TSR 9294 DLA3 Dragons Rest
TSR 9294 DLA3 Dragons Rest
TSR 9294 DLA3 Dragons Rest
DRAGONS REST
BY
RICK SWAN
TABLE OF CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
PROLOGUE: HIGHVALE AND BEYOND . . . . . . . . . . . . . . . . . . . . . 5
CHAPTER I: EBORIUM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
CHAPTER 2: INTERLUDES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4
CHAPTER 3: SCHEDULED EVENTS . . . . . . . . . . . . . . . . . . . . . 4 3
CHAPTER 4: THE FINAL BATTLE . . . . . . . . . . . . . . . . . . . . . 5 I
NEW MONSTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 7
SELECTED NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0
PREGENERATED PLAYER CHARACTERS . . . . . . . . . . . . . . . . . . . . . 6 I
SUPPLEMENTS:
M A P I : E B O R I U M . . . . . . . . . . . . . . . . . . . . COLOR
M A P 2 : R E G I O N A L M A P . . . . . . . . . . . . . . . . OUTSIDE
MAP 3 : DMs MAP . . . . . . . . . . . . . . . . . . . . . INSIDE
MAP 4: SCHYMONARKE MAP . . . . . . . . . . . . . . . . . .
FIGURE I: ADVENTURE FLOW C HART . . . . . . . . INSIDE
INSERT
COVER
COVER
. . . 47
COVER
Credits:
Editing: Mike Breault
Cover Art: Fred Fields
Production: Sarah Feggestad
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INTRODUCTION
Dragons Rest is the third and final module in an epic
DRAGONLANCE series set in Taladas, the previously unknown continent opposite of AnsaLon on the planet Krynn.
The first module, Dragon Dawn, began with an investigation
into the murder of dragons of Taladas. The second module,
Dragon Knight, revealed that Takhisis, the Queen of Darkness, was the mysterious master of the dragon killers. The final installment features the exploration of a strange island in
the Abyss and concludes with a climactic battle between the
forces of good and the evil minions of the Dark Queen.
All of the modules in the series are self-contained and can
be played independently. If you plan to play the entire series,
however, the modules should be played in order.
The DM should have access to the AD&D 2nd Edition
game rules to run this module. The Time of the Dragon
boxed set describes the world of Taladas in some detail,
while the DRAGONLANCE Adventures hardback book features characters and rule modifications specific to the world
of Krynn. Though both are helpful resources, neither is necessary to play this adventure.
PLAYER C HARACTERS
Dragons Rest is designed for five or six player characters of
8th to 9th level, but its possible to use as few as three or four
PCs. However, if only three or four PCs are used, the DM
might consider adjusting some of the encounters to make
them less deadly.
Eight pregenerated player characters are provided in the
appendix of this book. If the players have completed Dragon
Knight, they can continue with the same characters, retaining any equipment acquired in the previous adventures.
If a PC was killed in the previous module, the player can
choose an unused character or change the name and background of a deceased character and use the same statistics
and equipment.
With the approval of the DM, players can use their own
characters, A good mix of character classes is suggested, but
none should be of evil alignment.
N EW C HARACTER T YPES
The Rule Book of Taladas in the Time of the Dragon boxed
set introduced Character Kits to help model the different
peoples and cultures of Taladas. Character Kits dont describe new classes; instead, they allow characters who are
identical in class but come from different cultures to have
special abilities, disadvantages, and knowledge appropriate
to their backgrounds.
Dragon Dawn introduced several new character types,
two of which return in this module. Tavin Longspear, a nonplayer character, is a dragon knight. Chyrub, a player character, is a legionary of Erastas. Dragon knights are characters
who have a close rapport with dragons and are skilled at riding and handling them. Legionaries of Erastas are members of
an elite military unit who excel in combat. All relevant information pertaining to these character types is included in the
character descriptions in the text. Those wishing additional
information should refer to the Dragon Dawn and Dragon
Knight modules, which also include Character Kit templates
for these character types.
A BOUT T ALADAS
The differences between Taladas and Ansalon, as well as
the differences between Taladas and standard AD&D adventure settings, are explained in detail in the Time of the
Dragon set. For the benefit of those without access to this material, the key points relevant to this adventure are summarized below. The DM should make this information available
to the players.
CURRENCY
As elsewhere on Krynn, the basic unit of currency is the
steel piece. One steel piece (stl) has the equivalent purchasing power of one gold piece in a conventional AD&D campaign. A gold piece is equivalent in value to a silver piece.
D RAGONS
The dragons of Taladas, also known as Othlorx (the Uninvolved), are physically similar to standard dragons, but their
attitudes are markedly different. While the dragons of Ansalon have been deeply involved in the War of the Lance, the
Othlorx have remained intentionally neutral and withdrawn.
As is the case on Ansalon, many of the dragons of Taladas
are known by two names. A dragon may be known by one
name among dragonkind, and by a different name among
nondragons. This second name is often derived from a physical feature. For instance, Markellan, the silver dragon from
Chapter 3 of this adventure, gets his second name of
Starwing from a distinctive birthmark on his wing. In most
cases, the text refers to a dragon by his dragon-given name.
DWARVES
The mountain and hill dwarves native to Ansalon are
found only in small, widely scattered communities in Taladas. More common are the Nylgai Hadirnoe (also known as
the Scorned Dwarves, deep-dwellers who shun the bright
sunlight) and the Fianawar (dour, unhappy surface-dwellers).
The gully dwarves of Ansalon are virtually unknown in Taladas. Players wishing to use dwarves as PCs are advised to
consult the Time of the Dragon set.
ELVES
Most Taladas elves are from the Elf Clans (wild and dangerous) and Silvanaes (intelligent and well-bred). A few are
hulderfolk (shy and withdrawn) and chaasii (practitioners of
nature magic). Elves common to AnsalonSilvanesti,
Qualinesti, and Kagonestiare few and far between. Players
wishing to use elves as PCs are advised to consult the Time of
the Dragon set.
KENDER
There are small pockets of kender whose attitudes are similar to those of their Ansalon cousins, although Taladas kender
tend to be more suspicious and distrustful. Taladas kender
are immune to all types of fear and have the special ability to
taunt opponents into reckless attacks by verbally abusing
them. Any creature taunted by a kender must roll a successful saving throw vs. spell or attack wildly for 1d10 rounds
with a 2 penalty to all attack rolls and a +2 penalty to its
Armor Class.
RUNNING
GODS
Taladas Name(s)
Jijin (Uigan), Quoyai (Elf Clan)
Graylord (League)
The Sea Lord (Armach), Han-Yagas
(League), Blindel the Dolphin Lord (Baltch)
Hitech (Tamire/League), Hith (Thenol), Usa
the Mighty (Armach), Usk-Do (Hobgoblins)
Highgod (Glass Sailors)
Quan the Warrior (Uigan)
Mislaxa (general), Ildamar the Earthspirit
(Armach)
Reorx (Gnomes, Dwarves)
Sargonnas (Minotaurs)
Nuran (League)
Erestem (Uigan), Mwarg (Hobgoblins)
ADVENTURING
IN
KRYNN
THE
ADVENTURE
O RGANIZATION
MAPS
The enclosed fold-out color map (Map 1) details a demiplanar region called Eborium, which is also known as the Isle
of Flames. The map also shows several smaller regions of Taladas, each representing a specific Chapter 2 Interlude. Map
1 can be used as a playing aid as the DM sees fit.
The color map on the module cover (Map 2) shows the
area of Taladas where the PCs begin the adventure. On the
inside of the cover is the DMs Map (Map 3), a smaller version
of the fold-out map. This map shows the locations of the
encounters in the text and is exclusively for use by the DM.
ENCOUNTERS
Encounters are adventure episodes keyed to designated locations on the maps. Encounters may be keyed to outdoor
areas, rooms of a building, or specific objects. When the PCs
cross the border of a new area (indicated on the DMs Map
on the inside cover of the module), refer to the corresponding number in the text; the encounter occurs immediately. In
many cases, the text explains what happens if the PCs make a
return visit. Otherwise, either rerun the same encounter or
use common sense to adjust the descriptions.
RETURNING NPCs
Some of the NPCs encountered in Dragon Knight return in
this adventure. If the PCs participated in the previous adventure, its possible that one or more of these NPCs met with
untimely deaths. There are two ways the DM can handle
their return in Dragons Rest.
1. Substitute a similar NPC, preferably a relative or close
friend of the indicated NPC, and use the same statistics and
equipment. For instance, Tavin Longspear, the courageous
warrior who assisted the PCs in Dragon Knight, shows up
again in this adventure. However, if Tavin was killed in
Dragon Knight, you might substitute his best friend, Gorris
Silverhand, using the same statistics.
2. Invoke the obscure death rule to explain an apparent
death and subsequent return. The rule states that, as in Saturday afternoon matinees, the circumstances surrounding the
death of the character were confused and the body was not
recovered. Later, the character reappears with a story of how
he or she miraculously survived.
T AVIN S P LAN
A few weeks later, Tavin summoned the adventurers to a
secret meeting in a remote area near the small village of Trilon. He explained that he and some fellow dragon knights
had recently intercepted a band of mercenaries on their way
to a meeting with Gezele Ella, one of Taladass most notorious criminals. Ella had been assigned an important job by the
master of the dragon hunters. Ordinarily, Ella worked alone,
but this job was so tough that she had decided to recruit
some help. The mercenaries captured by Tavin and his
friends were among the would-be recruits.
What I suggest, said Tavin, is that you rendezvous with
Ella and pass yourself off as mercenaries. If you can suitably
impress her, shell take you on as hired hands. And if you
help her complete her assignment, theres a good chance
that shell take you along when she reports to her master.
E NTER
THE
D ARK Q UEEN
In accordance with Tavins plan, the adventurers rendezvoused with Ella and, posing as mercenaries, were hired to
help her hunt dragons in the desolate Steamwall Mountains.
Ellas spiritual advisor, a goblin shaman named Grott, also accompanied them.
With the successful completion of their mission, Ella and
Grott took the adventurers to Kor Island to collect their reward. There, the adventurers met a draconian named
Chorahh and an evil gnome cleric named Drishurocol who
served as representatives of the master of the dragon killers.
While Ella and Grott negotiated with Chorahh and Drishurocol, the adventurers explored the island citadel and discovered that the wounded Tavin was being held prisoner.
Tavin told the adventurers that shortly after he left them in
Trilon, he heard that the dragon killings were being directed
from Kor Island. He and three other dragon knights and their
copper dragons staged a surprise assault. Of the entire force,
Tavin was the only survivor. After the battle, Chorahh and
Drishurocol took him prisoner. They tried to find out what he
knew of their plans, but he told them nothing.
Tavin overheard snatches of conversation between
Chorahh and Drishurocol that led him to believe that the plot
against the Othlorx might be more serious than previously
assumed. The master of the dragon hunters is none other
than Erestem herself, Tavin found out, He told the PCs he believed that Erestem plans to recruit an army of extra-planar
creatures to invade Taladas and destroy Amanthus and the
other Othlorx leaders. Tavin told the adventurers about a
portal in the fortress that Chorahh and Drishurocol used to
keep in contact with Erestem. Once the portal is opened,
Tavin told the PCs, you can enter the Ethereal plane and
find out if Erestem is preparing to strike. Return immediately
with your information. If there are no signs of a strike force,
we will continue to fight the dragon hunters on Taladas. But if
Erestem is readying her minions, then we will mobilize our
forces and strike now.
P ERIL
IN THE
P LANES
Following their discussion with Tavin, the adventurers confronted Chorahh and Drishurocol, only to discover that
Chorahh had learned of the adventurers deception. I congratulate you on your charade, said Chorahh. However, I
am not as easily fooled as Ella and Grott. We have been tracking you for some time, and we know who you are. Chorahh
revealed that he had imprisoned Ella and Grott in another
plane of existence as punishment for being deceived by the
adventurers. Ella and Grott may prove useful in the future.
We can always retrieve them if necessary. You, on the other
hand, have no value. Your lives are over.
Chorahh and Drishurocol attacked the adventurers, but
the adventurers defeated them. The adventurers activated
Chorahhs portal and stepped through, arriving on a barren
plateau floating in the bleakness of the Ethereal plane.
Shortly after their arrival, the adventurers noticed an island
floating several miles in the distance. Hundreds of bizarre
creatures roamed aimlessly across its barren expanse. A fiveheaded dragon hovering above the island commanded the
creatures to pay tribute to Erestem. The adventurers realized
that Erestem was mobilizing an army of extraplanar creatures
for an assault on the Othlorx of Taladas.
Meanwhile, a contingent of dragon knights led by Derry
Althen had arrived at Kor Island to rescue Tavin. Searching
the citadel, Derry accidentally triggered a defense mechanism that destroyed the portal. From their bleak plateau, the
adventurers watched helplessly as the portal disappeared,
trapping them in the Ethereal plane.
PROLOGUE: HIGHVALE
AND
BEYOND
INTRODUCTION FOR
C ONTINUING PLAYERS
T HE E MISSARY
INTRODUCTION
NEW PLAYERS
FOR
T HE F A L L E N K NIGHT
Torris leads the PCs to a clearing enclosed by tall trees and
bushes. Lying comfortably on a bed of leaves is a young man
with sandy hair. His tanned face is covered with scars and
bruises, and his leather armor is torn and stained. Welcome
to my home, he says. I would offer you a chair, but Im
afraid youll have to make do with the ground.
The man introduces himself as Tavin Longspear, a dragon
knight from the hills of Hosk. He gags on his words, coughing and choking. All knights are not as helpless as me, he
says, I guess Ive had a run of bad luck.
Between shallow breaths and wracking coughs, Tavin explains that a war of unimaginable magnitude is imminent in
Ansalon, a continent on the other side of the world. Though
the Othlorx had vowed to remain neutral in the war, an ancient gold dragon named Amanthus learned that some of the
evil dragons of Taladas were joining the war in Ansalon.
Amanthus decided to summon his fellow Othlorx to a conclave in hopes of convincing them to help defend against the
evil dragons.
But the forces of evil, led by none other than Erestem, the
Queen of Darkness, plan to interfere with the conclave,
says Tavin. Erestem is recruiting an army of extraplanar
creatures to invade Taladas. Her goal is the destruction of
Amanthus and the other Othlorx leaders. Tavin explains that
this discovery was made by the friends of the PCs, who also
informed Amanthus of the impending attack. Amanthus decided to rally the remaining dragons as quickly as possible to
prepare a defense against the extraplanar assault.
However, there has been a delay in rallying the good
dragons, continues Tavin. The Othlorx are stubbornly independent and are not easily organized. While Amanthus
continues to mobilize the Othlorx, its vital for us to know if
Erestem is still preparing to strike. Thats where you come
in.
Tavin motions to Torris, who moves to the side of a vinecovered hill a few yards away from Tavin. Torris brushes
away the vines, revealing a huge gray crystal mirror with dark
mist swirling inside.
This mirror was installed in the wall of a citadel on Kor Island in the Indanalis Sea, says Tavin. The plate is actually a
gate to the Ethereal plane. Two of Erestems minions who operated from the island used it to keep in touch with her. This
is also how your friends made their original visit. At Tavins
request, Torris retrieved the plate and brought it here for safe
keeping.
The silver bracelets belonged to Erestems minions, says
Q UESTIONING T AVIN
At this point, the PCs may have questions for Tavin. He answers as follows.
Who is Erestem? Erestem is the Queen of Darkness, an
evil goddess of nearly unlimited power. She dwells in an alternate plane of existence, promoting her schemes in our
plane through a host of evil minions. She can appear in any
form she wishes. Her most common form is that of a fiveheaded dragon.
How did you get involved in all this? How did our friends
become involved? Tavin knows all of the information in the
The Story Thus Far section of the Introduction and answers all questions pertaining to the background of the adventure accordingly.
What happened to you? Its a long story, he laughs
weakly. He explains that the PCs friends posed as mercenaries in order to discover the identity of the master of the
Torris (mature adult copper dragon; also known as Rustback)
AC 4; MV 9, Fl 30 (C), Jp 3; HD 16; hp 82; THAC0 5; #AT 3 +
specials (snatch up to L size; kick 1d6 + 7 feet, and 1d6 + 7
points of damage; wing buffet 1d6 + 7 points of damage);
Dmg 1d6 + 7/1d6 + 7/5d4 + 7; SA acid breath (70 long x 5 x
5 (Dmg 10d6 + 7, save for half damage), gas breath that
slows victim for 15 minutes (30 long x 20 x 20), can breathe
once every three rounds; SD fear within 25 yards (roll a successful saving throw vs. petrification or fight with 2 penalty
to attack and damage rolls); spider climb (on stone), neutralize poison (three times per day), stone shape (two times per
day), rock to mud once per day, immune to acid; MR 20%;
AL CG; SZ G (63 long body, 50 tail)
Spells (cast at 14th level):
1st Level: detect magic, light, magic missile
2nd Level: invisibility
Languages: Copper Dragon, Auric (14), Marak Kender
(14), Bronze Dragon (14), Boli Gnomish (14)
Tavin Longspear (6th-level human dragon knight)
AC 5; MV 3 (reduced because of wounds); hp 6 (reduced because of wounds); #AT nil (his poor health currently prevents
him from making any attacks); Dmg nil; THAC0 15; STR 15,
DEX 9, CON 12, INT 12, WIS 13, CHA 17; SA no penalty
when using crossbow or lance from dragon-back; SD immune to dragon awe and dragon fear; AL N
W eapon proficiencies: medium lance (specialized), spear,
heavy crossbow (specialized: 1/2)
Nonweapon proficiencies: dragon riding (13), hunting
(l2), animal lore (12), fire-building (12), mountaineering,
weather sense (12)
Languages: Auric, Copper Dragon (12), Hoor (12)
Equipment: studded leather +2, leather helm, medium
lance +1, heavy crossbow, dagger, five crossbow bolts +1,
24 normal crossbow bolts, potion of dragon sight (gives user
three times his normal range of vision and can see as well as a
dragon at night, comparable to infravision with twice normal
range; while affected by this potion, the user suffers no penalties for long distance attacks with missile weapons; effects
last 1d4 hours)
D ANGER
FROM THE
A IR
flees. Torris lets him go. The PCs are now free to enter the
gate. Shortly after the PCs enter the gate, the green dragon returns and attacks Torris, and the encounter plays out as described.
I NTO
THE
E THEREAL P LANE
T HE D E A D LY E Y E
Shortly after the green dragon begins clawing at the gate,
the PCs notice a bulbous creature approaching them from
the enshrouded island. (If the PCs have activated the gate,
the creature approaches well before 15 minutes have
passed.) As the creature nears, they see that it resembles a
fat, egg-shaped ball covered with matted black fur. The fivefoot-long body is supported by a pair of leathery wings tipped
with razor-sharp talons. A long rats tail dangles from the
back of the body. A single, bulging eyeball nearly four feet in
diameter dominates the body. The eyeball is black with a
blood-red pupil that continuously leaks thick blue fluid.
Eyewing: AC 4; MV Fl 24 (B); HD 3; hp 20; THAC0 17; #AT 3
or 1; Dmg 1d6/1d6/1d4 (claws and tail) or eyewing tears; SA
blinks eyewing tears (normal chance to hit victim within 100
feet; victim must roll a successful saving throw vs. poison or
suffer 2d6 points of damage (success means only 1d6 points
of damage); tears may also splash onto anyone within 10 feet
of the victim (splashed victims must roll a saving throw vs.
poisonthose who fail suffer 2d4 points of damage, those
who succeed suffer 1d4 points of damage); SD immune to all
cold-based attacks, can see with perfect accuracy for up to
25 miles, has infravision out to 120 feet; AL LE
The eyewing circles the party once, then attacks with a
dripping tear. It swoops low, attempting to slash random PCs
with its claws. The eyewing intends to fight to the death.
Two rounds after the eyewings appearance, the partys attention is again drawn to the gate. The enraged green dragon
is banging its head against the gate, and a web of cracks begins to spread across the gray crystal. The green dragon soars
away from the crystal, then dives straight at it. The impact
causes the gate to crumble into thousands of tiny pieces. The
pieces dissolve in a puff of smoke, leaving the PCs stranded
in the Ethereal plane.
The eyewing continues its attacks. In the distance, the PCs
see a swarm of eyewings heading toward them from the enshrouded island. There are dozens, perhaps hundreds, of
eyewings in the swarm.
Suddenly, the PCs hear a ripping sound just overhead. The
attacking eyewingif still aliveis startled by the sound and
withdraws about 50 yards. A six-foot-diameter hole has appeared in the sky, glowing with a soft green light.
A long metallic cord descends from the hole and hovers
over the party. All of the PCs hear the same voice in their
heads, a low hissing whisper. Climb, says the voice, or
die here.
Continue with the The Rising Storm section.
S TRANGER S V OICE
All of the PCs hear the same voice in their heads; the voice
is identical to the one they heard when the metallic cord appeared from the green hole. Gather some of the ash from
the cord, says the voice. Make a circle on the ground. If the
PCs gather some of the ash from the column and make a circle on the ground, the hole begins to glow green.
Once the hole begins to glow, the voice again speaks to the
PCs. Close your eyes. A stream of bright white light flashes
from the hole, illuminating the entire area. All of the
eyewings panic, and fly from the area in random directions
as fast as they can. All PCs who ignored the voices instructions to close their eyes become blind for 1d4 rounds.
When all of the creatures have fled, the PCs hear the voice
again. Enter the gate, it says. Quickly, before the creatures return. PCs entering the hole feel their skin tingle and
their heads throb, then they black out.
Proceed to Chapter 1.
CHAPTER I: EBORIUM
DMs BACKGROUND
The evil god Sargonnas has long served as the consort of
Erestem, but their relationship has been a rocky one. When
Sargonnass appeal to Erestem to assist with her invasion of
Taladas was dismissed out of hand, Sargonnas decided that
he would find a way to force her to accept him as a partner.
Sargonnas recruited a number of accomplished magicusing entities from the Nine Hells to create a powerful set of
magical jewels called cindergems. By tapping the power of
the cindergems, the entities assured him, Sargonnas would
be able to bend the will of Erestem to do as he wished. And
when Sargonnas no longer had use for Erestem, he could use
the power of the cindergems to destroy her.
But before Sargonnas had a chance to use the gems, Erestem learned of his scheme and confronted him, demanding
to know what he was up to. Sargonnas sheepishly denied
that he intended to harm Erestem, claiming that he planned
to give the cindergems to her as a gift. Erestem was not convinced. She snatched the cindergems away from Sargonnas
and dispersed them into various eras of the future where
Sargonnas would not be able to retrieve them.
The humiliated Sargonnas spent the next few weeks observing Erestem from a distance, all the while scheming to
devise a way to recover the cindergems. He noted with interest that a band of intrepid Taladan adventurers seemed intent
on thwarting Erestems plans to invade Taladas. When the adventurers became trapped on an island in the Ethereal plane,
Sargonnas arranged for their rescueat this point, any enemy of Erestem was a friend of his. Better yet, the timely appearance of the adventurers now gave him the perfect means
of retrieving the cindergems.
NOTES
TO THE
DM
ABOUT SARGONNAS
Sargonnas intends to trick the PCs into retrieving the cindergems; he will do this by posing as an avatar of Udras the
Alchemist, a god of neutrality. As will be seen, Sargonnas will
insist that the defeat of Erestem is vital to maintain the balance between good and evil and that retrieving the cindergems from the future is just the way to do it.
Sargonnas appears as a gnome-like avatar (described in the
Godly Meeting section and detailed in the Appendix) for
most of the adventure; his true identity is not revealed until
Chapter 4. To remind the DM of the avatars dual identity, he
is referred to as Udras/Sargonnas in the text; the DM should
take care not to reveal to the PCs that the avatar is actually
ABOUT EBORIUM
Eborium is an endlessly drifting demi-planar land mass
about one and a half miles in diameter, used occasionally by
Sargonnas as a personal retreat and a private place from
which to conduct his business. It has a breathable atmosphere and a gravity comparable to that of the Prime Material
plane. Additional physical details of Eborium are described
in the Eborium Map Key section in this chapter.
A BOUT A HXA
AND
THE G K LOK -L OK
ABOUT
THE
Cindergems
The magic-using entities of the Nine Hells created the cindergems from small embers of extraplanar material infused
10
The PCs awaken in a field of black grass (see the DMs Map)
feeling rested and refreshed; each character regains hit
points as if he has consumed a potion of healing. The soil is
warm and has the texture of ash; the air is hot and dry. Wisps
of black clouds crawl across the dark gray sky. A brook gurgles beside the party; its waters are as red as blood.
A bizarre creature stands next to the party, gazing at them
curiously. About four feet tall, its body is a series of thin tubes
that glisten and sparkle like polished steel. The central part of
its body is a single tube resembling the stalk of a plant, with
two long tubes for legs ending in hooked feet, and two
tubes for arms that curl in seemingly random patterns.
Two thin stalks, which also glisten like steel, extend from
the neck of the body. Each stalk ends in a bulging eyeball
about a foot in diameter. A violet iris surrounds each huge
black pupil, and an aura of soft red flames surrounds the entire eyeball. The eyestalks twist and turn like serpents, examining the party from every possible angle.
The creature is a gklok-lok. This particular gklok-lok is
named Ahxa. (For more info, see the Appendix.)
Ahxa (gklok-lok): AC 1; MV 9; Fl 3 (C); HD 1 + 1; hp 9;
THAC0 19; #AT 2; Dmg 1-2/1-2 (arm needles) or 1d4/1d4
(arm slash); SD invisible at will; immune to sleep, charm,
hold, suggestion, and hypnotism; immune to all fire-based
and electrical attacks; speak with spirits at will (can mentally
communicate with the spirits of all creatures, as well as
ghosts, spectres, and all other types of undead; communication is one-way onlythat is, the gklok-lok cannot receive
mental communications from spirits or undead unless that
particular spirit or undead is normally capable of mental
communication); MR 20%; AL LN
Ahxa has been waiting for the PCs to recover from their trip
through the portal; he has been sent by Sargonnas.
Ahxa is fully capable of defending himselfhe can make
slash attacks with his razor-thin arms to cause 1d4 points of
damage, and he can shoot three-inch-long steel needles from
each arm at targets up to 25 feet away to cause 1-2 points of
damage (he can fire a total of two needles per round; new
needles are automatically created inside his tube-arms). He
does not initiate no hostile actions against the party; if attacked, he turns invisible and runs away, returning when the
PCs have calmed down.
Ahxa communicates by twisting his arms into intricate patterns. Each pattern represents a different word or phrase. As
the PCs awaken, Ahxas twisting arms spell out messages of
greeting. Because the gklok-lok arm language is so unusual,
there is only a 5% chance that a PC will be able to translate it;
tongues, speak with dead, speak with animals, and similar
spells are no help (the party will have an opportunity to be-
GODLY MEETING
T HE I RON C IT A D EL
Eventually, Ahxa reaches a marble bridge that crosses a
stream of red water encircling an iron citadel perched on a
high hill (area 1). The citadel is featureless, except for twin
spires that rise high into the sky.
Ahxa approaches the citadel and waits for the PCs to join
him. When the PCs reach the citadel, Ahxa taps lightly on the
iron wall. A moment later, an opening magically appears in
the wall. Ahxa scuttles through the opening, gesturing for the
PCS to follow.
The interior of the citadel is a single room, illuminated by
golden spheres imbedded in the walls; the spheres are enchanted with permanent continual light spells. Ornate furniture of solid iron with plush velvet cushions fill the room.
Heavy velvet drapes decorate the walls, and a thick carpet
covers the floor; both the drapes and the carpet are rich hues
of red and black.
In the center of the room, comfortably seated on an iron
throne, is a gnome-like humanoid about three feet tall with a
thickly-muscled body. He has violet eyes, rich brown skin,
and a curly white beard and moustache. He wears a long
red-and-black silken robe and holds a silver goblet. He sips
from the goblet, then places it on the iron table beside him
beside him. (This is an avatar of Sargonnas, disguised as an
avatar of Udras the Alchemist.)
Come forward, says Udras/Sargonnas, his voice rustling
like the wind in the trees. I am Udras the Alchemist, the god
of neutrality. I welcome you to my home. (Any PC familiar
with Udras recognizes the humanoid as a likely manifestation of Udras the Alchemist. However, since red and black
are colors not usually associated with Udrasred and black
are associated with Sargonnas, while bright reds and yellows
are associated with Udrassome PCs may be suspicious that
the avatar is that of Udras.)
Udras/Sargonnas introduces Ahxa as a member of a race
known as the gklok-lok. He gives any of the information on
page 59, if asked about the gklok-lok.
Udras/Sargonnas settles back in his throne. I have been
following your progress for some time. You have shown
much courage in your efforts against Erestem. We share a
common interest in ending the Dark Queens plans of conquest. That is why I rescued you from her minions.
If the PCs have any questions, Udras/Sargonnas thunders,
How dare you interrupt a god! This is not the time for your
questions! Momentarily flustered, he apologizes for his out-
A L OOK
AT T H E
F UTURE
Udras/Sargonnas leads the PCs from his citadel to a clearing behind a hill. Ahxa scuttles behind the group. Udras/
Sargonnas pauses at an immense flower nearly 50 feet in
diameter (for convenience, this is called the Primary
Chronolily; see the DMs Map). Its yellow petals form a bowl
filled with golden nectar. Thousands of tiny green leaves surround the base of the flower.
Shimmering images appear in the nectar, the end of one
dissolving into the beginning of the next: a herd of deer in a
meadow of tall grass, a family of dwarves hauling stone from
an open pit, a calm ocean under a moonlit sky. The flower is
a yellow chronolily (see the Appendix for details).
This chronolily, says Udras/Sargonnas, reveals images
of the future. Here is what fate has in store.
Chronolily: AC 10; MV nil; HD 3; hp 20; THAC0 nil; #AT nil;
Dmg nil; SD know alignment at will; when reduced to 0 hit
points, it instantly decomposes into a poisonous cloud 50
feet in diameter, and all victims either touched by the cloud
or within 5 feet of it suffer 3d6 points of damage (roll a successful saving throw vs. poison for half damage); AL N
Udras/Sargonnas kneels and plucks several leaves from the
base of the chronolily, a technique that causes the chronolily
to display a specific series of images. When hes finished,
Udras/Sargonnas tells the PCs to look into the nectar. They
see the following sequence of images, the end of one dissolving into the beginning of the next. No sound accompanies
the images.
1) A vast expanse of rocky mountains stretches as far as the
eye can see. (The PCs recognize the terrain as similar to that
of the Steamwall Mountains of Taladas.)
2) A glowing rip in the sky hovers high above the mountains. The rip appears to be several miles long.
3) Dozens of black, red, blue, and green dragons burst
through the rip in the sky, followed by a contingent of
eyewings and gigantic worm-like creatures covered with
black rocky skin (the worm creatures are chulcrixsee the
Appendix for details).
4) An immense gold dragon hovers before the evil horde.
(If the PCs participated in the previous adventure, Dragon
Knight, they recognize the gold dragon as Amanthus.)
5) The corpse of the gold dragon lies sprawled on the
rocks, broken and bloody.
6) Several brass dragons soar toward the army of evil minions. (If the PCs participated in the Dragon Knight adventure,
they recognize the brass dragons as the children of Marlaine,
the dragon who helped them in Pirim.)
7) The corpses of the brass dragons lie sprawled on the
rocks, broken and bloody.
8) An image of a five-headed dragon appears in the clouds
above the corpses, its jaws open wide, as if roaring triumphantly.
The last image fades to black, replaced by the original images of deer, industrious dwarves, and a peaceful ocean.
Udras/Sargonnas turns to the PCs. The images in the
11
U D R A S /S A R G O N N A S S A N S W E R S
Udras/Sargonnas answers all of the PCs questions as follows. If the PCs ask questions that the DM cant or chooses
not to answer, Udras/Sargonnas says, Im afraid I have no
answer for that. When the PCs have asked all their questions, proceed to the Inspiration section.
Is the scene in the chronolily accurate? Udras/Sargonnas
admits that the scene in the chronolily is only one of many
possible futures. But the chronolily always shows the most
likely future. The scenes forecast by the chronolily are virtually certain to take place. (This is an exaggeration; there are
any number of futures that are just as likely to occur as the
one portrayed in the chronolily.)
Can you send us home? Im afraid thats beyond the
scope of my abilities. (Hes lying; he has no intention of
sending the PCs home until hes done with themif then.)
If Erestems minions track us here, will you help us fight
them? Im afraid not. I cannot directly violate my oath of
neutrality. Nor can I give you refuge. (Again, Udras/
Sargonnas is playing up his role as a neutral god in order to
make the PCs situation seem hopeless.)
What is this place? You are on a demi-planar island called
Eborium.
Why are you here? This is my refuge.
How long have we been here? As you measure time on
your world, approximately one day.
Why is the water red? If the PCs ask about the water or any
other physical feature of Eborium, refer to the appropriate
section of the Encounter Key; Udras/Sargonnas describes the
feature in general terms.
Can you use the chronolilies to see if Erestem is still preparing to assault Taladas? Udras/Sargonnas leads the PCs to
the nearest violet chronolily. This color of chronolily shows
images of the present. The yellow chronolilies show images
of the future, while the orange chronolilies show images of
the past.
Udras/Sargonnas plucks several leaves from the base of the
flower, then invites the PCs to peer inside. The PCs see a
shimmering image of an island floating in grey space, enshrouded in dark mist. Silhouetted against the clouds are
hundreds of dragons, eyewings, and chulcrix roaming aimlessly. If the PCs ask to use the chronolilies to look at other
images (from the past, present, or future), Udras/Sargonnas
refuses. There is no time for this now.
I NSPIRATION
When the PCs finish with their questions, Udras/Sargonnas
suddenly brightens. I have a thought, he says, pretending
that an idea has just occurred to him. There is one possibility for salvation, however remote. It is very dangerous, but if
we succeed, then you will have the means to defeat Erestems minions and I will have the means to defeat the Dark
Queen herself. Udras/Sargonnas tells the PCs how a group
of neutral wizards centuries ago created a set of magical
12
MORE QUESTIONS
I am sure you have questions about this plan, says
Udras/Sargonnas. Udras/Sargonnas answers the PCs questions as follows. (If the PCs dont ask the right questions,
Udras/Sargonnas will offer any of the following information
that the DM feels the PCs should have.)
How exactly will all this work? Udras/Sargonnas explains
that all of the cindergems were dispersed to different locations on Taladas at various points in the future, which he can
locate by means of a yellow chronolily. Udras/Sargonnas will
then alter the chronolily to create a portal to those particular
times and locations. The party will enter the portal and locate
the cindergem. Once they retrieve the cindergem, the party
will return to Eborium. When the party has retrieved all the
cindergems or made an attempt to retrieve them allthe
mission will be over.
Will Ahxa go with us? Ahxa will remain in Eborium, waiting by the Primary Chronolily. Each time the PCs return to
Eborium, they are to rendezvous with Ahxa at the Primary
Chronolily. Ahxa will accept the cindergem and bring it to
Udras/Sargonnas in the iron citadel.
How will we get back here? As part of Udras/Sargonnass
enchantment, a metallic cord connected to a green portal
will be available in each cindergem location on Taladas.
When the PCs are ready to return to Eborium, they can climb
the cord and enter the portal. However, warns Udras/
Sargonnas, the cord and the green portal will disappear 24
hours after you arrive at your destination. If the cord and the
portal disappear, you will be unable to return here.
How will we know where to look for the cindergems?
You wont know exactly. I am able to send you only to the
general location; that is the best I am able to do. Once there,
it is up to you to locate them. (Hes telling the truth.)
What do the cindergems look like? The cindergems are
teardrop-shaped jewels resembling polished glass. Each is
about three inches long and contains the image of a flickering flame. There are seven different cindergems, distinguished by their color: red, orange, yellow, green, blue,
indigo, and violet. However, the red cindergem has been lost
foreverit is up to you to retrieve the remaining six.
What happened to the red cindergem? I dont know. It is
lost in the mists of time. (Though Udras/Sargonnas believes
it to be lost, Erestem actually has it, as will be revealed in
Chapter 4.)
What if we fail to get all the cindergems? Udras/Sargonnas
says they must try to retrieve as many as they can. The more
cindergems you recover, the more powerful the weapon I
can create to defeat Erestem. Additionally, each gem can
grant special powers to only one PC; therefore, the more
gems recovered, the more PCs will be empowered.
L EARNING
THE
L ANGUAGE
PORTAL
TO THE
F UTURE
When the PCs finish with their questions and have been
enchanted to understand Ahxas language, Udras/Sargonnas
studies the Primary Chronolily for a moment, then begins to
rapidly pluck leaves from its base. When hes finished plucking, he tells the party to stand clear. He closes his eyes and
extends his fingers toward the chronolily. Beams of multicolored light flash from his fingertips and envelop the
chronolily. When the light subsides, the nectar pool has
turned as black as the night sky, with tiny points of light shimmering like stars in the nectar.
Udras/Sargonnas explains that when a PC touches the nectar, it transforms into a portal to specific times and places
somewhere in the future of Taladas. The portal displays a
series of images, each representing a different location in Taladas. The PCs are free to visit the various locations in any order. When the nectar displays the image of the location the
PCs wish to visit next, touching the nectar a second time
causes the image to freeze; the image remains frozen long
enough for the party to enter the portal (about 10-15 minutes) and to be delivered to the location in Taladas represented by the image (this is explained in detail in the
Running the Rest of the Adventure section).
Once in Taladas, the party can try to recover a cindergem.
When the PCs have retrieved the gem (or after theyve failed
to do so), they can return to Eborium by climbing a metallic
cord (similar to the one they saw in the Prologue); the cord is
near their arrival area in Taladas.
Once the party has returned to Eborium, they give the cindergem to Ahxa, who is waiting for them at the Primary
Chronolily. The PCs then touch the Primary Chronolily nectar and select a new location; touching the nectar again
causes it to transform into a portal leading to a different time
and place in the future of Taladas. The party then enters this
portal and seeks out the next cindergem. This process continues until attempts have been made to recover all six cindergems.
After the sixth trip to Taladas, the party is to come to Udras/
Sargonnass citadel at which time I will give you the powers
from the cindergems that will help you in your struggles
against Erestems minions. And I will make the final preparations to create the weapon that will defeat Erestem.
If the PCs want to know any specific details about their destinations in Taladas, Udras/Sargonnas says he has no helpful
information; theyll have to fend for themselves once they
get there. If the PCs have other questions, refer to the
Udras/Sargonnass Answers section earlier.
13
A DVENTURE S EQUENCE
When the PCs have completed the Portal to the Future
section, the remainder of the adventure consists of the following steps, each of which is explained in detail below.
1. Activate the Chronolily
2. Experience an Interlude
3. Return to Eborium
4. Experience a Scheduled Event
5. Repeat the Sequence
A CTIVATE
THE
CHRONOLILY
14
EXPERIENCE
AN
I NTERLUDE
RETURN
TO
EBORIUM
Entry Point
EP1
EP2
EP3
EP4
EP5
EP6
EP7
EP8
EP9
EP10
EP11
EP12
Encounter Area
5
6
7
8
11
12
14
16
None
None
None
None
EXPERIENCE
S CHEDULED E VENT
When the PCs return to Eborium after they complete an Interlude, they experience a Scheduled Event. The Scheduled
Events are listed in Chapter 3 and occur in the order indicated; that is, regardless of which Interlude the party completes first or which Entry Point they use when returning to
the island, they will experience Scheduled Event #1. After
REPEAT
THE
S EQUENCE
Repeat the above sequence until the party has experienced all of the Interludes. After the PCs have experienced
Scheduled Event #6 (after the sixth Interlude), proceed to
Chapter 4.
AND
While the PCs are experiencing an Interlude, Ahxa remains next to the Primary Chronolily. After the PCs return to
Eborium via an Entry Point (and deal with the Encounter Key
encounter, if applicable, and the Scheduled Event), they will
rendezvous with Ahxa at the Primary Chronolily. Ahxa will
accept the cindergem from the party (assuming they were
able to retrieve it during the Interlude). After his rendezvous
with the PCs, Ahxa returns to the iron citadel; he does this regardless of whether the party returns the cindergem. If the
PCs havent yet completed all six Interludes, the PCs can
then use the Primary Chronolily to conjure the next Interlude
while Ahxa makes his report to Sargonnas. (Its possible that a
suspicious PC may attempt to conceal a recovered cindergem on his person or somewhere on Eborium, then lie to
Ahxa, telling him they failed to find it on Taladas. Such concealed cindergems are dealt with in Chapter 4.)
If they like, the PCs can follow Ahxa to the citadel. Ahxa
raps on the iron wall of the citadel, after which an opening
magically appears. Ahxa scuttles in, and the opening closes
behind him. A moment later, having given Sargonnas the cindergem (or the report of the partys failure), Ahxa scuttles out,
then returns to the Primary Chronolily.
If the PCs ask whats going on in the citadel, Ahxa says,
Healthy thinking. If the PCs follow Ahxa into the citadel,
theyll see Udras/Sargonnas deep in thought, concentrating
on the cindergems that have so far been returned to him. He
ignores their questions or comments, insisting that they proceed with their mission. He holds his hands in the air, causing the party to disappear (no saving throw); a moment later,
they awaken, finding themselves outside the citadel.
Under no circumstances will Ahxa accompany the party
into the Primary Chronolily; he remains on Eborium for the
duration of the adventure. If the PCs ask Ahxa about any of
the features of Eborium, he responds as described in the Map
Key (see below). Likewise, Ahxa will go with the party to any
location in Eborium to identify it, if the PCs ask him to. Ahxa
will also take the party to the grape orchard (area 10) if they
come to him with a PC poisoned by a phase spider (area 8).
If the party is attacked while with Ahxa, Ahxa turns invisible and runs for cover; in no case does he help the PCs defend themselves. Assume that monsters and other opponents
are unaware of Ahxas presence; an opponent who can detect him with detect invisibility or similar means attacks Ahxa
only after all the PCs have been destroyed.
Currently, Ahxas tribal tree contains an ample supply of
spirits. For that reason, and because he fears reprisals from
Sargonnas, Ahxa wont do anything to facilitate the untimely
deaths of the PCs. However, should a PC meet his end on
Eborium, Ahxa may (at the DMs option) attempt to recruit
the PCs spirit for the gklok-lok tree. The PC spirit is free to
refuse or accept Ahxas offer.
If Ahxa is killed, one of the slumbering gklok-lok (from the
COMMON FEATURES
The following features are found throughout Eborium and
are not designated by numbers in the Encounter Key. If the
PCs ask Ahxa about these features, his comments are provided in the Ahxas Description section (remember that at
least one PC must roll a successful Wisdom check in order to
understand Ahxas comments).
Eborium has no days or nights; the island is always bathed
in a dim light, comparable to that of a sunset on Taladas. The
air is hot and dry; the temperature hovers around 90 degrees.
Short black grass covers most of the islands surface.
Streams and Pools: Shallow streams of red water wind
though the hills and valleys of the island, ending in deep
pools. The magical nature of the water gives the streams a
slight current. Streams average 10-20 feet deep, pools average 30-50 feet deep.
The water doesnt evaporate; if water is removed, the
stream or pool returns to its original level within an hour. The
red water is odorless and tasteless; characters can drink it as
they would normal water.
Strong electrical charges, such as those produced by lightning bolts or the electricity trees (area 15) trigger a powerful
reaction in the red water, causing the surface of the streams
and pools to erupt in flames; the bright red flames stretch 50
feet into the sky. So flammable is the red water that if any portion of a stream or pool is ignited by an electrical charge, the
flames spread to the surface of every pool on the island. The
flames burn for 1d4 hours before subsiding. Any character or
creature in contact with the flames suffers 2d6 points of damage per round. The flames burn off one inch of water per
hour; the water returns to its original level one hour after the
flames subside.
Marble bridges span the streams at various points. The 40foot-wide bridges are immune to the effects of the flames.
Ahxas Description: Harmless liquid.
Orchards: The island contains several orchards of tall trees
with black leaves and orange bark. Each tree produces three
types of fruit, each with a special magical property. The fruits
wither to dust within ten minutes after being picked; therefore, a character must consume the fruit quickly if he is to
partake of its magic. A character can experience the effects of
each type of fruit only once per day.
The three types of fruit and their effects are as follows:
* Pink grapes: If the character makes a successful saving
throw vs. spell, the grapes have no effect. If he fails his saving
throw, the grapes have the effect of a potion of healing.
* Golden berries: Eating a single berry satisfies all of the
characters nutritional requirements for a full day.
* Black apples: If a character eats a black apple, the character feels sick to his stomach; all attack rolls are made with a
1 penalty for the next 24 hours (the effect can be negated
by cure disease or a similar spell).
Ahxas Description: Healthful eat and unhealthful eat.
Chronolilies: Chronolilies can be found all over the island.
All are nearly 50 feet in diameter with petals forming a bowl
filled with golden nectar. Shimmering images continually appear in the nectar of a chronolily, the end of one dissolving
into the beginning of the next. Yellow chronolilies reveal images from the future, violet chronolilies reveal images from
the present, and orange chronolilies reveal images from the
15
16
the
imiman
E NCOUNTER K EY
The following locations correspond to numbers on the
DMs Map (Map 3). Each entry includes the following information.
Initial Impression: These are physical features noticed by
the party when they first see the location. Also included are
any details that a cursory examination might reveal.
Entry Point: This tells whether or not an Entry Point is
present in this location (as explained in the Adventure Sequence section). If an Entry Point is present, its number is
given in parentheses. All Entry Point numbers are indicated
on the DMs Map.
Ahxas Description: If the PCs ask Ahxa about the indicated location, his comments are provided in this section (remember that the PCs must roll a successful Wisdom check to
understand Ahxas comments).
Encounter Information: This describes the possible risks
and rewards if the PCs explore or examine the area in detail.
Note that if the PCs arrive via an Entry Point, an encounter
may be triggered automatically.
I.
I RON C ITAD EL
Initial Impression: An iron citadel, about 300 feet in diameter and 300 feet tall, sits atop a high hill. A marble bridge
crosses a stream of red water encircling the hill. The citadel is
featureless, except for twin spires that rise high into the sky
there are no doors or windows.
Entry Point: None.
Ahxas Description: Healthy building.
Encounter Information: This is Udras/Sargonnass citadel.
Following the events of the Portal to the Future section,
Udras/Sargonnas remains inside the citadel until Scheduled
Event 6 (this is explained in Chapter 3). If the PCs bang on the
side of the citadel or otherwise attempt to attract his attention, Udras/Sargonnas ignores them. If the PCs teleport inside or gain entrance by some other means,
Udras/Sargonnas angrily confronts them, demanding that
they leave immediately. If the PCs refuse to leave, Udras/
Sargonnas holds his hands in the air, causing the party to
lapse into unconsciousness (no saving throw). When they
awaken a moment later, they find themselves outside the citadel.
2A
2C .
H OLES
3. C RACKS
Initial Impression: These cracks average about ten feet
wide. If the PCs peer in, they see nothing but a grey void.
Entry Point: None.
Ahxas Description: Unhealthy breaks.
Encounter Information: As with the holes (areas 2a, 2b,
and 2c), a PC within three feet of a crack has a slight chance
of falling in and disappearing forever (see the description of
areas 2a, 2b, and 2c).
4. W IDENING C RACK
Initial Impression: This crack is similar to the area 3
cracks, except that it is only a few inches wide. The jagged
crack is about 500 feet long.
Entry Point: None.
Ahxas Description: Unharmful break.
Encounter Information: There is no chance that the PCs
will fall into this narrow crack. If the PCs examine the crack
closely, they see rows of iron blades inside the crack about 20
feet down. Each blade is about 25 feet wide and about
inch thick. The vertical length of the blades appears to be
about 100 feet. If the PCs were able to follow the length of a
blade, they would discover that it ends in a pool of violet
light. The portal is inaccessible to the PCs. (The violet light is
a portal to a lair of gnomes. The blades are the ends of a bizarre mechanical device operated by a band of gnomes; the
gnomes are attempting to pry their way into Eboriumsee
Scheduled Event 4 in Chapter 3.)
5. F IRE P IT
Initial Impression: Mounds of hot black ash surround this
400-foot-diameter crater. The air shimmers with heat as fingers of steam rise from the craters mouth. A natural stone incline leads to the rim of the crater.
Entry Point: EP 1.
Ahxas Description: Unhealthy heat.
Encounter Information: If the PCs peer into the pit, they
see a lake of fire about 100 feet below. The heat is so intense
that it threatens to sear the PCs flesh.
The crater contains a lake of liquified fire. If the PCs stand
on the stone incline, there is no chance of falling in. However, if the PCs stand within three feet of the edge of the pit,
roll 1d20; on a roll of 1, the PC begins to slip. If the PC rolls a
successful Dexterity check, he grabs the side of the hole before falling in. If he fails the check, he falls in; there is a 80%
chance that he falls ten feet and lands on the ledge (see below) to suffer 1d6 points of damage, and a 20% chance that
he falls into the fiery lake, never to be seen again.
If the party has just returned to Eborium via EP 1, they find
themselves on a ledge of rock inside the crater. The ledge is
25 feet wide and is 20 feet below the lip of the crater; it winds
completely around the craters interior circumference. Immediately after they arrive, all PCs must roll a successful Constitution check or suffer 1-2 points of damage from the
extreme heat; this check must be rolled every five rounds
that they remain inside the crater.
Characters who are unable to fly, teleport, or use similar
means to escape the crater can climb up the side; there are
numerous indentations in the crater wall that are usable as
handholds. Any character attempting to climb the wall must
roll a Dexterity check once he has climbed ten feet. If the
check succeeds, he is able to climb the wall to safety. If he
fails the check, he loses his grip and falls to the ledge below,
suffering 1d6 points of damage; the fallen character can attempt to climb the wall again, but as before he must roll a
successful Dexterity check to safely escape.
6. V INE F I E L D
Initial Impression: This is a vast field of tangled vines. The
vines are black and glistening, one foot in diameter, and
range in length from 50-200 feet. A closer examination of the
vines reveals them to be made of an iron-like metal; they are
similar to the cords used by the PCs to climb through the
green portals in the Interludes and in the Ethereal plane
encounter in the Prologue. (In fact, Udras/Sargonnas uses
these vines as a component of the enchantment used to create the portals.) The vines writhe when the PCs approach, as
if reacting to their presence.
Entry Point: EP2.
Ahxas Description: Unharmful cords.
Encounter Information: If the PCs walk through the field,
or pass next to it, the vines clutch at their feet and legs. The
vines reduce the PCs normal movement rates by half but
cause them no harm.
However, if a PC attacks a vine, such as by stomping or
hacking it, the vine responds by attempting to wrap itself
around the PC like a constrictor snake.
17
7. W A T E R F A L L
Initial Impression: This is a 400-foot-diameter pool of red
water. A geyser in the center of the pool continually spews a
25-foot-diameter jet of water about 50 feet straight up into
the air. A halo of white light surrounds the base of the geyser.
Chunks of black rock, averaging about two feet wide, float in
the pool and are occasionally spewed into the air by the geyser. The spewed chunks plop harmlessly back into the pool.
The pool spills over the edge of the island, forming a waterfall that empties into a second pool of red water about 400
feet below; this second pool hangs suspended in mid-air. The
water of the second pool swirls in a clockwise direction,
forming an immense whirlpool. The swirling water, along
with the rock chunks floating in it, is apparently drawn to a
25-foot-diameter circle of white light in the center of the
pool.
Entry Point: EP3.
Ahxas Description: Unharmful liquid . . . harmful solids.
Encounter Information: The magical water endlessly circulates between the two pools. Water from the first pool
spills into the second pool where it is drawn into the whirlpool portal (the glowing circle). From the whirlpool portal,
the water magically returns to the first pool via the geyser; the
halo of white light at the base of the geyser indicates the return portal. Both pools are about 20 feet deep.
The PCs are free to enter the water of the first pool, though
they discover nothing of interest. The rock chunks have no
special properties. If the PCs examine the geyser, they discover nothing special; the light at the base of the geyser is
harmless and has no apparent function (the portal circulates
the water in one direction only; therefore, the PCs cannot
use the geyser portal to travel from the first pool to the second).
For every round a PC spends in the first pool, there is a
slight chance (1 on 1d20) that he is struck by a rock chunk
spewed from the geyser. A PC struck by a rock chunk suffers
1-2 points of damage. If a PC in the first pool comes within
ten feet of the top of the waterfall, roll 1d6. On a roll of 4-6,
he is caught up in the rushing water and drawn toward the
waterfall. If he rolls a successful Strength check with a 2
penalty, he is able to resist the rushing water and swim to
safety (assume that any PC with the swimming proficiency
can automatically swim to safety). If he fails the check, he is
washed into the waterfall and plummets into the second pool
below. He suffers 5d6 points of damage and experiences the
effects of the whirlpool, as described below.
If the PCs have just returned to Eborium via EP 3, they find
themselves in the center of the second pool, caught in its
whirlpool. PCs who cant fly or teleport to freedom or lack a
similar power to help them escape are trapped in the swirling
18
8. D ANGLING P ODS
Initial Impression: An immense spider web hangs over the
edge of the island, dangling into the emptiness of the gray
void. Four slender strands hang from the bottom of the web,
each ending in a circular pod about 30 feet in diameter. The
pods appear to be made of dense layers of spider web.
Entry Point: EP 4.
Ahxas Description: Unhealthy cords . . . unhealthy pods.
Encounter Information: The circular pods are phase spider egg pods. The second and third pods (8b and 8c) each
contain a pair of immature phase spiders. The first pod (8a)
contains an immature phase spider and the mother spider.
The fourth pod (8d) contains only decaying spider eggs. (Ordinarily, spider pods like these could contain many more developing spiders, but a cloud of poisonous vapors destroyed
most of the eggs after they were laid.)
Should the party wish to examine the pods, they find the
net-like web easy to climb. The web is as tough as thick rope
and can easily support the weight of the entire party. The
web is also quite sticky; though its stickiness causes the party
to move at half their normal rate and make all attack rolls at a
1 penalty, it also prevents them from losing their grip and
plummeting into the emptiness of the gray void. Assume that
the PCs must climb 100 feet of net to reach one of the
strands.
The strands leading to the pods are as tough and sticky as
the rest of the web. Each strand is about 60 feet long. The
pods are translucent; when a PC is within five feet of a pod,
he can look inside.
Immature phase spider (5): AC 9; MV 3, Wb 9; HD 2; hp 9
each; THAC0 19; #AT 1; Dmg 1d4; AL N
Mother Phase spider: AC 7; MV 6, Wb 15; HD 5 + 5; hp 40;
THAC0 15; #AT 1; Dmg 1d6; SA poison (if victim fails saving
throw vs. poison, he dies; if victim is successful with saving
throw vs. poison, he suffers 20 points of damage); phasing in
gives it a 3 modifier to its initiative roll (if it wins the initiative roll by more than 4 points, it attacks and phases out be-
ines the poisoned PC, then bends his arm to form a phrase
that translates into healthful liquid. Ahxa beckons the PCs
to follow him. If the PCs choose not to follow Ahxa, Ahxa
makes no further efforts to help the poisoned PC. However, if
the PCs choose to follow Ahxa, he leads them to the fruit
grove in area 10; see the area 10 encounter description for
what happens next.
9. S PONGY A REA
Initial Impression: This area consists of gray, spongy soil.
When the PCs step onto it, they sink up to their knees, cutting their normal movement rate in half. Owing to his light
weight, Ahxa doesnt sink, and he walks across the surface at
his normal movement rate.
Entry Point: None.
Ahxas Description: Unhealthy ground.
Encounter Information: For each round spent in the area,
each PC has a 1 in 6 chance (roll 1d6) of stepping in a section
of ground with the consistency of quicksand; the PC begins
to sink at the rate of two feet per round. If the PC succeeds in
a Dexterity check, he grabs a section of solid ground and
stops sinking. If he succeeds in a Strength check, he pulls
himself free.
Any PC can pull a sinking PC free if he rolls a successful
Strength check with a 2 penalty. Any two PCs working together can pull him free with no problem.
If the PC sinks below the surface, he can still be rescued as
long as his companions can feel around and find him. However, the PC continues to sink at the rate of two feet per
round. If he isnt rescued before he sinks out of reach, he will
never be seen again. (To determine when a submerged PC
suffocates, see the Special Underwater Rules section earlier; the drowning rules also apply to this encounter area.)
I0.
G R A P E O RCHARD
19
fruit. until the PCs get the message. If the PCs still refuse to
allow their dead companion to be treated, Ahxa gives up and
respects their wishes.
II.
ASH VALLEY
20
have surely died. If the PCs ask to use the headband, Colegeera explains that it magic is attuned to his body chemistry
and functions only for him.
Colegeera says his treasure bag is buried near the mouth of
the cave. (The monster stomped it, shoving it beneath the
surface of the ash layer.) The bag contains Colegeeras rod of
planar travel, a magical item that will enable Colegeera return home. Like the headband, the rod functions only for
Colegeera, but if the PCs help him retrieve it, he promises
them the rest of the treasure in the bag.
The only way to retrieve the bag is to destroy the stahnk;
the stahnk continues to attack any and all intruders.
If the PCs decline to help Colegeera retrieve his treasure
bag, Colegeera thanks them for rescuing him, then announces that hell attempt to defeat the stahnk himself. If the
PCs allow Colegeera to fight the stahnk alone, the stahnk will
destroy Colegeera over and over again; thanks to his headband of protection, he resurrects each time. If the PCs abandon this area, Colegeera will continue to fight and die; at the
end of ten days, he will die for the final time.
If the PCs agree to help Colegeera fight the stahnk, Colegeera joins the attack by breaking off a tree branch and using it for a club; if the PCs loan him a weapon, hell use the
weapon instead. (As always, Ahxa declines to fight; hell wait
for the PCs in the safety of the hills.)
If the party destroys the stahnk, Colegeera answers their
questions (assuming he hasnt done so already prior to the
battle), then takes them to the mouth of the cave and digs beneath the ash. Buried beneath the ash is a leather bag containing six obsidian stones (worth 15 stl each), a blue
diamond (worth 800 stl), a dagger +2, a flask containing two
doses of potion of fire breath and an iron rod about a foot
long with a small white pearl set in one end; this is Colegeeras rod of planar travel. The rod enables Colegeera to
plane shift and fly at will. The rod is attuned to Colegeeras
body chemistry and functions only for him; physical contact
with another creature prevents the rod from functioning,
Colegeera gives the party all of the items in the bag except for
the rod.
Before he leaves, Colegeera offers to provide the PCs with
information about the island. He knows nothing about
Udras/Sargonnas, but he can give general information about
any of the islands locations. (For instance, if the party asks
him about the vine field in area 6, Colegeera says the vines
are harmless unless theyre damaged. If they ask about the
dangling pods in area 8, Colegeera identifies them as a phase
spiders egg pods: Theyre very dangerous. Dont go near
them.) As far as Colegeera knows, there is no safe way to
leave the island.
If the party invites Colegeera to accompany them, he declines, saying hes had enough experiences in the outer
planes to last him a lifetime. If the PCs ask him to deliver a
message or send for help when he returns to Krynn, he promises that he will (although his intentions are good, trouble at
home will prevent him from carrying out the partys request).
When Colegeera finishes answering the partys questions
about the island, he touches the rod to his head and disappears.
If the party defeats the stahnk, they can explore its cave to
discover a pile of chewed bones, a bag containing four onyx
stones (worth 60 stl each), a battle axe +2, and a ring of
feather falling, all remnants of the creatures previous victims.
If Colegeera is with them when they search the cave, he
doesnt ask for a share of the treasure, but he graciously accepts anything they care to offer.
If the party returns to this area via EP 5 a second time, and
they previously defeated the stahnk and recovered Colegeeras treasure bag and the items in the cave, nothing special occurs.
I2.
I SLAND
OF
G RAY E ARTH
21
22
I6. R E V E R S E D W A T E R F A L L
Initial Impression: This is a pool of red water with a geyser
in the center similar to the pool in area 7. However, this pool
empties over the edge of the island to form a waterfall that
rises straight into the air (gravity is reversed where the pool
meets the edge of the island). The waterfall empties into a
second pool of red water that hangs suspended in mid-air,
about 400 feet straight up (the waterfall and the second pool
are also subject to the reversed gravity). The water of the second pool swirls in a counter-clockwise direction, forming an
immense whirlpool. The swirling water, along with the rock
chunks floating in it, is apparently drawn to a 25-footdiameter circle of white light in the center of the pool.
Entry Point: EP 8.
Ahxas Description: Unharmful liquid . . . harmful solids.
(Ahxa is unaware of the crystal ooze in the lower pool.)
Encounter Information: The magical water endlessly circulates between the two pools. Water from the first pool
spills upward into the second pool where it is drawn into a
whirlpool portal (the glowing circle). From the whirlpool
portal, the water magically returns to the first pool via the
geyser; the halo of white light at the base of the geyser indicates the return portal. Both pools are about ten feet deep.
The PCs are free to enter the water of the first pool, though
they discover nothing of interest. The rock chunks have no
special properties. If the PCs examine the geyser, they discover nothing special; the light at the base of the geyser is
harmless and has no apparent function (the portal circulates
the water in one direction only; therefore, the PCs cannot
use the geyser portal to travel from the first pool to the second).
For every round a PC spends in the first pool, there is a
slight chance (1 on 1d20) that he is struck by a rock chunk
spewed from the geyser. A PC struck by a rock chunk suffers
1-2 points of damage.
There is a crystal ooze swimming in the first pool.
Crystal ooze: AC 8; MV 1, Sw 3; HD 4; hp 17; THAC0 17; #AT
1; Dmg 4d4; SA if successfully attacked, victim must roll a
successful saving throw vs. poison or becomes paralyzed
and automatically suffers 4d4 points of damage in each subsequent round; SD immune to acid, cold, heat, and fire attacks; suffers full damage from magic missiles and electricity;
blows from weapons inflict only 1 point of damage per hit
(wooden weapons must roll a successful saving throw vs.
23
CHAPTER 2: INTERLUDES
NOTES
E NDING
TO THE
AN
DM
I NTERLUDE
When the party arrives in each Interlude location, they notice a metallic cord dangling from a six-foot-diameter portal
suspended in the sky. The cord is about 50 feet long and dangles within three feet of the ground. To use the portal, a PC
must be in physical contact with the cord for at least five consecutive rounds; the easiest way to meet this requirement is
to climb the cord.
The cord and the portal both vanish 24 hours after the
party arrives in the interlude location. Though 24 hours
should be ample time to complete each Interlude, the PCs
might run into trouble if they experience a run of bad luck or
are unusually incompetent. In such a case, a benevolent DM
might have Sargonnas transport them back to Eborium with a
stern warning that he will not help them again.
24
M O R E A B O U T Cindergems
The powerful enchantment that created the cindergems
automatically negates detect magic, locate object, and similar spells; in order to find the cindergems, the PCs will have to
rely on other, nonmagical methods. The cindergems cannot
be destroyed, nor can they be altered by any physical or
magical force available to the PCs.
Though the power of the cindergems is potentially immense, the PCs lack the means to draw on that power; for the
purposes of the Interludes, treat the cindergems as ordinary
gemstones.
I NTERLUDE I:
R ING M OUNTAINS
DMs B ACKGROUND
The Nylgai Hadirnoe, also known as the Scorned Dwarves,
are a race of deep-dwelling dwarves who have shunned the
surface world since the days of the Cataclysm. One clan of
the Nylgai Hadirnoe, called the Shiudro, lives in a network of
deep caverns located in a remote section of the Ring Mountains just south of Lower Panak. Over the years, the Shiudro
gradually lost contact with the rest of the Nylgai Hadirnoe
and now exist as a self-contained, independent faction. Over
the years, the Shiudro have divested themselves of the trappings of formal civilization, gradually reverting to a primitive
state. While they have retained the warrior tradition of the
Nylgai Hadirnoe, they are peaceful and pacifistic by choice.
For generations, the Shiudro have maintained a close relationship with a silver dragon named Markellan (also known
as Starwing). The clan provided Markellan with companionship, and Markellan provided them with protection. But
now, Markellan has reached the end of a long life. The Shiudro have accompanied Markellan to a subterranean dragon
graveyard where the noble creature will be laid to rest in a
ceremony that will assure him of an afterlife of peace.
Markellan wears the orange cindergem as an earring, created as a gift for him by Shiudro craftsmen. A Shiudro explorer discovered the gem in a subterranean rock pile, where
it was dispatched from the past by Erestem.
Shiudro tribesmen (1st-level dwarf fighter): AC 8 (leather
armor); MV 6; HD 1; hp 7; THAC0 20; #AT 1; Dmg 1d6 (spear
or club); SA and SD as per dwarf (assume that the tribesmen
have a +3 bonus to saving throws against all poison, as well
as magical wands, staves, rods, and spells); infravision to 90
feet but suffer a 1 penalty to all actions when in full sunlight; AL LG
T H E C H O S E N PC
As will be seen, the Shiudro assume that one of the party
members is the legendary Spirit Rider. Its up to the DM to
choose which PC is chosen by the tribe. The chosen PC can
be any dwarven player character. If there are no dwarves in
the party, choose any PC whom you want to take a more active role in the adventure.
A RRIVAL
A moment after the PCs enter the Primary Chronolily, they
find themselves in a rocky cavern, indicated by an X on
the DMs interlude 1 Map (the cavern is about a half-mile inside the earth, beneath the Ring Mountains). The cavern is
about 100 feet in diameter and has an 80-foot-high ceiling.
Patches of luminous fungi on the rocky walls and floor bathe
the cavern in a soft, green glow. The air is cool and musty.
A metallic cord about 50 feet long hangs next to the party.
The cord descends from a six-foot-diameter hole in the sky.
The hole glows with a soft green light (the glowing hole leads
back to Eborium).
A sloping passage (2a) leads from northern side of the cavern.
R ITUAL
OF THE
D YING
After the PCs have traveled about 50 yards along the passage, they hear the sounds of chanting and singing coming
from deep inside the earth. The party cannot determine the
meaning of the chants, but any PC rolling a successful Wisdom check can tell that the language is dwarven (any dwarven PC will know this automatically).
As the party descends farther into the descending passage,
the chants and songs grow louder and more comprehensible; any PC who speaks dwarven and rolls a successful Intelligence check realizes that the chants and songs are part of a
funeral ceremony.
After the party has descended about 100 yards, the passage
ends in an immense cavern, nearly 700 feet in diameter with
a 200-foot ceiling (2b). Concealed behind a large boulder
near the end of the passage, the PCs can observe the interior
of the cavern without being seen.
About a hundred dwarves are gathered in the cavern,
holding hands and swaying from side to side as they sing in
low, eerie tones. The dwarves are about four feet tall, lean
and large boned. Their skin is pale brown, tinged with red,
their hair flame red and straw blonde. They wear animal
T HE C OMING
OF THE
S PIRIT R IDER
A plump dwarf with a flowing red beard and wearing a silver necklace approaches the party. A thinner dwarf with a
short white beard accompanies him. You have come, says
the plump dwarf, eyes wide in disbelief as he stares at the
chosen PC. The prophecy was correct. All glory to Dolensias! (Any PC who rolls a successful Intelligence check rec-
25
26
D RAGON S T OUCH
Come forward, says Hortaht to the chosen PC. Allow
me the honor of leading you to your mount. The crowd of
Shiudro parts, creating a clear path from the chosen PC to
Markellan. If the chosen PC hesitates, Corro says, Have no
fear, Spirit Rider. Starwing is pure and noble. He has waited a
lifetime for this moment of transcendence with the emissary
of Dolensias.
Markellans gaze meets that of the chosen PC; the chosen
PC senses kindness and trust in the eyes of the dragon. If the
chosen PC still declines to go near Markellan, the dragon
proceeds to the burial grounds as described in the The Sea
of Bones section, and the rest of the Interlude plays out as
described (except for the details pertaining to the chosen
PC). The end result of the PCs refusal is that the PCs do not
obtain the orange cindergem at the conclusion of this Interlude.
If the chosen PC approaches Markellan, the dragon lowers
his neck so that the chosen PC can climb on. The Shiudro resume their chanting.
T HE S EA
OF
B ONES
I know why you have come. You seek the orange gem, a
gift to me from my people. The gem is yours, but first, I ask
you to ride with me into the Sea of Bones. I sense your fear,
but I promise you will not be harmed.
I cannot insist that you accompany me, of course, but if
you decline, please dismount now. If you agree, acknowledge your decision with a nod of your head.
Markellan has no further information for the chosen PC. If
the chosen PC wishes to consult with the rest of his party,
Markellan agrees, but tells him that only the chosen PC is allowed to ride him, nor does he allow the chosen PC to bring
a companion with him.
If the chosen PC declines to ride Markellan, the dragon
proceeds into the Sea of Bones, and the rest of the Interlude
plays out as described (except for the details pertaining to the
chosen PC); the PCs do not obtain the orange cindergem.
If the chosen PC agrees to go with Markellan, the dragon
begins to wade into the Sea of Bones, gradually sinking
deeper and deeper as he moves farther into the depression.
The chosen PC feels the bones rise around him, bruising his
flesh and filling his mouth and nostrils with dust. As his head
sinks beneath the bone pile, darkness enshrouds him, and he
lapses into unconsciousness.
While Markellan and his rider sink into the bones, the
Shiudro sing louder and louder, their voices rising to an ecstatic crescendo as the dragon and Spirit Rider vanish beneath the surface.
One round after the dragon vanishes into the Sea of Bones,
a sphere of light appears near the party. The sphere swells
and pulsates, then bursts in a bright flash, revealing the chosen PC. The chosen PC is dazed but unharmed. He has no
memory of what happened to him after he disappeared beneath the bones.
S LIMY I NTRUDERS
Shortly after the reappearance of the chosen PC, the partys attention is drawn to the sounds of shuffling feet coming
an opening near the west side of the cavern. Eight hunched
humanoid creatures with rubbery flesh coated with slimy
jelly stand at the entrance, four of them carrying a makeshift
stretcher of woven vines. The corpse of a humanoid lies in
the stretcher. The corpse resembles the living humanoids,
except that its gelatinous secretions have dried to a crust.
The creatures are disir.
Disir (8): AC 3; MV 12; HD 5; hp 26 each; THAC0 15; #AT 3;
Dmg 2d4/2d4/2d6; SA pain (victims struck by bite or claw
must roll a successful saving throw vs. poison, each claw
causing a 1 penalty to the saving throw while a bite gives a
2 penalty; the modifiers are cumulative, so if victim is
struck by all three attacks, he has a 4 penalty to his saving
throw; if saving throw fails, victim is paralyzed in 1d4 + 1
rounds; each round until victim is paralyzed, he suffers a +1
cumulative penalty to his THAC0, which is removed when
the pain is neutralized; pain has a duration of 1d4 turns); SD
+4 saving throw bonus against fire-based attacks; 1 point
less per die of damage from fire-based attacks; AL LE
The Shiudro recoil in terror when they see the disir, their
mortal enemies. One of the disir raises its clawed hands.
You have nothing to fear from us this day, it says. Today is
a day of mourning. Our great leader, Ojjtrijor, has died. We
have come to put him to rest. Step aside.
Hortaht looks to the PCs. We will abide by your decision, he says. But I beg you not to allow this desecration.
The PCs must decide whether to allow the disir to bury
their dead leader in the Sea of Bones. The disir refuse to answer any of the partys questions; they arent interested in
M ARKELLAN S G I F T
RETURN
TO
EBORIUM
27
TROUBLESHOOTING
If the PCs ask Hortaht or Markellan for help in their struggle against Erestem. Hortaht is sympathetic to the partys
cause, but he has no help to offer, nor do the Parchments of
Ghorrah have any advice; in no case will Corro or any of the
Shiudro return to Eborium with the PCs. Likewise, Markellan
expresses concern if the party shares their story but he can
do nothing except offer his encouragement.
If the PCs take the northern passage from the cavern. The
northern passage branches in two directions; the western
branch (2d) leads to the lair of the disir, and the eastern
branch (2e) leads to the Shiudro village. If the PCs follow the
branch to the disir lair, their progress is discouraged by repeated attacks by increasingly high numbers of disir. The
branch leading to the Shiudro village is several miles long, requiring more time than the PCs have before the portal and
cord disappear.
I NTERLUDE
2:
C LETAN HILLS
DMs BACKGROUND
Dirryl Pekk was an eccentric wizard who conducted research into the essence of magic from his home in a remote
area of the Cletan Hills, east of New Styrllia in the League of
Minotaurs.
Dirryl believed that if he could unravel the mysteries of the
mind and learn how memories, thoughts, and emotions are
generated and processed, he could learn to cast spells at staggering levels of power. Unfortunately, his investigation of the
mindspin spell backfired and killed him, destroying his home
in the process. The spirit of Dirryl has been trapped in a physical manifestation of the mindspin spell for nearly a century.
Dirryl acquired the yellow cindergem, sent here from the
past by Erestem, from a travelling jewelry dealer. Though he
was unable to determine its nature, Dirryl felt the gem might
come in handy some day for his magical research and buried
it near a tree to keep it safe.
ARRIVAL
A moment after the PCs enter the Primary Chronolily, they
find themselves on a grassy hill, surrounded by piles of rubble
(indicated by an X on the DMs Interlude 2 Map). The green
hills extend for as far as the eye can see. The sky is bright and
clear, and the air is as warm as a spring day. A metallic cord
about 50 feet long hangs next to the party, descending from a
six-foot-diameter hole in the sky. The cord dangles about three
feet from the ground. The hole glows with a soft green light
(the glowing hole leads back to Eborium).
Not far from the partys arrival area stands an immense cylinder of white light, nearly 300 feet in diameter and 50 feet
high. Near the base of the west side of the cylinder is a tenfoot-diameter circle filled with violet light.
S EARCHING
THE
RUBBLE
If the PCs search the rubble pile, they find scraps of rotten
wood, shattered bricks and glass, and remnants of tables,
chairs, and other furniture (this rubble is what remains of Dirryls home). For every 15 minutes a PC searches the rubble,
there is a 25% chance he finds one of the following items (roll
1d6; no object can be found more than once).
28
E NTERING
THE
C YLINDER
JOURNEY
THROUGH THE
CYLINDER
their way to the violet circle at the end of the spiral in order to
leave.
When a PC on the outside of cylinder touches the violet
circle, he is automatically teleported to the center of the cylinder (to area 2b). When a PC on the inside of the cylinder
touches the violet circle, he is instantly transported back to
the hill just outside the cylinder.
All damage suffered in the spiral is illusionary, equal to 1
point of real damage per 4 points of illusionary damage; for
instance, if a PC suffers 8 points of illusionary damage, he experiences it as 2 points of real damage. While in the spiral,
characters believe illusionary damage to be genuine; therefore, a PC will drop lifelessly to the ground if he suffers what
he believes to be a fatal amount of damage. The illusionary
damage is apparent only after he is physically removed from
the spiral.
The path through the spiral is 40 feet wide. The ceiling is 50
feet high.
F I R S T S ECTION ( 2 B - 2 C )
S ECOND S ECTION ( 2D )
T HIRD S ECTION ( 2E )
The third section of the spiral represents the third level of
mindspin: the characters have altered perceptions of themselves (unlike regular mindspin spells, the spiral manifestation doesnt require characters to use the attack and saving
throw tables of another class, nor are any classes required to
make ability adjustments). The walls bordering the path of
this section glow white.
The path appears to be made of brown dirt. The sounds of
a thunderstorm can be heard in the distance. (The dirt and
the thunderstorm are illusionary.)
If a PC hasnt yet disbelieved the hideous visages of his
companions (from section two), he continues to see them
here. Additionally, he begins to perceive his own arms and
legs to be constantly changing from tentacles to bones to
wisps of smoke to thick stumps of woods. These changes are
illusionary but extremely disorienting; all PCs make their attack rolls with a 2 penalty and move at half their normal
rates until they disbelieve this illusion.
After the PCs have moved 30 yards into this section of the
spiral, a flock of bizarre black creatures appears in mid-air
before them (the number of creatures equals the number of
PCs). The creatures resemble gothic gargoyles, thin and reptilian, with long prehensile tails, great wings, and terrible
claws. Each creature has the face of one of the PCs. The creatures swoop toward the party, laughing and jeering.
The creatures are actually dreamshadows, spawned from
29
D ISBELIEVING I LLUSIONS
T HE G R A T E F U L S P I R I T
Once the PCs are transported from the cylinder, they see
the spirit hovering over the debris. The spirit floats toward
the party as soon as it sees them. The spirit lacks the ability to
communicate orally or mentally with the PCs, but it smiles
and bows.
The spirits face beams with gratitude. If the PCs ask what
happened to him, the spirit gestures to the debris, pantomiming the act of pouring flasks into one another, then shaking
his head sadly. (Any PC who rolls a successful Intelligence
check realizes the spirit is trying to explain that the debris
and the cylinder are the results of an experiment gone awry.)
If the PCs ask the spirit about the cindergem, the grateful
spirit leads them to a tree and points to the ground. If the PCs
dig down about four feet, theyll find the teardrop-shaped
cindergem, golden yellow with the image of a flame flickering inside it.
If the PCs ask the spirit questions, he shares all of the information in the DMs Background, answering in pantomimes.
The spirit has no knowledge about Erestem, the nature of the
cindergems, or anything else of interest to the PCs.
30
Modifier
+1
+2
+3
+4
+5
+6
+7
+8
3) Determine the Disbelief Number by adding the concentration modifier to the PCs Intelligence. Add 1 for every
other PC who has successfully disbelieved during any previous round. If the PC is attempting to disbelieve a
dreamwraith, there is a 5 penalty.
4) The DM secretly rolls 1d20. If the result is higher than
the Disbelief Number, then the illusion still appears to be real
and its effects are perceived as real. If the result is lower than
the Disbelief Number, the illusion is disbelieved.
5) Ordinarily, a PC can make a disbelief check only once
per hour against any particular illusion. However, the PC can
make another check if a fellow PC makes a successful check.
R ETURNING
TO
E BORIUM
INTERLUDE
3:
UPPER PANAK
DMs B ACKGROUND
Hogar Shuum was the shaman of a small Ice People clan in
Upper Panak. Hogar urged the clan to mobilize for an invasion against their more prosperous neighbors to the south,
but the clan was reluctant to become involved in a prolonged war. Hogar proceeded anyway, erecting a temple of
ice in honor of Erestem (called Ysoruh by the clan), whom
Hogar was certain would support their invasion plans. Additionally, Hogar began work on a prototype golem that he envisioned as the first of an invincible army of obedient
soldiers.
However, the clan put an end to Hogars plans when they
discovered he was murdering innocent citizens and unwary
travelers to finance his projects. The clan executed Hogar,
then abandoned their village, relocating to a distant area of
Upper Panak. Fearing the wrath of Ysoruh, they left the temple standing.
Shortly before his death, Hogar had discovered the green
cindergem stuck in an ice floe, where it had been sent from
the past by Erestem. Hogar found a way to focus the magic of
the cindergem to keep the magical ice of the temple frozen
year round and to give life to the golem.
A RRIVAL
A moment after the PCs enter the Primary Chronolily, they
find themselves on a broad expanse of wasteland (indicated
by an X on the DMs Interlude 3 Map). Withered weeds,
spindly trees, and dilapidated shacks dot the wasteland. The
sky is gray, the air oppressively hot and dry. A metallic cord
about 50 feet long hangs next to the party, extending about
three feet from the ground. The cord dangles from a six-footdiameter hole in the sky. The hole glows with a soft green
light (the glowing hole leads back to Eborium).
Near the partys arrival area is a large building of solid ice.
The structure is about 120 feet square and nearly 20 feet tall.
It sits atop five columns of ice about 50 feet high and 20 feet
thick; a column supports each corner of the building, and a
fifth column supports the center of the building. A stairway of
ice leads from the ground to an open doorway in the center
of the southern side of the building; the doorway is about 25
feet square. Aside from this opening on the south side, there
are no other doorways or windows. Despite the oppressive
heat, the ice shows no signs of melting.
If the PCs attempt to chip or otherwise damage the ice temple, the ice magically regenerates, healing itself in one round
(thanks to the enchantment of the glass sphere in room 3m).
If the PCs investigate the building, they see a five-foot-square
area on the bottom, near the center column. This square area
is a lighter color than the rest of the temple. If they damage
this area, it regenerates like the rest of the temple (the discolored section can be damaged if the party destroys the glass
spheresee the The Shattered Sphere section).
There is nothing of interest in the shacks; all items of value
were taken by looters long ago.
S ECRET P URSUERS
Unknown to the party, Erestem has sent one of her lieutenants to follow and destroy them. The lieutenant, a bloodthirsty minotaur named Gurroch (see the Appendix for
background and statistics), picked up the partys trail in Eborium, then entered the Primary Chronolily before the Interlude 3 image faded. A chulcrix accompanied Gurroch.
Gurroch and the chulcrix dont arrive in Upper Panak until
after the party has entered the ice temple. The chulcrix deposits Gurroch on the northeastern corner of the roof of the
temple. The chulcrix lingers near the entrance on the southern side of the building. While the party explores the temple,
Gurroch attempts to hack his way through the roof (see the
indicated area of the map), planning to surprise the party and
chase them out the front door where the chulcrix can intercept them. However, the magical nature of the ice (see the
About the ice Temple section) prevents Gurroch from
breaking in; Gurrochs situation changes later, as explained
in the The Shattered Sphere section.
Assume that while the party explores the temple, they
wont be aware of Gurrochs break-in attempt. The text also
assumes that the party wont discover Gurroch or the
chulcrix until the events of the The Shattered Sphere section. If the PCs discover Gurroch and the chulcrix before the
party breaks the crystal sphere, however, Gurroch and the
chulcrix commence their attacks as described in the Outcomes section. Both will pursue the PCs; Gurroch fights to
the death, and the chulcrix fights until it loses half its hit
points, at which time it escapes by plane shifting. The party
can then retrieve the green cindergem; note, however, that
when they shatter the glass sphere, theyll still have to deal
with the golem.
If the PCs leave one or more of their number on guard duty
while the rest of the party explores the temple, Gurroch and
the chulcrix attempt to subdue the guard(s) as quickly and
A BOUT
THE
ICE TEMPLE
I CE T EMPLE M AP K EY
Refer to the DMs Interlude 3 Map. For the DMs convenience, dotted lines divide the map into areas.
3a. Stairway: This stairway of ice rises 50 feet, leading to a
25-foot-wide entryway.
3b. Offering Room: Just inside this room is a small altar
made of ice. The altar contains three stl and a loaf of frozen
bread (all are offerings to Ysoruh from the clan before they
left the area; looters have passed up these items because
theyve been afraid to enter the temple). There are openings
in the western and eastern walls.
3c & 3d. Empty Areas: There is nothing of interest here.
3e & 3i. Slope: This is a 20-foot-long ice slope that slants
down 45 degrees toward area 3g. From the top of the slope,
31
the party can see that the ice floor of area 3g is a lighter color
than that of the rest of the temple.
If any character stands within one foot of the top of the
slope, he must roll a Dexterity check. If he fails, he slips and
slides down the slope and into the pit below (see area 3g); he
is not allowed a Climbing Check. A character attempting to
climb down the slope must roll a successful Climbing Check
or fall down the slope and into the 3g pit.
3f & 3j. Slope: This area is identical to the 3e slope. Falling
characters land in the area 3h pit.
3g. Pit Trap: A thin layer of ice covers a pit ten feet square
and six feet deep; the ice layer hides the spikes of ice that line
the bottom of the pit. A character who slides down either of
the adjacent slopes (3e or 3i) crashes through the ice covering and falls on the spikes, suffering 2d6 points of damage
(unlike the ice elsewhere in the temple, the ice covering the
pit is easily broken).
Characters who successfully climb down a slope can attempt to cross the ice covering without breaking it. If the
character moves carefully, he has a 25% chance of breaking
the ice and falling into the pit (suffering 2d6 points of damage
from the spikes). This chance is cumulative; if two PCs are
crossing the ice at the same time, there is a 50% chance of
the ice breaking. If three PCs are crossing, there is a 75%
chance. If four or more PCs cross at the same time, there is a
100% chance.
A PC who successfully climbs down the side of the slope
can break a hole in the surface (assume the ice surface has an
AC of 10; 10 points of damage creates a man-sized hole),
lower himself into the pit, cross the bottom while avoiding
the spikes, break a hole in the opposite side of the pit covering, then pull himself free of the pit. Remember that as long
as the glass sphere in room 3m functions, the ice heals in one
round.
3h. Pit Trap: This is nearly identical to the pit trap in area
3g, but the frozen remains of an unfortunate human explorer
are impaled on the spikes. If the PCs search the remains, they
find a short sword and a flask containing two doses of potion
of healing.
3k. Hallway: There is nothing of interest here.
3l. Ice Door: A huge chunk of ice is set loosely in the doorway to room 3m. Any PC who rolls a successful Strength
check with a 2 penalty can move the block far enough to
allow the party to slip through. Two or more PCs working together whose Strength totals 30 or more can move the block
automatically.
3m. Sphere Room: Centered in the northern end of this
room is a rectangular block of ice, 8 x 4 x 4. The ice block
encases a hideous creature, which can barely be seen
through the translucent ice. The creature resembles a blend
of a human and a walrus, with huge padded feet, webbed
toes, and huge tusks. Its gray flesh looks as it has been
stitched together from mismatched pieces.
The creature is a flesh golem. Hogar created the golem
from the corpses of thanoi recovered from a glacial region of
the Ring Mountains. As long as the glass sphere remains intact, the golem remains dormant. (If the PCs detect the presence of the golem and destroy it before they shatter the glass
sphere, run the rest of the Interlude as described, ignoring
the references to the golem.)
Flesh golem (derived from thanoi): AC 9; MV 9; HD 9; hp
40; THAC0 11; #AT 4; Dmg 2d8/2d8/1d8/1d8 (fists and
tusks); SD can be struck only by magical weapons; immune
to all cold-based attacks; fire-based attacks slow it for 2d6
rounds; any electrical attack restores 1 point of damage for
each die of damage it would normally have inflicted; AL CN
In the center of the room is a five-foot-square area that is a
lighter color than the rest of the temple. If the PCs damage
32
T HE S HATTERED S P H E R E
As soon as the PCs shatter the glass sphere, the following
events occur immediately:
* The temperature begins to rise; the PCs no longer suffer
damage from the freezing temperature for the rest of the Interlude. The walls, floors, and ceilings begin to melt, along
with the ice block containing the golem. (Not only is the ice
temple responding to the heat of the outdoors, but also to the
disruption caused by the shattering of the glass sphere.)
* Though there is no noticeable change in the bluecolored area in the center of the room, the party can use it as
an exit from the temple with relative ease. Once the glass
sphere is shattered, the blue section of the floor collapses if
the PCs inflict 10 points of damage on it (assume the area has
an AC of 10). The party can exit through the opening, grab
the center support column (which is adjacent to the opening), and slide down the column to safety.
E VENTS
Regardless of the partys strategy (options are detailed in
the Outcomes section), the following sequence of events
occurs as described. The DM is free to vary the time between
events or to overlap them (for instance, the golem might arise
in Round 2, at the same time Gurroch shatters the ceiling).
Note that the PCs should have plenty of time to escape the
temple before the end of the sequence.
Round 1 is the first round after the sphere is shattered, and
so on.
Round 1: The temperature drops, and the ice begins to
melt, as described in the The Shattered Sphere section.
The ice block containing the golem begins to crack. (The golem is now active and is attempting to escape.)
Round 2: Gurroch shatters the section of ceiling indicated
on the DMs Map and enters the temple. (If the PCs are still in
room 3m, they hear a disturbance coming from area 3k. Gurroch waits in area 3k, to the west of the 3l doorway; he plans
to ambush the party as soon as they leave room 3m.)
Round 3: The golem bursts free of its ice block. The golem
pursues the PCs relentlessly, attacking them with its fists and
tusks. (The golem has no interest in Gurroch.)
Round 5: The temple begins to shake.
Round 8: Icicles begin to fall from the ceiling and continue
to fall until the temple collapses (round 30). For every round
the party remains in the temple, roll 1d6; on a roll of 1, a random PC is struck by a spike-like icicle, suffering 1d4 points of
damage. (Assume that the effects of the icicles on Gurroch
and the golem are negligible.)
Round 10: The shaking becomes more severe. Large
cracks appear in the walls, floors, and ceilings.
Round 30: The entire temple collapses. All characters in-
side the temple fall through the floor to the ground below in
an avalanche of ice, suffering 6d6 points of damage from the
impact of the fall as well as being struck by chunks of the temple. If hes still inside the temple when it collapses, Gurroch
also suffers 6d6 points of damage. It takes the party 1d6
rounds to dig themselves free of the debris (assume it takes
Gurroch a full six rounds to dig himself out). The chulcrix attacks only the party members who have freed themselves.
OUTCOMES
Once the sphere has been shattered, there are two likely
ways the party can try to escape the temple. If they come up
with a different way, base the strategies of Gurroch, the golem, and the chulcrix on the following information.
Escape Method #1: The party attempts to escape through
the hole in the floor of room 3m. If the party breaks the blue
ice in room 3m to reveal the escape opening, they can exit
through the opening, grab the center support column (which
is adjacent to the opening), and slide down the column to
safety. One round after the party begins to slide down the
column, Gurroch enters room 3m; he and the golem attack
all PCs who have not yet left the room. If all the PCs escape,
Gurroch also slides down the column; the golem also attempts to slide down the column, but it loses its grip and falls
to the ground, suffering 5d6 points of damage. The golem
and Gurroch then pursue the PCs, fighting to the death if
they manage to catch them. The chulcrix attempts an attract
victims attack (see following for explanation), if possible; otherwise, it attacks with its claws. If the chulcrix loses half or
more of its hit points, it plane shifts to another plane of existence, never to be seen again.
Chulcrix: AC 2; MV Fl 18 (B); HD 13; hp 68; THAC0 7; #AT
2; Dmg 3d6/3d6; SA attract victims (see following); SD plane
shift at will, regenerates 1d4 points of damage per round, immune to normal and magical fire, immune to all cold-based
attacks, immune to dragon breath; MR 20%; AL CE
The chulcrixs attract victims attack consists of the following steps:
1) The creature unhinges its jaws to a 50 diameter, a process taking two rounds.
2) While hovering in place, it radiates an invisible cone of
force 100 feet long with a 25-foot radius (victims in the area
of effect must roll a saving throw vs. spell. Those who are successful are unaffected by the attract victims power. Those
who fail must roll a saving throw vs. paralyzation or they are
paralyzed and float toward the creatures mouth at a rate of
ten feet per round; those succeeding with this second saving
throw also float toward its mouth, but they are able to make
missile attacks, cast spells, and take similar actions).
3) A victim drawn into the chulcrixs mouth passes through
a valve leading to the creatures stomach; the valve closes behind him. Once in the stomach, victims are no longer paralyzed. Victims inside the stomach suffer an automatic 1d4
points of damage per round from acidic digestive gasses (no
saving throw). Victims in the stomach can attempt to hack
themselves free, but because of the churning movement of
the stomach and the debilitating effect of the acidic gasses,
all attacks are made with a 2 attack roll penalty; maximum
normal damage is 1 point per round (plus magical and
Strength bonuses).
If the PCs make it to the metallic cord, proceed to the Escape section.
Escape Method #2: The PCs leave through the northern
door of room 3m. Gurroch attacks the PCs with Deathstriker
(see Gurrochs entry in the Appendix for details about Deathstriker); he tries to drive the PCs to area 3b so that they can be
attacked by the waiting chulcrix. Meanwhile, the golem continues to follow and attack the PCs wherever they go.
If the PCs leave room 3m and flee down the western side of
the building (through areas 3i, 3g, 3e, and 3c) or the eastern
side (3j, 3h, 3f, and 3d), Gurroch and the golem pursue. Gurroch has no trouble climbing up and down the slopes and
pits, but it takes him two rounds to climb either up or down a
slope.
When the PCs reach area 3b, the chulcrix appears in the
doorway. The chulcrix attempts to make a single claw attack
(it can only maneuver one claw through the doorway) on any
PC it can reach. Meanwhile, Gurroch continues to attack the
PCs from behind with Deathstriker. If the PCs retreat to a different area of the temple, Gurroch pursues, but the chulcrix
stays in place to guard the door. Gurroch fights to the death.
If the chulcrix loses half or more of its hit points, it plane shifts
to another plane of existence, never to be seen again.
If the PCs remain in room 3m and manage to defeat the golem, Gurroch withdraws to area 3j, breaks a hole in the surface of 3h, and climbs into the pit to wait for the PCs. If the
PCs enter area 3j, Gurroch attacks them with Deathstriker,
using the pit for cover. If the PCs attempt to leave through the
western side of the building (that is, through areas 3i, 3g, 3e,
and 3c), Gurroch climbs out of the pit and waits in area 3d;
when the chulcrix attacks the PCs when they reach area 3b,
Gurroch joins the fight with Deathstriker.
ESCAPE
The PCs can climb the cord to the green portal to return to
Eborium. Gurroch will try to follow the PCs up the metallic
cord and into the green portal. If Gurroch is unable to follow
the PCsfor instance, if the party has knocked him out, tied
him up, or otherwise subdued himthe metallic cord disappears when 24 hours have passed, leaving Gurroch stranded
in Upper Panak and he does not return in Chapter 4.
Otherwise, Gurroch climbs the metallic cord and enters
the green portal. Gurroch returns to Eborium via a different
Entry Point than the party and the spirits; he is eventually retrieved by a minion of Erestem. In this case, Gurroch returns
in Chapter 4.
When the party passes through the portal, follow the instructions in the Adventure Sequence in Chapter 1, rolling
for an Entry Point and running the appropriate Scheduled
Event from Chapter 3 as directed.
I NTERLUDE
4:
NERON
DMs B ACKGROUND
The Irroi, a primitive human tribe related to the Payan
Mako of Syldar, have lived in peace in the jungles of Neron
for centuries. About ten years ago, an explorer from the distant League of Minotaurs stumbled upon the Irroi village of
Tennak and was received by the tribesmen with a mixture of
awe and curiosity. The villagers held a feast in honor of their
visitor, but accidentally served him a plate of spoiled meat.
The visitor ate the meat and died.
Consumed with guilt, the tribal medicine men worked feverishly to revive the visitor but succeeded only in animating
his skull, trapping his spirit inside it. Out of respect, they
lodged a sacred gem in an indentation in its forehead (the
gem is the blue cindergem, which the medicine men found
in the jungle; the medicine men believe it must have some
godly significance, though theyre not sure what kind), then
perched the skull atop a high pole in the center of the village,
a place of honor.
Encouraged by Nimkop, a tribal elder who believed the
skull represented some higher power, the tribesmen sang to
33
Irroi speak an understandable dialect of a lanby the party. The Irroi tend to avoid violent
If attacked by the PCs, they defend themretreating at the earliest opportunity.
ARRIVAL
A moment after the PCs enter the Primary Chronolily, they
find themselves on the edge of a dense jungle (indicated by
an X on the DMs Interlude 4 Map). The sounds of chirping
birds and chattering monkeys drift from the jungles towering
trees and waist-high grasses. A lush field of rolling hills, leafy
bushes, and wild flowers stretches east of the jungle. Just beyond the field lies a small village of thatched huts. The air is
humid and warm, the sky blue and clear. A metallic cord
about 50 feet long hangs next to the party near several tall
trees; the cord descends from a six-foot-diameter hole in the
sky. The cord dangles about three feet from the ground. The
hole glows with a soft green light (the glowing hole leads
back to Eborium).
Shortly after the party arrives, a purple globe hurled from a
high tree bursts near the feet of a random PC, splashing nauseating fluid over a five-foot-radius area. All characters in the
area of effect vomit and retch for three rounds, and their
Strengths are reduced by half for the next hour; no saving
throw is allowed.
Any PC who rolls a successful Intelligence check can identify the fruit as a retch plant globe; any PC with the herbalism
proficiency can identify it automatically.
The PCs cannot locate the creature that threw the globe. If
the PCs wish to head west and explore the jungle, theyll find
that the dense foliage and the buzzing insects make the journey difficult (normal movement rates are cut in half). There is
nothing of interest in the jungle; if the PCs persist in heading
west, their progress is blocked by a deep swamp that extends
for miles in every direction, filled with snakes, alligators, and
other deadly creatures.
H UNTERS
AND
P REY
If the PCs head east, they find the field to be filled with juicy
grapes and plump strawberries. The weeds and grasses are
about waist-high. The PCs are free to eat their fill of the fruit.
After the PCs have journeyed about 75 yards into the field,
four giant weasels scurry from the weeds and attack; the
weasels have been attracted by the scent of the retch globe
stench.
Giant weasels (4): AC 6; MV 15; HD 3 + 3; hp 24, 21, 21, 19;
THAC0 17; #AT 1; Dmg 2d6; SA blood drain (if bite attack is
successful, weasel locks its jaws onto victim and begins to
suck blood, resulting in an automatic loss of 2d6 points of
damage in each subsequent round); AL N
Each weasel attacks a different PC; the weasels prefer PCs
34
V ILLAGE
OF THE
I RROI
Q UESTIONS
AND
ANSWERS
Jyrrok answers the PCs questions as follows. Where indicated, Nimkop mumbles his opinion as well.
Where did the skull come from? Jyrrok gives the information in the DMs Background at the beginning of this Interlude. Nimrod mumbles, I dont see how this is the concern
of outsiders.
Why do you want us to take it? The skull should be in the
possession of a human family. Not us. In truth, Jyrrok and
the Irroi just want to be rid of the obnoxious skull; if pressed,
Jyrrok admits this. The skull rants and raves all day and all
night. We can stand it no longer. Nimkop says, Outsiders
should keep their hands off the possessions of our people.
Why dont you want us to take it? The PCs might ask this of
Nimkop, who answers, It is a sacred totem of the Irroi. Jyrrok laughs. It is no such thing. (Though Nimkop has tried
to promote the skull as a sacred totem, this idea has met with
increasing resistance. If asked, Jyrrok explains that the Irroi
tried to worship it for a while, but lost interest as the skull became more obnoxious.)
Is it dangerous? No, says Jyrrok. It might curse you,
says Nimkop. (It cant.)
Will you help us get it? We would like to, says Jyrrok.
No we wouldnt, says Nimkop. But, continues Jyrrok,
tribal law prevents us from touching it.
Who threw the retch globe at us? Jyrrok has no idea, but
suspects it may have been one of the many dangerous creatures dwelling in the jungle west of the fruit field.
Whats it worth to the village for us to take the skull off
your hands? Greedy PCs might want to bargain with the tribe
to see if they can get paid to take the skull away. If asked for a
fee, Jyrrok agrees to pay the party five turquoise chunks
(each worth 20 stl). If the party asks for more, Jyrrok adds a
small black diamond worth 300 stl, but thats his final offer
(this pretty much exhausts the village treasury).
ABOUT
THE
SKULL
The animated skull is arrogant but cowardly. It has the ability to move by hovering above the ground (movement rate of
1), but it never leaves its post. It has no special powers. It
longs to be honored as a god and continually whines for tributes and prayers. The skull ignores all questions and comments from the party.
R ELUCTANT S P I R I T
As soon as the PCs attempt to climb the pole, or attack it
with missile weapons or spells, or molest it in any other way,
the skull rocks itself back and forth, topples from its perch,
and plummets to the ground. The impact causes the skull to
crack and the light in its eyes to vanish. The ghostly image of
a skull squeezes through the crack and rises into the air
(freed from the skull, the spirit can now fly). Unlike the skull,
the cindergem retains its material form; it goes with the spirit,
secured by the supernatural energies of the ghostly skull. The
ghostly skull soars into the air and circles the party and the
dumbfounded Irroi, then swoops into a crevasse in the
ground just outside the village (see map).
Jyrrok and Nimkop race to crevasse and peer inside. The
three-inch-wide crevasse extends deep into the earth; there
35
R ETURNING
TO
E BORIUM
When the PCs return to the edge of the jungle where they
first arrived (marked with an X on the DMs Map), there is
no sign of the metallic cord. A band of curious banderlogs
hauled the cord into the trees about 50 feet from the ground.
Banderlogs (4): AC 6; MV 6, 12 in trees; HD 4; hp 20 each;
THAC0 17; #AT 1; Dmg 1d4 + 1 (bite); SA hurl coconuts
(1d4 + 1 points of damage) or retch plant globes (burst to
splash nauseating fluid over a five-foot radius with a 25%
chance for splash contact at a distance of 1d6 + 3 feet;
splashed creatures vomit and retch for three rounds, and
their Strengths are reduced by half for the next hour; no saving throws allowed); AL N
One round after the party returns to area X, the banderlogs
begin to hurl coconuts and retch plant globes at them from
the safety of the trees (assume two banderlogs hurl coconuts
and two hurl retch globes). The banderlogs continue to hurl
their missiles as long as the party remains within 50 feet of the
tree. Because of the protective foliage, all attacks made
against the banderlogs suffer a 2 penalty to the attack rolls.
If a PC engages a banderlog in melee combat, the banderlog
attacks with its bite. The banderlogs fight until one of them is
killed or all have lost half or more of their hit points, at which
time the surviving banderlogs retreat into the trees, leaving
the cord behind.
The PCs can return to Eborium by using the cord leading to
the green portal. If the skull spirit is with them, it passes
through the portal simply by touching it.
When the party passes through the portal, follow the instructions in the Adventure Sequence in Chapter 1, rolling
for an Entry Point and running the appropriate Scheduled
Event from Chapter 3 as directed.
INTERLUDE
5:
RAINWARD ISLE
DMs BACKGROUND
About 50 years ago, a powerful wind of deadly fumes blew
in from Hitehkel, poisoning the inhabitants of a cluster of six
villages located on the western peninsula of the northernmost Rainward Isle. The survivors brought their dead to a
central cemetery, the funeral services overseen by a priest
named Awahn Baz who had congregations in all six villages.
Eventually, the poison claimed all the villagers as victims.
Awahn, too, succumbed to the poison, but he lives on as a
spectre, guarding the cemetery from blasphemers. Before he
died, Awahn asked the gods to grant special powers to the
dead in the cemetery to help them defend themselves
against grave robbers.
One of the corpses buried in the cemetery has the indigo
cindergem in its pocket.
Use the following statistics for the normal zombies in this
Interlude. Feel free to vary the hit points.
Zombie: AC 8; MV 6; HD 2; hp 14; THAC0 19; #AT 1; Dmg
1d8; SD immune to sleep, charm, hold, and cold- based attacks; AL N
ARRIVAL
A moment after the PCs enter the Primary Chronolily, they
find themselves standing outside of an iron gate enclosing a
cemetery (indicated by an X on the Interlude 5 Map). The
night sky is cool and dry. The cemetery, consists of six huge
cairns of black marble surrounded by tall leafy trees.
36
A metallic cord about 50 feet long hangs from the sky next
to the party about ten yards from the gate. The cord descends
from a six-foot-diameter hole in the sky and dangles about
three feet from the ground. The hole glows with a soft green
light (the glowing hole leads back to Eborium).
The fence surrounding the cemetery is made of iron grating and is about 15 feet tall. The front gate is locked. Characters with the open locks ability have their regular chance of
opening the gate. Otherwise, the party can break the lock if
they inflict 7 points of damage on it (assume the lock has an
AC of 5). The PCs can also attempt to climb the fence (this requires a successful Dexterity check; if the check fails, the PC
falls to the ground outside of the cemetery and suffers 1d4
points of damage).
There is a message engraved in an iron plate on the front of
the gate in several languages, including at least one language
understood by the party. The message reads: Let No One
Disturb the Rest of the Dead.
COMMON FEATURES
All of the cairns (5a-5f) are identical. Each contains the
dead of a particular village, interred according to their individual customs. The exterior portion of each cairn is a featureless rectangular entryway made of black marble with a
single door. The door has no handle, but it can be pried open
by any PC rolling a successful Strength check with a 2 penalty; two or more PCs working together whose Strength totals
30 or more can open the door automatically.
The interior of each cairn is dank and dark; the PCs have to
provide their own light sources. The doorway leads to a marble stairway that winds 75 feet into the earth. The stairway is
about ten feet wide.
The stairway opens to a 100-foot-square burial chamber
with the walls, floor, and ceiling made of packed earth. The
dead of a particular village are interred in the chamber.
The party may explore the cairns in any order they wish.
The DM should run the First Meeting and Second Meeting
encounters any time after the party explores the first cairn of
their choice, so long as the First Meeting encounter occurs
before the Second Meeting encounter and each encounter
occurs at a different cairn.
It is suggested that the First Meeting encounter occur after
the party has explored the second, third, or fourth cairn of
their choice (the most interesting situation occurs if the First
Meeting takes place while the party is leaving cairn 5d). The
best time for the Second Meeting encounter to occur is after
the party has explored the sixth cairn of their choice.
F I R S T M EETING
As the PCs leave the cairn and move about 50 feet up the
stairway, they see a pair of floating eyeballs and a pair of floating, skeletal hands. Both the eyeballs and the hands glow
with a greenish color. Those using detect invisibility, true seeing, or a similar spell can see the creatures entire form: the
blackened skeleton of an elf draped with shards of rotting
flesh.
Wichtlin: AC 2; MV 9; HD 4 + 4; hp 31; THAC0 15; #AT 2
(hands); Dmg left hand causes victims to become paralyzed
for 2d4 rounds unless victim rolls successful saving throw vs.
paralyzation, right hand inflicts 2d6 points of poison damage
unless victim rolls successful saving throw vs. poison (victims
protected by slow poison or its equivalent are unaffected by
the poison attack); if wichtlin successfully paralyzes an elf,
the wichtlins gaze can implant a suggestion (as the 3rd-level
wizard spell) unless elf rolls successful saving throw vs. spell;
an elf killed by a wichtlin becomes a wichtlin in seven days
S ECOND M EETING
As soon as the party exists the cairn and is back in the cemetery, an image of an old man shimmers into view before
them. The semitransparent image floats ten feet from the
ground and is dressed in a billowing robe. The image has
long hair and tiny, glowing eyes.
This is Awahn Baz, keeper of the cemetery, in his manifestation as a spectre.
Awahn Baz (spectre): AC 2; MV 15, Fl 30 (B); HD 7 + 3; hp
50; THAC0 13; #AT 1; Dmg 1d8; SA touch drains 2 life levels
from victim; any human totally drained of life energy becomes a half-strength spectre under the control of the spectre that drained him; SD unaffected by sleep, charm, hold, or
cold- based spells; can only be hit by +1 or better weapons;
raise dead destroys it unless it succeeds with a saving throw
vs. death; AL LN
Awahns eyes blaze with anger, but he takes no hostile
actions against the party. Who are you? he demands.
Why have you come here? Answer! If the party attacks
him, Awahn defends himself, but otherwise he continues to
hover in place, repeating his questions until the party responds.
If the PCs refuse to cooperate with Awahn or they persist in
attacking him, Awahn says, I will not waste another moment here. May the dead have their way with you. Awahn
disappears; he wont be seen for the rest of the Interlude. The
PCs are free to continue exploring the cemetery, but they
arent likely to find the cindergem without Awahns help.
If the PCs identify themselves and tell Awahn about their
mission, Awahn says that they had no right to trespass in his
cemetery without permission, but I suppose that under the
circumstances, your discourtesy is understandable.
Awahn then introduces himself and tells the party the significance of the cemetery (paraphrase the information in the
DMs Background). I believe the item you seek is in my
cemetery. I will take you to it if you complete a task for me.
Awahn says that the villagers of Turio, who are interred in
cairn 5f, believed that their spirits would be purified if the
hair from their corpses were cut off. The leader of the village, a young woman named Leslyla, had long black hair that
reached to her waist. When she died, the undertakers declined to cut her hair, as they believed she would have preferred to be buried with her hair intact. But in fact, the spirit
of Leslyla is miserable because she was denied the same purification ritual enjoyed by the other Turio citizens.
Only a living person can perform this ritual, explains
Awahn (A living person always performed the ritual, and
that is what Leslyla expects). If the PCs trim the hair of Leslylas corpse, Awahn takes them to the cindergem. To accomplish the ritual, the PCs must enter the cairn (5f) and call out
Leslylas name until she rises.
Cut three swatches of her hair, says Awahn. You may
use any of your bladed weapons to do this. However, he
cautions, they are forbidden to harm any of the corpses in
the cairn, even those that attack them for trespassing.
There is a harmless way to dissuade an attacking corpse in
Leslylas cairn, he says. Each of you should cut a leafy
branch from any of the trees in the cemetery. If a corpse
threatens you, brush the filth from its clothes with the
branch. The corpse will bother you no more. (This technique works only in cairn 5f. If a PC brushes the filth from a
zombie with a leafy branch from one of the trees in the
cemeterymake a normal attack roll to determine success
the zombie stops in its tracks, then returns to the grave; that
zombie wont bother the party again. If a PC brushes Leslyla,
she also stops attacking and returns to her grave. The PCs can
dig her up if they havent yet cut her hair; assume it takes a
PC one round to remove enough dirt to uncover her head.)
Awahn says he will meet the party at the front gate in exactly one hour. That said, he disappears. The party cannot
communicate with Awahn until they meet him at the gate.
If the PCs decide to attempt to trim the hair of Leslylas
corpse, proceed to area 5f. If they decline, they can continue
to explore the cemetery. Proceed to the Rendezvous with
Awahn section when an hour has passed.
C E M E T E R Y M AP K E Y
Refer to the DMs Interlude 5 Map.
5a. First Cairn: This cairn contains the dead of the village
of Huggew. The corpses have been laid out on the ground
and covered with sticks and dried grass. A bell, a rattle, or
similar noisemaker has been placed in the hands of each
corpse. (The Huggew people believe that the noisemakers
will drive away ghosts and other trespassers.)
As soon as the party passes through the doorway, they hear
the sound of counting (1 . . . 2 . . . 3 . . . 4 . . . .) drifting from the
depths below. The number sequence endlessly repeats; the
voice is low and halting. The farther the party descends, the
louder grows the voice.
When the PCs enter the burial chamber, they see dozens of
corpses arranged in neat rows, covered with mounds of
sticks and grass. Muffled sounds of rattles and bells can be
heard from beneath the mounds.
A small stone altar sits against the west wall. A rusty iron
chest rests on the altar. About ten feet east of the altar stands
a man-sized humanoid, its back to the PCs. Shards of filthy
clothing hang limply over its rotting gray flesh; sections of its
flesh appear to be wiggling and writhing. The creature
clutches a section of human leg bone in its left hand; it swings
the bone in jagged motions, as if conducting an invisible orchestra, counting 1 . . . 2 . . . 3 . . . 4 . . . .
The creature is a juju zombie covered with rot grubs.
Juju zombie: AC 6; MV 9; HD 3 + 12; hp 31; THAC0 17; #AT
1; Dmg 3d4; SA attacks as 6 HD monster and climbs walls
like a thief (93%); SD affected only by +1 or better magical
weapons, fire has only one-half normal effect, piercing and
blunt weapons do half damage, immune to illusion, charm,
hold, magic missile, cold, poison, and electricity; AL NE
Rot grubs: AC 9; MV 1; HD 1; hp 5; THAC0 19; #AT 0; Dmg
nil; SA burrow into flesh and into heart in 1d3 turns to kill victim unless flames applied to wounds (1d6 points of damage
per application) or cure disease is cast); AL N
37
38
the ash clouds begin to recede; it takes five rounds for the air
to clear. Otherwise, once the party leaves the chamber, each
ash zombie returns to its pot (or takes the shape of an ash pile
in its corner if its pot has been destroyed) and the ash clouds
recede as described.
There is nothing of interest in the pots or in this chamber.
5c. Third Cairn: This cairn contains the dead of the village
of Quissell. The corpses have been buried in shallow graves
with thorns scattered over the top.
As soon as the party passes through the doorway, they see
long, sharp thorns littering the stairs. The thorns crunch
harmlessly beneath their feet, but aside from reducing their
normal movement rate by half, the PCs suffer no ill effects.
(The thorns are too brittle to make useful weapons.)
A layer of long thorns covers the entire floor of the burial
chamber. The thorn layer is about six inches deep and reduces the partys normal movement rate by three-fourths. If a
PC falls into the thorns (for instance, as a result of combat), he
suffers 1-2 points of damage.
As soon as any PC steps into the thorns, six humanoid creatures rise from their graves (assume the creatures rise from
random points around the chamber). The creatures resemble zombies with sharp thorns protruding from every point
on their body, piercing their clothes and splitting their flesh.
Thorn zombies (4): AC 7; MV 6; HD 2; hp 14; THAC0 19;
#AT 1; Dmg 2d6 (damage results from sharp body thorns); SA
any opponent in physical contact with the body of the thorn
zombie has a 50% chance of suffering 1-2 points of damage
from scraping against its sharp thorns; SD immune to sleep,
charm, hold, and cold- based; AL N
The thorn zombies shamble toward the party, intending to
kill as many PCs as possible for violating the sanctity of their
burial chamber. Unlike the PCs, the thorn zombies suffer no
damage if they fall into the thorn layer. The thorn zombies
move at their normal rate through the thorns.
Two rounds after the thorn zombies rise, the thorns on the
floor begin to rise and swirl throughout the chamber, as if being carried by a whirlwind. For every round a PC spends in
the chamber once the thorn whirlwind begins, he has a 25%
chance of being slashed or pierced by the thorns for 1-2
points of damage. The thorn whirlwind does not harm the
thorn zombies. The thorn whirlwind persists as long as the
party remains in the chamber, even if the thorn zombies are
destroyed.
The thorn zombies fight to the death but do not leave the
burial chamber. Once the party leaves the chamber, the
thorn zombies lie on the floor and sink beneath the surface of
the thorn layer. If the PCs return to this cairn, any surviving
thorn zombies attack again as described above (replacement
thorn zombies are generated 24 hours later, but the party
isnt likely to be here then).
There is nothing of interest in this cairn.
5d. Fourth Cairn: This cairn contains the dead of the village of Garrethire. The corpses have been laid on the floor of
the burial chamber. Each corpse has its right thumb tightly
tied to its right big toe, a procedure believed to prevent the
corpse from leaving the burial chamber.
When the PCs enter approach the cairn, they see the door
slightly ajar; the space is big enough to allow a human-sized
character to pass through. As soon as the PCs pass through
the doorway, they hear the sounds of shrieking and moaning
echoing from the burial chamber below. As the party passes
through the doorway, they hear the sound of guttural groaning, becoming louder as they descend the stairs.
When the PCs approach the burial chamber, they see three
disfigured humanoid creatures with filthy claws and long
fangs kneeling in the center of the chamber; the creatures are
ghasts. The ghasts are feasting on the remains of a zombie.
39
40
ing encounter:
If the PCs have not experienced the Second Meeting
encounter: The PCs see nothing unusual in the chamber. If
the PCs disturb the earthen floor in any way, a bony hand extends from the dirt and begins to pull itself free. It takes one
round for the creature to pull itself free (the creature is a normal zombie).
The zombie shambles toward the party, intending to kill as
many PCs as possible for violating the sanctity of its burial
chamber. One round after the first zombie rises, 1d4 more
random zombies pull themselves from the grave and begin to
advance toward the party to attack. An additional 1d4 zombies rise every round thereafter. Five rounds after the first
zombie makes its appearance, dozens of ghostly images rise
from graves and begin to soar madly around the room,
shrieking and wailing. The soaring images dont attack, but
they are so distracting that the PCs suffer a 1 penalty when
making attack rolls against the zombies.
The zombies fight to the death but neither they nor the
soaring spirits leave the burial chamber. Once the party
leaves the chamber, the zombies return to the mass grave
and cover themselves with dirt.
If the PCs have experienced the Second Meeting encounter: If the PCs call out the name, Leslyla, two rounds later a
zombie with flowing black hair pulls herself free from the
mass grave and shambles toward the party (treat her as a normal zombie).
She intends to kill as many of the PCs as she can. One
round after Leslyla rises, 1d4 more random zombies pull
themselves from the grave and begin to advance toward the
party to attack. An additional 1d4 zombies rise every round
thereafter. Five rounds after the first zombie makes its appearance, dozens of ghostly images rise from the ground and
begin to soar madly around the room, shrieking and wailing.
The soaring images dont attack, but they are so distracting
that the PCs suffer a 1 penalty when making attack rolls
against the zombies. (A PC is never attacked by more than
two zombies in the same round.)
The PCs can deter the attacking zombies by brushing them
with a leafy branch (as explained in the Second Meeting
section above). A PC can trim Leslylas hair by making a successful attack roll with any edged weapon. If Leslylas hair is
trimmed three times, all of the zombies stop attacking and return to their grave.
RENDEZVOUS
WITH
AWAHN
If the PCs return to the front gate one hour after experiencing the Second Meeting encounter, they find Awahn waiting
for them. If the PCs have failed to trim Leslylas hair, Awahn
reluctantly gives them another hour (But no more!). If the
PCs still havent trimmed Leslylas hair after the second hour,
or if they harmed any of the zombies in the cemetery after
Awahn warned them not to, Awahn says, You did not do as I
asked. I have no obligation to help you now. Awahn disappears. The PCs can continue to explore the cemetery if they
wish, but theyll probably have a hard time locating the cindergem. When the PCs are finished exploring the cemetery,
proceed to the Returning to Eborium section.
If the PCs have trimmed Leslylas hair and didnt harm any
of the zombies after Awahn warned them not to, Awahn says,
You have completed your task as requested. Follow me.
Awahn leads the party to the first cairn (5a). When Awahn
approaches the burial chamber, the zombies begin to sit up
and shake their noisemakers. Silence! thunders Awahn.
The zombies immediately become still.
Lorrann! Come forward! A female zombie rises and approaches Awahn. She found the gem in a field. She believed
it would grant her a long life
R ETURNING
TO
E BORIUM
TROUBLESHOOTING
If the PCs harm a zombie in spite of Awahns warning: If
the PCs unnecessarily harm a zombie, Awahn refuses to take
them to the cindergem. However, if the PCs accidentally
harmed one or were forced to harm one in order to rescue a
friend, Awahn overlooks their transgression if they justify
their actions to his satisfaction.
I NTERLUDE 6: THENOL
DMs B ACKGROUND
Two sisters, a warrior named Xenneh and a mage named
Asta, share the rule of Gannor, a militaristic community in
southern Thenol. The intense competition between the sisters is never more evident than in the weekly gladiatorial
contests staged in the municipal arena. Each sister chooses
gladiators to represent her and fills her side of the arena with
spectators from her half of the city. The gladiators fight to the
death while the spectators cheer them on.
One of the contestants just killed by Xennehs gladiators
wears a belt with the violet cindergem imbedded as a good
luck charm.
Use the following statistics for the spectators and guards in
this Interlude. Feel free to vary the hit points.
Guard (3rd-level fighter): AC 5; MV 12; HD 3; hp 15; THAC0
18; #AT 1; Dmg 1d8 (long sword or battle axe); AL N
Spectator (0-level human): AC 10; MV 12; HD ; hp 4;
THAC0 20; #AT 1; Dmg 1d3 (knife) or 1 (fists); AL N
ARRIVAL
A moment after the PCs enter the Primary Chronolily, they
find themselves in the center of a 150-foot-diameter arena
(indicated by an X on the DMs Interlude 6 Map). The brick
walls of the arena are 30 feet tall. Half of the arena is painted
red and the other half is painted green. Hundreds of spectators sit in the stands surrounding the arena. The spectators
are long-necked, narrow-eyed humans dressed in peasant
clothes. (The spectators in the red section are from Astas district. The spectators in the green section are from Xennehs
district.
A metallic cord about 50 feet long hangs from a six-foothole in the sky, dangling about three feet from the ground.
The cord dangles next to the party near the center of the
arena. The hole glows with a soft green light (the glowing
hole leads back to Eborium).
Two ornate thrones, one red and one green, rise over the
41
THE BATTLE
The draconians attack ferociously, running on all fours to
charge the PCs whenever possible, then attacking with their
bite and poisoned weapons. The draconians lick their weapons again when the poison evaporates. If a PC succumbs to
the poison, the draconians all descend on him, thrusting
their weapons in his paralyzed body until hes dead. Xenneh
has promised the draconians a handsome reward if they triumph in the arena and a painful death if they fail; for that reason, the draconians intend to fight to the death.
The guards ensure that the PCs make no escape attempts.
Should the PCs try to scale the wall or otherwise flee from the
arena, enough guards swarm over them to convince them
that escaping is futile. Likewise, if the PCs attempt to address
or attack Asta and Xenneh, dozens of guards charge at them
with swords swinging until the PCs withdraw.
At any point in the battle, the PCs are free to make an attempt to climb the metallic cord and escape. Neither the draconians nor the guards make any effort to follow them,
though the draconians continue to attack the PCs until
theyve vanished through the portal (or at least out of reach).
There are six dead bodies lying below the sisters thrones.
Five are male, one is female; the female wears a leather belt
with a broad iron buckle. A teardrop-shaped violet gem with
the image of a flickering flame inside is imbedded in the
buckle; this is the violet cindergem (the warrior bought the
cindergem from a rare gem dealer and had it made into a belt
buckle which she believe would bring her good luck). If a PC
spends one round examining the body pile, he will spot the
cindergem. Assume that it takes one round for a PC to either
pry the cindergem from the buckle or to remove the entire
belt from the corpse.
I NTERRUPTIONS
Three interruptions occur during the battle. The DM can
stage these interruptions earlier or later if he wishes, but the
first interruption should occur within the first three rounds,
and the third interruption should occur before the PCs defeat
the draconians (or the draconians defeat the PCs).
First Interruption: Three rounds after the battle begins,
one of the PCs (choose randomly) notices his draconian opponent begin to twitch and jerk. The draconian begins to
scratch himself so violently that it is unable to attack.
Xenneh leaps to her feet. Stop the contest! she shrieks.
Dozens of guards swarm over the draconians and PCs, restraining them from continuing the battle.
You did that! Xenneh cries accusingly at her sister. That
was a spell!
I dont know what youre talking about, Asta says innocently. (Xennehs right; Asta cast irritation on the draconian
to give her PC gladiator an edge.)
Im sure you dont, says Xenneh sarcastically. Ill be
watching you. She returns to her throne. Resume the battle!
Second Interruption: Two rounds after the battle resumes,
one of the PCs (choose randomly) notices his draconian opponent begin to look shaky. The draconians weapon falls
from his hand, dropping to the ground. The draconian struggles to remain standing and is unable to attack.
Again, Xenneh leaps to her feet. Stop the contest! she
screams. Dozens of guards swarm over the draconians and
PCs, restraining them from fighting.
You did it again! Xenneh screeches at Asta. You cast another spell! Cheater!
How dare you accuse me! replies Asta indignantly.
Your pathetic fighter cant hang on to his weapon! (Xennehs right; Asta cast ray of enfeeblement on the draconian.)
42
R IOT
IN THE
A RENA
TROUBLESHOOTING
If the PCs attack Asta and Xenneh: If the PCs manage to
circumvent the guards and attack Asta and Xenneh (for instance, if a PC wizard attacks them with magic missile or
other spell that can be cast from a distance), the sisters accuse each other of encouraging the attack, then begin to
fight. Their fight triggers the crowd reaction described in the
Riot in the Arena section.
SCHEDULED EVENT I:
TEAR DROPS
DMs BACKGROUND
Following the encounter in the Ethereal plane (in the Prologue), Erestem ordered a flock of eyewing minions to locate
the PCs. The eyewings tracked the PCs to Eborium.
D E ADL Y F LOCK
Shortly after the party returns to Eborium, they notice a
flock of huge, winged creatures darting through the wispy
clouds overhead. There are dozens of the creatures, flying in
a single line. The bulging eyeballs and the rat-like tails identify the creatures as eyewings.
The eyewings soar in the sky about 100 yards overhead,
crossing the island in a fixed pattern. The eyewings steadily
drip tears that splash on the ground below.
The eyewings follow the Eyewing Flight Path exactly as
H ARDENED T E A R S
The eyewing tears harden into rubber-like lumps within
2d6 hours after being shed. The hardened tears accumulate
along the Eyewing Flight Path and remain on the island for
the rest of the adventure.
The hardened tears create a low, irregular ridge along the
Eyewing Flight Path. The ridge is low enough to step over.
The ridge doesnt extend across streams the hardened
tears are too heavy to float in the red water and instead sink
to the bottom.
Any PC who touches or otherwise comes in physical contact with a hardened tear must roll a successful saving throw
vs. poison or suffer 1 point of damage.
43
WHAT NEXT?
STUDIOUS GOBLIN
SCHEDULED EVENT
H OT T IME
2:
DMs BACKGROUND
In recent weeks, Erestem has been using intermediaries to
hire dragon hunters on Taladas to disrupt the plans of Amanthus to rally the Othlorx (see the Story Thus Far section in
the Introduction). Among the most skilled of the dragon
hunters were a notorious criminal named Gezele Ella and
her partner, an outcast goblin shaman named Grott. Ella and
Grott inadvertently hired a group of good adventurers as
aides. Their mistake was discovered by their employers, a
draconian named Chorahh and an evil gnome named
Drishurocol, who banished Grott and Ella to the another
plane of existence.
However, shortly after their banishment, Ella and Grott
were retrieved by Erestem, who recognized their value as potential leaders of the evil minions she was organizing to raid
Taladas. Anxious to prove themselves, Ella and Grott have
eagerly volunteered to eliminate the intruders on Eborium.
Ella and Grott are waiting on the island for the party to return. Ella, along with Kahh (also known as Darkheart), her
new black dragon ally, is hovering inside a deep hole (area
2b), out of sight. Grott, waiting near the Primary Chronolily,
is to engage the party in conversation, distracting them so
that Ella and Kahh can attack by surprise.
44
T HE M OON R EADING
While waiting for the party to arrive, Grott passed the time
by watching the shifting images in the chronolily nectar.
Much to his delight, he saw an image of Krynns moons hovering in the night sky. Grott did a quick moon reading to divine Angomeiths instructions. Grott interpreted the reading
as a command for him to ask the next heathen (or group of
heathens) he sees to accept the word of Angomeith.
Grott persists in asking the party if they accept Angomeith.
He ignores their comments and questions until he gets a
yes or no answer from at least one PC. If he gets a yes
CONVERSATION
WITH
GROTT
DEATH
FROM
BELOW
THE BATTLE
Ella intends to kill all of the PCs and take their heads back
to Erestem as proof of her combat skill. She attacks with her
steel-needled club to inflict 1d6 + 3 points of damage.
Though she is clearly outnumbered, the arrogant Ella believes she can subdue the entire party, counting on Kahh to
help her if she gets in trouble. She plans to fight to the death;
she does not negotiate.
Kahh hangs back, remaining behind Ella. Kahhs job is to
prevent PCs from flying over or otherwise leaving the circle
of flame. If it looks like the PCs are overwhelming Ella, Kahh
attacks random PCs with his kick, claws, and bite; he uses his
breath weapon only to prevent PCs from leaving the circle
(he wont use his breath weapon while Ella and the PCs are
engaged in melee combat, out of fear of hitting Ella).
At Ellas request, Grott remains hidden throughout the battle. He fights only to defend himself.
Five rounds after the battle begins (or sooner at the DMs
discretionfor instance, if the PCs are losing the battle),
Kahh decides to take a broad view of the battle, and moves
adjacent to the flaming stream. A moment later, two ninefoot-tall creatures rise from the stream, standing comfortably
amid the flames. The creatures have the shapes of large hu-
45
manoids with fangs and horns. Their bodies are the color of
flame, constantly swirling and flickering. Both wield large
swords made of fire. These are fire minions from area 5.
Fire minion (2): AC 3; MV 12; HD 6; hp 30 each; THAC0 15;
#AT 1; Dmg 2d6; SA fire aura automatically inflicts 1d6 points
of damage to all within five feet, unless protected from fire in
some way; SD immune to fire-based attacks; magical flames
(such as fireballs and dragon breath) restore hit points equal
to the damage normally caused by the attack; suffer 1 extra
point of damage per die from water-based attacks; suffer
double damage from cold-based attacks; AL LE
The fire minions attack whoever happens to be within ten
feet of the stream, the dragon in this instance. The minions
first attack the dragon with their flaming swords, laughing
and screeching. The startled dragon turns to face the minions, but they vanish into the flames. A moment later, the
minions reappear and attack again. This is more than the
dragon bargained for; he soars into the air and vanishes into
the distance, leaving Ella to fend for herself.
If any character comes within ten feet of the stream, a fire
minion abruptly appears, attacking the character with its
flaming sword. The minion attacks until the character withdraws from the stream, at which time the minion vanishes.
Any character touching the flames of the stream suffers 2d6
points of damage per round (no saving throw).
The battle continues until one of the following occurs:
* In the DMs estimation, the PCs are on the verge of losing
the battle; for instance, all of the PCs have lost half or more of
their hit points, or one of the PCs is about to be killed. Proceed to the Ella Triumphant section.
* In the DMs estimation, the PCs are winning; for instance,
if Ella has lost of her hit points or Ella is about to be killed
by the PCs. Proceed to the Ella Subdued section.
* The PCs conjure a new image in the Primary Chronolily
or otherwise elude Ella. Proceed to the Escape section.
ELLA TRIUMPHANT
A thunderous roar is heard from the sky; Kahh has returned, hovering about 100 feet overhead. Kahh snarls and
shakes his head anxiously. Ella backs away from the PCs.
Grott! she yells to the goblin. Come! Grott scrambles to
Ellas side as the dragon descends.
You are fortunate this day, says Ella, and she and Grott
mount Kahh. Erestem has an urgent need for us elsewhere.
We shall return to finish our work here another time. Kahh
uses his darkness ability to enshroud the area in blackness.
The dragon rises into the air with Ella and Grott clinging to
her back, disappearing into the void.
Ella and Grott return in Chapter 4.
ELLA SUBDUED
Ella falls to her knees, begging for mercy. Please, she
gasps. Do not kill me. I concede defeat. She tosses her
steel-needle club aside.
If questioned, Ella tells the PCs everything she knows,
which includes all the true information in the Conversation
with Grott section, along with the information in the Ella
and Grott NPC entries in the Appendix. If asked why she surrendered, Ella says, I am a mercenary. I fight for whoever
pays me. But my service does not include my life. If asked if
there are any other mercenaries hunting for them, Grott says,
There are two that I know of. One is a minotaur warrior
whose horns drip venom. The second is a priestess with long
black hair who carries a mace she calls Shadowcaster.
Before the PCs decide what to do with Ella, Grott steps for-
46
ward and approaches her. I warned you this would happen, he scolds Ella. You put Erestem before Angomeith
and now we reap the results of your blasphemy. If you beg
Angomeith for forgiveness, perhaps our souls may still be
saved.
Youre right, Ella says. I renounce my allegiance to Erestem. May Angomeith forgive me.
Praise be to Angomeith, says Grott. He turns to the PCs.
With your permission, I will ask Angomeith to take us from
here. We will trouble you no more.
If the PCs ask Grott exactly what he has in mind, Grott explains that he will pray to Angomeith to take him and Ella to
his moon, where they will spend the next year atoning for
their sins. If the PCs ask if Angomeith can help them as well,
Grott says that Angomeith grants such favors only to his must
loyal disciples. If the PCs ask Grott why they should trust him,
Grott seems genuinely offended. I would not lie about petitioning Angomeith.
The PCs must now decide what to do with Ella and Grott.
Udras/Sargonnas will not help them. If the PCs take them
along to an Interlude location via the Primary Chronolily,
Grott and Ella escape at the earliest opportunity, and then
conduct the prayer service described later. Likewise, if the
PCs secure Grott and Ella somewhere on Eborium, theyll
manage to escape (while the PCs are experiencing an Interlude) by conducting their prayer service. If the PCs consider
executing Grott and Ella, you might point out that the principles of good-aligned (and even neutral-aligned) characters
preclude the murder of surrendered prisoners.
If the PCs allow Grott to petition Angomeith, Grott joins
hands with Ella, and they begin to hum in low tones. Grott
mumbles a prayer, and a moment later, a circle of gray light
appears over their heads. The circle descends around them,
and they disappear. (Grott and Ella are transported to the
moon of Angomais, where they will spend the next year.)
Ella and Grott do not return in Chapter 4.
ESCAPE
If the PCs escape, Kahh appears as described in the Ella
Triumphant section and returns Ella and Grott to Erestem.
Ella and Grott return in Chapter 4.
WHAT NEXT?
If they havent done so already, the party may now proceed to the Primary Chronolily to experience another Interlude. If the red stream is still aflame and the party needs to
return to the Primary Chronolily area, the party can either
wait until the fire burns itself out, or they can cross the marble bridge (the bridge resists the effects of the flames).
SCHEDULED EVENT 3:
W IDENING C RACK
DMs B ACKGROUND
The gnomes of Schymonarke are making progress in their
efforts to invade Eborium (see Scheduled Event 4 for details).
A C HANGE
IN THE
T ERRAIN
widened. If the PCs examined area 4 previously, they may recall that the crack was only a few inches wide. It is now
nearly ten feet wide.
If the PCs peer into the crack, they see rows of iron wedges
about 20 feet down. Each blade is about 25 feet wide and
about inch thick. The blades rise from a pool of violet
light. If the PCs descend into the crack, they find that the violet light is as dense as soft earth; it is impossible for them to
move through it. (The violet light is a portal to the gnomes
base; see Scheduled Event 4 for details.)
WHAT NEXT?
The party may now proceed to the Primary Chronolily to
experience another Interlude.
SCHEDULED EVENT 4:
G NOME L AIR
DMs BACKGROUND
About ten years ago, the gnomes of Schymonarke, a city
near the western shore of the Indanalis Sea, lost their great
ruler, a wise counselor and brilliant engineer named
Hutikfuredin who died peacefully in his sleep. Unknown to
all of the Schymonarke gnomes except his private advisors,
Hutikfuredin was fascinated with other planes of existence
and, aided by his wizards, visited them frequently. It was on
one of these extraplanar trips that Hutikfuredin discovered
the gklok-lok tree on Eborium and learned of their existence
as dreamers experiencing the lives of the spirits of dead warriors. Hutikfuredin decided that when his life reached an
end, he would return to Eborium and offer his spirit to the
slumbering gklok-lok.
When Hutikfuredin succumbed to an incurable disease,
he ordered his wizards to create a gate to transport him to
Eborium. He died on Eborium, at which time Ahxa recruited
his spirit for the crystal tree. Hutikfuredins spirit continues to
reside in the crystal tree to this day.
However, Hutikfuredin left no word of his plans to his fellow gnomes. When the Schymonarke priests discovered that
he had disappeared, they were furious, convinced that their
leader had been kidnapped. The priests rejected Hutikfuredins wizards insistence that Hutikfuredin had voluntarily
left the Prime Material plane for Eborium.
Though the gnomes were unable to reach the island directly, the gnomish priests found a way to create a portal
leading from Schymonarke to a different demi-plane. The
gnomes established a base there and constructed an elaborate device to pry their way into Eborium. When the device
created a sufficiently wide crack, a horde of gnomes
swarmed into Eborium, searching for their lost leader. They
found no sign of Hutikfuredin, instead finding a panicking
wire-like creature (Ahxa) whom the gnomes accused of kidnapping their leader. The gnomes overwhelmed Ahxa and
returned with him to their demi-planar base for questioning.
(The abduction of Ahxa occurred while the PCs were experiencing their current Interlude.)
Use the following generic statistics for the Schymonarke
gnome workers and leaders. Feel free to vary the hit points
and weapons.
Schymonarke worker (1st-level fighter): AC 10; MV 6; HD 1;
hp 5; THAC0 19; #AT 1; Dmg 1d4 (hammer, crowbar, or
other tool); SA and SD as normal gnome (gnomoi); AL LN
Schymonarke leader (3rd-level fighter): AC 5; MV 6; HD 3;
hp 15; THAC0 17; Dmg 1d6 (short sword); SA and SD as normal gnome (gnomoi) AL LN
47
WHERES AHXA?
After the party has returned to Eborium and made their
way to the Primary Chronolily, they find no sign of Ahxa.
However, they notice torn grass, numerous footprints, and
other signs of a scuffle near the Primary Chronolily. They also
notice a path leading from the Primary Chronolily, made by
the impressions of hundreds of small humanoid feet. The
party has no trouble following the path, which leads across
the marble bridge, then east to area 4 (see the DMs Map).
When the PCs near area 4, they see that the crack has widened to 20 feet. The light in the bottom of the crack has
turned green. Dozens of metal ladders are hooked to the
sides of the crack and dangle into the opening below. The
fleeing gnomes climbed down these ladders and disappeared as soon as they reach the green light.
The PCs can also enter the crack by climbing a ladder. As
soon as the PCs reach the light, they lapse into unconsciousness and disappear (because of the nature of the enchantment, the gnomes dont lose consciousness when they enter
the portal).
Note to the DM: If the PCs are reluctant to enter the crack
to retrieve Ahxa, remind them that they may risk the wrath of
Udras/Sargonnas if they allow harm to come to his aide (actually, Udras/Sargonnas isnt concerned with Ahxas welfare; if
the PCs attempt to alert Udras/Sargonnas about Ahxas disappearance, he ignores them as always).
If the PCs fail to rescue Ahxa, a contingent of gnomes later
brings Ahxa back to the PCs on Eborium; they have decided
he is innocent of any crime, but they demand a 1,500-stl fine
from the PCs. The gnomes accept any combination of coins,
gems, jewelry, weapons, or magical items. If the PCs refuse to
pay, Ahxa is never seen again, and the party does not receive
the benefit of the gnome cannon described in Chapter 4. (If
Ahxa is lost, one of the slumbering gklok-lok from the crystal
tree in area awakens to assume Ahxas duties. The rest of the
adventure plays out as described.)
AWAKENING
When the PCs awaken, they find themselves lying on a barren island of black dirt (this is the First Island on the Schymonarke Lair Map). The party has all of their equipment with
them. Nine gnomes (generic worker gnomes) stand over
them, wielding hammers, crowbars, and other tools as weapons. A tenth gnome holds a short sword (generic leader
gnome).
The leader gnome, whose name is Burukoymible, eyes the
party suspiciously. Why have you followed us here? he
asks (the gnome assumes the PCs have come after their kidnapped friend, but hes curious to see if theyll admit it). If the
PCs decline to answer, or give an answer that is obviously
false (such as, We accidentally fell down the crack while we
were exploring.) the gnome says, Youll stay right here until we decide what to do with you. If the PCs mention anything about Ahxa, the gnome says, The fate of the criminal
is up to Trushigimolus. The gnome refuses to answer any of
the PCs questions, other than to identify Trushigimolus as
the gnomes commander.
What happens next depends on the PCs response to these
gnomes, as explained in the Strategy Options section.
S TRATEGY O PTIONS
The PCs have two general strategies available to them to
rescue Ahxa. They can pursue a Negotiation Option, involving nonviolent persuasion, or a Prison Break Option, in
which they will attempt to free Ahxa against the wishes of the
gnomes, using violence if necessary. Staging notes for each
48
option follow. Note that its possible for the PCs to change
options at any point; for instance, they may initiate the Negotiation Option by asking Burukoymible to take them to see
Trushigimolus, then switch to the Prison Break Option by
overpowering the gnomes who are accompanying them.
Negotiation Option: If the PCs ask Burukoymible to take
them to see Trushigimolus, Burukoymible agrees, as long as
the PCs keep their hands in sight at all times. Burukoymible,
accompanied by six of the worker gnomes, lead the PCs
down the metal ladder (3) and east across the Second Island
until they arrive at Trushigimoluss quarters (12). If the PCs
subdue the gnomes before they arrive at area 12, switch to
the Prison Break Option. Otherwise, proceed to the Audience with Trushigimolus section.
Prison Break Option: If the PCs attack Burukoymible and
the workers, the gnomes defend themselves feebly, fighting
to the death if necessary. Once the PCs have dealt with the
gnomes, they can climb down the ladder (3) to begin the
search for Ahxa. The Map Key includes island exploration
encounters.
Groups of gnomes constantly roam the island. However,
because there is little natural light (the sky is always dusky
here), and there are plenty of hills and shallow crevasses, the
PCs wont be spotted if they move cautiously. However, certain actions (described in the Map Key) may alert the gnomes
to the partys presence, triggering the Incarceration Routine.
When an Incarceration Routine is triggered, a band of
gnomes surrounds the PCs, sufficient in number to convince
them that resistance is useless. The PCs are then taken to the
storeroom (area 10) and imprisoned. You may also run the Incarceration Routine if the PCs draw undue attention to themselves, such as by casting a spell with a dramatic effect (like
fireball).
M AP K E Y S CHYMONARKE L AIR M A P
Common Features: The Schymonarke lair consists of two
stationary hovering islands. The smaller island hovers about
500 feet above the larger island. Both islands are made of
black rock and sand-like dirt. About 1,000 gnomes live here.
1. Ladder: This is an iron ladder leading up to the green
portal hovering about 50 feet overhead. The ladder passes
through the green light of the portal and leads to the crack on
Eborium. A PC passing from the First Island through the
green light does not lose consciousness (this only occurs
when a PC travels from Eborium to the gnomes island).
2. Prying Device: This gigantic device was constructed by
the gnomes to pry open the portal to give them access to Eborium. It consists of a series of flat metal prongs at the top,
leading to a complex series of gears, cranks, and pulleys. The
prongs have been permanently enchanted by Schymonarke
wizards, enabling them to affect the portal as they would a
physical object. Winding the cranks near the bottom of the
device causes the prongs to spread. If they wish, the PCs can
render the device inoperable by inflicting 100 points of damage on it (the device has an AC of 1), but doing so will have a
significant effect on the rest of the adventure; the PCs will not
be able to use the device to close or open the portal above
the First Island.
3. Ladder: This metal ladder leads to the surface of the First
Island. A ramp halfway down the ladder leads to the east
work platform (5).
4. Western Work Platform: This platform is supported by
two iron ladders. The gnomes use the platform to work on
the prying device. A series of pulleys, ropes, and cranks leads
from the platform to the support beams; by turning the
cranks, the gnomes can move the work platform up and
down. There are always 25 workers and three leaders on the
platform; these gnomes scream for help if they see the PCs
E SCAPE
FROM
S CHYMONARKE I SLAND
After the PCs have freed Ahxa from the storeroom (10), the
party can attempt to escape from the Second Island by climbing ladder 3 to the First Island, then climbing ladder 1 to the
green portal. If the PCs draw attention to themselves, execute the Incarceration Routine; otherwise, the PCs make it as
far as ladder 3 before theyre discovered.
Once the PCs are halfway up ladder 3, the gnomes spot
them and begin to yell and wave their arms, scrambling in
every direction. Instead of pursuing the party, the gnomes
head for the cannon room (7) and wheel out the weapon,
pointing it at the party. The gnomes activate the cannon, but
it backfires, spewing clouds of noxious dust in all directions;
neither the PCs nor the gnomes are harmed.
When the party reaches the First Island, they have to subdue nine worker gnomes and one leader (use generic leader
and worker statistics), who fight to the death to prevent the
party from escaping. If the party subdues the gnomes, they
can climb ladder 1 to the green portal and return to Eborium.
Once the party reaches Eborium, they may proceed to the
Primary Chronolily to experience another Interlude (see the
Adventure Sequence in Chapter 1 for details). For the purposes of Chapter 4, the DM should note that the PCs rescued
Ahxa with the Prison Break Option.
A UDIENCE
WITH
T RUSHIGIMOLUS
49
WHAT NEXT?
The party may now proceed to the Primary Chronolily to
experience another Interlude.
SCHEDULED EVENT 5:
O MINOUS R UMBLES
DMs BACKGROUND
Anishta, an evil priestess from Thenol, was among the mercenaries originally hired by Erestem to hunt dragons on Taladas (see the Appendix for Anishtas statistics and
background). Impressed with her skill, Erestem recruited
Anishta to help lead her army of evil minions. Like Ella and
Grott before her, Anishta volunteered to locate and destroy
the troublesome intruders on Eborium. To accomplish this,
Anishta (with the help of Erestem) has forged two magical
chains to shake the island apart, thus causing the intruders to
plummet into the emptiness of the gray void.
TREMBLING GROUND
As soon as the party returns to Eborium, the PCs notice that
the ground is trembling slightly. Unless the party is within 100
yards of either of Anishtas hooks (see DMs Map), there is no
noticeable source of the tremors.
If the party comes within 100 yards of either of Anishtas
hooks, the trembling becomes stronger, growing more intense as they approach the edge of the island. The party sees
50
WHAT NEXT?
The party may now proceed to the Primary Chronolily to
experience another Interlude.
SCHEDULED EVENT 6:
C RUMBLING I SLAND
DMs B ACKGROUND
Anishta continues to tug at Eborium with her chains from
another plane, a process begun in Scheduled Event 5. If the
PCs damaged either chain in Scheduled Event 5, the chain
has since repaired itself.
R ETURN
TO THE
I RON C ITAD EL
This chapter begins immediately after the end of Scheduled Event 6 in Chapter 3. If the PCs defeated Grott and Ella
in Scheduled Event 2 in Chapter 3, ignore all references to
them in this chapter. If Gurroch was left in Taladas in Interlude 3 in Chapter 2, ignore all references to him in this chapter.
and puts together a different weapon (actually, hes just trying to buy time). When Erestem appears (in the Wrath of
Erestem section), she summons Udras/Sargonnas from his
citadel, reveals his true identity, and destroys the citadel and
the island using the power of her red cindergem; the rest of
the adventure plays out as described.
NOTES
AHXAS ROLE
TO THE
DM
M ODIFICATIONS
This chapter assumes that the PCs have delivered at least
one cindergem to Udras/Sargonnas prior to the events of the
Reunion section below. If the PCs have not yet delivered a
cindergem to him, but they are bringing the first one to him
now (that is, they werent successful in locating a cindergem
until the sixth Interlude) or if theyve hidden all their retrieved cindergems on their persons or somewhere on Eborium, ignore the references to the cindergems in the
Reunion section. Instead, Udras/Sargonnas causes the
concealed cindergems (along with the cindergem retrieved
from the sixth Interlude) to magically appear as described in
the Coming Battle section; the rest of the adventure plays
out as described.
If the PCs have failed in all their attempts to locate cindergems in the Interludes, ignore all references to the cindergems in the Reunion and Coming Battle sections.
Instead, Udras/Sargonnas is furious at the partys incompetence, but realizing that Erestems minions are on the way, he
quickly devises an alternate plan. He tells the PCs and the
dragons to fight the minions while he remains in his citadel
Ahxa does not take an active part in the this chapter. Sensing impending danger, he remains near his crystal tree, fleeing with his tribe when the tree is destroyed in the Wrath of
Erestem section.
R EUNION
The PCs wake up on the floor inside the iron citadel (area 1
on the DMs Map). Udras/Sargonnas sits cross-legged on his
iron throne in the center of the room. All of the cindergems
that the party has returned so far to Udras/Sargonnas hover
in front of his face, suspended in mid-air. The cindergems
have expanded in size and are now nearly two feet in diameter. A halo of dazzling light surrounds each gem, so bright
that it stings the eyes. Udras/Sargonnas, however, stares at
the gems as if hypnotized, oblivious to his surroundings. If
the PCs speak to him or otherwise interrupt him, he breaks
out of his trance and snaps, Silence!
Several copper and brass dragons are huddled near the
back of the citadel.
One copper dragon is Torris (see the Prologue for his statistics). Torris has no idea how they got here or what Udras/
51
52
T HE C OMING B ATTLE
A flare of white flight fills the room, then subsides; the cindergems have swollen to nearly four feet in diameter.
Udras/Sargonnas breaks into a wide grin. The power of
the gems is staggering! he cackles to no one in particular.
Erestem will rue the day she crossed me! The gems flare
again; if the PCs have a cindergem with them from the sixth
Interlude, it suddenly appears next to the other gems, hovering alongside them. Likewise, if the PCs hid any cindergems
from previous Interludes, these gems also abruptly appear in
the air next to Udras/Sargonnass gems. The new gems
quickly expand to four feet in diameter and are engulfed in
auras of dazzling light.
Udras/Sargonnas turns to the PCs. The enchantment of
the gems nears completion. Erestem will soon be mine. If
the PCs were unable to retrieve all of the cindergems, Udras/
Sargonnas says that the additional gems would have made
the weapon more powerful, but even without them, the
weapon should still be strong enough to defeat her.
If the PCs have questions, Udras/Sargonnas declines to answer. There is no time for questions. Much is left to do.
Udras/Sargonnas says that Erestems minions have located
the PCs and are on their way to Eborium.
It is up to the PCs and dragons to battle the minions; Udras/
Sargonnas must remain in the citadel to continue formulating
the cindergem weapon. If the PCs want to know why they
cant also stay in the citadel, he says that the powerful energies released as the cindergem weapon is formulated would
destroy them.
Udras/Sargonnas says that he retrieved the dragons from
Taladas for the partys use as mounts. If the PCs participated
in the Dragon Knight adventure, Udras/Sargonnas adds, I
believe most of you know each other. If the PCs didnt participate in Dragon Knight, he says, Most of the dragons were
known by your friends.
T HE G I F T
OF THE
GEMS
BATTLE PREPARATIONS
Marlaine steps forward and says that she believes the best
strategy for fighting the minions is to divide themselves into
teams, each team consisting of a dragon and a PC rider. If the
PCs have an alternative plan, Marlaine and the dragons will
consider it, but the PCs must be especially convincing.
Further, Marlaine says that she and the other dragons will
obey all of the commands given to them by their PC riders.
A SSIGN R IDERS
The choice of riders is largely up to the PCs, subject to the
following conditions:
* If there are more PCs than dragons, no more than two
characters can ride the same dragon. If there are more dragons than PCs, the PCs must decide which dragon (or dragons) will fight alone.
* None of the dragons except Quarr has any preference as
to who rides them. Quarr refuses to allow dwarves or kender
to ride him; the other dragons, who are usually reluctant to
allow these races to use them as mounts, are willing to make
an exception for this battle.
* All of the dragons except Quarr have well-crafted saddles, complete with stirrups. Each saddle can hold two characters. Its up to the party which PC (or PCs) will ride the
saddle-less Quarr (which will significantly increase the riders
chance of falling; see below).
W ORK O UT S IGNALS
Any PC who wont always be in physical contact with his
dragon (a PC with the ability to fly, for instance) might wish to
work out special signals so that his dragon can understand
his orders from a distance.
D E T E R M I N E C HANCE
OF
F ALLING
A PC may fall off his mount in the heat of battle. The base
chance of a PC falling is 70%; this presumes that the mount is
participating in combat and that the PCs hands are free to
use a weapon. The base chance is modified as follows:
50% if the rider has a proficiency in airborne riding (for
dragons).
20% if the rider is using a saddle (PCs cannot tie themselves to their mounts; the dragons feel this is too restrictive
to their movement).
2% for each point of the riders Dexterity and Strength
above 12 (considering 18 as maximum Strength).
+2% for each point of the riders Dexterity and Strength
below 12.
All modifiers are cumulative. A PCs chance of falling cant
be more than 90% or less than 10%.
BEGINNING
THE
BATTLE
EVIL F ACTIONS
The following are descriptions, statistics, and tactics for the
evil minions. The minions are grouped into factions; each
faction fights as a team. Factions A, B, and C approach Eborium from the northwest, while Factions D, E, and F approach from the southeast (see the DMs Map).
53
FACTION A
This faction consists of Gurroch (see the Appendix for his
statistics) and a chulcrix.
Chulcrix: AC -2; MV FI 48 (B); HD 13; hp 75; THAC0 7; #AT
2; Dmg 3d6/3d6; SA attract victims*; SD plane shift at will,
regenerates 1d4 points of damage per round, immune to normal and magical fire, immune to all cold-based attacks, immune to dragon breath; MR 20%; AL CE
* This attack consists of these steps: 1) The creature unhinges its jaws to a 30 diameter, a process taking two rounds;
2) While hovering in place, it radiates an invisible cone of
force 100 long with a radius of 25 (victims in area of effect
must roll a saving throw vs. spell. Those who succeed are unaffected by the attract victims power. Those who fail must roll
a successful saving throw vs. paralyzation or they become
immobile and float toward the creatures mouth at the rate of
10' per round; those succeeding with this second roll also
float toward its mouth, but they are able to make missile attacks, cast spells, and take similar actions); 3) A victim drawn
into the chulcrixs mouth passes through a valve leading to
the creatures stomach, and the valve closes behind him.
Once in the stomach, victims are no longer paralyzed. Victims inside the stomach suffer an automatic 1d4 points of
damage per round from acidic digestive gasses (no saving
throw). Victims in the stomach can attempt to hack themselves free, but because of the churning movement of the
stomach and the debilitating effect of the acidic gasses, all attacks are made with a -2 penalty to the attack roll; maximum damage caused is 1 point per round (plus magical and
Strength bonuses)
Gurroch stays mounted on the back of the chulcrix
throughout the battle (no chance of falling), using Deathstriker to attack from a distance. The chulcrix uses its attract victims ability in an attempt to consume the good team.
However, the chulcrix does not use its attract victims ability
against Marlaine or Torris, as these dragons are too big to digest easily; the PCs riding these dragons wont be subject to
attract victims either. If the chulcrix faces Marlaine or Torris
(or if its intended victims successfully resist its attract victims
ability), it makes claw attacks.
If the opportunity presents itself, Gurroch uses Deathstriker to ignite the red stream to prevent the withdrawal of an
opponent. Any character touching the flames suffers 2d6
points of damage (no saving throw).
Gurroch is willing to fight to the death, but the chulcrix
isnt. If the chulcrix loses half or more of its hit points, its
plane shifts away, leaving Gurroch behind; Gurroch falls to
the ground, suffering 1d6 points of damage for each ten feet
he falls (maximum 20d6 points of damage).
If Gurroch was left behind in Taladas in Interlude 3, he isnt
present here; the good team has only the chulcrix to face.
The chulcrix is motivated solely by the prospect of having
something interesting to eat. If the PC and his dragon resist
the chulcrixs attract victims powers, the chulcrix attacks
with its claws.
F ACTION B
This faction consists of a blue dragon named Jhad. Vain, arrogant, and supremely confident, Jhad petitioned Erestem to
make him a leader of her blue dragon minions; in spite of his
youth, Jhad was certain he could do the job. Erestem dispatched him to Eborium to deal with the PCs; shell consider
his petition depending on his success at Eborium.
54
FACTION C
This faction consists of two red dragons, Hox and Rhuzu,
who are sisters. Like Jhad (Faction B), the sisters are also vying for leadership positions in Erestems army and hope to
impress her with their success at Eborium.
Hox and Rhuzu (young red dragons; also known as Pyra
and Deathflare): AC -1; MV 9, FI 30 (C), Jp 3; HD 11; hp 70
each; THAC0 9; #AT 3 + special (kick 1d6 + 2 feet away and
1d10+2 points of dmg); Dmg 1d10+2/1d10+2/3d10+2; SA
cone fire (90 long x 5 x 30, dmg 8d10+2, roll a successful
saving throw vs. breath weapon for half damage), can
breathe three times per day, once every three rounds; SD affect normal fires, three times per day; AL CE; Size G (20
body, 18 tail)
Languages: Red Dragon, Green Dragon (15), Blue Dragon
(15), Auric (15)
The dragons prefer to attack as a team, soaring at their intended opponent from opposite sides. They use their breath
weapons in tandem, reserving one of three breath weapon
attacks for emergencies. Otherwise, they attack with teeth
and claws.
If either red dragon loses half or more of her hit points, she
panics and flees. The remaining sister continues to fight the
death. She does not accept surrender.
F ACTION D
This faction consists of a green dragon named Affkon, another would-leader of Erestems army who seeks to impress
her with his performance at Eborium. Affkon is a vicious, brutal combatant.
Affkon (young green dragon; also known as Verdigris): AC
1; MV 9, Fl 30 (C), Sw 9; HD 11; hp 77; THAC- 9; #AT 3 +
special (kick 1d6 +3 feet away and 1d8 +3 dmg); Dmg
1d8 + 3/1d8 + 3/2d10 + 3; SA chlorine gas cloud (50 long x
40 x 30'; Dmg 6d6 +3; save for half damage); SD water
breathing once per day, immune to all gasses; AL LE; Size G
(32 body, 27 tail)
Languages: Green Dragon, Red Dragon (12)
Affkons attacks are always accompanied by sneering insults about his opponents inept defenses. He prefers diving
attacks whenever possible, followed by a breath weapon
blast. Affkon will fight to the death.
FACTION E
This faction consists of Ella (see the Appendix for
tics) and a black dragon named Fyex, the brother
whom the PCs met in Scheduled Event 2 in Chapter
Ellas partner, is sequestered in another plane of
F ACTION F
This faction consists of Anishta (see the Appendix for her
statistics), a gargantua eyewing, and three normal eyewings.
Gargantua eyewing: AC 1; MV Fl 30 (B); HD 10; hp 70;
THAC0 11; #AT 3 or 1; Dmg 2d6/2d6/2d4 (claws and tail) or
eyewing tears; SA blast eyewing tears (normal attack roll; victim must be within 300 feet; can blast tears in any direction);
victim must roll a successful saving throw vs. poison or suffer
3d6 points of damage (success means half damage); SD immune to all cold-based attacks, can see with perfect accuracy
for up to 50 miles, infravision out to 300 feet; AL LE
Eyewings (3): AC 4; MV Fl 24 (B); HD 3; hp 18 each; THAC0
17; #AT 3 or 1; Dmg 1d6/1d6/1d4 (claws and tail) or eyewing
tears; SA blinks eyewing tears (normal attack roll; victim must
be within 100 feet); victim must roll a successful saving throw
vs. poison or suffer 2d6 points of damage (success means
only 1d6 points of damage); tears may also splash onto anyone within ten feet of the victim (splashed victims must roll a
saving throw vs. poison; those who fail suffer 2d4 points of
damage, those who succeed suffer 1d4 points of damage);
SD immune to all cold-based attacks, can see with perfect accuracy for up to 25 miles, has infravision out to 120 feet; AL
LE
The gargantua eyewing is a 60-foot-long version of a normal eyewing. It can blast its projectile-like tears in any direction at targets up to 300 feet away; however, because its tears
SPECIAL RULES
The following rules are in effect during the battle:
* The good dragons move, attack, and cast spells as ordered by the PCs. Both the riders and the dragons may attack
in the same round, not necessarily at the same target. PCs
with gifts from Udras/Sargonnas can use them in place of
normal attacks.
* If there are fewer than six PCs, there are one or more
good dragons fighting without riders. The DM can either determine the actions of these solo dragons himself or allow
one or more of the players to decide them.
* Once combat begins, a PCs chance of falling is checked
every six rounds. The DM may increase or decrease the frequency of these checks as he sees fit; for instance, checks
might occur more often if an airborne dragon is fighting several opponents, and less often if the dragon is not under direct attack.
If the dragon is on the ground when his rider falls, there is a
50% chance the PC suffers 1d4 points of damage. The dragon
remains stationary if he loses his rider, but continues to defend himself with his claws and breath weapons. It takes a
rider one round to remount.
A rider slipping from his airborne mount can roll a successful Dexterity check to grab the saddle (or the dragon) and
prevent himself from falling. If he then rolls a successful
Strength check, he pulls himself back aboard the dragon (this
takes one round, during which time he can take no other
actions). If he fails the Strength check, he falls. A PC falling
from an airborne dragon suffers 1d6 points of damage for
every ten feet he falls (maximum damage of 20d6 points). An
airborne dragon immediately descends to the ground to retrieve his fallen rider; it takes the rider one round to remount.
SPECIAL EVENT
If the PCs rescued Ahxa from the gnomes with the Prison
Break Option (Scheduled Event 4, Chapter 3), this Special
Event does not occur.
If the PCs rescued Ahxa from the gnomes with the Negotiation Option, three rounds after the battle begins, dozens of
Schymonarke gnomes begin to spill from the crack leading
from their lair (area 4), hauling a large gun with them (this is
the cannon that misfired at the end of Scheduled Event 4; if
the PCs damaged it earlier, the gnomes have repaired it). The
gnomes set up the gun (which takes two rounds), then begin
to fire it at the nearest evil faction dragon; this is how the
gnomes are repaying the PCs for their unjust accusation
against Ahxa.
55
The gun has a range of 150 yards. Assume it attacks as a 12Hit Dice monster; a successful hit inflicts 3d6 points of damage (the gun fires a fine spray of pebble-like matter). The
gnomes fire the gun once each round for five rounds; on the
fifth attempt, the gun backfires and explodes (no damage to
the gnomes). The gnomes then scramble back into their
crack, and the event is over.
The DM decides which end of the crack the gnomes appear from, where they set up their gun, and which evil faction is targeted. He also makes the attack rolls for the gun.
The evil factions do not attack the gnomes; presumably, they
have their hands full with the good teams. If a good team approaches the gnomes, the gnomes ignore them; they have
their hands full with the gun. If the battle ends before the
gnomes can make all five shooting attempts, they scramble
back into their crack and disappear. (If the PCs pursue them,
the gnomes tell them their reason for bringing their gun to
the island.)
ENDING
THE
BATTLE
DEFEATED
Erestem appears and destroys Eborium as described in the
Wrath of Erestem section. About a week later, Erestem and
her minions, fueled by their victory at Eborium, invade Taladas and soundly defeat Amanthus and her allies. The good
Othlorx of Taladas are so devastated by Erestems assault that
they decline to involve themselves in the War of the Lance on
the other side of Krynn. The Othlorx may yet rally to join the
forces of good against Erestem, but it will require the efforts
of heroes more able than the PCs.
T HE W RATH
OF
ERESTEM
The sky begins to rumble and dark clouds swirl high overhead. A crack of lightning slices through the clouds, illuminating the image of a loathsome five-headed dragon. This is
an image of Erestem. Only the heads of the dragon are visible; clouds conceal its body. Coward! the five heads roar
in unison. Come forward! A sizzling bolt of red lightning
flashes from the image, striking the iron citadel below.
While the five-headed dragon image roars in anger, a pulsating ball of multi-colored teardrop-shaped gems passes
through the wall of the iron citadel and rises slowly into the
air. Each of the gems exceeds 20 feet in diameter and emits
blinding streams of light. The gem ball swells in size as it ascends closer to the dragon image.
A moment later, an immense image of a gnome-like humanoid shimmers into view in the clouds next to the dragon
image; the gnome image is that of Udras/Sargonnas.
Why the masquerade, Sargonnas? thunders the fiveheaded dragon image. What have you to fear?
I fear nothing! cries Udras/Sargonnas. The gnome image
fades, replaced an instant later with the visage of a steelyeyed humanoid with a bald head and snarling lips, his dark
skin etched with lines of hatredSargonnas has at last revealed his true identity.
You are mine now, Erestem, says Sargonnas. Do as I
say, or the gems shall destroy you.
You have misjudged the power of the gems, say the
dragon heads. just as you have misjudged me. The clouds
56
part, revealing the body of the dragon. A huge red gem in the
shape of a teardrop dangles on a steel chain from one of the
dragons necks.
Sargonnass eyes widen in disbelief. The red gem!
A stream of brilliant red light flashes from the red cindergem to the hovering gem ball. The gem ball stops rising
and its light dims. It jerks and shudders, then begins to drop,
falling faster and faster toward the ground, finally crashing
into the iron citadel in an explosion of fire and sparks that
rocks the entire island.
Sargonnas watches helplessly as magical flames consume
his citadel, melting it away in streams of molten metal. My
queen, Sargonnas sputters. You misunderstand. . . .
I misunderstand nothing! she roars. Now be gone! I
will deal with you later! The image of Sargonnas dissipates
as if swept away by a powerful wind. The dragon image and
the clouds vanish a moment later.
The island continues to rock and quake, cracks spreading
across the surface and chunks splitting from the edges and
tumbling into the gray void below. Flames flare up from the
red streams and the electric forest (area 15) sputters and
sparks. The chronolilies burst open, spilling their nectar
across the ground.
The nectar of the violet chronolilies stains the ground in
pools about 30 feet across; soft violet light begins to shine
from these pools like beacons. The disruption of the island
caused by the red cindergem has frozen their images and
transformed them into portals to Taladas; the image in each
pool is that of a Taladan location in the present time (the exact location is up to the DM; if he has no preference, assume
the pools are portals to an isolated region in the hills of
Southern Hosk). If the PCs step into one of the violet pools,
they are instantly transported to the indicated location. (If the
PCs dont think to investigate a violet pool, one of the dragons points it out.) The last thing the PCs see as they leave the
now-crumbling Eborium is a flock of thousands of nowawakened gklok-lok soaring into the void, beginning the
search for a more hospitable land to construct their new tree.
A FTERMATH
In the weeks ahead, the PCs will learn that, following the
defeat of Erestems lieutenants at Eborium, morale among
the minions became low and defections were high. Amanthus held the conclave as planned and managed to rally a
sizeable army of good Othlorx to defend against Erestem.
Erestems invasion occurred as expected, but her meager
forces were repelled by Amanthus and her allies.
The partys reputation as heroes quickly spreads among
the Othlorx of Taladas. Shortly after their return to their
homelands, each PC is visited by a copper dragon aide of
Amanthus, who brings the PC a steel chest (valued at 500 stl)
containing the following items:
* A staff of thunder and lightning. The staff contains 20
charges.
* A whistle of dragon summoning that, when blown, creates a silent signal that can be heard by any good dragon
within 50 miles. A good dragon who hears the signal may voluntarily respond to the summons (evil and neutral dragons
cannot hear the whistle).
* A pendant of true seeing. This is an emerald pendant in
the shape of dragon with tiny diamond eyes. When rubbed,
it enables the user to use true seeing as per the 7th-level wizard spell. The true seeing enchantment can be used five
times. The pendant cannot be recharged, but it has a value of
6,000 stl.
* A silk bag containing six opals, each worth 1,200 stl.
Chronolily
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Ethereal plane
Very rare
Solitary
Any
Special
Semi- (2-4)
Nil
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
10
Nil
3
Nil
Nil
Nil
See below
See below
Nil
G (50 diameter)
Nil
65
Chulcrix
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Ethereal plane
Very rare
Solitary
Any
Carnivore
Low (5-7)
Nil
Chaotic evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
2
Fl 18 (B)
13
7
2
3d6/3d6
See below
See below
20%
G (100 long)
Steady (12)
18,000
rescued by a companion.
Victims drawn into the chulcrixs mouth pass through a valve
leading to the creatures stomach. Once in the stomach,
victims are no longer paralyzed. Victims inside the stomach
suffer an automatic 1d4 points of damage per round from
acidic digestive gasses (no saving throw). Victims in the
stomach can attempt to hack themselves free but, because of
the churning movement of the stomach and the debilitating
effect of the acidic gasses, all attacks by swallowed victims are
made with a 2 penalty; maximum damage is 1 point per
round (plus magical and Strength bonuses).
If a chulcrix in the process of consuming victims loses half its
hit points, it turns itself inside out, instantly plane shifting to
another location. All victims inside its stomach are left behind.
When the chulcrix arrives at its new location, it automatically
resumes its normal shape.
The chulcrix can also attack with its pincers, each inflicting
3d6 points of damage on opponents who either have resisted
its attract victims ability or arent desirable as food.
The chulcrix regenerates 1d4 lost points per round. It is
immune to normal and magical fires, all cold-based attacks,
and all forms of dragon breath.
Habitat/Society: The chulcrix has no permanent lair, instead
spending its days roaming the Ethereal plane in search of prey.
It has no formal societies and does not collect treasure.
The chulcrix lives to be about 10,000 years old. Once every
thousand years, the asexual chulcrix lays a single egg,
resembling a sphere of black crystal about 25 feet in diameter.
The egg grows and expands for a century until it reaches a
diameter of 100 feet, at which time the egg bursts open to
release a fully mature chulcrix.
Ecology: The chulcrix is solitary by nature, though it
occasionally associates with eyewings that serve as its scouts
and aides. Chulcrix are sometimes employed as servitors by
dark gods and their more powerful minions, usually in
exchange for a promise of new and unusual prey. No prey is
too small for a chulcrix and few are too large; chulcrix have
been seen consuming small dragons.
Gklok-Lok
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Ethereal plane
Very rare
Tribe
See below
See below
Average (8-10)
Nil
Lawful neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
P REGENERATED C HARACTERS
S ELECTED NPC S
Explanation of abbreviations:
AL = the gods alignment
WAL = alignments of those worshiping the god
AoC = area of control (that is, the aspects of nature over
which the deity exerts influence)
SY = the symbol used by the deitys worshipers
SARGONNAS
God of Evil
AL = LE
WAL = any evil
AoC = deserts, volcanoes, vengeance, fire
SY = a stylized red condor or a red fist
M ANIFESTATION OF S ARGONNAS
(C L E R I C , 3 0 T H L E V E L )
Strength: 24
Dexterity: 20
Constitution: 18
Intelligence: 20
Wisdom: 20
Charisma: 18
MV: 18
AC: 7
HD: 30
hp: 240
THAC0: 5
# of Attacks: 4
Damage/Attack: 2d20/2d20/2d20/2d20
Size: 3 *
Magic Resistance: 95%
* Refers to size as the manifestation appears in this adventure.
Sargonnas is an evil god who serves as the consort of Erestem, the Dark Queen. He longs to share in Erestems
schemes but is rebuffed as often as not, since she considers
him to be weak and untrustworthy. Sargonnas spends a good
deal of his time participating in plots against his queen.
Sargonnas is the god of vengeance. He grants major access
to the Astral, Charm, Combat, Healing, and Summoning
spheres. He grants minor access to the Sun sphere. He has
limited powers to grant access to the Creation and Protection
spheres. His followers often dress in red and black, his preferred colors.
Sargonnas is worshiped in both Taladas and Ansalon. In
Ansalon, he is also known by the names of Argon (Istar, Ergoth), the Firebringer (Hylo), Misal-Lasim (Tarsis), Gonnas
the Willful (Icewall), Sargonax the Bender (Thorbardin), Kinthalas (Silvanesti), and Kinis (Qualinesti).
In this adventure, the manifestation of Sargonnas takes the
appearance of a manifestation of Udras the Alchemist
(though he still retains the powers and abilities of the manifestation of Sargonnas). He appears as a gnome-like humanoid about three feet tall with a thickly-muscled body, violet
eyes, rich brown skin, and a curly white beard and mous-
60
ABOUT MANIFESTATIONS
A manifestation is a physical manifestation of a god. A
manifestation embodies just a small portion of the gods
power, but he still remains an entity of awesome abilities. A
manifestation may take many different forms, and a god can
create many different manifestations. The number that can
be created and the frequency with which they may be replaced depends on the stature of the god.
Manifestations are unaffected by the restrictions that apply
to normal characters. They can have attribute scores exceeding 18 and can be any class without regard to alignment or
other normal restrictions. Their hit points are always calculated at 8 points per die, and they use the saving throw and
other statistical tables for monsters (always use a manifestations listed THAC0). A manifestation always has access to
any spell in his relevant schools or spheres, providing it is of
the appropriate level for his level of expertise. He may cast
the same number of spells of a given level that a wizard or
priest of comparable rank would be able to cast.
For more about manifestations and gods in general, refer to
the Legends and Lore hardback book. For more about the
gods of Krynn, refer to the DRAGONLANCE Adventures
hardback book and the Time of the Dragon boxed set.
GEZELE ELLA
9th-Level Fighter, human female
Str 18/13, Dex 13, Con 14, Int 17, Wis 15, Cha 9; AC 1; MV
12; HD 9; hp 55; THAC0 12; #AT 1; Dmg by weapon; SA +3
damage adjustment (from exceptional Strength); AL LE
W eapon Proficiencies: Club (specialized), dagger, battle
axe, sling, short sword
Nonweapon Proficiencies: blind-fighting, endurance (14),
survival (17)
Languages: Thenolian, Auric (17), Boil Gnomish (17), Ilquar Goblin (17), Hoor (17), Kothian (17)
Equipment: banded mail armor and cloak of dragon scales
(cloak and mail armor combine to give her an AC of 1), club
imbedded with steel needles (dmg 1d6 + 3), dagger +1, battle axe
Also known as Big Ella, Gezele Ella is one of the most notorious and cunning criminals in all of Taladas. Originally
from Thenol, Ella began her life of crime at the age of 12, with
the murder and robbery of her uncle, a Thenol priest. Before
she could be apprehended, Ella fled into the wilderness, embarking on a crime spree that lasted nearly 20 years.
Five years ago, Ella was finally captured in Kristophan,
charged with poisoning the horses belonging to the New City
livestock dealers. Ella had planned to corner the market in
horse trade by eliminating the competition; she killed more
than 800 horses before she was caught. Prior to her execution, Ella bribed her guards and escaped. The Kristophan authorities conducted a search but were unable to locate her.
To avoid embarrassment, the authorities manufactured a
story that Ella died in prison from a fever plague.
Ella kept a low profile for the next few years, terrorizing
small communities throughout Northern and Southern
G RO T T
7th-Level Cleric, male goblin
Str 8, Dex 7, Con 7, Int 12, Wis 14, Cha 6; AC 8; MV 6; HD 7;
hp 30; THAC0 16; #AT 1; Dmg by weapon or spell; SA spook
up to five times per day (functions as the 1stlevel spell); SD
see below; AL LE
W eapon Proficiencies: dagger (specialized), sling
Nonweapon Proficiencies: agriculture (12), astrology (12),
cooking (12), religion (14), spellcraft (10)
Languages: Ilquar goblin, Thenolian
Equipment: leather cloak (functions as leather armor), dagger, sling, 20 sling bullets
G URROCH
10th-Level Fighter, male minotaur
Str 15, Dex 14, Con 17, Int 13, Wis 10, Cha 7; AC 1; MV 12;
HD 10; hp 65; THAC0 10; #AT 1; Dmg by weapon; SA butt an
opponent who is at least six feet tall to inflict 2d4 points of
damage; can bite an opponent who is shorter than six feet tall
to inflict 1d4 points of damage, gains a +1 bonus to encounter reactions when he identifies himself (a result of his formidable reputation); poison horns and teeth (see below); SD
can track prey by scent with 50% accuracy when following a
DEX
AC
14,
8;
CON 15,
HD WA9,
INT
hp
10,
64;
WIS
14,
#AT 3/2, Dmg by weapon (+1 for STR); AL CG; THAC0 12; HS 66%,
MS 75%.
Weapon Proficiencies: composite short bow, light lance, saber,
thrown dagger, javelin, mace, dagger.
Nonweapon Proficiencies: horsemanship (17), navigation (8), survival (10), tracking (16), hunting (13), animal lore (10).
Languages: Tamire Elvish, Auric (10), Uigan (10).
Cobos wears leather mail and a small metal cap in the form of a falcons head, the spirit totem of his clan. His padded armor is reinforced
with leather at critical points (AC 8). He is equipped with four throwing
javelins, a dagger, a composite short bow of layered horn, a mace and
a saber +2. Cobos wears boots of varied tracks and has a potion of superheroism. As a nomadic elf of northern Hosk, Cobos exceptional
skill with the bow and on horseback are reflected in his ability roll adjustments, included in the scores above.
STR
10,
CHA
7;
THAC0 13.
DEX
AC
17,
1;
CON 13,
HD W A 6 ,
INT
hp
14,
47;
WIS
AL
12,
CG;
61
trail that is one day old or less (for each day after the trail was
made, subtract 10%); AL LE
W eapon Proficiencies: double-edged axe (specialized),
flail
Nonweapon Proficiencies: blind-fighting (NA), endurance
(17), hunting (9)
Languages: Kothian, Auric (15), Panak (15), Thenolian (15)
Equipment: double-edged axe (dmg 1d10) named Deathstriker (when wielded by a minotaur, the weapon can discharge a bolt of lighting, either forked or straight as per the
wizard spell, lightning bolt, to cause 6d6 points of damage;
saving throw is applicable; the weapon has an initiative modifier of +2; each use consumes one charge; currently has 25
charges); flail (dmg 1d6 + 3; includes +2 bonus for use by
minotaur)
Born to a tiny minotaur tribe in the Darchika Woods, Gurroch moved to Kristophan when he reached maturity and
sought a career as a fighter in the arenas. A merciless and savage combatant, Gurroch became a favorite of the crowds
and seemed destined for an easy life when it was discovered
that he was arranging for his opponents to be poisoned in advance of their matches, thus ensuring Gurroch of victory. The
disgraced Gurroch was banished from Kristophan.
The bitter Gurroch turned to a life of crime, hiring himself
as an assassin to whomever could pay his hefty fee. Word of
his brutality eventually reached Erestem, who recruited him
to lead her evil minions on a planned raid against the Othlorx
of Taladas.
Gurroch is about seven feet tall and weighs nearly 400
pounds. Short black fur covers his body. He has a broad
snout, beady red eyes, and two 12-inch-long, razor-sharp
horns sprouting from his head. A birthmark resembling a
large gray star covers most of his chest. Thanks to a magical
treatment given to him at birth by an evil wizard, Gurrochs
skin is as hard as metal, giving him a natural Armor Class of 1.
He coats his horns and teeth with a poisonous clear liquid;
victims who are butted or bitten must roil a successful saving
throw vs. poison, suffering an additional 2d4 points of damage if they fail, and 1d4 points of damage if they succeed.
Gurroch is soft-spoken and thoughtful but quicktempered. Though not particularly strong for a minotaur, his
agile body and quick mind make him a formidable opponent.
A NISHTA
9th-Level Cleric, female human
Str 13, Dex 17, Con 10, Int 13, Wis 17, Cha 12; AC 1; MV
12; HD 9; hp 50; THAC0 16; #AT 1; Dmg by weapon or
spell; AL LE
Weapon Proficiencies: flail, horsemans flail, mace
Nonweapon Proficiencies: horsemanship (20), animal
handling, ancient history (12), weather sense (16), hunting (16)
Languages: Thenolian, Auric (13), Sesk (13)
Equipment: splint mail +2, mace +2 (this weapon is
called Shadowcaster and is engraved with a symbol of Hith;
can create darkness in a 15 radius once per day affecting everyone in area except the wielder); iridescent spindle ioun
stone (sustains holder without breathing; gives immunity to
dragon breath); scroll containing two pass without trace
spells and two hallucinatory terrain spells
Spells: 1st Level bless, detect good, command, cure light
wounds, protection from good, purify food and drink; 2nd
Level enthrall, silence 15, wyvern watch, spiritual hammer,
obscurement, speak with animals; 3rd Level animate dead
(x2), feign death, speak with dead; 4th Level detect lie, spell
immunity; 5th Level raise dead
A native of Thenol, Anishtas attempts to rise in Bishop
Trandameres temple hierarchy were thwarted by local politics. She left the temple and turned to a mercenary life. A natural leader, Anishta assembled a group of bloodthirsty aides
and became notorious as one of Taladass most ruthless
dragon-killers. Though eventually defeated by a band of
good adventurers, Anishtas skills did not go unnoticed; she
was recruited by Erestem to help lead an army of evil minions
on a planned assault of the Othlorx of Taladas. Her enthusiasm for battle enabled her to quickly rise in the ranks.
Anishta stands 510 and has long black hair, rich brown
eyes, and lightly tanned skin. She is not afraid of physical
confrontation and uses her height to intimidate smaller opponents. Strong-willed and self-assured, Anishta has little patience with the opinions of those she considers inferior;
reasoned argument only makes her angry and all the more
determined to pursue her original intent. However, she is an
accomplished liar and will attempt any ruse to get out of a
tight spot. Extremely superstitious, Anishta wears a variety of
amulets and talismans around her neck; these charms have
no special properties.
62
This fierce nomad warrior is a native of northern Hosk. Cobos left his tribe in
disgrace when he lost his temper and accidentally slew an opponent he was
dueling to first blood. Cobos has spent years wandering the grasslands of Hosk,
selling his services to traders and merchants, and guiding the occasional party
of adventurers into the steppes.
Cobos is in his early adulthood, but he has finally lived long enough that he is
beginning to long for home and family, the roots he has eschewed for so long.
He believes that if he proves his worthiness and atones for his earlier dishonor,
his clan will have no choice but to take him back. The unlikelihood of this is evident to all but Cobos himself. The elf is fierce, arrogant, proud, and stubborn.
He is easily angered, quick to fight, and loves foolhardy risks, which he believes prove his bravery.
Cobos is 5 5, 140 pounds, with honey-tan skin and brown-blond hair. He
wears his hair in a single braid behind, with side braids by each temple. A
poorly mended ankle, once broken, gives him an awkward limp and is the
source of his nickname.
PALISSARA
STR
INT
11
15
DEX
WIS
SULDRUN
CON
CHR
14
15
AC
AL
7
NG
THAC0 17
HP
29
STR
INT
SA
13
17
DEX
WIS
10
17
CON
CHR
12
13
AC
AL
4
NG
THAC0 16
HP
37
able to change into a black bear at will, but suffers 1d6 damage
each time she does so. As a bear, AC 7; MV 12; HD 3 + 3, 24 HP;
Size M; #AT 3, 1d3/1d3/1d6 (claws and bite); SA if a claw hits
with an 18 or better, also hugs for 2d4; THAC0 17.
.............................................
.............................................
DALEMONT HALF-HAND 5th-level Human Thief/
CHYRUB
STR
INT
18/20
16
DEX
WIS
12
8
CON
CHR
14
11
AC
AL
3
LG
THAC0 12
HP
51
#A 3/2, Dmg 2d4 (butt foes over 6), 1d4 (bite) or by weapon
(+3 for ST); Size L (7 5); THAC0 includes +1 for ST.
Weapon Proficiencies heavy crossbow (specialized: 1/1), battle
axe, hand/thrown axe, two-handed sword (specialized: 2/1),
long sword.
STR
INT
12
17
DEX
WIS
15
16
CON
CHR
15
17
AC
AL
7
NG
THAC0 18
HP
24
SA
Special possessions armor (hurdu-skin; AC 6 without it), and oversized sword (one-handed, 2d4 (2d8 vs. L); two-handed, 3d4
(3d8 vs. L)) both of which he made.
.............................................
.............................................
BUCKERAN
STR
INT
16
12
DEX
WIS
14
12
CON
CHR
11
16
AC
AL
6
NG
THAC0 18
HP
27
STR
INT
14
14
DEX
WIS
16
8
CON
CHR
8
8
AC
AL
4
LG
THAC0 18
HP
24
Nonweapon Proficiencies rope use (16), brewing (14), ancient history (13), engineering (11), direction sense (9), ancient languages (14).
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Suldrun is from one of the Wolf Clans, among the vainest and most savage
of all elves. From birth she proudly followed the ancient way of the Wolf
until a vision from a Bear quoyai changed her life. The Bear told her that
her clan has no other quoyai, and that the shaman who pretends to guide
her people is a fake; she had to flee for her life when she tried to relate
that message to her people.
Now the Bear has told her that she must grow strong before returning;
that when she is sufficiently powerful, she will be able to atone for her
clan and drive the false shaman out.
Ever looking forward to that day, she has sacrificed much for the Bear,
denying herself more than one love and an easy living elsewhere. The
Bear has insisted that she not eat any female flesh, as a sign of her devotion; on those occasions when she has done so accidentally, her powers
have left her until the Bear felt she was sufficiently chastened.
Suldrun is always adorned with a colorfully conspicuous elf clan wardrobe, defying those who would deny her calling, and proudly proclaiming
her heritage. She often dons what seem to be a pair of bear paws while
adventuring; they are actually her gauntlets. (If she has them on when she
transforms into a bear, she is able to use their powers in her ursine form as
well.) Beneath her bright red and black patterned tunic and cloak, she
wears leather armor. What she tells no one is that the cloak, like the
gauntlets, is a gift from the Bear.
She stands 5 4, with burnished tan skin and sleek black hair, which is
tied into a bun.
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Dale began his career as a wizard, but he became disenchanted with the
amount of work required to become a great mage. After a workshop
accident caused the loss of two fingers on his right hand, he resigned that
profession to become a rogue. Dale, a dual-classed human, now uses his
rogue skills to convince others he is a priest. The wizard-rogue likes the
awe and special privileges accorded to magic-wielding clerics; in fact, he
would actually like to be the druid he pretends he is. Dale Half-hand
poses as a druid dedicated to Habbakuk.
Half-hands con game is a convincing one. If called upon to spellcast, he
laments that his spells are exhausted for the day, or that he is performing
penance and may not spellcast. If pressed, he creates magically glowing
auras while going through the motions of priestly mumbo-jumbo, then
bemoans the fact that his spell apparently misfired, or the target saved
against its effects.
Dales adventuring companions do not realize that he is not the druid he
seems to be. He acts as a druid in all regards, and is he quick to claim he
has performed magic without obvious effects. For example, he may
declare that he knows a persons alignment, or has just cast a bless spell on
the party, enhancing this claim with dancing lights glowing briefly on the
blessed targets.
Half-hand is daring and loves risks, but he is unhappy about his continuing deception of partners he has come to like and respect. Yet he is fearful
of confessing the truth, so for the time being he continues his ruse.
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Livia is one of the Bilo gnomes, those of the pillar country near the Shining
Land. She came to the western lands on the same trading expedition that
brought Palissara out of the Shining Lands. The two have traveled together
for years.
Livia is stern of demeanor, with a dry sense of humor and cutting wit.
She is a respected figure in the group and influential in decision making.
She seldom mentions it, but Livia searches for knowledge that will help
her people capture the Tower of Flame in the midst of Hitehkel.
Livia is adventuresome at heart, holding herself out of fights only with an
effort. The illusionist stays back to survey a situation and see how her
magic can be of most assistance. Often her shouted warnings and observations (e.g., you can flank him from the side!) have helped her comrades
win the day.
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PCs experience
events of
Prologue
Choose
another
Interlude
Image
bone sea
light spiral
ice building
jungle village
marble buildings
arena
Yes
Have PCs experienced this
Interlude previously?
No
Choose another
Interlude
No
PCs experience
final battle
(Chapter 4)
Yes
Dragons Rest
Your heroes find themselves
on a demi-planar island in the
Ethereal void, where a mysterious god enlists their help in his
scheme to stop Erestem (Takhisis). The heroes must journey
through space and time to recover the powerful cindergems
and forge a weapon to destroy
Erestem. If your heroes fail,
Erestems evil minions will invade Taladas and destroy the
Orthlorx (Uninvolved) dragons, which is just the start of her plans for
Taladas!
Your PCs must venture into eras and places hitherto unknown to
them. The cindergems are strewn throughout the multiverse; ancient
dragon burial grounds, magical ice palaces, crypts of restless dead, and
much more await the heroes. And just who is that mysterious god
who asks so much of them?
This AD&D game adventure, set in the vast world of the
DRAGONLANCE saga, is the conclusion to an epic adventure that
began with Dragon Dawn and continued with Dragon Knight. On the
previously unknown continent of Taladas, the heroes must strive to
twhart the extraplanar invasion plans of Erestem, Queen of Evil, also
known as Takhisis. Failure means doom for all of Krynn!
You need the Time of the Dragon boxed set in order to play this adventure. You need not have played either of the previous modules in
this series; alternate beginnings are provided for players who have not
done so.