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Dragons of Hope
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Official Game Adventure
Dragons of Hope
by Tracy Hickman
TABLE OF CONTENTS
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wherein the tale is told, and the story is explained.
Chapter 11: The Way . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
In which the heroes attempt to find safety and shelter for the refugees of Pax Tharkas.
Chapter 12: The Outpost Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
In which the heroes discover remnants of the once-mighty dwarven kingdom, and once again
encounter the Aghar dwarves.
Chapter 13: Skullcap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
In which the tomb of Fistandantilus is found, and the mysteries of the Dwarfgate War
revealed.
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Wherein shadows of events to come cast their shadows, and the fate of the refugees is
revealed.
APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Here are the tools of the story. That which is new is explained, as are encounters governed by
fate alone.
Appendix 1: Monsters, Creatures, and Men ........................................ 28
Appendix 2: Character Cards ...................................... 31 and Inside Cover
Appendix 3: Combined Monster Statistics Chart ............................. Inside Cover
Appendix 4: Random Encounter Chart ..................................... Inside Cover
CREDITS
Distributed to the book trade in the United States by Random
House, Inc., and in Canada by Random House of Canada, Ltd. Dis-
tributed to the toy and hobby trade by regional distributors. Distrib-
uted in the United Kingdom by TSR(UK)Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D, DRA-
GONLANCE, and PRODUCTS OF YOUR IMAGINATION are
trademarks of TSR, Inc.
Development/Editing: Michael Dobson
Graphic Design: Elizabeth Riedel
Cover Art: Keith Parkinson
Interiors: Keith Parkinson and Larry Elmore
Cartographers: Dennis Kauth and Elizabeth Riedel
Typography: Marilyn Favaro
Poetry: Tracy Hickman
This adventure is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of the
material or artwork contained herein is prohibited without the
express written permission of TSR, Inc.
© 1984 TSR, Inc. All Rights Reserved. Printed in U.S.A.
TSR, Inc.
TSR(UK)Ltd.
POB 756
The Mill, Rathmore Road
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WI 53147
United Kingdom
Printed in U.S.A.
ISBN 0-88038-088-8
9131
Permission granted to photocopy or
print this product for personal use.
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since the great Cataclysm. Curse the High
On the day of their return to the town of
Solace, they met Goldmoon, a princess of the
Que-Shu tribe, and her lover Riverwind, a
ranger. Goldmoon held a blue crystal staff that
contained the power of healing.
The True Gods had heard the prayers of
the adventures, and had begun to act.
Priest of Istar for his pride! For in trying to
command the Gods rather than begging
humbly for their aid, he called down their
wrath. The Gods punished Krynn with fire
and flood, and much is now forever lost. The
greatest loss was the knowledge of the True
Gods. The world of Krynn has sunk into
blasphemy lo these many generations. It is said
that once all clerics had the power to cast
healing spells, but that is no longer true.
Mankinds separation from the True
Gods has also opened the door to renewed evil
As the Dragonarmies marched, leaving
devastation in their path, the lnnfellows sought
out the Forestmaster of the Darken Wood,
who told them Xak Tsaroth, an ancient
city now fallen to evil. After terrible ordeals,
the heroes faced an enemy out of nightmare:
in the world. Dragons, thought to be a myth
fit only to frighten children, are once again
working their evil. They are commanded by
humans called dragon highmasters, and assisted
Onyx, a Black Dragon.
The power in the blue crystal staff was
indeed the power of the True Gods. With the
aid of the staff, the heroes destroyed the
dragon, and recovered the Writings of the
Gods. Knowledge of the True Gods had
returned to Krynn. And so Goldmoon, a
princess, became the first true cleric of Krynn.
Now armed with powerful weapons of the
spirit, the heroes returned to Solace, only to
find that draconians had overrun their
homelands, and had taken the people of the
plains to a terrible slavery in the fortress of
Pax Tharkas.
by strange creatures, the like of which have
never before been in this world: draconians,
they are called.
The armies of dragons, dragon
highmasters, and draconians have now
conquered much of Krynn, and soon they will
have all the land under their sway. Things
look dark. Evil may soon triumph over good.
Through my Crystal Ball, the Globe of
Wisdom, I am able to send my spirit across the
land to gather knowledge. And so I have found
a glimmer of hope.
After capture and battle, after perilous
travels through thick forests and ancient
dungeons, the heroes crept into Pax Tharkas,
Five years ago, seven adventurers set out
from the Inn of the Last Home to seek the
forgotten knowledge of the True Gods. They
had great adventures, but did not find what
they sought. In time, six returned: Tanis,
Flint, Tassslehoff, Raistlin, Caramon, and
Sturm. Of Kitiara the beautiful, the love of
Tanis, nothing has been heard.
foiled the sinister plans of the dragon
highmaster Verminaard, and rescued over 800
slaves. Now they rush south, pursued by the
tireless draconians, seeking a passage to the
seaport of Tarsis and the hope of safety...
From the ICONOCHRONOS of Astinus of Palanthus,
Lorekeeper of Krynn, in the 351st year after the
Cataclysm.
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“Dragons of Hope” is the third in the epic
DRAGONLANCE™ series. The next module,
“Dragons of Desolation,” forms the end of
the First Book of Dragonlance: Tales of
Autumn Twilight.
DRAGONLANCE is a story. The mod-
ules in this series should ideally be played as a
continuing saga. Players are encouraged to
take on the roles of the main heroes in this
epic; Character Cards can be cut out and used
by the players.
You may allow players to bring other
characters into this adventure. If so, adjust
those characters so they conform to the world
of Krynn, which is unlike most AD&D™
worlds.
If you allow players to bring their own char-
acters into the epic, the DRAGONLANCE
characters must be present either as player
characters (PCs) or non-player characters
(NPCs). The following heroes are active in this
module: Tanis, Goldmoon, Riverwind, Cara-
mon, and Raistlin. One player should always
play both Goldmoon and Riverwind, one as a
primary character and the other as a hench-
man NPC. The other pre-generated characters
do not play a critical role in this module, but
are important later; they can be taken by play-
ers, used as henchmen, or kept as NPCs. It’s a
good idea to keep the party to a manageable
size.
notes for the dungeonmaster
(especially Tanis and Gilthanas) are aware of
her presence.
Elistan is a false cleric of the Seeker reli-
gion who was introduced in DL 2. In this
module, he becomes the second true cleric of
Krynn. In DL 6, he becomes a PC. See his
Character Card and the Events section of
Chapter 11.
Eben Shatterstone, the third important
NPC, is a traitor, an agent of Verminaard, the
dragon highmaster. Eben is self-serving and
greedy rather than actively evil, and so his
alignment is neutral. Eben was introduced to
the party in DL 2 as the victim of a draconian
attack. The attack was a fake. Eben has
planted himself on the party, and becomes a
leader of the refugees. In this module, he
behaves himself and seems to be a supporter
of the heroes. In DL 3, keep Eben in the back-
ground, but remind the players that he is
there. Keep his future role a secret. He will
reveal his true purpose soon enough!
If you don’t want to play the DRA-
GONLANCE epic, you can adapt this adven-
ture to your own campaign.
DRAGONLANCE is a complex saga. To
run it well, you must read this module care-
fully to visualize the story, and to think of
what players may do. You must motivate the
players subtly so that they follow the right
path. Sometimes, you must improvise to keep
the story on track.
Because DRAGONLANCE is a story,
both heroes and villains often figure promi-
nently in later modules. If “name” characters
or villains should be killed, arrange “obscure
deaths” for them. Their bodies should not be
found. Think up a creative explanation for
their “miraculous” survival. For example, a
character tumbles down a 500 foot shaft to
certain death. Several modules later, the char-
acter reappears with a story about how he
landed on a ledge and was knocked out. Much
later, he came to, and spent weeks recovering
and escaping. Some characters can die perma-
nently. When a “name” character no longer
plays a part in the story, his death can occur.
Player characters brought into this adventure
from outside can be killed normally.
The player characters are variously
referred to as PCs, adventurers, heroes, and
companions. Boxed sections of text are read
aloud when the PCs experience that Encoun-
ter or Event.
If you are playing DL 3 without having
played DL 1 and 2, you must provide a motive
for helping the refugees. If you have played
DL 1 and 2, no additional background is
needed; the story begins hours after the PCs
have rescued the slaves from Pax Tharkas.
Sometimes, a character must make an
Ability Check against one of his Character
Abilities (Strength, Dexterity, Wisdom, etc.).
The player rolls 1d20. If the result is equal to
or less than the player’s Ability score in the
appropriate area, the Check succeeds. For
example, a PC with a Dexterity of 15 makes a
Dexterity Check by rolling 1d20. If the result
is 15 or less, the Check succeeds; if the result is
16 or more, the Check fails.
Three NPCs require particular attention.
Laurana, Princess of Qualinost, was rescued
from Pax Tharkas in DL 2. In DL 6, she
becomes a PC. Although she should be in the
background in DL 3, make sure the other PCs
There are important differences between the
world of Krynn and standard AD&D cam-
paigns. Characters who adventured in DL 1
and DL 2 know most of the following infor-
mation. Those players and characters new to
the world should be given this background.
True clerics have been unknown in Krynn
for centuries. Most clerics do not have spell
powers, since they worship false gods. In DL
1, Goldmoon became the first true cleric (with
spell use) of Krynn since the Cataclysm. Gold-
moon wears a Medallion of Faith bearing the
symbol of the goddess Mishakal. If a PC cleric
is brought in from another campaign, he
should serve the goddess Mishakal (if good)
and wear a Medallion of Faith. When a new
true cleric comes into being (Elistan, for
example, in this adventure) the Medallion
the World of krynn
magically duplicates itself, and the new
medallion bears the sign of the god that cleric
worships (in Elistan’s case, the god Paladine).
At this point in the DRAGONLANCE saga,
only the gods Mishakal and Paladine are
known. This means that all PC clerics must be
of good (preferably lawful) alignment.
All PC elves in this adventure are
Qualinesti elves. Other elves—the
Sylvanesti—appear in later modules.
The equivalent of a halfling in Krynn is a
Kender. Kender look like wizened 14-year-
olds and (unlike halflings) wear shoes. See
Tasslehoff Burrfoot’s Character Card for more
information.
The values of gold and other trade items
are completely different in this world. Gold is
nearly worthless; steel is the main trade metal.
One steel piece (stl) is equivalent to 1 standard
gp in purchasing power. PCs that enter Krynn
from other campaigns do not automatically
trade their gold pieces for steel pieces—they
may find their personal wealth greatly altered!
The following exchange rates apply in all
lands encountered in this module:
1 gpw (gold piece weight) of steel=10 gp,
or 20 sp, or 100 cp, or 2 ip (iron pieces), or 1/5
pp, or 2 bp (bronze pieces).
Finally, dragons have been absent from
Krynn for nearly 1,000 years. They are consid-
ered merely legends by all who have not per-
sonally beheld them. Characters may be
thought foolish, or liars, if they talk about
dragons to the wrong people.
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