AD&D DL - Dragons of Truth.pdf

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Dragons of Truth
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Random Encounters
In addition to the set encounters and events
in this adventure, the following random
encounters may occur. You may alter the fre-
quency if you choose or omit them altogether
if the party is seriously weakened.
Table 1: Random Encounter Checks
Location
Check
Range
27.
28.
29.
1d8 + 4 Revenants
1d8 + 4 Revenants
Draconian Patrol (1 Aurak; 1d4 Sivak;
1d12 +4 Baaz)
Draconian Patrol (1 Aurak; 1d6 Bozak;
1d10 + 10 Kapak).
1d6 Bandits
1d6 + 4 Displacer Beasts
1d4 + 8 Harpies
1d4 + 8 Harpies
1d6 + 2 Nightmares
1d4 + 2 Griffons
1d6 + 4 Giant Stags
1 White Stag
1d6 + 6 Dire Wolves
1d10 Slaves (Men-Escaped)
1d8 + 2 Sivak Draconians
1d6 + 6 Baaz Draconians
1d6 + 8 Bozak Draconians
1d8 + 4 Kapak Draconians
1d4 + 2 Bloodsea Minotaurs
1d4 + 2 Bloodsea Minotaurs
1d12 + 3 Ogres
2d6 Wemics
2d4 Sivak Draconians
Major NPC Encounter
1d10 Slaves (Men-Escaped)
2d6 Bandits (Men)
1d6 + 1 City Guards (Men)
2d4 City Guards (Men)
1d4 Merchants (Men)
2d4 Merchants (Men)
1d8 Mercenaries (Men)
2d6 Mercenaries (Men)
1d4 Patrons (Men)
1d6 Patrons (Men)
Jelek (Enc. #10)
1/Turn
1d20+40
Army (Enc. #2 & 4) 1/Turn
1d12+40
30.
Taman Busuk
1/4 Hours 1d20+28
Test of Valor
1/3 Turns 2d8+10
31.
32.
33.
34.
35.
36.
37.
38.
Test of Wisdom
1/3 Turns 1d20+5
Test of Heart
1/3 Turns 1d10
Use the following tables to set up a random
encounter. Table 1 contains a list of all the
areas that might be explored during the
adventure. Next to each area is a column
labeled “Check.” This shows how often you
should check to see if a random encounter
occurs in that area. For example, “1/3 Turns”
Table 2: Random Encounters
1. 1d8 + 4 Wraiths
2. 1d3 Dreamwraiths
3. 1d4 Dreamwraiths
4. 1d8 Shadow
5. 1d4 Dreamwraiths
6. 1d4 + 3 Will-o-Wisps
7. 1d8 + 4 Drelb
8. 1d10 + 10 Wraiths
9. 1d8 + 4 Will-o-Wisps
10. 1d8 + 8 Wights
11. 1d4 Fetch
12. 1d6 + 3 Invisible Stalkers
13. 1d8 Bandits
14. 1d4 Beholders
15. 1d4 Gas Spores
16. 1d8 + 4 Drelb
17. 1d8 Fetch
18. 1d4 Crimson Deaths
19. 1d6 Groaning Spirits
20. 1d3 Coffer Corpses
21. 1d8 Shadows
22. 1d10 Spectres
23. 1d8 + 8 Wights
24. 1d10 + 4 Will-o-Wisps
39.
means that you should make a random
encounter check once every three turns while
in that area. To make a random encounter
check, roll 1d10. If the result is a 1, a random
encounter takes place.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
Next look at the column marked “Range.”
Roll the die listed and add the modifier beside
it. Look up the resulting number on Table 2 to
find the random encounter that occurs. The
statistics for the encounter are given in the
Combined Monster Statistics Chart.
In some areas it is possible to have a random
encounter with a major NPC. When this
occurs, select an appropriate NPC from the
Masters of the War section. Backgrounds for
these NPCs are found in the Masters of the
War section.
59.
25. 1d12 + 8 Wraiths
26. 1d8 + 4 Piercers
60.
Game Clocks
Use the following clocks to keep track of time during this adventure. The Daily Clock and Turn Clock will be reused so mark in pencil.
Adventure Clock
Daily Clock
Turn Clock
Each [ ] = 1 day
Each 0 = 1 turn (10 minutes)
Each 0 = 1 combat round
Month 1 Su Mo Tu We Th Fr Sa
Use this clock to keep track of time within a day. Use this clock to keep track of time within a turn.
Week 1 [1] [2] [3] [4] [5] [6] [7]
Week 2 [8] [9] [10] [11] [12] [13] [14]
6:00 am
1st min.
2nd min.
3rd min.
4th min.
5th min.
6th min.
7th min.
8th min.
9th min.
10th min.
7:00 am
Week 3 [15] [16] [17] [18] [19] [20] [21]
8:00 am
9:00 am
Week 4 [22] [23] [24] [25] [26] [27] [28]
Month 2 Su Mo Tu We Th Fr Sa
10:00 am
11:00 am
Week 1 [1] [2] [3] [4] [5] [6] [7]
Week 2 [8] [9] [10] [11] [12] [13] [14]
12:00 pm
1:00 pm
Week 3 [15] [16] [17] [18] [19]
[20]
[21]
2:00 pm
3:00 pm
Week 4 [22] [23] [24] [25] [26] [27] [28]
4:00 pm
Month 3 Su Mo Tu We Th Fr Sa
5:00 pm
Week 1 [1] [2] [3] [4] [5] [6] [7]
6:00 pm
7:00 pm
Week 3 [15] [16] [17] [18] [19] [20] [21]
8:00 pm
9:00 pm
Week 4 [22] [23] [24]
[25] [26]
[27] [28]
Month 4 Su Mo Tu We Th Fr Sa
10:00 pm
11:00 pm
Week 1 [1] [2] [3] [4] [5] [6] [7]
Week 2 [8] [9] [10] [11] [12] [13] [14]
12:00 am
1:00 am
Week 3 [15] [16] [17] [18] [19] [20] [21]
2:00 am
3:00 am
4:00 am
5:00 am
Week 2 [8] [9] [10] [11] [12] [13] [14]
Week 4 [22] [23] [24] [25] [26] [27] [28]
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Official Game Adventure
Dragons of Truth
by Tracy Hickman
TABLE OF CONTENTS
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wherein the tale is told and the use of the text is expounded.
The Fates of the Dark Queen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Wherein the course of all that has gone before dictates the destiny that the heroes now face.
Events: An Overview of the Tale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 12: Land of Dark Empires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Wherein the adventurers set out across the desolation of the occupied lands and begin their
quest to penetrate the heart of the Dragon Empire.
Chapter 13: Dark Passages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Wherein secret ways may offer passage beyond the defenses of the Queen . . . if the passage
can be survived.
Chapter 14: Glitterpalace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Wherein the gods test the character of the Heroes. Their choices may affect the fate of the
world to come.
Epilogue: The Gates of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Wherein the Heroes find the city before them and the fate of Krynn is in their hands.
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30-40
CREDITS
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Distributed in the United Kingdom by TSR UK Ltd.
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Development: Mike Breault
Cover Art: Clyde Caldweli
Interior Art: Diana Magnuson
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This adventure is protected under the copyright laws of the United
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Notes for the dungeon Master
Dragons of Truth is the 13th module in the
epic DRAGONLANCE ® series. It continues
the action of the third book of the
DRAGONLANCE saga: Dragons of Spring
Dawning.
The journey to the final goal and the PCs’
possible sojourn in the Glitterpalace of Pala-
dine are the subjects of this part of the last
quest. The events that transpire at their
goal-the Empire City of Neraka—are the
subject of DL14, Dragons of Triumph.
All DRAGONLANCE adventures attempt
to recreate the conditions of the story with
the player characters cast in the roles of the
epic’s heroes. Thus it is recommended that the
module be played as part of the series using
the player characters provided. If players wish
to use their own characters, however, you
should allow them to do so, taking care that
the party is as balanced as the party included
in this module.
Though this adventure is a part of the epic
DRAGONLANCE saga, sufficient informa-
tion is given so that you can play it without
having previously played the other modules in
the series.
The obscure death rule is suspended for all
characters in this adventure. The only excep-
tions to this are Paladine and the Queen of
Darkness. These NPCs cannot be killed, but
they may be defeated.
Each chapter is divided into a series of
encounters. Those parts of the adventure that
are governed primarily by the time at which
they take place are called events. These repre-
sent the general story line of the adventure.
General events include such things as the PCs
seeing dragons overhead, volcanoes erupting)
etc. Read the Events section to give yourself an
overview of how the adventure is intended to
go.
Within each chapter are the chapter’s
encounters. Encounters represent areas the
PCs may visit and occur only if the heroes visit
the appropriate places.
For both events and encounters, those por-
tions of the text enclosed in boxes should be
read aloud to the players.
The PCs’ party must include Berem, Fiz-
ban, and Waylorn (as NPCs) before they reach
the Glitterpalace. Fizban is met in Event 7
unless he is already with the party. Berem and
Waylorn, if not already with the party, should
be met as random encounters within the first
few days of adventure.
Occasionally an Ability Check is called for
against one of the character’s abilities:
Strength, Wisdom, Dexterity, etc. To make an
Ability Check, roll 1d20 and compare it with
the appropriate ability score. If the number
rolled is less than or equal to the ability score,
the action succeeds; if greater than the ability
score, the action fails.
In the monster and character statistics, you
will see the term THAC0 followed by a num-
ber. THAC0 is an acronym for the phrase “To
Hit Armor Class 0 (zero).” This is the mini-
mum number that the creature or character
needs to hit an opponent of AC 0. For attacks
against opponents of other Armor Classes,
subtract the opponent’s AC from the attack-
er’s THAC0 to get the number needed to hit.
For example, a Baaz draconian has THAC0
16. If he gets into a brawl with a Kapak dra-
conian (AC 3) then the Baaz needs a 13 or
greater on 1d20 to hit the Kapak (THAC0 16
minus AC 3 equals 13). THAC0 numbers
allow the DM to run combats without con-
stantly referring to the attack tables.
Some of your players may have read the
DRAGONLANCE novels. Reading the novels
does not take the mystery and excitement out
of your adventure, since the information
related in the books is similar, but not identi-
cal, to the events and encounters in this mod-
ule.
Indeed, players who assume the adventures
to be exactly the same as the story will soon
find themselves in trouble! The adventure
recreates the conditions surrounding the story
and leaves the decision-making and role-
playing up to the players. Do not try to have
the adventure turn out the same way it did in
the novels. Allow your game to have its own
feeling, trends, and conclusion.
The DRAGONLANCE story is a complex
saga. To run it well, read the module carefully,
anticipate your players’ actions, and think of
ways to motivate them to stay within the
framework of the adventure. Let the players
explore their surroundings, but draw them in
the direction desired by using tantalizing
information. Do not be afraid to improvise to
make the adventure more enjoyable for your
players.
The World of Krynn
There are several important differences
between the world of Krynn and standard
AD&D ® game worlds. While players who
have played previous DL modules are familiar
with these differences, new players should be
made aware of this information.
True clerics have been unknown on Krynn
since the Cataclysm, a mighty catastrophe that
changed the face of Krynn. Most clerics have
no spellcasting abilities, as they worship false
gods. True clerics of good, including Gold-
moon and Elistan, wear a medallion bearing
the symbol of their god or goddess. Only two
of the true gods of good have been revealed so
far—Mishakal, goddess of healing, and Pala-
dine, leader of good, the Celestial Paladin.
All PC clerics brought into the campaign must
be of good alignment and follow one of these
two faiths.
All PC elves in the adventures are
Qualinesti elves, unless their character cards
say otherwise. PC elves from other worlds are
also Qualinesti. Several other elven races exist
and are detailed in DL7, DL10, and DL12.
All PC dwarves are hill dwarves, unless their
character cards say otherwise. PC dwarves
from other worlds are also hill dwarves. Other
dwarven races were introduced in DL4.
The equivalent of halflings on Krynn are
kender. Kender resemble wizened 14-year-
olds and (unlike halflings) wear shoes.
Steel is the most valuable metal in the
world of Krynn while gold is fairly common
and of little worth.
One steel piece (stl) is the equivalent of one
gp in a normal AD&D campaign. One gold
piece on Krynn is the equivalent of one sp in a
standard campaign.
PCs who enter Krynn from other campaigns
may be allowed to trade their gold pieces for
steel-though they will find their personal
wealth greatly reduced!
2
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In this section, you can determine your ver-
sion of the true history of the Dark Queen’s
ouster from into the world of Krynn.
There are actually several different true his-
tories of how the Queen of Darkness came and
what will throw her back into the abyss. Only
one of these will be the actual ending to your
DRAGONLANCE ® game campaign. Each
ending has a number. The number that cor-
responds to your version is the fate number for
your campaign. In this adventure, the fate
number determines which of the alternate
encounters in the Glitterpalace are run and
which holds the diamond gem required to
escape the Glitterpalace. This number also
determines the ultimate challenge the PCs
face in DL14, Dragons of Triumph, the finale
of the DRAGONLANCE saga.
How to determine the fate number for your
campaign depends on whether your PCs enter
the Glitterpalace. If they do, the TALIS cards
drawn there not only open the doors to the
different tests, but also establish the fate
number for the epic’s finale.
If the PCs do not enter the Glitterpalace,
follow the procedure outlined below to deter-
mine the fate number. Players missing the
Glitterpalace are at a distinct disadvantage
because they do not have the benefit of the
guidance and knowledge from these adven-
tures. For this reason, the players should be
subtly encouraged to enter the Glitterpalace.
The fate Number
The fate number determines which of the
three tests in the Glitterpalace leads to the
diamond gem. This test will have an alternate
encounter where the diamond can be found.
This alternate encounter should clue the PCs
to how to end the DRAGONLANCE epic.
The finale set up for the end of the epic is
one of the following six. Your fate number
(found above or in the Glitterpalace) deter-
mines which of these endings occurs in DL14,
the conclusion of the DRAGONLANCE ®
saga.
1. Fizban/Paladine vs. the Queen of Dark-
ness: Fizban is revealed as Paladine and only
his direct intervention can seal shut the gate to
the Abyss. Thus he must make his way down
into the depths of the tower with the aid of
the PCs. If he uses his tremendous power too
early, then the Queen of Darkness is alerted to
his presence and has time to prepare her
defense.
To succeed, Fizban must be brought into
the Council Chamber of the temple and there
defeat the Queen of Darkness. There is a base
100% chance that he is able to do this. How-
ever, every spell he casts reduces his chance of
success by a percentage equal to twice the total
spell levels.
For example, if Fizban casts a 9th-level spell
to get the PCs out of a terrible fix, his chance
of defeating the Queen of Darkness is
decreased by 18% and is now only 82%. If
Fizban then also had to cast a 5th-level spell,
the base chance would be reduced by 10%
more to 72%. Because of the phenomenal
energies required to push the Queen back
onto her own plane of existence, Fizban only
gains back 10% toward his chance of success
for each day during which he casts no spells.
Continuing with the above example, if Fiz-
ban, now with a 72% chance of success, casts
no spells for an entire day, his chances then go
up to 82%. The nature of this climactic battle
is such that all those present in the Council
Chamber are aware of the outcome. Should
Fizban fail, the troops in the hall rush the
Party.
2. Waylorn/Huma Returns from the Past:
Fizban is just a crazy old wizard. Waylorn, on
the other hand, is the resurrected Huma of
legend. He alone possesses the secret needed
to drive the Queen of Darkness back into the
Abyss and seal the gate. Huma must be
brought to the gate and there use a
Dragonlance to drive the Queen of Darkness
into the Abyss and keep her at bay while the
gate is shut behind him, thus sacrificing him-
self for the good of the world.
To succeed, Waylorn must be brought to
the Council Chamber and must have a
Dragonlance. Waylorn must pass into the por-
tal with the Dark Queen and seal the portal
from the other side.
3. Sacrifice Self to seal the Void: This is
essentially the same as ending #2, except that
it is a PC who must drive the Queen back into
her lair and keep her at bay while the gate is
shut. Fizban, although Paladine, may not
interfere directly but may direct those of the
world who can affect the course of history.
To succeed, the character must be in the
Council Chamber with a Dragonlance. The
character must then present the Dragonlance
forcefully (as though a cleric performing a
turn undead action) and force the Queen back
through the portal. Once on the other side,
the PC may close the portal behind him.
The effects of barring Takhisis’s direct pres-
ence from the world are the complete disunity
and dispersal of the Dragonarmy into petty
tribes and wandering groups.
4. Berem/Paladine Seals the Gates: Fizban
is just a crazy old man. Paladine has taken the
form of Berem to reclaim the soul of Berem’s
sister from the temple. Once this is done, then
he can use his power to seal the gate.
Success in this ending is achieved in the
same way as in ending #1, substituting Berem
for Paladine.
5. Berem and His Sister: This is the end of
the story given in the novels. In this version,
Berem Everman takes the green gemstone
down into the depths of the temple of Takhisis
and replaces it into the foundation stone. This
reunites his soul with that of his sister and
makes the temple once more a holy place.
Through this act, the gate through which the
Queen of Darkness came is shut forever and
her influence much diminished in the world.
The Dragonarmies turn on one another and
disperse to strongholds scattered across
Krynn.
To succeed, Berem Everman must be
brought to the foundation stone in the depths
of the temple and press his bare chest and its
gem into the stone.
6. Death of the Gem: Contrary to the the
version in the books, placing the gem in the
foundation stone does not seal the gate.
Rather, it permanently opens the gate. It is for
this reason that the Queen of Darkness has
been looking for the green gemstone man.
To succeed, the PCs must discover the gem’s
true purpose and destroy it. To do this, the
PCs must bring Berem to the Hidden Treasury
and break the gem with the stones there.
determining the fate Number
The TALIS card deck (from DL12) has six
suits of cards. The PCs draw a card in Chapter
14 to determine the ending of the campaign.
If they do not go to the Glitterpalace, then
you must draw a card to determine the ending
for the players.
There are six possible endings. These corres-
pond to the six suits of the TALIS card deck. If
you do not have the TALIS card deck, then
substitute the following random rolls for
determining the card drawn. Be sure to write
down the card’s number next to its suit for use
in the other areas of the tests.
TALIS Card Deck Table
Roll 1d6 for Suit of Card Drawn
Roll 1 Suit
Test
Enc # Alternate
1
Waves Wisdom (43)
43X
2
Beast Wisdom (43)
43Y
3
4
Flames Heart
(44)
44X
44Y
Earth Heart
(44)
45X
Fates Valor 45Y
* This is the fate number of your game.
Winds Valor
(45)
6
(45)
3
5
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