletely blocks the valley, and guards are main-tained at all times.

11. Vingaard Keep

This fortress is garrisoned by a small force ofthe Knights of Solamnia and is besieged by adetachment of the Blue Wing. The camps ofthe surrounding monsters sprawl across theplains, creating a virtually impenetrable ringaround the fortress.

If the heroes move into these camps, theyencounter hundreds of hobgoblins and Kapakdraconians. There is also a 25% chance that1-6 blue dragons are with this force.

Vingaard Keep is holding out, although theforces of evil control the surrounding country-side and even the top of the fortress. The stonegates are so solid and specially designed todefend against attack from above that even theairborne forces of the dragons have not beenable to penetrate into the interior of the castle.

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12. The Plains of SolamniaThis vast plain is one of the broadest on Ansa-lon and offers little cover to the traveler. Thewinter’s snow cover has begun to melt, andbrownish grass pokes through in many places.The rivers are all swollen and treacherous; theheroes have a 10% chance per mile of river-bank traveled to discover a suitable ford.

None of the formerly numerous settlerswho farmed the plains remain. The occa-sional farms and towns have usually beenrazed, although in a few places groups of dra-conians or hobgoblins have moved into dwell-ings after the original owners fled or werebutchered.

13. CaergothThis forbidding fortress rises above a sheercliff that looms over a sheltered harbor. Anoutpost of the Knights of Solamnia, Caergothhas sent most of its fighting men to aid in thedefense of Thelgaard.

The few soldiers, as well as a large mass ofpeasants, left behind are very suspicious ofstrangers. The regent, ruling in place of theabsent lord, is Lord Kenneth Dergonne.Under the guise of maintaining order, he isquick to throw “wrongdoers” into hisdungeon. It is Lord Kenneth’s intent to secure

a solid grip on his ill-gotten throne, so thatwhen the rightful ruler returns, Kenneth willbe strong enough to retain his position.

Characters capable of persuading Kenneththat they can help him achieve his objectivemight find themselves given positions ofresponsibility in the usurper’s forces.

14. Thelgaard

This is another scene of battle. The mightybulk of Thelgaard Keep holds down the leftflank of the Knights’ tenuous southern line.The rest of the force holds a thin positionacross the open gap to the Mountains of Gar-net.

Although the Dragon Highlords’ armiesoutnumber the Knights and possess the aid ofa few blue dragons, the Knights have utilizeda skillful mobile defense, fighting the mon-sters only when the dragons are involved else-where. Despite the thin nature of the lineshere, both sides guard the front carefully. Anyattempts by the PCs to pass through hereresult in encounters both with suspiciousKnights and bloodthirsty Kapak draconians.

15. Solanthus

This formerly mighty fortress has beenreduced to rubble by the Highlords’ armies.

Once a strong outpost of the Knights ofSolamnia, Solanthus is now solidly under thecontrol of the evil forces.

No walls remain standing, nor have any ofthe above-ground buildings escaped damage.The subterranean network of chambers andpassages survives intact, and a few resisters stilllive and fight underground.

The ruins are garrisoned by several hundredgoblins and a few dozen Bozak draconians.Because of their position behind the battlelines, their attention is directed at the rene-gades beneath the castle, ignoring the possi-bility of attack from without.

16. GarnetThe dwarven kingdom of Garnet seals theflank of the Solamnic defenses. Unlike mostother races of dwarves on Krynn, the Gar-netian dwarves have cooperated and aidedtheir human allies in the war against dra-gonkind.

Unfortunately, the dwarves cannot field avery large force, so their participation is lim-ited to an aggressive defense of their home-land. They will provide aid to any friends ofthe Knights who pass through their kingdom.

17. Lemish

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This is a kingdom of humans who have casttheir lot with the forces of evil during the cur-rent war. The fortress itself, and the surround-ing Darkwoods, are places of danger to all savethe minions of the Dragon Highlords.Although technically allies of the Dragonar-mies, the humans of Lemish are used as littlemore than servants, subject to the whims ofdraconian masters.

The primary function of the Lemishiteforces is the conquest of the dwarven kingdomof Garnet. Every attack upon the dwarves hasbeen repulsed with heavy losses, however.Currently, the Lemish forces have collapsed,exhausted, into a holding action. Their objec-tive is to prevent the dwarves from breakingthrough the Darkwoods and threatening theflank of the main Dragonarmy advance acrossthe Plains of Solamnia.

Charac te rs t rave l i ng th rough theDarkwoods will encounter many monsters ofvaried and assorted types. The city of Lemishis currently a primary center of recreation forthe Dragon Highlords’ troops. The formerlypleasant town has been reduced to a filthy,brawling collection of taverns and brothels.No attempt at maintaining order is made bythe draconian commanders of units that visitLemish, so anarchy usually prevails.

18. Dargaard Mountains

This range of forbidding peaks is marked by asheer spine of granite, several thousand feethigh, that cuts down the center of the range.There is not a single pass or path across theentire length of the range. If the heroesattempt to cross, a thief will need to performnumerous climb sheer surfaces rolls, trailing arope so that less adept characters can climbbehind. Assuming the PCs do not fall to theirdeaths, crossing the mountains takes at leasttwo weeks.

The western slopes of the range, as well asthe nearby plains,are home to most ofKrynn’s hobgoblins. War parties of thesebrutish monsters are frequently encountered,each band numbering 10-40 hobgoblins. Thefortress in the southern reach of the range is ashabby pile of rock by most civilized stand-ards. Nonetheless, it represents the pinnacleof architectural accomplishment to all thegoblin races.

Dargaard Keep, at the northern tip of therange, is steadfastly avoided by the hobgob-lins. It and the surrounding region are ruledby Lord Soth. See DL8 Appendix 2 and thevillain cards on the module cover for a fulldescription of this evil character. He has a per-sonal guard of three banshees and all types ofundead are common around and throughout

the keep. The fortress’s appearance is one ofdecay and death; the stench of rot and foul-ness is heavy in the air here.

19. ThrotylThis region is an extension of the SolamnicPlain but is inhabited almost exclusively bynomadic tribes of hobgoblins. Their crudeand dirty tent communities are scatteredthroughout the area. As in the DargaardMountains, war parties of 10-40 hobgoblinwarriors are common here. Unlike theirmountain-dwelling kin, however, the Throtylwar parties have a 33% chance of beingmounted on worg wolves.

The nomadic communities consist mainlyof females and young since all males of fight-ing age have been conscripted into theDragon Highlords’ armies. The war parties,however, are made up of army troops.

20.Estwilde

The barren, dry region of Estwilde is a highplains area interspersed with frequent moun-tain ranges. Inhabitants are uncommon. Thefew known waterholes are guarded by smallgroups (3-18) of Baaz draconians in order tocontrol the movement of “undesirables.”

The primary group of undesirables is theband of freedom fighters led by WarrenWindsound (see NPC Capsules). This band ismade up of 50 men and women whose homesand communities have been overrun by theDragonarmies. They roam the wilderness ofEstwilde, attacking draconian and other eviltroops whenever they get a good opportunity.They have been waging a successful guerrillawar for several months.

If the heroes enter Estwilde, they willencounter Windsound’s band within a fewdays. The guerrillas will observe the PCs’progress from the moment they enterEstwilde. If Warren is convinced that theheroes are enemies of the Dragonarmy, he willoffer to aid the PCs in any way he can. If War-ren believes that the heroes operate in theservice of the Dragon Highlords, his band willattempt to kill the PCs.

If friendly relations are established, Warrenwill speak privately to the PCs about hisbrother, Nathan, who was taken with severaldozen other fighters months ago. He hasheard that the prisoners are being tortured forthe entertainment of Dragon HighlordAriakus, the most evil man on Krynn.

The most valuable piece of aid that theguerrillas can provide to the PCs is the knowl-edge of a hidden pass that leads over theDoomrange and right into Sanction itself. Ifthe heroes take this pass, they will avoid all

draconian patrols and guardposts in this range(see Encounter 21).

21. The DoomrangeUnlike the mountains farther north, the peaksof this range show no sign of snow. Instead,fiery lava bursts from gaps in many of themountains, and a cloud of steam and ashhangs in the air. The range contains dozens ofvolcanoes, but the most awesome are the threeLords of Doom that surround Sanction.

The mountain range is cut by two wide, eas-ily traversable passes, both leading directly toSanction. Each is heavily guarded by 4d10Kapak or Baaz draconians. These forces areconcealed in such a way as to lure unwary trav-elers into the clutches of the guards before thetravelers even realize they have been discov-ered. Horns are used to summon reinforce-ments from all directions if an intendedvictim somehow gets away.

The only way for the PCs to penetrate thisrange without encountering these ambushes isto follow the secret pass know to WarrenWindsound, as explained in Encounter 20.

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Chapter 15: Sanction

The city of Sanction is detailed on the mapinside the cover of this module.

Sanction Overview

Sanction is a nightmarish place, wedgedbetween the three active volcanoes known asthe Lords of Doom. Each volcano spews a con-tinuous flow of lava that snakes through thecity and finally comes to a sizzling end in thewarm waters of Sanction Harbor.

A pall of ash and smoke constantly hangs inthe air; sunshine is a thing of memory to theinhabitants of Sanction. The rivers of lavaradiate waves of heat that are reflected back tothe ground by the low-hanging layer of smokyclouds. Consequently, day or night, winter orsummer, the temperature of the city hoversaround 100 degrees.

During the day, a small amount of sunlight,filtered grayish-brown by the heavy clouds,illuminates the city with a twilight effect. Atnight, the city looks truly hellish as the glowfrom the lava is reflected from the clouds,casting the entire scene in a blood-red, fierylight. Much of the city has been ruined ordestroyed by the actions of the volcanoes. Therivers of lava are gradually widening, everyday taking another inch of ground as they cuttheir blistering paths. This is truly a City ofDoom.

When the PCs first come within sight ofSanction, read the following description. Ifthey arrive by sea, this happens as their shipdraws within a mile or two of the port. If theycome over the mountains, they have to passthrough a dense and smoky layer of cloud atthe higher elevations. They only emerge fromthis layer when they have descended to within500 feet of sea level. 5

A low-hanging pall of thick gray cloudsseems to smother the mountain valley. Itlooks like a ceiling, supported by the wallsof the three mighty volcanoes rising on theedges of the city. Fiery rivers of lava flowdown the slopes of these mountains, goug-ing their paths through the city itself.

Crowded onto the narrow valley floornear the harbor are hundreds of buildings,some small and some immense. All ofthem look filthy, and many show signs ofruin and decay. In a few areas, ramshackledwellings are crowded together so closelythat it is impossible to tell where one endsand another begins.

On the higher ground to the east of thecity, several huge army camps sprawl overthe rocky ground. Hundreds of tents tes-tify to the many troops bivouacked here.Above the camps, three huge edifices

squat, seeming to lord over the rest of thecity. These buildings have the look of tem-ples, with imposing columns, gapingdoorways, and strategic positions thatcommand the entire city. One temple restson the slopes of each of the three moun-tains.

The streets of Sanction are seldom deserted,but never very crowded either. A wide mix ofracial types can be found here. About half ofthe current occupants of the city lived herebefore the coming of the Dragonarmies andhave attempted to survive under their newlords. These shopkeepers, sailors, and inn-keepers move furtively about their business,showing obvious fear of the evil troops.

The other half of the city’s occupants arethe soldiers and minions of the Highlords.They walk arrogantly through the city, oftendrunk, and always seeking to bully thoseunfortunates who lived here previously.

To determine how many different groups ofNPCs are visible on the streets or in the alleysof Sanction at any given time, roll 1d10 andcompare the result to the NPC PartiesEncounter Table. The roll gives the number ofgroups of NPCs that the heroes can see at thatmoment from their position on the street.

NPC Parties Encounter Table

D10 Roll # NPC Groups

1-2 03 14 25 36 478 69 7

10 8

The racial makeup of the population isreflected on the Sanction Population Table(roll 1d100). This is the makeup of the entirecity; to determine the nature of the folkencountered on a street at any given time, re-roll any results in the 1-20% range, sincenatives tend to stay inside as much as possible.

Sanction Population Table

D100Roll NPC Type

Numberof NPCs

01-40

41-6061-6667-7071-7778-8182-8485-8889-9293-9596-97

989900

Sanction natives(human) (1-6)

Human mercenaries (2-12)Goblins (3-18)Hobgoblins (2-12)Baaz draconians (1-8)Kapak draconians (1-8)Bozak draconians (1-4)Sivak draconians (1-4)Minotaur seafarers (1-8)Ogres (1-6)Trolls (1-3)Hill giants (1-6)Red Watch Sivaks* (1-6)Clerics of Takhisis (2-12)

*The Red Watch Sivaks are the personal body-guards of the Dragon Highlord Ariakus. Theyare easily recognizable by their blood-red uni-forms. They move arrogantly through thestreets, and all other NPCs give them a verywide berth. Hit points = 40 + 1d4.

Unless you have a reason for deciding differ-ently, all NPCs in a group are of the same race.A human is found with other humans, an ogrewith other ogres, etc.

It is not necessary to always maintain a ran-domly generated description of the NPCs onthe street with the heroes. It is probablyenough to describe the typical populationmakeup (apparent on the streets, not actual)to the players; only generate the actual crowdmakeup when the PCs have a specific need toknow.

Another race, not listed on the chart, lurksin the underground reaches of Sanction.These are the Shadowpeople. See the NewRaces section (page 48) for a description of theShadowpeople. Unless the heroes enter one ofthe temples, or experience one of theencounters that introduces them to the Shad-owpeople, they will remain ignorant of theexistence of this race.

Player Characters in Sanction

If the heroes take the trouble to disguisethemselves as mercenaries of the Dragonar-mies, they will be able to move through Sanc-tion unmolested. They will be bullied by thedraconians, ogres, and other large monsters,but this is the same treatment that all of thehuman mercenaries receive. Violent resistanceto this bullying will not be considered unusualin this rowdy city.

Because of the wide variety of units in the

12

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13

evil army, virtually any kind of standardizedinsignia for the PCs will allow them to pass asmercenaries. Of course, emblems displayingthe crests of the Knights of Solamnia or otherrecognizable symbols of the forces of good willresult in an immediate attack by all evil troopson the street.

If the heroes get captured at any point inSanction, proceed to Event 11: Audience. Ifthey have escaped capture (from within Sanc-tion, not on the road) and then get recap-tured, precautions against a second escapeattempt will be increased. In this case, theShadowpeople will not be able to stage therescue that they would otherwise attempt (seeEvent 14).

eventsEvents 7-10 should be run while the charactersremain free within Sanction and at least occa-sionally venture out onto the streets. SeeEvents 11-14 if the heroes are captured.

event 7: Streets of SanctionThis event occurs right after the heroes arrivein Sanction, on any thoroughfare within thecity. It is representative of the atmosphere inSanction.

A party of ogres swaggers down the centerof the street, rudely pushing everyone elseout of the way. Suddenly, the clash of steelrings out; a group of human mercenariesfaces the monsters, refusing to budge.

In seconds, chaos reigns as the ogresattack with their brutal clubs, bellowingsavagely. The humans fight well, however,cutting skillfully with longswords and dag-

gers. Quickly, four ogres drop to theground, fatally stabbed, while two of themercenaries crumple with crushed skulls.Outnumbered now, the ogres turn andlumber up the street, while the humansclean their swords and go on about theirbusiness. Six bodies lie in the street,ignored by passersby.

Event 8: Bullying BullsThis event occurs shortly after Event 7.

The door to a dingy, unnamed tavernbursts open and six minotaurs stagger outinto the street, cursing and shouting.

“A pox on all human scum!” growls theleader, belligerently eyeing everyone onthe street. Sensing trouble, people quicklymove away.

The minotaurs select the PCs for their bully-ing, insulting the appearance and feeblefighting qualities of humans. If the heroes tryto avoid the band, the minotaurs press theiraggressiveness to the limit, even pushing theheroes around. Any female PCs are selected as“companions” by the minotaurs, whoattempt to pull them away.

If a fight breaks out, the minotaurs suffer a-2 penalty to all to hit rolls (they are verydrunk). No other NPCs will attempt to inter-vene.

event 9: high Cleric of darknessThis event occurs on the second day the heroesare in Sanction.

A commotion up the street seems to bedrawing a large crowd. Apparently, somekind of procession is moving down the ave-nue, the mob parting quickly before it.

A column of huge Sivak draconians,clad in blood-red uniforms that allow theirlarge wings to spread easily behind them,marches in disciplined file down the centerof the street. Immediately following thedraconians rolls an ornate chariot. As thered-robed troops pass, the unfortunatebeasts of burden pulling the chariot moveinto view: several dozen filthy andpathetic men. Scars made by cruel whip-strokes mark the back of each.

The red-armored rider in the chariotstands with a bearing both arrogant andcruel, as if the rest of the world is his play-thing. The grotesque mask of a DragonHighlord exaggerates his intimidatingpresence. Next to him stands anothermasked Highlord. This one is shorter, andclad in glistening blue armor.

Hail the Highlord Ariakus!” rasps thelead draconian, and the crowd mutters thename, half in awe and half in terror.

The procession includes 20 Sivak draconiansof the Red Watch, 30 slaves, the DragonHighlords Ariakus and Kitiara, and anotherfile of 20 Red Watch Sivaks. The Red Watch isAriakus’s personal bodyguard. The slaveshave all been captured from Warren Wind-sound’s band of guerrillas. Warren’s brotherNathan is among them.

event 10: The Army MarchesThis event occurswhen the PCs have spent aweek in Sanction. Instead of one incident, this

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14

consists of a series of occurrences throughoutan entire day.

In the morning, the streets are unusuallydeserted as the soldiers of Ariakus’s armygather in their camps. A great deal of activityis visible as tents are struck and units formedup.

For the entire afternoon, columns of troopsmarch from the camps through the center ofSanction and up the mountains toward thenorth pass. All types of draconians, ogres,trolls, hill giants, goblins, hobgoblins, andhumans make up the units.

The entire affair is very well-organized, thecamps emptying from south to north with nobunching up or confusion as the columns fallinto line. Each commander seems to know hisunit’s place. Nor is there a gap in the line; thetown of Sanction is effectively cut in half forsix hours, unless the heroes wish to try to breakthrough a column of enemy troops.

The troops are on their way to reinforce thearmies on the plains of Solamnia. Sanction ismuch emptier after they depart; cut the num-ber of NPCs encountered in half and doublethe proportion of encounters with nativehumans.

Events in CaptivityUse Events 11-14 only if the PCs arrive inSanction as prisoners, or are captured while inSanction.

Event 11: Audience

If the prisoners are captured outside the city,they are taken immediately to the Temple ofLuerkhisis by their captors. If they are takenprisoner inside the city, they are held by what-ever group captures them until a patrol ofthree Bozak and 12 Sivak draconians arrives totake custody of them. Their hands are securelybound before being taken to the temple.

The procession is marched across any neces-sary bridges, the PCs taking damage if theyfail their saving throws (see Encounter 28).Immediately before the great iron doors to theTemple of Luerkhisis, their bonds are dou-bled-checked by the guards. Then the pris-oners are taken inside.

The huge black doors swing ponderouslyopen. Beyond awaits a vast audience cham-ber, lit in the hellish glow from a series ofblood-red, glowing columns. At the farend of the hall, flanked by dozens of ogreguards, is a huge man dressed in the sinis-ter mask of a Dragon Highlord. He sitsupon an immense throne.

“Bring the prisoners to me!” His com-

mand rings powerfully through the hall,echoing like the tolling of a funeral bell.

This is the Dragon Highlord Ariakus, ruler ofall the Dragonarmies and second in commandto the Queen of Darkness herself. See theNPC villain cards for a description of thisfiendish and powerful character.

Ariakus immediately suspects the PCs oftreachery and spying, at the very least. Thegroup is questioned about a variety of topics:the plans of the Knights, the whereabouts ofthe elves, why the PCs are in Sanction, etc.Create some questions appropriate to yourparticular adventure, if possible.

If any of the PCs show signs of cooperating,Ariakus has them removed to a comfortableinterview chamber (Area L2 on the map of thetemple). Here they are questioned in afriendly, conversational fashion by theHighlord.

Regardless of the outcome of these inter-views, all the prisoners are turned over to theelite draconian guards of the Red Watch. Pro-ceed to Event 12.

Event 12: Transport to the PrisonThe draconians of the Red Watch replace therope bonds of the characters with chains,unless they are already chained. Then, theychain the entire group together in a long line.A number of Sivaks equal to half the numberof PCs (rounded up) then escorts the partyfrom the Temple of Luerkhisis to the Templeof Duerghast.

The other monsters in the city give the pro-cession a wide berth, for the uniform of theRed Watch is universally feared in the evilforces.

The heroes have a chance to escape here, ifthey are bold (and lucky). A character canbreak free of his chains with a successful bendbars/lift gate roll, or a successful open locksroll (thieves only). The chains serve as moder-ately effective weapons (1d6 damage). PCswho are still chained can participate in thefight, with a -4 penalty to all to hit rolls.

The Sivaks of the Red Watch fight to thedeath. No other NPCs will come to their aid,however, as the elite Sivaks are universallyhated among the Dragonarmies. If the heroessucceed in this escape, a manhunt will be ini-tiated within 1d6 hours.

If the characters do not escape during thismarch, they are taken into the imposing blackedifice known as the Temple of Duerghast.Proceed to Event 13.

Event 13: Dungeons of DuerghastThis event occurs if the heroes reach the Tem-ple of Duerghast as prisoners of the evil forces.They are taken to the lower level of the tem-ple, where the party is split into two groupsand locked in two of the cells labeled D15.The draconians are unaware of the secret doorsin these cells.

If the heroes do not escape within the first12 hours of their captivity (via the secretdoor), the Sivaks of the Red Watch begin theirbrutal program of torture. One at a time, thePCs are taken to room D14. There they aresubjected to all manner of horrible treatment.

Do not provide the heroes with details ofthis portion of the adventure. Instead, informthem that one of their number (choose ran-domly) has been removed. For eight hours,the other heroes hear creaking, crackling, andsnapping noises, mixed with assorted screamsand cries. Tell the unfortunate character thatthe experience is horrible beyond words andthat the shock of the torture wipes out allmemory of what actually happened. If a PCclaims that he will not scream and beg formercy, allow a Constitution Check with a -8penalty to see if the hero can remain silent.

The character is eventually returned to thecell. Although no wounds are visible, the herohas only 2-12 hit points remaining. The tor-ture has an additional temporary effect on thecharacter (lasting only as long as the PCs are inSanction): he must make a saving throw versusparalyzation whenever he faces Sivaks of theRed Watch. If the save fails by less than 7, thecharacter attacks the Sivaks in true berserkerfashion, fighting to the death. If the save failsby 7 or more, the character freezes in place,shivering in terror, incapable of any actionuntil the Sivaks are no longer in sight.

After half of the characters have been tor-tured, proceed to Event 14.

Event 14: The Shadowpeople AppearThis event occurs in the middle of the night,when the Red Watch guard activity is at a minimum.

A soft scrape sounds from the back of yourcell. A dull, flickering light suddenly spillsinto the chamber from a hole that hasmiraculously appeared in the wall.Cloaked in a huge robe, a tall figure can beseen in a narrow doorway that has openedin the solid wall. The figure beckons foryou to follow it.

The Shadowpeople have arrived to liberatethe heroes. The figure in the door remains forone round. If the heroes do not follow, itcloses the door and leaves. If attacked, it turns

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Dragonsaddles and Dragonlances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Huerzyd Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Duerghast Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Luerkhisis Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Random Encounter Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Gunthar’s Tale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

Iconochronos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22, 27

Silvart Folio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Shadowpeoples Tunnels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Cavern of F i re . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Table of Contents

PC Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 33

NPC Capsules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Map of Ansalon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . 18

Map of Palanthus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Ship Deck Plans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Sanc t ion S lum F low Char t . . . . . . . . . . . . . . . . . . . . . . . . . 20

©1985 TSR, Inc. All Rights Reserved. 1 5

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Lord Gunthar 13TH-LEVEL HUMAN FIGHTER

STR 18/57 WIS 16 CON 13 THAC0 8INT 12 DEX 15 CHR 17 AL LG HP 62

AC -I (PLATE MAIL +2 AND SHIELD, DEX BONUS)WEAPONS LONGSWORD +2MOUNTED DRAGONLANCE

LANGUAGES COMMON, ERGOTHIC, SOLAMNIC,QUALINESTI ELF

Laurana� 5TH-LEVEL ELF FIGHTER

STR 13 WIS 12 CON 14 THAC0 16INT 15 DEX 17 CHR 16 AL CG HP 30

AC -4 (PLATE MAIL +2 AND SHIELD, DEX BONUS)WEAPONS SHORT SWORD +3

DAGGER +I

LANGUAGES COMMON, QUALINESTI ELF,SILVANESTI ELF

Elistan IITH-LEVEL HUMAN CLERIC

STR 13 WIS 17 CON 12 THAC0 16INT 14 DEX 12 CHR 16 AL LG HP 53

AC -I (PLATE MAIL +2, SHIELD +I)

WEAPONS MACE +2

ABILITIES Spell Use: 7 IST LEVEL, 6 2ND LEVEL,5 3RD LEVEL, 3 4TH LEVEL, 2 5TH LEVEL, 1 6THLEVEL.

LANGUAGES COMMON, QUALINESTI ELF, SEEKER

aaron Tallbow IOTH-LEVEL HUMAN FIGHTER

STR 15 WIS 10 CON 12 THAC0 14INT 14 DEX 18 CHR 16 AL LG HP 57

AC -5 (PLATE MAIL +2 AND SHIELD +1, DEXBONUS)

WEAPONS LONGSWORD +3LONGBOW +1 WITH FOUR ARROWS +2QUIVER OF 20 NORMAL ARROWS

LANGUAGES COMMON, ERGOTHIC, HYLO KEN-DER, QUALINESTI ELF, SOLAMNIC

Sturm Brightblade 12TH-LEVEL HUMANFIGHTER

STR 17 WIS 11 CON 16 THAC0 12INT 14 DEX 12 CHR 12 AL LG HP 80

AC -I (PLATE MAIL +4)

WEAPONS TWO-HANDED SWORD +3DAGGER

LANGUAGES COMMON, QUALINESTI ELF,SOLAMNIC

©1985 TSR, Inc. All Rights Reserved.

Gunthar uth Wistan, LORD OF THE ORDER OF THE CROWN, IS THE HIGHEST-RANKING

KNIGHT OF SOLAMNIC HE IS A DIGNIFIED AND PATIENT MAN, BUT IS CAP ABLE OF FURY

WHEN IN THE MIDST OF COMBAT. HE EMBODIES ALL OF THE BEST THINGS ABOUT THE KNIGHT-

HOOD: HONESTY, FAITH, AND COURAGE.

GUNTHAR HAS STRUGGLED TO UNITE THE KNIGHTS DURING THE WAR AND HAS CON-

STANTLY RESISTED THE IN FIGHTING AND PETTINESS THAT HAS CREPT INTO THE ORDER. HE IS

GREATLY SADDENED BY THE CURRENT STATE OF THE KNIGHTHOOD.

Laurana IS THE ONLY DAUG H T E R OF THE SPEAKER OF SUNS, LEADER OF THE QUAILNESTI PEO-

PLE. SPOILED AND PAMPERED AS A CHILD, SHE WAS SEEN AS A FRAGILE FLOWER COMPARED TO

HER BROTHERS PORTHIOS AND GILTHANAS. BUT BENEATH THAT BEAUTIFUL FLOWER IS A

STRONG-WILLED INDEPENDENT ELF-MAIDEN.

HER GREATEST SHOW OF WILL HAS BEEN HER FEELINGS FOR TANIS, A HALF-ELF WARRIOR

RAISED IN QUALINOSTAS HER FRIEND. SHE CARED FOR TANIS DEEPLY, DESPITE THE OBJEC-

TIONS OF HER FATHER AND BROTHERS. SHE ACCOMPANIED TANIS AND THE INN FELLOWS

WHEN HER PEOPLE FLED INTO EXILE

TANIS WAS LOST IN A FIRE IN TARSIS. IN THE WEEKS THAT FOLLOWED, LAURANA SHED

MUCH OF HER IMMATURITY, SHOWING THE CAPABLE WILL AND IN N E R STRENGTH THAT RUNS

IN HER BROTHERS. SHE HAS FOUND THAT THE WORLD OUTSIDE IS VERY DIFFERENT FROM HER

NATIVE, NOW-LOST QUALINOST, AND SHE HAS CHANGED ACCORDINGLY, THOUG H SHE HAS

NOT LOST THE VIRTUES OF YOUT H � O PTIMISM, LOVE, AND HAPPINESS THAT DEFIES THE EVIL

AROUND HER.

Elistan WAS ONCE A SEEKER PRIEST, MEMBER OF A FAITH THAT WORSHIPPED THE FALSE GODS

THAT BECAME COMMON FOLLOWING THE CATACLYSM. HIS NON-EXISTENT D E I T I E S WERE OF

LITTLE VALUE WHEN THE DRAGON ARMY TOOK HA V EN. AS A CAPTIVE, ELISTAN MET GOLD-

MOON, CLERIC OF THE TRUE GODDESS MIKHAKAL. HE RECOGNIZED TRUE FAITH IN HER

POWERS.

ELISTAN WAS BROUGHT BEFORE VERMINAARD, A DRAGON HIGHLORD, AND TORTURED

WHEN HE WO ULD NO T JO IN THE CAUSE OF EVIL. HE WAS RESCUED BY THE INN FELLOWS AND

HELPED LEAD THE REFUGEES TO SAFETY. AT THIS TIME, ELISTAN ACKNOWLEDGED THE TRUE

GODS AND, WITH GOLDMOON'S AID, BECAME A FOLLOWER OF PALADINE, ALSO CALLED

DRACO PALADIN, AND THE CELESTIAL PALADIN.

ELISTAN IS A DEVOTED FOLLOWER OF PALADINE AND IS DEDICATING HIS LIFE TO SPREADING

HIS FAITH AND FIGHTING THE EVIL AROUND HIM. 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 AND IS A NATIVE OF SANCRIST. HE HAS DEVOTED HIS LIFE TO THE PERFECTION OF

HIS ARCHERY SKILLS AND IS RECOGNIZED AS ONE OF THE FINEST BOWMEN AMONG THE

KNIGHTS.

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 DISTINC T I V E

MUSTACHE OF THE KNIGHTS. HIS FRIENDLY SMILE AND GOOD NATURE HAVE MADE HIM WELL-

LIKED BY FELLOW KNIGHTS AND LANDHOLDERS ALIKE.

GUNTHAR, THE LORD OF AARON'S ORDER, REQUESTED THAT AARON ACCOMPANY LORD

DEREK OF THE ROSE IN A QUEST TO LOCATE THE DRAGON ORB OF ICEWALL, A GREAT ARTI-

FACT USED IN THE ANCIENT DRAGON WARS TO DESTROY THE DRAGONS. GUNTHAR FELT THAT

AARON'S NATURE MIGHT TAKE THE EDGE OFF DEREK'S PERSONALITY. IN THEIR QUEST,

AARON AND DEREK ENCOUNTERED A PARTY OF ADV ENTURERS ALREADY WORKING AGAINST

THE DRAGONS. WITH THEIR HELP, THE ORB OF ICEWALL WAS RECOVERED.

Sturm Brightblade IS THE SON OF A SOLAMNIC KNIGHT, AN ANCIENT ORDER OF THE NORTH-

ERN KINGDOMS. WHEN THE ORDER WAS THREATENED, STURM AND HIS MOTHER WERE SENT

TO THE SOUTH BY HIS FATHER. WHEN STURM REACHED ADULTHOOD, HE RECEIVED HIS

FATHER'S LEGACY: HIS SWORD AND RING, BOTH INSCRIBED WITH THE SYMBOL OF THE ROSE.

HE ADV E NTURED WITH THE INNFELLOWS FOR A SHORT TIME BEFORE JOU RNE Y I N G NORTH TO

TAKE HIS FATHER'S PLACE AMONG THE KNIGHTS. HE FOUND THE KNIGHTS SPLIT BY INTER-

NAL TURMOIL AND FLED BEFORE BEING TESTED FOR KNIGHTHOOD.

STURM HAS ADOPTED THE IDEALS OF THE KNIGHTS AND THE SOLAMNIC MOTTO �OBEDI-

ENCE UNTO DEATH. "HIS GREATEST DESIRE IS TO D I E A WARRIOR'S DEATH, FIGHTING THE

FORCES OF EVIL. HE IS A MAN OF GREAT DIGNITY, FEA R L E S S N E S S � AND HONESTY� DEEPLY

CONCERNED FOR THE WELFARE OF OTHERS STURM HAS ADM I T T E D TO THE PARTY THAT HE IS

NOT A �TRUE" KNIGHT, BUT WISHES TO RECOGNIZED AS ONE BY HIS ACTIONS FOR GOOD.

LORD DEREK, FOR ONE, IS UNIMPRESSED.

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Fizban The Fabulous

Fizban is a powerful wizard of indeterminatelevel. His powers are apparently hampered byhis befuddled mental condition, as his spellsoften result in spectacular failures. Play himfor laughs, but invoke the “obscure death”rule in situations where he appears to die.

Fizban does not use spells to attack or other-wise obstruct the enemy, although he appearsto try. However, if a PC is in a certain-deathsituation, Fizban will try to cast a life-savingspell, if such is possible. He has the ability tocast any magic-user spell.

Mad Boris, Minotaur Captainof the Black Skull

Chaotic Evil Hit points 45Armor Class 6 Movement 12”# Attacks 2 Damage 2-8/1-4HD 6+3 THAC0 13

Mad Boris is the ruthless captain of the mino-taur pirate vessel, the Black Skull. He hasreceived a charter to plunder in the name ofthe Highlord Ariakus, and enthusiasticallygoes about his trade.

Captain Karyzzal

Lawful Good Hit points 8Armor Class 10 Movement 12”# Attacks 1 Damage 1-4HD 1 THAC0 20

Captain Karyzzal is a grizzled seafarer who hasa surprisingly pleasant manner. He abhors thespreading reign of the Dragonarmies andyearns for his younger days when he mighthave done something about it. Now he will dohis utmost to aid the PCs in their quest, evento the point of sacrificing his life.

Warren and Nathan Windsound

5th-Level Human Fighters

Strength 15 Dexterity 10Intelligence 14 Constitution 11Wisdom 13 Charisma 15THAC0 16 Hit points 30Armor Class 5 Movement 12”

Carries longsword, +1 (Warren only)

These are twin brothers from Estwilde. Theyfought together, leading a band of guerrillasagainst the Highlord’s occupation forces,until Nathan’s capture several months ago.Now Warren carries on the fight as sole com-mander of the guerrillas, while Nathan sweatsunder the whip as one of the Highlord’s per-sonal chariot slaves.

Cymbal, a medium adultCopper Dragon

Chaotic Good Hit Points 40Armor Class 1 Movement 9”/24”# Attacks 3 Damage 1-4/1-4/5-20HD 8 THAC0 13

Breath Weapons:Acid and slow gas

Speaks Common

Cymbal is a copper dragon who has beenimprisoned by Takhisis. He guards theapproach to the rooms of the good dragons’eggs. The Queen has managed to convincehim that anyone passing through his roomwithout orders from the Highlord Ariakus isintent on the destruction of those eggs.

Cymbal has some doubts about this expla-nation but has overcome them because itwould certainly drive him mad to discoverthat he had been used to further the cause ofevil.

Nefarik Gistar, War Galley Captain

6th-Level Human Fighter

Strength 14 Dexterity 10Intelligence 16 Constitution 11Wisdom 12 Charisma 15THAC0 16 Hit points 31Armor Class 5 Movement 12”

Wears studded leather +1, and uses a ham-mer +1

Gistar is a ruthless captain who will go far inthe evil forces. He runs a tight ship andenforces strict discipline; as a result, his troopsperform well in combat situations.

He is dedicated to the cause of evil, and notsusceptible to bribery. Any attempts at briberyresult in the immediate arrest of the bribers.

Revered Ancient One

Shadowpeoples’ Leader

The Revered Ancient One has no physicalattributes, and consequently no statistics. It isthe focal point of the mental energies of theShadowpeople. It dwells in a cave in the heartof the volcano Luerkhisis. It has the abilities tocure serious wounds and teleport an unlimitednumber of times per day, but only while theCouncil of the Shadowpeople is in session.

17©l985 TSR, Inc. All Rights Reserved.

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©l985 TSR, Inc. All Rights Reserved.

The flow chart given here is an abstraction ofthe alleyways leading through the tightlypacked buildings of Sanction’s slum districts.

The DM uses the chart to describe the areato the PCs as they move through it. When theparty first enters a slum district, roll 1d10.This determines through which square (num-bered 1-10) the PCs enter the slum.

The lines between the squares represent thenarrow alleyways the characters follow. Whenthe lines meet in a square, this represents anintersection between several alleyways.Describe this to the players and allow them tochoose their direction of travel. The lines thatend in unnumbered squares are dead ends.

The shaded squares are intersections wherethe PCs have an encounter with a group fromthe Sanction Population Table in Chapter 15.Determine the group encountered with ad100 roll. In the central slum (Area 23) rerollany results in the 1-20 range. In the northernslum (Area 24), run whatever group the diceindicate.

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©1985 TSR, Inc. All Rights Reserved.

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punished with fire and flood, and much is

Gods, he called down their wrath. Krynn was

forever lost. The greatest loss was knowledge of

the Gods themselves�the world of Krynn has

Draconians.

The Dragonarmies have now conquered

dwarves, seeking a haven for the refugees. Thedwarven Thanes required that the heroes

recover the Hammer of Kharas before therefugees would be allowed to pass through

since the Cataclysm. Curse the High Priest people taken to a terrible slavery in theof Istar for his pride! Trying to command 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 Verminaard.

Refuge for the escaped slaves was foundsunk into blasphemy these many generations, in the Hopeful Vale, and the heroes braved theand clerics have lost the power to heal. dangers of Skullcap, fortress of Fistandantilus,

Mankind's separation from the True who perished in the Dwarfgate War.Gods opened the door to renewed evil. On that trek, the Seeker priest ElistanDragons are once again in the world. They became the second true cleric of Krynn. Andare commanded by human Dragon Highlords, thus the High God Paladine re-entered theand assisted by strange creatures called world of Krynn.

The heroes entered the secret gates of

Thorbardin, the ancient kingdom of themuch of Krynn, and soon all the lands will be

under their sway. Evil, it seems, may soon

triumph over good.Through my Crystal Glove of Wisdom,

I send my spirit to gather knowledge. And so I Thorbardin.have found a glimmer of hope. In the floating tomb of Derkin did the

heroes put an end to Ember, the mighty redFive years ago, seven adventurers set out

seventh, beloved of Tanis, nothing was heard.

from the town of Solace to seek the True dragon; Verminaard, Dragon Highlord of theGods. They did not succeed. In time, six Red Wing, perished at the heroes' hands inreturned: Tanis, Flint, Tasslehoff, Raistlin, battle within the Temple of Stars.Caramon, and Sturm. Of Kitiara, the The Hammer was recovered, and the

long-sundered dwarven tribes were reunitedThey were joined by Goldmoon and under a High King.

Riverwind. Goldmoon possessed a gift from the The newly-crowned dwarven king allowedGods: a crystal staff that healed any wound.

With its power, the Innfellows recovered thethe heroes to lead the refugees through

Disks of Mishakal, the writings of the Gods,Thorbardin and granted them the lands to the

south.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 35IST YEAR

AFTER THE CATACLYSM. ©1985 TSR, Inc. All Rights Reserved.

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ever, allows you to travel as the elfmaidSilvart, using her powers and abilities withoutviolating the Oath. It is in this guise that youhave made the long journey to Palanthus,

As Silvart, you have the abilities listed on

where you desire to meet some of the same

the back of this portfolio, as well as the hitpoints (70) of the silver dragon. The hit points

heroes who discovered the Dragonlances,

listed on the back of the portfolio for Silvartare simply for purposes of concealing yourtrue identity. They have no effect on play.

seeking to persuade them to accompany you

Also, the THAC0 of 10 provided for Dargent

on a journey of the utmost importance.

remains with you, should you choose to use it.Be careful though, a steady stream of success-ful combat rolls will make the concealing ofyour true identity more difficult.

The Silver Dragon

Vale to travel among elves and men. Althoughbound by your oath from directly interferingwith the affairs of men, you were able to sub-tly steer a group of heroes to Foghaven Vale,where they discovered the secrets of the

You dare not assume your dragon form out-side of Foghaven Vale for fear of being caughtviolating the Oath. Of course, in elven form

Dragonlances. Although your interference in

you do not have the use of your breath weap-

this process was minimal, you have been

ons or flying abilities, but you are not prohib-

warned not to violate your Oath again.

ited from using your spell abilities.Should you again violate the Oath, the

great god of good, Paladine, has made it clearthat, at the very least, you would be banishedto the Isle of Dragons to languish there whilethe forces of evil overrun the world.

Your interpretation of this warning, how-

Gradually, your resolve to obey the Oathand maintain the sanctity of the Vale wasshaken as the Dragon Highlords gained vic-tory after bloody victory. The forces of goodwere driven before the brutal hordes of theDark Queen on all fronts, and your heart grewheavy with foreboding and sorrow.

Finally, polymorphed as Silvart, you left the

You made your lair beneath Foghaven Keepand guarded the Vale, the Stone Dragon, andHuma’s Tomb against intrusion. For a longtime, you drove away all who sought to enterthe vale.

Although temporarily polymorphed into theform of the elfmaid Silvart, you are reallyDargent, a very old silver dragon. You wereleft as caretaker of Foghaven Vale when thegood dragons took their Oath not to interferein the affairs of men, leaving to dwell on theIsle of Dragons.

The good dragons have taken a solemn oath that forbidsthem to enter ansalon for the purposes of aiding the forces of good inthe war against evil dragonkind. This Oath was demanded by Takhisis,

the Queen of Darkness herself.The Oath was taken because the Queen of Darkness stole all of the

good dragon eggs: gold, silver, bronze, brass, and copper. She holdsthese eggs In a closely guarded, secret location.

If the good dragons abide by the terms of the Oath, the Queen haspromise to return all of the eggs, unharmed, after the war has run its

course and evil has triumphed. If the good dragons interfere,However, the eggs will be destroyed.

The eggs, the future of the race, hue the only things that could havegiven the evil queen the leverage she needed to restrict the good

dragons. Because of this lack of opposition, the forces of evil, led by theevil dragons, show every sign of eventually conquering and

laying waste to the world of Krynn.

The Oath

©1985 TSR, Inc. All Rights Reserved. 24

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Thus you feel you must remain poly-morphed in the form of Silvart until you cangain a legitimate excuse to revoke the Oath.

sequences, you know that if you shift intoyour dragon form while bound by the Oath,something very unpleasant is bound to hap-pen. Paladine might not stop short of yourdeath, should you again violate the Oath.

your background with the other characters.While you are not certain of the exact con-

If your group has played DL7, there shouldbe an established relationship between theheroes and Silvart, the Kagonesti elf. Whenmeeting the rest of the PCs during this adven-ture, try to relate to the previous encounter. Ifyou did not play DL7, the DM will establish

You suspect that Sanction is the location ofthe good dragon eggs and thus your questleads you there. If you could steal the eggsaway from the Queen of Darkness, perhapsthe rest of the good dragons could be per-suaded to fight.

you know and aided in the past.

chance of entering that-foul city and penetrat-ing the many guards to find that key. There-fore, you have turned to the help of the heroes

You are certain, based on a confrontation withPaladine, that the key to the Oath lies in thecity of Sanction, at the very heart of the landscontrolled by the Dragonarmies. Yet, in yourelven form of Silvart, you would not stand a

Motivations and Restrictions

For purposes of the magic jar spell, Dargenthas a Wisdom and Intelligence of 17 each.

Level 1: read magic, sleepLevel 2: invisibility, wizard lockLevel 3: protection from normal missilesLevel 4: minor globe of invulnerabilityLevel 5: magic jar

S p e l l s :

T H A C 0 1 0

Breath Weapons:Para lyz ing gasCone of Frost

Damage 1-6/1-6/5-30

Movement 9” /24”

# Attacks 3

Hit Points 70Hit Dice 10

Dargent, very old silver dragon

Lawful Good

Armor Class -1

Without this excuse, you know that the that there is much more to the man than any-one has guessed. He is a puzzle that is missingmany pieces (in more ways than one, itseems!).

vengeance of Paladine will be swift and terri-ble. The whole future of Ansalon may dependon you and your friends and you don’t want torisk being caught by Paladine again!

At the same time, the god hinted that if themeans to legally break the Oath were to bediscovered, not only could you freely changeto your dragon form, but the rest of the gooddragons could return to Ansalon to aid thefight against evil. How the Oath can legally bebroken, however, remains a mystery. Perhapsthe answer can be found in Sanction.

The aura of the befuddled wizard Fizban,whom the humans seem to regard with toler-ance and good humor, awes you. You sense

Depending on the previous experiences (ifany) between the other PCs and Dargent, theplayers may or may not know that your charac-ter (Silvart) is in fact a silver dragon.Although the adventure is playable eitherway, if they do not already know your trueidentity, try to keep the information secretuntil the moment arrives when you can poly-morph into your dragon form. This willheighten the suspense of the adventure andprovide the other players with quite a surprisewhen they least expect it.

©1985 TSR, Inc. All Rights Reserved. 25

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Silvart, Kagonesti Elf

4th-Level Elf Fighter/10th-Level Elf Thief

Strength 13 Dexterity 17Intelligence 15 Constitution 15Wisdom 13 Charisma 18

THAC0 16

AL CG

Hit Points 34

AC 5 (leather armor, DEX bonus)

WEAPONS (longsword +1)

EQUIPMENT Medicine bag containingingredients to cure light wounds, cure seri-ous wounds and cure disease once per day;pack as selected by character 500, stl/500gpw maximum

LANGUAGES Kagonesti Elf, Silvanesti Elf,Qualinesti Elf, Common

Silvart belongs to the elven race of theKagonesti, a group that rejected the civilizedtrappings and conflicts of their cousins theQualinesti and Silvanesti. During the adven-ture in DL7, “Dragons of Light,” Silvart aidedthe escape of the heroes from imprisonmentby the feuding factions of elves. She provedher loyalty and courage many times duringthat adventure.

A stunning beauty, Silvart has left the wil-derness and learned to live in the civilizedworld so that she might follow her compan-ions to Palanthus, and enlist their aid on amission of the utmost importance.

She is accompanied by her dog, Dargo, asnow-white cooshee. Dargo’s attributes are asfollows:

AC 5HD 3+3hp 27Movement 15”Sprint 21”# Attacks 1Damage 7-10

SpecialsCan use sprint speed when running in astraight line

75% chance of camouflaging in brush andwoodlands

Knocks two-footed opponents off theirfeet with successful hit

26

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and so the heroes moved on to Tarsis, looking

for ships to bear the Solace refugees westward

to safety. They found the ancient port city

landlocked by the Cataclysm, under attack

from without and within by yet another wing of

the Dragon Highlords’ armies.

one party returning to their lodgings to discover

heroes on Ergoth. Together, they scaled the

heights of the island and discovered at last the

secret of the Stone Dragon of Ergoth.

Heroes of the Lance fled southward, ignorant

of the fate of their comrades.

The Heroes of the Lance crossed the frozen

wasteland of Icewall Glacier seeking a

the others vanished and dragons sending

crackling destruction into the ruined inn. The And Theros, master blacksmith, learned to

forge Dragonlances.

Again the heroes traveled, meeting peasants

and Kings, eventually arriving at the great port

camp on the glacier, overlooking the blue depths

Clerist Tower, lying athwart the Westgate

vastness. Befriended by a tribe of savage ice Pass, stood in the day of the mighty Blue

barbarians, they found themselves once again Wing of the Dragonarmy.

facing a tendril of the Dragonarmy.

Fierce battle was joined at the barbarians’

And here, in the narrow pass, a battle to

join the ranks of legend raged. Again and

again the Blue Wing hurled against the walls

of a yawning crevasse. Then wings of canvas of the tower only to be repulsed by the raw

spread and a speeding icerigger carried the courage and tenacity of the heroes and the

heroes to the icy base of Icewall Castle. After Knights of Solamnia. Dragons breathed

of Palanthus. Here their aid was sorely

legedary magic item: an Orb of Dragon needed, for the Dragonarmies had approached

Control. This crystal was rumored to be held

in an ancient castle within the glacier’s frigid

the very gates of the city. Only the High

a long, frozen climb they bested the Dragon

Highlord Feal-Thas and his white

dragon-steed, Sleet.

cast ashore on Southern Ergoth. Fugitives

from elves and men alike, they struggled across

that mountainous isle and were befriended by

the beautiful elven maiden Silvart.

Theros Ironfeld, an old friend from the

peaceful days in Solace Vale, also met the

In Tarsis the group of heroes was sundered,

crackling death, and still the mighty bastionheld.

Sailing from lcemountain Bay in an

ancient and leaky ship, the heroes next set

across the southern seas for the safety rumored

to exist in legend-shrouded Sancrist. The ship

foundered in a sudden gale and the heroes were

Finally the battle ceased, both sides weary

spent. The snow that blocked the pass

slowly melted away, and still no movement of

either side was visible.

The cessation of battle allowed no respite for

the heroes; once again they were called....

FROM THE ICONOCHRONOS OF ASTINUS OF

PALANTHUS, LOREKEEPER OF KRYNN, IN THE 3 5 IST YEAR

AFTER THE CATACLYSM.

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N A M E A C

Banshee 0Bat, Giant 8Boar, Wild 7Buffalo 7Bulette (Landshark) -2/4/6Carrion crawler 3/7Centipede Giant 9Clerics of Takhisis 10Draconian, Baaz 4Draconian, Bozak 2Draconian, Kapak 4Draconian, Sivak 1Dragon, blue 2Dragon, red -1Dragon, white 3Eagle, Giant 7Freedom Fighters 7Giant, Hill 4Goblin 6Hobgoblin 5Minotaur 6Ogre 5Rat, Giant 7Scrag 2Seamen 9Shadow warriors 2Spider, Giant 4Spider, Huge 6Stirge 8Tiger 6Wolf, Dire 6Wolf, Winter 5Woolly Rhinoceros 5

M V HD hp #AT

15” 7 V 13”/18” 1/2 V 1

15” 3 + 3 V 115” 5 V 2

14” (3”) 9 V 312” 3+1 V 815” 1/4 V 112” 3 V 1

6 ” / [ 1 5 ” ] / 1 8 ” 2 V 1 or 26 ” / [ 1 5 ” ] / 1 8 ” 4 V 1 or 26”/[15”]/18” 3 V 16”/[15”]/18” 6 V 3

9”/24” 9 V 39”/24” 10 V 312”/30” 7 V 33”/48” 4 V 3

12” 1 V 112” 8+1-2 V 16” 1-1 V 19” 1+1 V 112” 6 + 3 V 29” 4 + 1 V 112” 1/2 V 1

3”/ /” 12” 6-12 V 312” 1 V 1

12”/18” 2+2 V 13”*12” 4 + 4 V 1

18” 2 + 2 V 13”/18” 1+1 V 1

12” 5+5 40 318” 3+3 V 118” 6 V 112” 10 V 1

D M G

1-81-2

3-121-8/1-8

4-48/3-18/3-18special

Nil1-6

1-8 or 1-4/1-41-8 or 1-4/1-41-6 + poison1-6/1-6/2-121-6/1-6/3-241-8/1-8/3-301-4/1-4/2-161-12/1-6/1-6

1-82-161-61-8

2-8/1-81-101-3

1-4/1-4/9-161-61-82-81-61-3

2-5/2-5/1-102-82-8

2-12

S A

YesNoNoYesYesYesYesNoNoYesYesYesYesYesYesYesNoYesNoNoNoNoYesYesNoYesYesYesYesYesNoYesYes

S D A L T H A C 0 B O O K

Yes CE 13Yes N 20No N 16Yes N 15No N 12No N 16No N 20No LE 20No LE(C) 16Yes LE 15No LE 16No NE 13No LE 12No CE 12No CE 13Yes N 15No LG 20Yes CE 12No LE 20No LE 18Yes CE 13No CE 15No N(E) 20Yes CE 13No N 20No N(G) 16No CE 15No N 16No N 18No N 13No NE 16No NE 13No N 10

M-5F-14M-11M-11M-12M-13M-14DL9DL9DL9DL9DL9M-31M-33M-34M-36DL9M-45M-47M-52M-71M-75M-81M-67DL9DL9M-90M-90M-92M-94M-101M-101M-82

abbreviationsAC = Armor ClassAL = Alignment#AT = Number of

attacks per roundCE = Chaotic EvilCG = Chaotic GoodDMG = DamageF(X) = Found in

Fiend Folio,page (X)

HD = Hit Dicehp = hit pointsLE = Lawful EvilLG = Lawful GoodM-(X) = Found in

MONSTER MANUAL I,page (X)

M2-(X) = Found inMONSTER MANUAL II,page (X)

MV = Movement RateN = NeutralN(C) = Neutral with

Chaotic tendenciesN (E) = Neutral with

Evil tendenciesN(G) = Neutral with

Good tendenciesNG = Neutral GoodSA = Special AttacksSD = Special DefensesTHAC0 = Base number to

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

V = Varies

Random Encounter Chart

In addition to the set Events and Encountersin 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 types of areas that might be explored dur-ing the adventure. The numbers under thecolumn labeled “Check” show 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 three 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 “Range.”Roll the die listed and add the modifier besideit. Look up the resulting number on Table 2 tofind the Random Encounter that takes place.The statistics for the encounter are listedabove.

Table 1: Random Encounter ChecksArea Check Range

Mountains 1 / 4 h o u r s d 8Plains 1/3 hours d10 + 3Forest 1/3 hours d8+5Estwilde 1/4 hours d10 + 7

Table 2: Random Encounters

1. 1-6 Winter Wolves2. 2-8 Hill Giants3. 2-12 Ogres4. 4-40 Buffaloes5. 1-2 Woolly Rhinoceroses6. 3-12 Hobgoblins7. 3-34 Goblins8. 1-6 Giant Eagles9. 1-8 Giant Spiders

10. 1-8 Huge Spiders11. 1-6 Dire Wolves12. 1-8 Baaz Draconians13. 1-6 Kapak Draconians14. 2-12 Wild Boars15. 3-18 Giant Bats16. 1 Bulette17. 1-8 Minotaurs

32

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Gilthanas 5 T H - L E V E L ELF FI G H T E R / 6 T H - L E V E L

ELF MA G I C-US E R

STR 12 WIS 10 CON 12 THAC0 16

INT 14 DEX 16 CHR 13 AL CG HP 25

AC -6 (PLATE MAIL +4, SHIELD +2, DEX BONUS)

WEAPONS LONGSWORD +3LONGBOW AND QUIVER OF 20 ARROWS

ABILITIES Spell Use: 4 1ST LEVEL 2 2ND LEVEL,2 3RD LEVEL PER DAY

LANGUAGES COMMON, QUALINESTI ELF,SILVANESTI ELF

derek Crownguard IITH-LEVEL HUMAN FIGHTER

flint fireforge 7TH-LEVEL DWARF FIGHTER

STR 17 WIS 11 CON 16 THAC0 12

INT 12 DEX 13 CHR 12 AL LG HP 76

AC I (PLATE MAIL +2)

WEAPONS TWO-HANDEDSWORD +2DAGGER

LANGUAGES: COMMON, ERGOTHIC,QUALINESTI ELF, SOLAMNIC

STR 16 WIS 12 CON 18 THAC0 14

INT 7 DEX 10 CHR 13 AL NG HP 70

AC -2 (PLATE MAIL +3 AND SHIELD +1)

WEAPONS +3 DWARVEN HAMMER2 HAND AXES +1

LANGUAGES COMMON, HILL DWARF

Tasslehoff Burrfoot 10TH-LEVEL KENDER THIEF

STR 13 WIS 12 CON 14 THAC0 19

INT 9 DEX 16 CHR 11 AL N HP 41

AC I (LEATHER ARMOR +2, +3 RING OF

PROTECTION, DEX BONUS)

WEAPONS HOOPAK: COMBINATION BULLET

SLING AND +2 JO STICK

DAGGER

LANGUAGES COMMON, HYLO KENDER

Gilthanas IS THE SECOND-BORN SON OF THE SPEAKER OF THE SUNS‚ LEADER OF THE

QUALINESTI PEOPLE. WHILE HIS OLDER BROTHER PORTHIOS LEARNED THE IMPORTANT TASKS

OF GOVERNING‚ GILTHANAS ACTED AS A MESSENGER‚ SPY‚ AND ADVENTURER FOR HIS PEOPLE.

HE WAS CAPTURED‚ ALONG WITH HIS CONTACT THEROS IRONFELD‚ BY THE DRACONIANS

WHEN THEIR ARMIES OVERRAN SOLACE VALE. FREED WITH THE INNFELLOWS‚ GILTHANAS

CHOSE TO ACCOMPANY THEM INSTEAD OF GOING INTO EXILE WITH HIS PEOPLE.

GILTHANAS IS A HANDSOME ELF‚ EVER-YOUNG‚ BUT WITH EYES OF DEEP MATURITY. IN THE

SERVICE OF HIS PEOPLE HE LEARNED TO MOVE SILENTLY‚ KEEN-EARED AND SHARP-EYED.

WHILE VERY CHARMING‚ HE RESERVES HIS ATTENTION FOR ELVEN LADIES‚ AS HE RECOGNIZES

THE GULF BETWEEN ELF AND MAN.

THIS ATTITUDE HAS BROUGHT HIM INTO CONFLICT WITH HIS SISTER LAURANA‚ WHO HAS

FALLEN FOR THE HALF-ELF TANIS. THOUGH TANIS WAS LOST IN A FIRE IN TARSIS‚ THE GULF

BETWEEN THE SIBLING REMAINS.

Derek Crownguard‚ Lord of the Order of the Rose IS THE LEADER OF ONE OF THE THREE

ORDERS OF THE KNIGHTS OF SOLAMNIA. HE HAS ATTAINED HIS POSITION BY HIS SKILL WITH

THE SWORD‚ HIS QUICK MIND‚ AND HIS RIGID ADHERENCE TO THE DOCTRINE O F THE

K NIGHTS.

DEREK IS DOUR‚ QUIET OF VOICE‚ BUT EXPECTS TO HAVE HIS OPINION HEARD AND HIS

ORDERS FOLLOWED. HE IS STEADFAST IN HIS BELIEF IN THE ORDER AND THE ULTIMATE TRI-

UMPH OF GOOD OVER EVIL.

DEREK FEELS HE CAN IMPROVE THE POSITION OF THE KNIGHTS (AND HIMSELF) BY TAKING

AN ACTIVE ROLE AGAINST THE DRAGON HIGHLORDS RATHER THAN FALLING BACK TO CASTLES

AND ISLANDS. TO THAT END‚ HE SET OUT TO LOCATE THE DRAGON ORB‚ AN ARTIFACT OF GREAT POWER USED TO DEFEAT DRAGONS LONG AGO‚ AND RETURN IT TO SANCRIST. HIS

COLLEAGUE LORD GUNTHAR OF THE CROWN HAS SADDLED HIM WITH AARON‚ A CHEERFUL

KNIGHT OF GUNTHAR‘S ORDER. THEIR JOURNEY TOOK THEM TO TARSIS AND A RAG-TAG

GROUP OF ADVENTURERS LED BY A PSEUDO-KNIGHT NAMED STRUM. AIDED BY THE PARTY‚

DEREK RECOVERED THE ORB.

Fl int F i reforge I S THE ELDEST MEMBER O F THE PARTY. HIS FATHER BROUGHT IN THE

DWARFGATE WAR BETWEEN THE HILL DWARVES AND THE MOUNTAIN DWARVES OF THOR-

BARDIN‚ AND FLINT GREW UP HEARING OF THE MOUNTAIN DWARVES’ TREACHERY. HE LEFT

HIS NATIVE HILLS TO SEEK HIS FORTUNE BUT PLANNED TO RETURN ONE DAY.

IN HIS TRAVELS‚ FLINT WAS CAPTURED BY GULLY DWARVES WHO HELD HIM PRISONER FOR

THREE YEARS. ESCAPING TO HIS OWN LAND‚ FLINT FOUND THE DWARVES HAD ABANDONED

THE A R E A . THE D W A R F EVENTUALLY S E T T L I N G I N SO L A C E A N D L I V I N G A S A T I N -

KER.

THE ELVES OF QUALINOST RESPECTED HIS WORK‚ AND IT WAS THERE HE MET TANIS THE

HALF-ELVEN. TANIS WAS THE LEADER OF THE INNFELLOWS IN THE DESPERATE FLIGHT FROM

THE DRAGONARMIES. BUT HE IS NOW GONE‚ LOST IN A FIRE OF TARSIS. FLINT’S OTHER FRIEND

IS THE LIGHT-HEARTED TASSLEHOFF BURRFOOT.

FLINT IS CYNICAL‚ BRAVE AND HONEST. HE UNDERSTANDS THE OTHER DWARVES BETTER

N O W ‚ H A S A N E W H A T R E D — B O A T S .

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

PARENTS. WHEN HE REACHED ADULTHOOD‚ HE WANDERED OFF ON HIS OWN‚ AS IS THE KEN-

DER TRADITION.

TAS WAS HARD HIT BY KENDER WANDERLUST‚ AND IT WAS SEVERAL YEARS BEFORE HE

ARRIVED IN SOLACE VALE. HE CARRIED WITH HIM THE NECESSITIES OF KENDER SURVIVAL: A

CASE FULL OF OUT-DATED MAPS‚ HIS HOOPAK SLING‚ ROPE‚ FOOD‚ AND A BAG OF ODDS AND

ENDS HE HAD “ACQUIRED” IN HIS JOURNEYS. TAS‚ LIKE MOST KENDER‚ HAS THIEVING ABILI-

TIES‚ THOUGH KENDER PREFER TO CALL THEMSELVES “HANDLERS”. TAS “BORROWS” ITEMS

NOT OUT OF GREED‚ BUT INSATIABLE CURIOSITY.

TAS FIRST ENCOUNTERED FLINT WHEN HE “BORROWED” ONE OF THE DWARF’S ARM BRACE-

LETS WITHOUT ASKING‚ AND THEY BECAME FAST FRIENDS (IN TAS‘S OPINIONS). TAS IS GOOD-

NATURED‚ HAS GREAT ENERGY AND A QUICK WIT‚ AND HAS KEPT THE PARTY’S SPIRITS UP

DURING THE LONG FLIGHT BEFORE THE DRAGONARMIES. TAS IS ALSO IMMUNE TO THE EMO-

TION OF FEAR‚ AS ARE ALL KENDER.

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Lord Gunthar maintained a journal detailingthe adventures encountered on his voyagefrom the Solamnic outpost on Ergoth toPalanthus. Show this to the player controllingGunthar if he is a PC.

We sailed from Ergoth into a gray mass ofclouds and storm. Traveling south around theelven cape, we passed up the protected chan-nel between Ergoth and Qualinesti. It painsmy heart to see that large stretches of theQualinesti Forest have been put to the torch.

After two weeks of hard sailing, we call atCaergoth. That forbidding fortress is still heldby a small band of Knights; most of its forcehas been sent northeast to the front.

In Caergoth, we met one Edward White-rose. Poor fellow lost both of his legs in thefighting around Thelgaard. He keeps his chinup, and had much news of the war.

He reported that Solanthus has been cap-tured and sacked by the Dragonarmies. Fromhis stories, it sounds like nary a stone is leftstanding. Even so, several Knights have fallenback into the tunnels beneath the castle andcarry on the fight from there. It’s only a matterof time, I’m sure, until their food runs out.Still, I rejoice at this evidence of the spirit thatonce made the Knights great!

Edward served with a relief force sent toSolanthus. They arrived in time to witness thesacking of the fortress, but made contact withthe Knights inside. Then his force wasattacked by blue dragons and many dracon-ians. They fell back toward Thelgaard, escap-ing the dragons at night and knocking a fewdraconian heads in a midnight ambush.

This is the way the Knights are fighting inSouthern Solamnia: aggressive attacks fol-lowed by swift retreats into the mountains orfortresses. Often they use diversions to drawthe dragons away from the intended battle-field.

It was on such a sortie that Edward lost hislegs; the dragons did not fall for the diversionand a sizeable number of Knights were slainin that attack. Even so, Edward tells of a dozenKnights standing in line at a deep ditch, hold-ing off hundreds of draconians while their fel-lows made their escape. Finally, the breath ofa blue dragon put an end to the stand.

We left several footman’s Dragonlanceswith the troops at Caergoth. I gave strictestorders that they be transported immediatelyto the front. I hope that I will be obeyed.

From Caergoth we sailed north, still sensingthe winter’s ending warmth in the steadystream of storms. Three days out of Caergoth,we encountered another display of the cancer-ous spread of the forces of evil: A fleet of hugewarships approached us from the south, mak-ing fair speed under a good wind.

We could have outsailed them easily, savefor the loaded cargo ships that lumberedalong with our fleet, so we turned to do battle.Five of their warships attacked, and we hadbut six smaller vessels to stop them. While thecargo ships made their escape, we turned intothe wind and met the Highlord’s fleet.

Firearrows arched overhead, and our cata-pults launched burning bundles of oily rags.The Highlord countered with forces of air-borne draconians, launched from the highmasts of their vessels. Landing amid theKnights on deck, these draconians attackedsavagely. Bloody fighting raged across each ofour ships. Three of the Highlord’s vessels,however, were completely engulfed in flames.

The two remaining enemy ships closed witha pair of ours, and boarding parties crossed toaid the draconians already aboard. In themeantime, we succeeded in driving the dra-conians from the decks of our other vessels.Swiftly the little ships darted to the aid oftheir beleaguered comrades, but for one-theCrimson Rose-the relief was too late. Thelast of the Knights were put to the sword asour own vessel drew alongside; our only satis-faction came when we put the captured vesselto the torch to prevent the enemy taking her.

The ships of the Knights swarmed aroundthe other Highlord vessel. That ship waslashed to my own vessel, Regent’s Crown. Thecrew of the Crown put up a valiant defense,and aided by reinforcements from the rest ofthe fleet, we held her and broke off contactwith the Highlord’s ship. The cargo vesselshad made good their escape, so we broke offthe action and sped northward. The dragon-ships did not pursue.

Because of damage sustained in the battle,the Regent’s Crown required immediaterepairs, so we made a brief stop in the kenderport of Hylo. It was here that we were treatedto a most entertaining display of the ingenuityof that diminuitive race.

The Highlords had somehow managed toland an army on northern Ergoth, under thecommand of a brutal hobgoblin—Toede, theycalled him. It was a weak force by Dragonarmystandards, primarily goblins and hobgoblins,but nevertheless posed a grave menace to thekender population.

Toede’s force attacked the port the day afterwe called there, and we witnessed an unusualbattle. The kender forces trooped through thecity in chaotic fashion. I got the impressionthey thought they were attending a carnival.They drew up into a thin line on the fieldnorth of the city as the evil army came intoview.

And then the kender began to taunt! Myears have never been treated to such a variety

34

of insults and verbal abuse. Of course, thehobgoblins and goblins went beserk, attack-ing wildly with no sense of order. This was allpart of the plan, as the kender fell back in thecenter and drew the monsters into a narrowcorridor of death. The kender attack wasspeedy and merciless and the surroundedmonsters were masssacred. We sailed before Icould look more closely at the battlefield, butI know that the forces of evil were dealt a stun-ning defeat at the hands of the kender thatday.

From Hylo, two weeks of clear and smoothsailing brought us at last to Palanthus with ourprecious cargo of Dragonlances. I can onlyhope that we have arrived in time.

Tasselhoff BurrfootI0TH-LEVEL KENDER THIEF

ABILITIESLanguages: COMMON, KENDER

Thief Skills: PICK POCKETS 85%‚ OPEN

L O C K S 7 7 % , F I N D T R A P S 7 0 % , M O V E

SILENTLY 88%, HIDE IN SHADOWS 78%,

H E A R N O I S E 3 5 % , CL IMB WALLS 8 4 % ,

READ LANGUAGES 45%.

Kender Talents: Taunt: KENDER ARE

MASTERS AT ENRAGING OTHERS BY VER-

BAL ABUSE. ANY CREATURE A KENDER

T A U N T S M U S T S A V E V S . S P E L L S O R

A T T A C K W I L D L Y A T O N C E F O R 1 - 1 0

ROUNDS AT A -2 PENALTY TO HIT AND A

+2 PENALTY TO ARMOR CLASS.

Fearlessness: KENDER ARE IMMUNE TO

FEAR, INCLUDING MAGICAL FEAR. THEY

A R E CURIOUS ABOUT E V E R Y T H I N G , A

T R A I T T H A T O F T E N GETS T H E M I N T O

TROUBLE.

design Team

Tracy Hickman, Series ConceptHarold Johnson, Director of Design

Margaret WeisJeff GrubbLarry ElmoreBruce NesmithGarry SpiegleLaura Hickman

Douglas NilesLinda Bakk

Mike BreaultMichael Dobson

Carl SmithRoger Moore

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and flees, leaving the door open behind it.If the heroes follow peacefully, the figure is

joined by several others of its kind, each carry-ing a dully glowing torch. They lead theheroes through the underground passagesshown on page 21 to the Shadowhall in theTemple of Huerzyd, described in EncounterH11 in Chapter 16.

This ends the events for characters who havebeen captured.

Sanction encountersUse the following encounters to describe thevarious parts of the city of Sanction that theheroes seek to examine.

NPC Encounters

Encounters between the heroes and residentsof Sanction can have various outcomes. Themembers of the Dragonarmy are almost uni-versally hostile and belligerent. As a rule theheroes are not suspected of being more than agroup of human mercenaries in some armyunit.

The only avenue that might generate a littleconversation with the humanoids is an offer,and deposit of cash, to join one of the manygambling games common in the taverns ofSanction.

The human natives of Sanction regard theheroes with suspicion and fear. These people,who lived in Sanction before the coming ofthe Highlord’s armies, own nearly all of thetaverns, inns, and shops in the city.

The types of common businesses are listedbelow on the Random Business Chart. If theheroes look for a specific type of shop that ison the list, allow them to find it. If they hap-pen to wonder what is on a particular street,roll d100 a few times to come up with someshops.

Random Business Chart

D100 Roll Type of Business

1-31 Inn32-35 Food market

36 Blacksmith shop37 Moneylender38 Brewer39 Vintner

40-41 Wainwright42-44 Stable

45 Leather worker46-48 Weaver/tailor49-51 Stonemason52-53 Sailmaker54-59 Carpenter/Shipwright60-63 Net/rope maker64-65 Mapmaker/surveyor

66-70 Brothel71-73 Embalmer74-76 Apothecary

77 Astrologer78-80 Pottery Shop81-85 Armorer86-90 Weaponsmith

91 Scribe9 2 J e w e l e r

93-94 Physician95-98 Tentmaker99-00 Officer’s club for the

army and unitcommanders

Warehouses are noted on the map and arestocked with military supplies of all kinds(food, weapons, wagons, uniforms, etc.) untilEvent 10. After this they are virtually empty.

The proprietors and human native customersencountered within these businesses greet theheroes with varying levels of enthusiasm,ranging from helpful to downright rude. Usethe Human NPC Reaction Table to determinethe type of response a native of Sanction has tothe PCs.

Human NPC Reaction Table

D20 Roll Reaction

1-3 Hostile, refuses todeal with PCs

4-5 Sullen anduncommunicative

6-7 Insulting, greedy8 Businesslike but

silent9-11 Cold but

professionallypolite

12 Cautiously helpful13-14 Talkative but trite

and foolish15 Fearful but helpful

16-17 Friendly andhelpful

18 Old-timer, talksabout shadowpeopleand “good old days”

19 Recognizes PCs asgood people andoffers knowledge ofhidden pass to north

20 Perceptive, informsPCs that Temple ofLuerkhisis was thestart of Sanction’scorruption and isthe heart of itsevil

35

encounters

22. Docks

The waterfront region of Sanction is as filthy aport as can be found on Krynn. All sorts of vilecharacters can be found here, and the inns andstreets are the settings for countless bloodyfights every day.

The smell of rot is oppressive, and thehumidity raised by the steamy entrance of thelava into the harbor makes it a very uncomfor-table place.

23. Central SlumThese areas of small, close-packed buildingsare teeming with thieves and the drunkentroops of the Highlord’s army. Although theinns in this area are small, they tend to be verycrowded.

The ramshackle buildings are rude andtemporary looking. The entire slum area iscrisscrossed with a maze of winding alleys andtwisting walkways; no streets cut through theslums.

If the heroes attempt to move through aslum district, use the Sanction Slum FlowChart in the DM Folio to describe their pas-sage. Each box on the flow chart represents anintersection where several alleys cometogether.

24. Northern Slum

This area is as dense as the central slum, butdoes not contain as many inns and brothels.Consequently, it is much less likely to be vis-ited by the minions of the Highlord’s army.

Characters traveling through this area seemany more signs of actual poverty than in theother slums as there are many hungry childrenand unfortunate residents. This district isquite a bit quieter than any other section ofSanction.

As in the central slum, use the SanctionSlum Flow Chart to describe to the playerstheir characters’ passage through the northernslum.

If the heroes should venture into an inn orshop in this district, the crowd is primarilynative humans. When checking on the NPCReaction Table for an NPC, apply a +1 modi-fier to the d20 roll (treating a 21 as a 20).

25. Southern Army Camp

This camp is home to the goblin, hobgoblin,and human troops of the Highlord’s army.Like the other troops, these forces representreserve units that have not yet been commit-ted to the war. After Event 10, the camp is

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struck and the area deserted.Until the troops move out in Event 10, this

camp is a filthy and raucous place. Gamblingand fighting is common among the boredtroops. Commanders seldom show up here,preferring the decadent comfort of theirestablishments in the city.

Each tent is home to a dozen troops of oneof the three races. There is only a 25% chanceat any given time that any of the troops arewithin the tent. If the tent is occupied, d12 ofits residents are present.

The tents contain the secondary weaponsand clothing of the troops, but very little else.Individuals go armed through Sanction, andno soldier trusts his fellows enough to leavevaluables in the tent.

Rising onto the slopes of the southern vol-cano, the camp is in a hot and uncomfortablelocation.

26. eastern Army CampThis camp, smaller than the others, is home tothe formidable heavy units of the Highlord’sreserve army. Ogres, minotaurs, trolls, andhill giants make up the troops living here.

Each tent in this camp houses six of onetype of humanoid monster. There is only a20% chance that any tent is occupied (d6monsters present if occupied). In atmosphereand culture it is very similar to the southernarmy camp.

Humans are bullied unmercifully in thiscamp, unless they prove a match for whatevercreatures start the bullying (1-2 = ogres,3-4 = minotaurs, 5 = trolls, 6 = hill giants).

27. Northern Army CampThis camp holds the draconian troops of thereserve army. Baaz, Kapak, Bozak, and Sivakdraconians live here.

The camp is noticeably cleaner and quieterthan the other two. Non-draconians areregarded hostilely by cold, reptilian eyes.They are ignored if they seek information.

The tents in this camp are occupied 50% ofthe time by d12 draconians. If occupied, roll ad4 to determine draconian type: 1 = Baaz,2 = Kapak, 3 = Bozak, 4 = Sivak.

28. Lava Streams and BridgesThe rivers of molten rock streaming throughthe City of Doom are actually moving quiteslowly. They are, nonetheless, extremely hotand mean near-certain death for any non-fireresistant creature unfortunate enough to fallinto one.

The lava flows along at a rate of about 1 footper turn. The rock rivers are covered with a

semi-hard crust of superheated rock, thatbreaks if anything heavy (100 gpw or more)lands on it. The crust is a brownish gray,although at night a faint reddish tinge can beseen in it. Between the plates of crusted rock,brightly glowing crimson lava is visible. Anycharacter touching the surface of the lavareceives 6d6 points of fire damage. A success-ful saving throw versus breath weaponsreduces this damage in half. A character fall-ing onto or becoming immersed in the riverreceives maximum damage (36 points) eachround.

Even standing next to the lava is dangerous.Each round a character remains at the edge ofa lava river or lake, d6 points of fire damageare suffered. A save versus breath weaponseliminates this damage.

At several places, shown on the map ofSanction, solid stone bridges cross the lava riv-ers. These bridges partially protect crossersfrom some of the heat, but characters on thebridges must make a saving throw versusbreath weapons every round or receive d4points of damage.

29. The Lords of DoomEach of these volcanoes rises through steepand rocky slopes to a towering summit. Thesummits are hollow craters that contain pits ofbubbling lava. The same risks inherent instanding next to the lava rivers (Encounter 28)apply to characters at the summit of any ofthese mountains.

Each peak is 4,000 feet above sea level. Themountains have been compressed in scale onthe map of Sanction in order to fit the summitof each peak on a map of the city. The ridgesextending out from the summits are extremelysteep, but they can be climbed without ropesor special skills. Any ascent up the slopesbetween the ridges requires a thief to lead theway and make a successful climb sheer surfacesroll every 200 feet (failure meaning a fall of10-100 feet). If the thief trails a rope, othercharacters can climb up after him.

Area 29a, on the northeastern peak, marksthe location of the secret tunnel entrance tothe Temple of Luerkhisis. Each character isentitled to one find secret doors roll while inthe city of Sanction. A success means that thehero noticed the crudely disguised tunnelmouth 500 feet up the slope of the mountain.

30. Temple of HuerzydThis temple is the smallest of the three andshows few outward signs of activity. The clericsand troops of the Highlord’s forces usuallyignore this temple. They feel an uncomforta-ble sense of danger here.

36

Actually, Huerzyd is the center of the Shad-owpeople’s culture in Sanction. From herethey can reach any other part of the citythrough their network of tunnels, shown onpage 21.

Huerzyd is described in more detail inChapter 16.

31. Temple of Duerghast

This forbidding edifice is a tall, black struc-ture that looks like it was designed as a for-tress. High walls surround it and two solidiron gates seal the only two entrances (exceptfor the tunnel of the Shadowpeople).

Duerghast is used by Ariakus as a prisonand torture chamber. He comes here occasion-ally to be entertained by the suffering of someunfortunate captive.

Duerghast is described in more detail inChapter 16.

32. Temple of LuerkhisisLuerkhisis is the center of the Queen of Dark-ness’s power on Krynn. It contains the throneof Ariakus, her most powerful servant, as wellas the good dragons’ eggs, the objects of theheroes’ quest.

The outside of the temple is well guardedby Sivak draconians of the Red Watch. Tres-passers have to fight 1-3 bands of the RedWatch, numbering 2-8 Sivaks each, beforethey reach the temple itself. Of course, potentmagical protection such as invisibility orthieves successfully moving silently, mightavoid these encounters.

Luerkhisis is described in more detail inChapter 16. The mission of the PCs shouldeventually bring them to this evil place.

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Chapter 16: The Lords of doom

This chapter describes encounter areas in thetemples of Huerzyd, Duerghast, and Luerkhi-sis. There are no scheduled events in thischapter; the story develops from the PCs’explorations of the temples. Some of theevents in Chapter 15 occur in these temples.

After the characters have reached the Altarof Corruption in Luerkhisis, however, a chainof circumstances will propel the characterstoward a specific destination. This chain isdetailed in Passage From Darkness, the clos-ing episode of the chapter.

Temple Maps

The Temple of Huerzyd

This is the oldest of the temples in Sanction,originally built before the Cataclysm in honorof the true gods. It is the only temple that hasnot been perverted to evil purposes.

The structure looks plain and unassumingfrom the outside, unlike its two counterparts.Its white stone walls somehow maintain adegree of cleanliness in the smoky city.

Huerzyd is the bastion of the Shadowpeo-ple in Sanction. Although they rarely ventureinto the city above ground, they maintain athriving community on the lower levels of thetemple. Subterranean passages connect thetemple to most other locations in Sanction.

The map on page 29 in the DM Folio sec-tion displays a cutaway view of the Temple ofHuerzyd. The network of tunnels used by theShadowpeople to move about the city isshown on page 21.

Level IThe upper level of the temple is not used bythe Shadowpeople. Consequently a numberof scavenging creatures have moved in. Also, aparty of draconians will be on guard dutyhere; Ariakus has not figured out the secret ofthe temple, but he suspects illicit activity.

Every turn the players spend on the firstlevel, they run a 50% chance of a randomencounter. If an encounter is indicated, roll1d6:

Die Roll Encounter1 2 -12 Gian t Rats2 1-6 Carrion Crawlers3 2-24 Giant Cent ipedes4 3-30 St i rges56

2- 12 Baaz Draconians1-6 Sivak Red Watch

Draconians

h1. Altar RoomThis immense chamber is dedicated to six ofthe ancient gods of Krynn, each portrayed by

a giant granite statue. Paladine occupies acentral position; immediately to his side sitsthe benign likeness of Mishakal.

h2. CellsThese are small meditation cells, once used bythe temple’s monks and clerics. Each containssome trash and rubble, but nothing of value.

h3. StoreroomsThese rooms held the supplies used by thetemple’s inhabitants many years ago. Thewestern and middle storerooms contain cratesand barrels that at one time held food anddrink. Each container has been opened andemptied by scavengers. The eastern room con-tains scrolls, quills, clerical robes, and othertools of scholarship.

h4. Monks Chamber

This large common room sheltered severaldozen monks and clerics. The rotted remainsof straw mats on the floor provide the onlyclues to the room’s purpose.

h5. Dining HallThis is the room where the monks took theirmeals. Several long wooden tables, flanked bylow benches, run the length of the room. Sev-eral large clay ovens, as well as some rustedpots, line the far wall. A small cistern in thenortheast corner has collected some stagnantwater.

h6. High Cleric�s ChambersThis formerly opulent office once quarteredthe high priest of the temple. Soft chairs andcolorful tapestries in the outer office havefaded and rotted to the point of worthless-ness. A large desk in the center of the officecontains some old writing instruments.

The inner chamber contains a large bed andseveral more chairs, also rotted. Beneath thebed is a secret compartment, located by a rollto find secret doors. It contains a scroll with 3cure serious wounds spells on it.

h7. LibraryThis dusty and dark room was once the tem-ple’s library. Now nearly all the books andscrolls have been removed, and bare shelves, afew empty tables, and some unused candlesare all that is left.

h8. Secret DoorThis secret door has been constructed by theShadowpeople to prevent the minions of the

38

Highlord from discovering the entrance to thetemple’s lower level. Because of the crudework, PCs receive a +1 to all rolls for detect-ing it.

Level II

The lower level of Huerzyd is the center of theShadowpeoples’ labyrinth. From here, tun-nels lead to the other parts of Sanction. Theonly encounters on this level are with Shad-owpeople; there is a 33% chance per turn ofencountering 3-18 warriors.

The traps (marked with Xs) on this level aredesigned to confine intruders until the Shad-owpeople can determine what to do withthem. Each trap is connected to a trigger onthe map. A footstep on the trigger releases thetraps: two blocks of stone weighing severaltons apiece that drop into the corridor, com-pletely blocking passage. Unless the heroessuccessfully detect traps they do not notice thetriggers and are caught in the trap.

Trapped characters are telepathically inter-viewed by the Shadowpeople. They areinstructed to lay down their weapons andattend a Council of the Shadowpeople. TheESP powers of the Shadowpeople detect anyintent of betrayal. Creatures of greatpatience, the Shadowpeople simply wait untilthe heroes are ready to agree to their terms.

When the characters are released, the trapsare raised only two feet, forcing the heroes tocrawl out under the watchful gaze of 20 war-riors.

h9. Clan CavernsEach of these caverns is the home of some31-50 (d20 + 30) Shadowpeople. Despite thecrowded nature of the accomodations, therooms are clean and airy. Sophisticated ventsbring fresh air through regularly, and eachroom has a small hole leading deep into thevolcano for sanitary necessities, as well as aclean fresh-water well.

h10. Mushroom FarmsThese rooms are filled with an incredible vari-ety of thriving fungi, the source of all theShadowpeoples’ food. Warm drafts of vol-canic air keep the chambers warm.

h11. ShadowhallAll of the adult Shadowpeople gather here forconferences when important matters areafoot. The arrival of the heroes warrants such agathering. Only during a Council of the Shad-owpeople can the Revered Ancient One comeinto existence (see NPC Capsules).

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If the PCs prove themselves to be enemiesof the Highlord, the Shadowpeople will pro-vide them with all the information (secretdoors in temples,locations of guardposts,etc.) and other aid they can give.

The Temple of Duerghast

Duerghast is a forbidding-looking structure ofblack granite. It was originally constructed as atemple to one of the false gods commonlyworshiped after the Cataclysm. Since the cler-ics of this god decided that their deity enjoyeddisplays of violence and bloodshed, the tem-ple was constructed with an arena and torturechambers included. Thus equipped, it hasserved very well as a prison for Ariakus’s ene-mies.

Guard patrols are frequent throughout thetemple. All random encounters are with thesepatrols. Check once per turn, with a 33%chance of an encounter. Roll 1d6 to determinethe encounter.

Die Roll Encounter

1 1-2 Red Watch Sivaks2 1-6 Baaz Draconians34

1-6 Kapak Draconians1-4 Bozak Draconians

56

1-4 Red Watch Sivaks1-4 Ogres

Level I

d1. Gates of DuerghastEach of these sets of gates is made up of twoheavy iron slabs, 4 inches thick, 10 feet wide,and 20 feet high. They are controlled fromwithin the nearest tower and cannot beopened other than with the huge winchesthere. The gates are open during the day.

d2. WallsEach of these walls is made of smooth blackgranite (-10% to all climb sheer surfaces rollsand rises to a height of 40 feet. The walls are20 feet wide at the base and 10 feet wide ontop. A low 3-foot-tall battlement encloses thetop of the wall. The only way onto the wall,short of climbing or flying, is through a tower.

d3. TowersThese tall structures are made of the samestone as the walls. Each rises to 80 feet. Begin-ning as a 60 foot x 60 foot square at groundlevel, it narrows to 30 feet x 30 feet on top,where a battlement surrounds the platform.

A stairway climbs from ground level to thedoors leading onto the walls, and from there

to a trapdoor leading to the top platform. Thedoors leading to the tower are all locked andmust be picked or opened with a key carriedby the leaders of every Red Watch guardpatrol.

d4. Arena CagesThe narrow corridors surrounding the arenalead into many small, bare cages. Iron barsand gates seal each of them. One of the cagesis currently occupied by an immense tiger,eventually intended to die for the entertain-ment of Ariakus.

d5. ArenaThis open area is covered with a layer of sand.A tall grandstand rises up the slope of themountain to the rear of the arena. Twelve rowsof benches, capable of seating a total of about600 people, surround an ornate box at thelower center of the grandstand. The entireviewing area is raised above the arena by a 12-foot-high wall.

d6. Guard BarracksEach of these rooms is sleeping quarters for adozen Baaz or Kapak guards permanently sta-tioned in the city. The rooms are plain andcrude, containing nothing of value. Roll for arandom encounter (with the usual 33%chance) each time the heroes examine one ofthese rooms.

d7. Practice RoomThis large chamber is where the guards prac-tice with their weapons. There is a 33%chance that a group of guards are in here atany time. The room is made of black stoneand unfurnished except for torch sockets inthe walls.

d8. ArmoryThis room is locked. The key carried by theRed Watch commanders opens this door.Within are stacked 36 spears, 24 longswords,24 shields, 12 Red Watch uniforms, and alocked chest. The key to the chest will not befound by the PCs, but if they pick the lockthey find a longsword +2, a shield +2, and ashield, +1.

d9. Pagan AltarThe only room with any religious significancein the temple, this chamber contains a statueof a hideous god, looking much like a crossbetween an octopus and a spider. A low dais,stained brownish red, lies before the statue.

This room is not used anymore.

39

d10. Entryway to Lower LevelThe door to this hallway is locked (again, aRed Watch commander’s key or lock pickingwill open it). A long stairway descends fromthe west end of the room.

Level II

d11. Guardroom

This room is always guarded by four RedWatch Sivak draconians. The locked doors ateither end are barred iron gates.

d12. Mass CellsEach of these dingy cages is a 10 foot x10 footcube of stone and iron, not even a mat as fur-nishings for the inmates. There are four list-less male prisoners in four separate cells(determine randomly). If freed, the prisonerswill not fight for the heroes, but make everyeffort to get away.

d13. MorguePrisoners who die from excesses of torture orlack of food are carried here and left to rot.The stench in the room is vile. In addition,five ghasts subsist on the corpses. Althoughthey do not attack draconians, they eagerlyassault any warm-blooded prey entering theroom.

d14. Torture ChamberThis room contains every type of device forinflicting pain known to the macabreimagination of Ariakus. The secret door at thefar end leads to a gallery where the DragonHighlord often comes to watch the “festivi-ties.”

A low brazier flickers with a dull, smoky firein the center of the room, giving the entirearea a nightmarish red glow.

d15. Maximum Security CellsThese are the cells the PCs are taken to if theyexperience Event 13 of Chapter 15. Each issealed from the other cells by a thick stonewall, and the doors are double locked. Onekey needed to open them is the key carried byRed Watch patrol leaders, but the other hasonly a single copy, and that is carried by theTorture Master.

The secret doors have been carved by theShadowpeople with extreme care, althoughthey can be located with a normal roll to findsecret doors.

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d16. Torture Master�s QuartersThis opulent apartment is decorated in themost garish fashion imaginable. Bright, redand purple tapestries line the walls and ahuge, canopied bed fills one end of the room.A locked chest, containing 800 stl and 2,000stl worth of gems, sits in one corner. The Tor-ture Master has the key.

The Torture Master is a bloated little hob-goblin, puffed up with his own importance,but actually a coward and a sneak. He will goto any lengths to save himself if his life isendangered.

The Temple of LuerkhisisLuerkhisis is the largest of the temples of Sanc-tion and is the headquarters of the DragonHighlord Ariakus. He is constantly sur-rounded by members of his elite Red Watchunit of Sivaks.

Luerkhisis is a center of the Queen of Dark-ness’s power on Krynn. The lower level of thetemple once held the first altars used in theunholy worship of the evil gods. Now thelower level of the Temple of Luerkhisis con-tains the key to the good dragons’ Oath andthe secret of the origins of the draconian race.

Random encounters are frequent inLuerkhisis. The following chart applies to alllevels of the temple. There is a 33% chanceevery turn that a random encounter occurs.

Die Roll Encounter

1 1-6 Red Watch Sivaks2 1-10 Red Watch Sivaks34

1-3 Clerics of TakhisisSmall, sub-adult red dragon

5 Medium, sub-adult blue dragon6 Large, adult white dragon

Level I

L1. audience Hall

This vast room is flanked by smooth marblecolumns and is bare of any decoration. At thefar end rests a huge granite throne. This is theaudience hall of the Dragon HighlordAriakus. It is illuminated by flaring torchesthat cast everything in a brilliant reddishlight.

The secret door at the back of the hall islocked and Ariakus has the only key.

L2. Interview RoomsThese two rooms are virtually identical, exceptthat one is decorated in blue and the other inred. Each is lushly appointed with soft carpet-ing, brilliant golden chandeliers, and soft

chairs and pillows. The rooms are consciouslydesigned to put their occupants at ease.

This is where Ariakus prefers to questionprisoners who show signs of cooperating whenbrought into the audience hall. There isalways time to send them to the dungeonslater. The secret door connecting the tworooms is concealed behind a tapestry andAriakus has the only key.

L3. Conference RoomThis chamber is splendidly appointed, con-taining a large mahogany table and 20 plusharmchairs. Several silver chandeliers cast gen-tle illumination throughout the room. Anunlocked cabinet holds 12 bottles of finewine, two bottles of equally fine brandy, and20 long-stemmed crystal glasses.

L4. ariakus�s apartments

This three-room suite also displays the tastefor luxury possessed by the Highlord. Theouter room, decorated in black silk, matchesthe description of the interview rooms. Next,a small office contains papers and writingimplements. The desk has a locked drawer,protected with a poison needle trap, contain-ing orders for the reserve army to march toVingaard and complete the destruction of thatfortress.

Concealed in a false bottom in the desk area ring of protection +1, a ring of fire resist-ance, a wand of negation with three charges,and a small key needed to open the nearbytreasure room.

The bedroom reflects the ultimate in deca-dence. Mirrors line the walls and ceiling, and ahuge bed spans one entire corner of the room.A white canopy hangs over the bed. A tapestrydepicting a great five-headed dragon withheads of green, white, blue, red, and blackhangs from one wall. Behind the tapestry is amirror of life trapping.

L5. Treasure RoomThis chamber contains the vast treasuresassembled by Ariakus from all over Krynn.Coins of steel and platinum, in uncountablenumbers, fill dozens of chests. Gems and jew-elry well in excess of 10,000,000 stl fill another10 chests. All the chests are open, revealingtheir contents to any visitors.

Paintings, tapestries, and sculptures adornthe walls and rest on marble pedestals that areworth a small fortune. Four chandeliers,enchanted with continual light spells, keepthe room illuminated. One entire wall isdevoted to weaponry, and displays a long-sword +4, 10 spears +3, a longbow +3, a

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dwarven thrower hammer +3, a crossbow ofspeed, and 10 arrows +3. Standing before thewall are two sets of human-sized plate mail+3, each adorned with a shield +3. A suit ofleather armor +1 also hangs from the wall.

Of course, there is a trap. The door is dou-ble locked, needing the key carried by Ariakusand the key kept in the secret drawer of hisdesk as well. All attempts to pick the lock suf-fer a -10% modifier due to the sophisticatedmechanism.

Unless a thief finds and removes both trapreleases, a failed attempt to pick either lockdrops the 30 foot x 10 foot section of corridormarked on the map into a 20-foot-deep pitlined with poison spikes. Characters fallinginto the pit receive 3d6 of damage and mustmake a successful saving throw versus poison(with a + 5 bonus to the roll because the poi-son is old and has lost some of its effectiveness)or die immediately.

L6. Observation Tower

Each of these towers is equipped with severalspyholes, from which Ariakus’s agents observeactivity in the city below. Otherwise, the tow-ers are identical to the two towers ofDuerghast.

The tower to the west on the map contains asecret door connecting the temple to theShadowpeoples’ network of tunnels.

L7. Highlord�s LibraryThis is another lushly furnished room, con-taining hundreds of books and scrolls. Manytomes on military tactics and strategy, the his-tory of Krynn, and the geography of the worldbefore the Cataclysm highlight the collection.None of the scrolls are magical.

L8. Gateway to evilThis chamber contains the top of the stairwayleading to Luerkhisis’s lower level, the truecenter of the Dragonarmy’s evil. Four Sivaksof the Red Watch are on guard here at alltimes.

L9. Secret EntranceThis corridor contains a secret door that leadsto the tunnel (L15) from a high ridge on thepeak of Luerkhisis (Area 29a on the Sanctionmap) to the temple. The door was constructedby the Shadowpeople; the Highlord and histroops do not know of its existence.

L10. dining RoomThis large room is where troops of theHighlord stationed within the temple con-

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sume their meals. Several long wooden tablesand benches run the length of the chamber.

L11. KitchenThis is a large and immaculate kitchen. Oper-ated by draconians, it is used to prepare boththe elegant meals eaten by Ariakus and hisguests as well as the more mundane fare of thedraconian troops. Several large ovens and acounter containing every conceivable type ofcooking device are the main features of theroom.

L12. StorageThis room contains the foodstuffs used in thepreparation of the temple’s meals. Flour,fruit, and dried vegetables, as well as all sortsof spices, are stored here in quantity. Also, awooden icebox chills several cuts of fine meatand 24 bottles of rare wine.

L13. Red Watch Barracks

This is the barracks of the guards detailed toduty in the temple. Forty bunks line the wallsof the room. The bunks are occupied by 1-10Red Watch Sivaks if the PCs enter.

L14. Slave Quarters

This locked room holds the 30 slaves detailedto pull Ariakus’s chariot. They were all free-dom fighters in Estwilde prior to their captureand yearn for an opportunity to escape. Theywill be courageous and helpful if the heroesoffer them the chance to regain their freedom.

Although not trained as a fighting unit,they look to Nathan Windsound as theirleader.

L15. Luerkhisis Passage

This passage leads to the secret door in Area29a on the Sanction map.

L16. Shadowpeople PassageThis passage leads to the network of tunnelsused by the Shadowpeople to travel beneaththe city of Sanction.

Level II

L17. Hall of LearningThis room is the large chamber where the cler-ics of Takhisis perform their studies and learnthe ways of their vile goddess. Three clericswill always be here, studying tomes at thetable in the center of the room. If they get achance to call an alarm, 10 more clerics fromeach of the two meditation cells will arrive in

two rounds (see the Random Encounter Chartfor these clerics’ statistics).

The near end of the room is a library, con-taining tables, chairs, and bookshelves. Sim-ple lanterns, enchanted with continual fightspells, provide illumination. The books hereare texts describing a wide variety of activities,nearly all of them evil. Books on torture, sacri-fice, oppression, and other sorts of cruelty arereadily apparent. Each is emblazoned withTakhisis’s logo of a five-headed dragon.

The north end of the room is used as a com-bat training facility. Staves, several maces, anda few hammers rest on a rack against the northwall.

L18. Clerical Meditation CellsThese are the plain rooms where the clerics ofTakhisis eat, sleep, and ponder the ways ofevil. Ten clerics occupy each, unless calledforth by an alarm from room L17.

L19. Red Watch deathguardThe door to this chamber is locked. Withinthe room wait eight members of the RedWatch, sworn to defend the secret of the tem-ple to the death.

L20. Cell of SorrowIn this room is chained the unfortunate cop-per dragon Cymbal (see NPC Capsules). TheHighlord has convinced him that the future ofhis race, in the form of the good dragons’eggs, depends on Cymbal prevent ingintruders from gaining access to those eggs.Consequently, the dragon tries to prevent any-one except a Dragon Highlord or draconianfrom passing through his room.

Cymbal is not very bright, but if he can beforced to understand the realities of the situa-tion, he will attempt to help the PCs carrytheir message to the Isle of Dragons.

L21. dens of the Corruptors

These large chambers are the lodgings ofWyrllish, Dracart, and Harkiel (going fromnorth to south) the three NPCs responsible forcorrupting the good dragons’ eggs. See thevillain cards on the module cover for descrip-tions of these foul characters. The rooms arecurrently empty, although they look lived inand recently visited. Each is a relatively plainchamber with a bed, table, chair, and a paint-ing on the wall. The painting depicts the five-headed d ragon shown in A r iakus ’sapartments.

A low chanting is audible as the heroesenter this area. The chanting originates inArea 22.

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L22. Egg Rooms

These rooms hold the eggs of the gooddragons, readily recognizable by their metalliccolors. Each room contains the eggs of onetype of dragon. In order (from east to west),are the rooms of the gold, silver, bronze, cop-per, and brass dragon eggs.

There are about 1,000 eggs of each color inthese rooms.

The chant is louder as the PCs pass theserooms. Now, the word “Takhisis” is recogniz-able as a central ingredient of the chant.

L23. altar of CorruptionThis is the chamber where the chanting iscoming from. As the heroes reach the door-way, describe the scene:

Two hooded figures flank a small, slime-covered altar. They stare at an object on thealtar in rapt concentration, uttering thelow, droning chant. Looming over the twohuman-sized creatures, also staring at theobject upon the altar, is a sinuous reddragon.

Craning for a better view, you see thaton the altar sits a silver dragon egg.

The chanting has reached some kind ofclimax, for the hooded figures pause. Sud-denly, a drop of saliva from the reddragon’s hideous maw plops onto the egg.

Immediately, the silvery surface turnsblack and slimy. Like some poisonoustumor, the egg begins to grow, changingshape and writhing as if in torment.

The egg becomes huge and begins tosplit apart. Instead of the silver dragonthat should emerge, however, manysquirming, lizard-like figures spill forth.

The egg has just given birth to severaldozen miniature Sivak draconians.

If the heroes interrupt this procedure at anypoint before the draconians emerge, the eggstill goes through the birthing process (4d122-foot-high Sivaks emerge). The three watch-ers continue to stare at the egg unless dis-tracted by a loud noise or an attack.

If the corruptors are attacked, they fight tothe death. The baby Sivaks have 2 HD andcause only 1-2 points of damage with each oftheir three attacks. They also suffer a -2 pen-alty on all to hit rolls because of disorienta-tion.

If the player controlling the silver dragon doesnot realize the significance of what has just hap-pened, as a last resort you should inform himthat he has just obtained enough evidence tofree the good dragons from their Oath.

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This process is repeated every day. The vari-ous kinds of draconians are created throughthe corruption of the good dragons’ eggs—eggs that the Queen of Darkness has sworn toprotect in return for the good dragons’ pledgenot to interfere with the war.

Passage from darknessThis section allows the heroes to take a directand magical route to the conclusion of theadventure, but only if they have discoveredthe secret locked within Luerkhisis. Do notuse this section if the PCs have made enemiesof the Shadowpeople.

encounters

33. Pursuit

The passage is through the Shadowpeoples’secret door, marked as Encounter L24. Theroute leads downward, into the heart of thevolcano Luerkhisis. If the heroes can reach theCavern of the Old One-Encounter Area35—the Revered Ancient One of the Shad-owpeople will see that they are safely trans-ported to the Isle of Dragons.

The intrusion into the Altar of Corruptionis sensed by Ariakus, and he immediately dis-patches troops to destroy the intruders. Pris-oners will not be taken by these troops. At thesame time, several shadow warriors emergefrom the secret door leading to L24, climb thestairs to room L8, and fight to the death inorder to prevent the draconians from movingdown the stairs. This delays pursuit for 10rounds.

One of the shadow warriors races to thePCs, telepathically signaling the necessity ofrapid escape. Images of hundreds of enrageddraconians fill the characters’ minds.

After 10 rounds, the following draconianscharge down the stairs: 40 Red Watch Sivaks,200 Kapaks, and 200 Baaz. Because of theirhasty retreat, the warriors are not able to effec-tively close their secret door, and the dracon-ians discover it and charge through.

The corridor behind the secret door windsdownward for 3000 feet, twisting and curvingback toward the heart of the volcano. Thecharacters should hear sounds of armed pur-suit as they flee with the shadow warrior.Finally, the corridor ends in the Cavern ofFire, shown on the map on page 21.

34. Cavern of fire

The cavern is a hot, fiery chamber within thevolcano. The floor is speckled with pools oflava, gouts of flaming gas, and hot but hard-ened rock. The bridge has no railings and is 20

feet wide. The bridge descends from 700 feetabove the cavern floor at the entrance to 300feet above the floor at the exit. A fall from thebridge will be fatal to any individual who can-not glide or float down. Even if a characterglides to the bottom, he takes 3d6 points offire damage per round (half damage if hesaves versus breath weapons).

When any monster or character within 3feet of the edge of the bridge gets hit in com-bat with an attack roll of 18, 19, or 20, thatmonster or character must make a successfulDexterity Check or be knocked off the edge.(Treat draconian Dexterity scores as 11.)

When the heroes are 1/3 of the way alongthe bridge, the draconians emerge into thecavern. The Red Watch Sivaks immediatelylaunch themselves into the air, soaring to apoint beyond the characters on the bridge. Atthe same time, from a location high up on thewall of the cavern, a flight of 40 shadow war-riors glides into the air.

Some of the shadow warriors attack theSivaks, but most strike at the pursuing dra-conians on the bridge. Only twelve Sivaksmake it to the blocking position on thebridge. The rest of the draconians becomeembroiled with the shadow warriors, exceptfor 20 Kapaks that break free to pursue thecharacters along the bridge.

The shadow warrior escorting the heroessends a last message:“Please, for the sake ofus all, reach the cavern of the Old One.” Theheroes understand that he means the small

cave at the far end of the bridge. Then he soarsoff the bridge to join his comrades.

Since this encounter is the major groundbattle of the heroes’ adventures in Sanction, itshould be tough!If they seem to be handlingit with little difficulty (remember, they shouldhave a silver dragon on their side now), youcan have a medium, sub-adult blue dragonemerge from the tunnel to join the draconiansin the fight, or you could have some more dra-conians break free to pursue the PCs.

35. Cavern of the Old OneThe cave at the end of the bridge is the homeof the Revered Ancient One (see NPC Cap-sules), honored leader of the Shadowpeople.The cave mouth is protected by a barrier thatallows the Revered Ancient One to decidewho passes through. All of the heroes andSilvart/Dargent are allowed into the cave.

The Old One cannot be seen or touched,but it is here. The darkness in the cave cannotbe dispelled by the PCs.

No light of any kind reaches into the cave,yet the atmosphere is pleasant and relax-ing. A soothing touch reaches into yourminds: “You have done very well, but youare not yet finished. Rest, and I shall sendyou where you must go.”

A deep sleep falls over you, and youbreathe easily. The dreams, when theycome, are very pleasant.

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Chapter 17: The War in the Skies

This chapter begins in a place of beauty andpeace: the Isle of Dragons. If the heroes con-vince the good dragons to join in the waragainst the Dragonarmy, the heroes will ridegood dragons as steeds, carrying mountedDragonlances. The chapter climaxes with anaerial battle between the PCs and a force ofevil dragons.

The Isle of Dragons lies several hundredmiles to the north of the continent of Ansa-lon, and it is here that the powerful magic ofthe Revered Ancient One has sent the PCs.

events

event 15: awakeningThis event occurs immediately after the

heroes are teleported by the Revered AncientOne.

When the characters arrive, read the follow-ing description:

You awaken slowly, feeling well rested andrefreshed. All of your wounds have beenhealed, and the scene surrounding you isunexpectedly pleasant.

Soft grass covers the loamy earth andtowering trees of birch and pine loom onall sides. All your companions are nearby.

A glint of metallic skin in the forestcatches your eye and abruptly an awesomeshape emerges into the clearing. It is adragon, the largest you have ever seen. Itsbearing is not hostile so much as puzzled.

Its scales are the color of burnished gold.

As the characters gradually adjust to theirsurroundings, more dragons enter the clear-ing. Any hostile acts on the part of the PCswill be dealt with by the use of the paralyzinggas breath of several large silver dragons. (Fiz-ban will attempt to calm things down; thedragons seem to settle down and listen whenhe speaks.)

The dragons entering the clearing includeall age groups except the young and veryyoung categories. The dragons’ colors aregold, silver, bronze, brass, and copper.

The first dragon to enter the clearing isAurumnus, a huge ancient gold dragon. Inthe absence of Paladine, Aurumnus is theleader of the good dragons.

event 16: ConfrontationThe heroes find themselves surrounded by anassortment of suspicious and angry dragons.Aurumnus selects Silvart/Dargent for particu-lar rebuke, chastising her for bringing the PCshere. “Remember the Oath,” he declares

scathingly, “We must honor our word!”The dragons will begin to debate the fate of

the heroes: should they be killed, imprisonedon the island, or returned to Ansalon with awarning? Allow all points of view to be heard,with imprisonment gradually winning out.The heroes will have to interrupt the dragons’debate in order to make their case. If the PCsmention the eggs in Sanction, the gooddragons pay rapt attention. The dragonsbelieve the story unless the PCs greatly distortthe facts.

If the heroes explain the deception beingwrought by the Queen of Darkness in Sanc-tion, the good dragons are freed from theirOath and make immediate preparations tojoin the war against the forces of evil. If theydo not explain this, the good dragons willimprison the party on the island, leavingthem free to walk around, but unable toleave.

Dragon Steeds

If the good dragons join the war against evil,several of them offer themselves as steeds tothe heroes. Of course, Silvart/Dargent willnot ride a dragon; it is up to her player todecide if she will carry a hero on her back.

Allow each player to roll on the followingtable to determine what type of dragon steedis offered to each PC.

Dragon Steed Determination Table

Die Roll Dragon Age and Color

1 - 12 Old Brass13 - 20 Very Old Brass21 - 27 Ancient Brass28 - 37 Old Bronze38 - 46 Very Old Bronze47 - 54 Ancient Bronze55 - 63 Old Copper64 - 71 Very Old Copper72 - 75 Ancient Copper76 - 83 Old Silver84 - 89 Very Old Silver90 - 91 Ancient Silver92 - 95 Old Gold96 - 98 Very Old Gold99 - 00 Ancient Gold

Allow the player to roll a d8 to determine thesize of the dragon as follows: 1-2 = small; 3-7 = medium; 8 = huge.

It is important to remember, as DM, thateach of these dragons is an intelligent andproud individual. They do not tolerate beingtreated as servants, or beasts of burden, bytheir riders.

Stored on the Isle of Dragons since the last

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Dragon War are a collection of saddles, onceused to carry the Knights of Solamnia intobattle on dragonback. These saddles arebrought out for the player characters’ use.

Aurumnus informs the PCs that he is awarethat a number of Dragonlances have beendelivered to Palanthus. If the heroes do nothave enough mounted Dragonlances to outfitall party members, Aurumnus suggests thatthe characters and their mounts travel there tooutfit for war against the evil dragons.

Hearing of Takhisis’s treachery and the hor-rible fate of the eggs has ignited a burninghatred in the hearts of the good dragons. Theyare determined to storm Sanction and recovertheir eggs. Most of the dragons (about 200)will head to Sanction. They ask the PCs to jointhem and provide air cover and reconnaissancewhile the riderless dragons invade the Templeof Luerkhisis. The PCs may go along with thedragons or they may decide to go elsewherewith their steeds (see Event 19 if the PCsdecide not to return to Sanction).

The dragons will agree to wait for two daysif the PCs need to go to Palanthus to getDragonlances, but they will accept no otherdelays in their quest for vengeance.

event 17: Return to PalanthusRun this event if the heroes return to Palan-thus to get the Dragonlances. Read the sectionof boxed text to the players to describe theheroes’ first journey on dragonback.

The mighty serpents crouch expectantly,their huge wings slowly fanning, practic-ing for the powerful strokes that will carryyou through the air. Suddenly, iron mus-cles flex and the dragons leap into the air!

Swiftly the ground falls away. The sad-dles seem secure, but the effect is still diz-zying. The flight moves out over thewave-tossed ocean, soaring steadily to thesouth. Necks and tails extended to stream-line their flight, the good dragons seemeager to join the war.

The heroes will find that riding on dragonsis the easiest and most exhilarating way to tra-vel across the face of Krynn.

In less than a day they reach Palanthus, cov-ering an expanse of ocean that would requireseveral weeks to cross by ship.

The landing in Palanthus is dramatic to saythe least. People run screaming from the sightof the mighty serpents and their riders.

An armed force of Solamnic Knights gath-ers to confront the dragons and their riders asthey land. They are puzzled and suspicious,but recognize that the colors of these new

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dragons are unlike any that have been seenwith the Dragon Highlords’ armies. Thus theydo not attack immediately.

Nonetheless, it takes significant persuasionon the part of the heroes to convince the peo-ple of Palanthus that their intentions arepeaceful, and their dragons good.

Once this is accomplished, the heroes areinformed that 10 mounted Dragonlances havebeen delivered to Palanthus aboard a shipfrom Ergoth. One of these is provided for eachrider, mounted onto the saddle as shown inthe diagrams on page 28 in the DM Folio.

event 18: Dragons to War!This event occurs as soon as the PCs havemounted Dragonlances (after Event 17 orafter Event 16 if the heroes brought mountedDragonlances with them).

Read both sections of boxed text only if thisis the PCs’ first ride on dragonback. Skip thefirst section and read only the second boxedsection if the PCs traveled to Palanthus ondragonback in Event 17.

The mighty serpents crouch expectantly,their huge wings slowly fanning, practic-ing for the powerful strokes that will carrythem through the air. Suddenly, iron mus-cles flex and the dragons leap into the air.

The air around you is filled with glisteningmetallic colors as hundreds of dragons launchinto flight. Mighty wings flap thunderouslyas the dragons strain upward.

Swiftly the ground falls away. The sad-dles seem secure, but the effect is still diz-zying. The army of dragons moves out overthe wave-tossed ocean, soaring steadily tothe southeast. Necks and tails extended tostreamline their flight, the good dragonsare eager to exact their vengeance.

The flight to Sanction takes two days, withseveral stops for food and other necessities.

The dragons head toward the Temple ofLuerkhisis. Their immediate concern is thesafe return of their eggs. They will not hesitatein their attack on the temple, reasoning thatdelays mean more eggs perverted. They attackevery creature within the temple, except Cym-bal, if he is still there.

Once in Sanction, the riderless dragons diveat the temple entrance. Gold, silver, andbronze dragons polymorph into bats andspeed through the temple toward the eggs.The other good dragons land at the entranceand lumber into the temple. Several dragonsstop at the doorway and use spells, breath

weapons, and natural weaponry to preventevil ground troops from entering the temple.

The heroes’ duty is to guard the airways andwarn of any approaching evil forces. Ariakushas not been idle since the PCs’ intrusion intohis domain. Realizing that trouble mightcome soon, he called in reinforcements. Henow commands nine average sized old bluedragons and three average sized very old reddragons, in addition to several hundred dra-conians and assorted humanoid monsters.The evil dragons take flight to challenge thePCs and their mounts as the temple is beinginvaded. Read the following to the players.

The thrill and fear of battle grips you asyou watch the good dragons invade the evilTemple of Luerkhisis far below you. Dra-conians, ogres, and minotaurs are dashedaside like leaves in the dragons’ enragedcharge through the temple doors, Severalbronze dragons stop at the entrance andhold the evil hordes at bay.

The streets of Sanction are also the siteof bloody battle as the trod-upon humans,emboldened by the dragons’ attack, at lastfight back against their oppressors. You seebrave shadow warriors fighting side-by-side with the humans. More shadow war-r iors gl ide down upon bewildereddraconians. The natives of Sanction areexacting their revenge!

Suddenly, you hear the roar of otherdragons. Below you is a flight of blue andred dragons soaring upward. Your dragonsroar challenges and a whirling, confusedaerial melee is joined!

Running the aerial BattleConsult the DMG, pages 50-53, for the ruleson conducting aerial combat. Allow creaturesthat fly at 1/2 their maximum speed tomaneuver at one class better than their listedmaneuver class. A dragon flying at less than1/2 its maximum speed stalls and drops 100-600 feet before it can recover.

Dragons on Krynn also have the ability toperform a “wingover” maneuver. Thisrequires the dragon to climb on the roundbefore the wingover is performed. Whendoing the wingover, the dragon stalls, drops100 feet, and can turn up to 120 degrees.

Dragons maneuver normally when carryingpassengers. When mounted Dragonlances areused in a charge, however, they do not inflictdouble damage on their victims.

The saddles the PCs are using have a fewcombat advantages. Each is equipped with awide shield created out of many evil dragonscales. When a breath weapon strikes a rider

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protected by this shield, the shield gives therider a +2 to the saving throw. In addition,the character receives only half damage if hefails the saving throw and no damage if thesave is successful.

The mounted Dragonlances are designed toswivel upward and away when they strike atarget in the air. They cannot be used to attacka creature lower than the path of the attackingdragon (i.e., the dragon carrying theDragonlance must pass under the target).

The heroes find themselves in a fight withall twelve evil dragons (three red, nine blue)that Ariakus has at his command. The reddragons will attack the most powerful gooddragons, leaving the blues to handle the rest.There are more evil dragons than PCs on gooddragons so several blue dragons will fly aroundthe battle, waiting to take the place of a deador defeated evil dragon. No good dragon rein-forcements will appear until the 21st round ofthe aerial battle (it takes the good dragonsthat long to secure the temple and establishcontrol over the egg rooms).

The catapult counters represent two heavycatapults (see DMG, page 108) that arelocated on either side of the temple. Theyhave a range of 36”. They can fire at aerial tar-gets at an altitude of 16” (480 feet) or less. TenKapak draconians attend each catapult. Theywill fire if a good dragon defeats his opponentor breaks free of the fight.

The evil ground troops are wiped out soonafter the good dragons reemerge from theTemple of Luerkhisis. Sanction is once againin the hands of its natives and the Dra-gonarmy has suffered a disastrous defeat withthe loss of the city and the capture of the Altarof Corruption.

Ariakus did not appear during the battle,nor does a search of the city locate him.

event 19: The Battle in the air

If the PCs choose not to accompany the dragonsto Sanction, they will still have an aerial combat.Let the PCs decide where they wish to fly withtheir newly acquired mounts. They willencounter the 12 evil dragons (described inEvent 18) in the air over land. This event occurswherever and whenever you wish.

The evil dragons are flying at 500 feet whenthe PCs spot them. The PCs have an advan-tage on the surprise roll because the evildragons do not expect to see opponents in theair. The evil dragons will be surprised on a 1-3on a d6. Also, each 300 feet of altitude thegood dragons are above the evil dragons adds1 to this chance of surprise.

See Event 18 for aerial combat rules.

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The winds off the northern sea now carry thebalmy promise of summer. The snow hasretreated into the highest parts of the moun-tains, and green is once again the color of theplains.

What has proven to be one of the most ter-rible winters in the history of Krynn has finallypassed. The destruction wrought by the warremains, and many fields will lie fallowthrough the new growing season, for there isno one to tend them. Yet in other places—places where the evil forces have not yetwreaked their havoc-crops will grow 2ndfood will again be plentiful.

The war goes on. Vingaard, Solanthus,Thelgaard, and all the other battlefields onthe war-torn surface of Krynn continue to bewatered with the blood of the wounded anddying. The might of the Dragonarmies is vast,and their numbers seemingly endless.

But, for the first time, there is a chance ofmeeting the Dragon Highlords on the field ofbattle and defeating them. The once-unstoppable force of an evil dragon and itsrider has met its match with the return of thedragons of good.

Certainly the road to victory will be longand hard. But, from the lowest ranking page-boy serving the Knights of Solamnia, to thegenerals and heroes who hold the fate of theworld in their hands, there is a growing feel-ing that the war might eventually end in tri-umph.

The long journey to victory may have finallybegun.

Th is ends the second book o f theDRAGONLANCE® adventure modules. Invictory or defeat, the heroes have taken thewar into the skies and have met the evil min-ions of the Queen of Darkness on their ownterms. Certainly, the combination of gooddragons and the potent Dragonlances givesthe forces of good an opportunity to stem thetide of evil that has hitherto swept the face ofKrynn.

If any Player Characters met an untimelydemise during the playing of this adventure,the players may roll up new characters to fightwith the armies of good. These characters canbe Knights of Solamnia, stalwart dwarves, orperhaps even a renegade elf from the wilds ofErgoth. The campaign has grown beyond

those few heroes who started adventuringtogether at the Inn of the Last Home in Sol-ace, and the party of PCs can grow to meet theneeds of each individual campaign setting.

If you have TSR’s BATTLESYSTEM™ Fan-tasy Combat Supplement, you can set up anynumber of battles as scenarios using theBATTLESYSTEM rules. As the war rages,sharp encounters are fought throughoutAnsalon. Of course, the PCs and their dragonsteeds can journey to different areas and helpfight these battles, but other good dragonshave returned to Ansalon, and many of theKnights of Solamnia will soon learn to ridethem into war. The actions of the PCs havebegun to turn the war in favor of the goodforces.

Module DL10, “Dragons of Dreams,” willsoon be released, moving the epic story into itsthird and final book. If you have enjoyed thisrole playing of the DRAGONLANCE saga, besure to pick up the concluding series!

The Saga Continues!

dragonlance® Modules

Module Release DateDL10 Dragons of Dreams October, 1985DL11 Dragons of Glory January, 1986DL12 Dragons of Faith March, 1986DL13 Dragons of Truth May, 1986DL14 Dragons of Triumph July, 1986DL15 Dragons of Krynn September, 1986

Dragonlance� BooksThe dragonlance Chroniclesdragonlance� LegendsDragons of Autumn Twilight The Time of the TwinsDragons of Winter Night

January, 1986War of the Twins

Dragons of Spring DawningJune, 1986

Test of the Twins September, 1986

Super endless Quest� adventure GamebooksPrisoners of Pax TharkasThe Soulforge

DRAGONLANCE and SUPER ENDLESS QUEST are trademarks owned by TSR, Inc.©1985 TSR, Inc. All Rights Reserved.

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FREQUENCY:# APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR: 5%TREASURE TYPE:# ATTACKS:DAMAGE:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:

Modes:XP VALUE:

BAAZ

Uncommon2-2046”/[15”]/18”2

J‚ K‚ L‚ U1 or 21-8 or 1-4/1-4NoneNone20%AverageLE(C)M(5 1/2 ft.)NilNil/Nil81 + 1/hp

Draconians, or dragonmen, are the basictroops of the Dragon Highlords. Their originsare unknown to anyone in this part of Krynn.They first appeared with the coming of theDragonarmies.

All draconians have wings, but only Sivakscan truly fly. Draconians have three move-ment rates: walking, running on all fourswhile flapping their wings, and gliding or fly-ing. They must use all four limbs and havetheir wings free to use the second movementrate. Draconians prefer to charge this way, car-rying their weapons in their teeth. They canglide from any height for a distance of fourtimes greater than the height they launchfrom.

Baaz draconians are the smallest of their spe-

BOZAK

Uncommon2-20

26”/[15”]/18”

415%

U1 or 2

1-8 or 1-4/1-4Spell use+2 saves

20%High

LEM(6ft. +)

NilNil /Nil

175 + 4/hp

ties and thus the easiest to pass off as humans.They are also the most plentiful of the dracon-ians and are common ground troops in arm-ies. At the bottom of the draconian socialorder, these draconians often tend to be cha-otic in nature and self serving when they canget away with it.

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. DragonHighlords often use the Baaz in this mannerjust before an invasion.

When a Baaz reaches 0 hit points, it turnsinto a stone statue. Anyone hitting the stoneform of a Baaz must make a Dexterity Checkat -3 or have his weapon stuck in the dracon-ian. The statue crumbles to dust after 1-4

46

melee rounds. Its armor and weapons areunaffected and any stuck weapons may beretrieved.

Bozak draconians are magic-users and have ahigher resistance to magic than other dracon-ians. Bozak can cast magic spells as fourth-level magic-users. They are very devoted tothe purposes of the Dragon Highlords. Theynever show mercy once they attack. However,they will not destroy an opponent if theybelieve their cause can be advanced by sparingthe life.

When a Bozak reaches 0 hit points, its scalyflesh suddenly dries and crumbles from itsbones. The bones then explode, doing 1d6points of damage to anyone within 10 feet (nosaving throw).

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SIVAK

Uncommon2-20

16”/[15”]/18”

610%

Q3

FREQUENCY:# APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:# ATTACKS:DAMAGE:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:

Modes:XP VALUE:

KAPAK

Uncommon2-2046”/[15”]/18”315%K‚ L‚ M11-4 + poisonAcid PoolNone20%AverageLEM (6ft.)NilNil/Nil105 +3/hp

1-6/1-6/2-12None

+2 saves20%High

NEL (9 ft.)

NilNil/Nil

350 + 6/hp

Kapak draconians are distinguished by theirvenomous saliva, which paralyzes (for 2-12turns) any creature failing a save vs. poison.They often lick the blades of their weapons(commonly shortswords) before combat,envenoming them for three rounds. A Kapaktakes one full round to poison the blade againafter the first venom has worn off.

Kapaks are larger than Baaz, and frequentlybully and abuse their smaller cousins. For thisreason, the Dragon Highlords endeavor tokeep different types of draconians separated.

When a Kapak reaches 0 hit points, its bodyimmediately turns to acid and spreads into alo-foot-diameter pool on the ground. Anycharacter within this pool receives 1d8 pointsof damage per round from the acid. The aciddissolves other materials at the rate of one inchper round. Use the Saving Throw Matrix forMagical and Non-Magical Items (page 80 in

DMG). All items possessed by the Kapakbecome useless.

ance and voice are exact matches to those of itsvictim. The Sivak may change back to its nor-mal shape, but after doing so may not poly-morph again without finding another victim.

A Sivak also changes shape when slain,assuming the form of the creature that killedit. This death shape lasts for three days, thenthe entire body decomposes into black soot. Ifits slayer is larger than the Sivak, or nothumanoid, the Sivak bursts into flame, caus-ing 2-8 points damage to all within 10 feet (nosaving throw).

The fact that Sivaks change shape upondeath may be used to explain the apparentdemise of characters under the “obscuredeath” rule.

Sivaks are the most powerful draconians yetdiscovered, and are being used both on thebattlefield and as spies in Ergoth, Palanthus,and the High Clerist Keep, where people havebecome suspicious of the robed Baaz.

Sivaks normally attack with two wicked-edged swords but are also dangerous withtheir claws. In addition, they attack with long,armored tails. They can only use this attackwhen in draconian form.

Sivaks are shapeshifters, capable of chang-ing their form under two conditions. Whenthey slay a humanoid of their own size orsmaller, they may take the form of their vic-tim. The Sivak does not gain the memories,experiences, or spell use of its victim and, likeall draconians, radiates magic, but its appear-

47

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The Shadowpeople

Frequency: Rare# Appearing: 2-40Armor Class: 2Move: 12”/18”Hit Dice: 3 + 1% In Lair: 100Treasure Type: nil# of Attacks: 1Damage/Attack: 1-8Special Attacks: see belowSpecial Defenses: see belowMagic Resistance: StandardIntelligence: VeryAlignment: Neutral (good)Size: M

The Shadowpeople are a race of mammalsthat has dwelled in Sanction since the city wasfounded, centuries before the Cataclysm.Their existence has always been rumored, butnever proved to the satisfaction of scholars.

Shadowpeople dwell almost exclusively

underground and suffer greatly in the light ofthe sun. Under an overcast, such as alwaysexists in Sanction, Shadowpeople in daylightsuffer a -2 penalty to all to hit rolls. The pen-alty is increased to -4 under a bright sun.

A long membrane connecting their arms totheir flanks is the primary distinguishing char-acteristic of the otherwise humanoid Shad-owpeople. They are covered in dark, smoothfur. The membrane gives the Shadowpeoplethe ability to glide through the air. They canglide a distance equal to 10 times the altitudelost in the glide.

The Shadowpeople have a close, clannishculture. The young are cared for by whateveradults happen to be nearby. The adults aredivided into two classes: warriors and coun-cilors. The warriors patrol the undergroundtunnel network used by the race, and defendthe clan against intrusion. The councilorsmeet regularly to educate the young and makethe important decisions about the survival andfuture of the race.

Shadowpeople can communicate via a set ofsqueaks and growls that forms a primitive lan-

guage, but they are much more likely to usetheir advanced ESP abilities to send andreceive messages. This ESP accounts for theShadowpeople’s low armor class: in combatthey are able to anticipate the actions of anenemy and take measures to defend against it.They cannot be surprised by any sentient crea-ture.

In combat shadow warriors employ a wick-edly curved hook to both attack and restrainopponents. Once an enemy has been struck bythe hook of a shadow warrior, the enemy suf-fers a -2 penalty on all to hit rolls and sustainsan additional d8 of damage every round untilone or the other combatant is dead, or thefight ends.

Although the councilors possess none of thecombat abilities of the shadow warriors, theyhave another ability: the creation of theRevered Ancient One in its secluded cavern(see NPC Capsules). The Revered AncientOne can only function while the Council ofthe Shadowpeople is in session.

48

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KITIARA IS THE OLDER SISTER OF CARAMON AND RAISTLIN. AFTER LONG ARIAKUS IS THE PERSONIFICATION OF AMBITIOUS EVIL. A REASONABLY

WANDERINGS, SHE HAS FOUND HER NICHE WITH THE FORCES OF EVIL IN COMPETENT FIGHTER IN HIS YOUNGER DAYS, HE CAST ASIDE THE STUDY

THE DRAGON WARS. HER KEEN MILITARY ABILITY, A GIFT FROM HER O F WAR WHEN HE DISCOVERED THE PURE EVIL O F THE DARK QUEEN,

WARRIOR FATHER, HAS ENABLED HER TO PROGRESS SWIFTLY THROUGH TAKHISIS. HIS LIFE HAS BEEN DEDICATED TO HER SERVICE, AND HE HAS

THE RANKS OF THE DARK QUEEN’S FORCES UNTIL REACHING THE RANK RISEN IN POWER CORRESPONDINGLY.

O F DRAGON HIGHLORD. A R I A K U S I S N O W T H E H I G H E S T O F T H E D R A G O N H I G H L O R D S ,

ALTHOUGH OBSERVERS HAVE NOTED THAT KITIARA SEEMS TO HAVE ANWERING ONLY TO TAKIS IS HERSELF. HIS POWER I S IMMENSE AND

ICEWATER IN HER VEINS WHEN IT COMES TO COMBAT, SHE IS A HOT- HAS LED TO THE DEVELOPMENT OF HIS ONLY REAL WEAKNESS: ARRO-

TEMPERED WOMAN AND WREAKS HORRIBLE VENGEANCE ON THOSE WHO GANCE. ARIAKUS IS SO CONFIDANT OF HIS SUPREME ABILITIES THAT HE

DISPLEASE HER. HAS A TENDENCY TO BE CARELESS IN ESTIMATING THE STRENGTHS OF HIS

DETERMINED TO CONTROL HER OWN DESTINY, KITIARA HAS MADE A ENEMIES. HE DOES NOT GIVE THEM CREDIT FOR THEIR ABILITIES, AND

CONSCIOUS CHOICE BETWEEN GOOD AND EVIL. SHE FEELS THAT HER CONSEQUENTLY HIS PLANS OFTEN CONTAIN WEAKNESS THAT A CLEVER

SKILLS AND TALENTS WILL ENABLE HER TO CARVE A NICHE FOR HERSELF OPPONENT CAN CAPITALIZE ON.

IN THE DARK QUEEN’S WORLD, AND SHE REMAINS UNTROUBLED BY

MATTERS OF MORALITY.

© 1 9 8 5 T S R , I n c . A l l R i g h t s R e s e r v e d . © 1 9 8 5 T S R , I n c . A l l R i g h t s R e s e r v e d .

AN UNUSUALLY INTELLIGENT AND EVIL DRAGON. HARKIEL HAS BEEN IF ARIAKUS IS THE PERSONIFICATION OF EVIL, LORD SOTH IS THE UNDEAD

APPOINTED BY THE DARK QUEEN TO PRESIDE OVER THE FOUL DRACON- VERSION OF THE SAME. A BURNING HATRED FOR ALL THINGS LIVING HAS

IAN CREATION PROCESS. HARKIEL BEARS A FANATICAL AND UNDYING LONG AGO WASTED ANY MEMORIES O F HUMANITY HE ONCE HELD. A

HATRED FOR ALL THAT IS GOOD, GOOD DRAGONS IN PARTICULAR. SHE KNIGHT OF THE ROSE PRIOR TO THE CATACLYSM, LORD SOTH COMMIT-

THUS TENDS TO THE CORRUPTION OF THE GOOD DRAGONS EGGS WITH TED A LONG SERIES OF VILE CRIMES BEFORE THE END OF HIS LIFE, INCLUD-

ENTHUSIASM. ING THE MURDER O F HIS WIFE AND COWARDICE AT A TIME WHEN HE

IF CONFRONTED WITH A SITUATION IN WHICH HER AIMS ARE FRUS- MIGHT HAVE PREVENTED THE CATACLYSM.

TRATED, HARKIEL IS LIKELY TO GO BESERK. WHEN ENGAGING IN COM- DURING THE CATACLYSM, HIS SECOND WIFE AND YOUNG CHILD WERE

BAT, SHE IS VERY LIKELY TO FIGHT TO THE DEATH; IF THE OPPONENT IS A SLAIN BY THE GODS AS PUNISHMENT FOR SOTH’S CRIMES, AND HE SANK

GOOD DRAGON, SHE IS CERTAIN TO DO SO. INTO BLEAK DESPAIR. WITHERING TO A HOPELESS END, HE HAS BECOME

ANIMATED IN HIS PRESENT HIDEOUS FORM.

© 1 9 8 5 T S R , I n c . A l l R i g h t s R e s e r v e d . © 1 9 8 5 T S R , I n c . A l l R i g h t s R e s e r v e d .

DRACART PERFORMS THE MAGICAL INCANTATIONS REQUIRED TO COR- WYRLLISH IS A DEVOUT CLERIC OF TAKHISIS. HE HAS DEDICATED HIS LIFE

RUPT THE GOOD DRAGON EGGS. TOGETHER WITH HARKIEL AND WYRL- TO THE QUEEN OF DARKNESS AND HAS FOUND HIS NICHE AS THE CLERI-

L I S H , H E G O E S T H R O U G H T H E D A I L Y R I T U A L I N T H E C H A M B E R CAL CONTROLLER O F THE PERVERSION O F THE DRAGON EGGS IN THE

UNDERNEATH THE TEMPLE OF LUERKHISIS. DEPTHS OF LUERKHISIS.

DRACART DESPISES ALL THAT IS GOOD. HIS LIFE IS DEDICATED TO THE A N UGLY A N D M I S S H A P E N P E R S O N , W Y R L L I S H W I S H E D T O HAVE

CAUSE OF EVIL AND HE SERVES ENTHUSIASTICALLY. LIKE WYRLLISH, HE NOTHING TO DO WITH THE WORLD OF MEN. HE REMAINS IN HIS SUBTER-

NEVER EMERGES FROM THE UNDERGROUND CHAMBER WHERE HE WREAKS RANEAN CHAMBER, EATING AND DRINKING ONLY WHAT HE NEEDS TO

HIS FOULNESS. SURVIVE, COMPLETELY IMMERSING HIMSELF IS HIS WORK. IT IS HE WHO

SETS THE PACE OF THE CHANT NEEDED TO PERFORM THE CORRUPTION OF

THE EGGS.

© 1 9 8 5 T S R , I n c . A l l R i g h t s R e s e r v e d . © 1 9 8 5 T S R , I n c . A l l R i g h t s R e s e r v e d .

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Ariakus 23RD-LEVEL CLERIC / I0TH-LEVEL F IGHTEr

STR I5 WIS I8 CON II

INT I3 DEX I2 CHA I5THAC0 9 AL LE HP 88

npc cards

Kitiara 14TH-LEVEL HUMAN FIGHTER

STR I4 WIS 7 CON I4INT I3 DEX I8 CHA I4THAC0 IO AL LE HP 65

AC -2 (PLATE MAIL +4)

Weapon MACE + 3

Spells: 11 FIRST LEVEL; 11 SECOND LEVEL;

10 THIRD LEVEL; 10 FOURTH LEVEL; 9 FIFTH

LEVEL; 7 SIXTH LEVEL; 3 SEVENTH LEVEL

AC -3 (DRAGONARMOR PLATE + I , DEX BONUS)

WEAPONS S H O R T S W O R D + 2

S P E A R + 3

D A G G E R + I

EQUIPMENT KITIARA HAS ACCESS TO VIRTUALLY

UNLIMITED FUNDS AND SUPPLIES, SO SHE WILL

BE OUTFITTED WITH ANYTHING AND

EVERYTHING THE SITUATION CALLS FOR.

INSTEAD OF ASSIGNING SPECIFIC SPELLS FOR MOST

LEVELS, ASSUME ARIAKUS CAN USE ANY DESIRED

SPELL OF FIRST THROUGH FIFTH LEVEL. HIS SIXTH-

AND SEVENTH-LEVEL SPELLS ARE AS FOLLOWS:

Sixth: AERIAL SERVANT, ANIMATE OBJECT, BLADE

BARRIER, CONJURE ANIMALS, HARM, WORD OF

RECALL

Seventh: ASTRAL SPELL, DESTRUCTION,

E A R T H Q U A K E

Lord Soth DEATH KNIGHT harkiel HUGE, OLD RED DRAGON

STR I8/99 WIS 9 CON I7INT I O DEX I2 CHA I7THAC0 I2 AL CE HP 59

CHAOTIC EVIL HIT POINTS 66

ARMOR CLASS -I M O V E M E N T 9 " / 2 4 "

# A T T A C K S 3 DAMAGE I - 8 / I - 8 / 3 - 3 0

H D 1 1 T H A C 0 I 0

AC 0 (PLATE ARMOR +3 )

WEAPON TWO-HANDED SWORD + 3

MAGIC RESISTANCE 75%

Spells FIRST: ENLARGE, DETECT MAGIC

SECOND: I NVISIBILITY, MIRROR IMAGE

THIRD: SLOW, PHANTASMAL FORCE(IF PERCENTAGE ROLL IS 11 OR LESS, SPELL

REBOUNDS AGAINST CASTER)

SPECIAL ABILITIES CONTINUALLY GENERATE

FEAR (5' RADIUS); CREATE WALL OF ICE AT

WILL; INNATE DETECT MAGIC AND DETECT

INVISIBILITY; DISPEL MAGIC 2 TIMES PER DAY;

CAN USE ANY POWER WORD SPELL ONCE PER

DAY; GENERATE 20-HIT DICE FIREBALL; USE

S Y M B O L O F P A I N / F E A R.

ALL MAGICAL EFFECTS AT 20TH LEVEL OF ABILITY

MOUNT NIGHTMARE

dracart IOTH-LEVEL HUMAN MAGIC-USERwyrllish IOTH-LEVEL HUMAN CLERIC

STR I2 WIS I5 CON I4INT I4 DEX 9 CHA 5THAC0 I4 AL LE HP 38

STR 8INT I6THAC0 I9

WIS I3 CON IIDEX I2 C H A 7AL LE HP 2I

AC IO (NO ARMOR)

WEAPON NONE

AC I0 (NO ARMOR)

WEAPON NONE

Spells: 6 FIRST LEVEL; 5 SECOND LEVEL; 3 THIRD

LEVEL; 3 FOURTH LEVEL; 2 FIFTH LEVEL

LEVEL; 2 FOURTH LEVEL; 2 FIFTH LEVEL

Spells: 4 FIRST LEVEL; 4 SECOND LEVEL; 3 THIRD

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* BOOKS * MODULES *

Beckoned by a mysterious visitor, the heroesembark on a mission into the very heart of theDragon Highlords’ realm. The ominous city ofSanction, crouched in a narrow valley betweenthe mighty volcanoes known as the Lords ofDoom, holds the secret of the good dragons’oath.

Unimaginable terrors await the party as theysearch the city, seeking a key to the fiery lair ofthe Dragon Highlord and his evil minions. Canthe heroes solve the mystery of the dragons’oath? Will they penetrate the deception of theDark Queen in time to bring salvation to Krynn?Or will their valiant efforts be in vain?

“Dragons of Deceit” is the astounding con-c lus ion to the second book o f the ep icDRAGONLANCE® saga, fo r use w i th theADVANCED DUNGEONS & DRAGONS® gamesystem. You can play this adventure by itself oras part of the grand quest that coverst the entireDRAGONLANCE story.

An adventure for Character Levels 8-10