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Dragons of Deceit
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Official Game Adventure
Dragons of Deceit
by Douglas Niles
TABLE OF CONTENTS
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wherein the tale is told, and the story expounded thus far.
Chapter 13: The Silver Messenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Wherein the aftermath of battle dawns chill, but an old comrade returns.
Chapter 14: Into the Dragonlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Wherein a smoking city marks the center of the Dragon Queen’s domain and guards the
secret of the good dragons’ Oath.
Chapter 15: Sanction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Wherein the evil city yields its vile tale.
Dungeon Master’s Folio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Wherein aids for the DM are given and much is explained.
Silvart Folio: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Wherein the motivations and goals of the silver dragon, known to the PCs as Silvart, are
explained.
Chapter 16: The Lords of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
A fiery confrontation brings freedom or death.
Chapter 17: Battle in the Skies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Wherein the good dragons are found and the war in the air begins.
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Wherein hope has been found in the war against evil.
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Wherein new races and monsters are described.
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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.
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the TSR logo are trademarks of TSR Inc.
This adventure is protected under the copyright laws of the United
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material or artwork contained herein is prohibited without the
express written permission of TSR Inc.
©
Editor: Mike Breault
Cover Art: Larry Elmore
Interior Art: Diana Magnuson
Cartography: David Sutherland III
Typography: Linda Bakk
Keylining; Colleen O’Malley
1985 TSR Inc. All Rights Reserved. Printed in U.S.A.
Permission granted to photocopy or print this product for personal use.
TSR Inc.
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Printed in U.S.A.
ISBN 0-88038-095-0
9137
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Notes for the dungeon master
“Dragons of Deceit” is the ninth module in
the epic DRAGONLANCE ® series. It ends the
second book of the DRAGONLANCE saga:
“Tales of Winter Night,” following “Dragons
of Ice,” ” Dragons of Light,” and “Dragons of
War.”
The modules recreate the DRAGONLANCE
story, casting the player characters in the roles of
the epic’s heroes. Thus, it is recommended that
this module be played as part of the series, using
the player characters provided. If players wish to
use their own characters, however, allow them to
do so, taking care that the party is as balanced as
the party included in this module.
This module may also be played as a stand-
alone adventure without having played the
rest of the series.
The characters listed on pages 16 and 33 are
some of the heroes of the DRAGONLANCE
story. The equipment and magic items listed
for each should be used if you have not played
previous DRAGONLANCE modules or have
not used that particular PC before.
If your party has played a previous module
in the series, however, use the equipment
listed on the original character cards plus any
additional items that the PCs have acquired
during your adventures.
In DL6, “Dragons of Ice,” the original
party of PCs was split into two groups. This
module deals with the group that went south
from Tarsis—the Heroes of the Lance. The
remaining heroes will return in the next
module, DL10.
If you do not have enough players to take all
the heroes as PCs, run the others as NPCs or
allow players to run more than one character.
In any event, it’s a good idea to keep the party
to a size you are comfortable with.
The player character of Lord Gunthar is
introduced in this module. Any player whose
character met a heroic death during the battle
at the High Clerist Tower should be allowed to
player Gunthar from the start of this adven-
ture. If no characters died, keep Gunthar in
reserve in case a PC should die during this
adventure (in which case Gunthar appears in
Chapter 17).
In the DRAGONLANCE multi-module
epic, some heroes and villains figure promi-
nently in later adventures. If an important
NPC, such as Fizban, Ariakus, or Kitiara,
should be slain, invoke the “obscure death”
rule. This rule states that, as in Saturday after-
noon matinees, the circumstances of death of
an important character should be confused
and the body not found. Later the character
may reappear with a story of how he miracu-
lously survived. Sivaks, a new draconian race
introduced in DL7, polymorph into their slay-
er’s likeness when killed, providing a new way
to explain the apparent death of an important
character.
Remember that player characters are no
longer subject to the obscure death rule. If a
PC dies, he’s gone forever!
usual character after this adventure.
Be sure to read the folio before giving it to
the player. You, as the referee, are primarily
responsible for making sure that Silvart abides
by the Oath.
Each chapter is divided into a series of
Events and Encounters. The Events, listed at
the start of the chapter, occur regardless of
where the PCs are or what they are doing.
Each event includes instructions on when to
use it. Encounters, on the other hand, are
keyed to locations and occur only if the heroes
go to the appropriate places.
Occasionally an Ability Check is called for
against one of a character’s abilities (Strength,
Wisdom, etc.). Roll 1d20 and compare the
result with the appropriate ability score. If the
roll is less than or equal to the ability, the
action succeeds; if greater than the ability, the
action fails and the character suffers the conse-
quences given in the text.
Module Sections
This adventure is divided into chapters that
lead to the conclusion of the second
DRAGONLANCE book. Although the chap-
ters move toward the climax and culmination
of this part of the PCs’ adventures, allow your
players’ decisions to affect the direction and
course of the adventure. The PCs have a great
deal of freedom in determining how they pur-
sue the quest that is laid before them in the
first chapter.
In the very center of the module is a four-
page pullout folio (the Silvart Folio) on the
character of Dargent/Silvart. This should be
given to a player who will play Silvart (during
this adventure only). The player controlling
Silvart should not control any other PCs dur-
ing this adventure.
The skill of the player controlling Silvart
will have a great bearing on the success or fail-
ure of the adventure. Try to assign this charac-
ter to a player with good role-playing skills!
Surrounding the Silvart Folio is a 12-page
Dungeon Master reference section. This con-
tains the maps needed to play the adventure
as well as the Random Encounter Chart and
NPC Capsules. Carefully remove both the
folio and the DM reference section.
The countersheet included in “Dragons of
Deceit” contains cardboard counters repre-
senting the dragons that meet in the module’s
final engagement-an aerial battle over the
evil Temple of Luerkhisis. These counters can
be used with the BATTLEYSYSTEM rules or
employed simply to clarify the positions of the
characters and their mounts during what
should be a rather fast-moving and wild battle
in a three-dimensional battlefield.
New Weapon
At the start of the adventure, the player char-
acters possess 20 Dragonlances—footman’s
and 10 mounted-obtained in DL7 (unless
these were lost or destroyed in subsequent
adventuring).
There are two types of Dragonlances:
mounted and footman’s. The footman’s lance
is eight feet long while the mounted lance is
twice as long and much heavier. The mounted
lance often has an attached shieldguard.
A footman’s lance causes 1-6 points of dam-
age versus normal foes and 1-8 against larger
than man-sized targets. Against dragons it
inflicts damage equal to the hit points of the
wielder (a 14-hit point fighter would cause 14
points of damage to a dragon). The weapon is
+1 to hit if held in hand; it can be cast as a
spear at -2 to hit.
The mounted lance causes 3-9 points of
damage versus normal foes and 3-18 against
larger than man-sized targets. Against
dragons it inflicts damage equal to the hit
points of the wielder and his mount. A 15-hit
point fighter on a 40-hit point dragon causes
55 points of damage when the lance strikes
another dragon. The mounted lance is almost
exclusively mounted on the backs of dragons
(see the sketches on page 28). If not mounted,
the lance causes 3-18 points against dragons.
The weapon is +2 when mounted; normal
when unmounted.
Starting Play
One player should be given the Silvart Folio
from the center of this module and asked to
play the role of Silvart. This is a challenging
part, but the module will be much more fun
to play if Silvart is treated as a PC, rather than
an NPC. This is a one-time only exception to
the restriction on monster player characters,
and whoever plays Silvart should regain their
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The World of Krynn
There are several important differences
between the world of Krynn and the standard
AD&D ® campaign world. While players who
have played previous DL adventures are famil-
iar with these changes, new players should be
made aware of the following information.
If PCs do not have the information given on
the disks from previous modules, allow clerics
to select as a deity either Mishakal or Paladine,
the high god of good.
See Tasselhoffs character card for game
mechanics for these abilities, which will be
usable by all PC kender (and halflings from
other campaigns).
Dragons
Dragons have been absent from Krynn for
centuries, returning only with the initiation of
the war. The only dragons most people have
seen are red, green, blue, black, and white
dragons-all creatures of highly evil nature.
Rumors persist of other dragons-copper,
bronze, brass, silver, and gold-that are crea-
tures of good. The PCs have met only two
good dragons thus far: Blaize, the brass
dragon in DL3, and Silvart. No other good
dragons have appeared to take part in the war
against evil.
Money
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 in
purchasing power of a gp in a normal AD&D
campaign. A gold piece on Krynn is the
equivalent of one sp in a standard campaign.
Player characters 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.
Clerics
When the Queen of Darkness started her war
against the folk of Krynn, true clerics were
unknown. Early in the war, the heroes
retrieved the priceless platinum Disks of Mis-
hakal.
Mishakal is the benign goddess of healing
and growth. Knowledge of her existence
brought the first use of good clerical spells.
Through the reading of her disks, knowledge
of the entire pantheon of the Gods of Good
has been returned to the people.
Likewise, the Dragon Highlords of the
Queen of Darkness have gained the power of
clerical spells of evil, bestowed by the Queen
herself.
Clerics are still very rare on Krynn, but as
knowledge of the good and evil gods spreads,
their presence becomes more and more com-
mon.
Kender
The equivalent of a halfling in the world of
Krynn is a kender. In addition to the standard
abilities and limitations of AD&D halflings,
kender have the special abilities of taunt and
fearlessness.
The Story
Icy winds race across the desolate plains of
Solamnia. Their force concentrates at a narrow
pass in the sheer Vingaard Mountains, howl-
ing with banshee intensity. Firmly planted at
the summit of the pass rests the battle-scarred
bulk of the High Clerist Tower.
Savage fighting has raged here since winter,
for bodies litter the valley south of the keep.
Many fresh graves have been excavated in a
nearby graveyard.
Yet this huge battle was but one small part
of the Queen of Darkness’s plan to crush the
forces of good throughout Ansalon. There are
many more fronts to the Dragonarmy’s evil
offensive.
War has raged across the continent of Ansa-
lon for many months. Men, dwarves, elves,
and kender have found the courage to resist
the armies of the Queen of Darkness.
The evil dragons that fly with the Queen’s
armies have proven nearly invincible on the
battlefield. The mere presence of the creatures
paralyzes most mortals with a sense of terror
and awe.
But strides have been taken to further the
cause of good. Knowledge of the true gods—
lost for nearly three centuries-has been
regained. True clerics once again walk among
the people of Krynn.
The knowledge needed to forge
Dragonlances—knowledge lost even longer
than that of the true gods—has also been
relearned. But even these mighty weapons are
not enough to halt the Dark Queen’s hordes.
Rumors speak of other dragons-dragons of
brass, copper, bronze, silver, and gold-who
fought against the evil dragons in a war now
lost in the mists of time. Yet hope springs
from these myths-hope that good dragons
might still exist and might aid the cause of the
Whitestone Council. This brings us to our
story.
The heroes have bought themselves some
time with the savage battle at the High Clerist
Tower. Yet they realize that this only delays
the inevitable conquest of Krynn by the Dark
Queen.
In this setting, and with this knowledge,
they receive a visitor—Silvart, a companion
from a previous adventure (“Dragons of
Light”). Whether or not Dargent (the silver
dragon) took the form of Silvart in DL7, she
meets and travels with the PCs in this form
during “Dragons of Deceit.” Dargent will
assume her true form only after the perversion
of the good dragons’ eggs is revealed in this
adventure.
Silvart tells the party that the key to the
good dragons’ Oath lies in the evil city of
Sanction, in the very heart of the Dark
Queen’s empire. She wishes to recruit the
heroes to undertake a quest to Sanction to free
the good dragons from this oath.
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