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Dragons of Despair
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Official Game Adventure
Dragons of Despair
by Tracy Hickman
TABLE OF CONTENTS
PROLOGUE
THE TALE
The history unfolds, wherein the heroes join in the story of the world of Krynn.
A massive chair floats amid soft white
light. The gold of its delicately carved
frame gleams warmly. To the right of the
chair, an ornate stand strains beneath a
huge crystal globe. To the left of the
chair, another stand holds a large book.
Between the stands, an old man in bril-
liant white robes nods on a glistening
throne. One hand rests on the globe,
while the other lies poised on the book.
The face looks as though the eyes
closed only a moment ago. Yet the man
does not move, nor does the thoughtful
expression change. For this is Astinus
of Palanthus, Lorekeeper of the World.
Astinus ranges across the face of
the world, searching out the bravest
deeds of men, recording the acts of
greatness otherwise left unsung. This is
the historian’s historian: Astinus is
there as history happens.
Chapter 1: The Road Travels East . . . . . . . . . . . , . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wherein darkness spreads over the land, and your players move toward the ancient
city
Chapter 2: Lost City of the Ancients . . . . . . . . . . . . . . . . . . . . . . . , . . . . . . . . 12
Xak Tsaroth, the great city, appears before you, swallowed by swamp.
Chapter 3: Descent into Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Beneath the buildings of Xak Tsaroth lies the greater city and its lost glories.
Chapter 4: Lair of the Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Khisanth herself, known also as Onyx, lies in the heart of the ruins, hoarding both
treasure and knowledge of the old ways.
Epilogue ...................................................29
Here the curtain falls on this part of the epic. Yet the tale continues: here greater
deeds to come cast their shadows.
APPENDICES
Here are the tools of the story. That which is new is explained, as are encounters
by fate alone.
Appendix 1: Rate of Exchange Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Appendix 2: Treasures and Tomes . . . . . . . . . , . . . . . . . , . . . . . . . . . . . . . . . . . . 29
Appendix 3: Monsters and Men. . , . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Appendix 4: Random Encounter Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Appendix 5: Canticle of the Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Yet the man has never left this
chair.
You, Dungeonmaster, are the spirit
of Astinus. You look upon your mortal
body and again bid it farewell. For the
greatest age in the history of this world
called Krynn is about to unfold. You
note its passage, walking unnoticed
among the greatest of heroes, seeing
history through the eyes of men and
creatures, good and evil, feeling what
they feel.
Now turn from the chair. Leave
your mortal self again. Take up your pol-
ished staff. Walk softly into the light.
Remember all.
Original Concept: Tracy Hickman
Editor: Michael Williams
Design Staff: Tracy Hickman, Harold Johnson, Douglas Niles, Carl Smith,
Michael Williams
Product Design: Bruce Lewis, Elizabeth Riedel
Cover Art: Clyde Caldwell
Interior Art: Jeff Easley
Cartographer: “Diesel”
Canticle by Tracy Hickman and Michael Williams
Song by Tracy Hickman, Carl Smith, and Michael Williams
Special Thanks to Larry Elmore, Jeff Grubb, Gali Sanchez, Garry Spiegel,
Dave Sutherland
At the end of this book is the technical
information needed to play the adven-
ture. Refer to these sections to become
familiar with the new world of Krynn and
all of its wonders.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR (UK) Ltd.
This module is protected under the copyright laws of the United States of America. Any reproduction of other unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of TSR, Inc.
ADVANCED DUNGEONS & DRAGONS, AD&D, and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc.
* 1984 TSR, Inc. All Rights Resewed.
TSR, Inc.
TSR (UK) Ltd.
POB 756
The Mill, Rathmore Road
Lake Geneva,
Cambridge CB 14AD
wi 53147
United Kingdom
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION
Printed in U.S.A.
ISBN 0-88038-086-l
9130
Permission granted to photocopy or
print this product for personal use.
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Chapter 1: The Road Travels East
Dragons of Despair is the first in the epic
DRAGONLANCE series of modules. You
may play this module by itself or as part of the
grand DRAGONLANCE campaign.
Dragons of Despair is designed for a
party of 6-8 player characters, levels 4-6.
Encourage a good balance of character classes
in the party the adventure demands the
skills of each class.
DRAGONLANCE contains a story. Play-
ers generally will spend the first part of their
play gathering information about their quest.
This information will direct them to the
sunken city of Xak Tsaroth, where the dun-
geon part of the adventure takes place.
Much about the world of Krynn will be
new to both you and your players. There are
three important differences between standard
AD&D campaigns and this universe:
the true gods in search of other, less demand-
ing gods (which do not exist). These pseudo-
clerics use the same combat table as true clerics
but have no spell abilities. PC clerics brought
into Krynn from other campaigns lose their
spell-casting abilities at once. Never fear: it is
the goal of this adventure to regain these abili-
ties.
However, if your players insist on bring-
ing other characters into this game, review
them carefully and keep in mind the differ-
ences mentioned in this prologue.
All PC elves are Qualinesti Elves in this
world. Other kinds of elves exist, but they
come into the DRAGONLANCE story in later
modules.
The equivalent of a halfling in this world
is called a Kender. Kender look like wizened
14-year-olds and, unlike halflings, they wear
shoes. These folk have two special abilities (in
addition to the usual halfling abilities):
3. No dragons have existed in Krynn for over
1000 years. As a result, most people in this
world smile when dragons are mentioned,
believing they are only folktales to frighten
children. Few believe that dragons ever did
exist; almost nobody believes that they exist
now.
1. Taunt. Any creature the Kender taunts
must save vs. Spells or attack wildly at once
for 1-10 rounds at a -2 penalty to hit and a
+2 penalty to their armor class. Kender are
masters at enraging others by verbal abuse.
Your adventures in Krynn begin with Event 1
below. As the world and history open before
them, PCs face events (keyed to times) or
encounters (keyed to places). Events and
encounters will confront them at all stages of
the adventure, and more than likely lead
them to Xak Tsaroth (area 44) and an under-
standing of their important quest.
Players may wish to use PCs from the
DRAGONLANCE story, detailed on character
cards in the center of the module. It is gener-
ally an advantage for players to use these char-
acters rather than bring their own into the
campaign.
1. Gold has no value in this world. Each place
has its own currency and its own values for
trade (these are explained in Appendix 1).
What one country values may be worthless in
another.
2. Fearlessness. Kender are immune to fear,
either magical or non-magical. They are,
however, curious about everything: a ten-
dency that often gets them into trouble.
The text of the module refers to player
characters in various shorthand forms: PCs,
adventurers and/or heroes. Read boxed text
sections aloud to your players.
Welcome to Krynn, and to the fantastic
world of DRAGONLANCE!
2. Clerical spells have not existed for nearly
300 years. Some people still call themselves
clerics, still belong to worshipful orders; how-
ever, all of these have turned their backs on
3
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