tsr09285 - AD&D DL_-_Dragon_Knight.pdf

(4005 KB) Pobierz
Dragon Knight
240282991.016.png
240282991.017.png
D RAGON K NIGHT
BY R ICK S WAN
Table of Contents
I NTRODUCTION ........................................... 2
P ROLOGUE ................................................ 5
C HAPTER 1 : G RIDMIRE ...................................... 10
C HAPTER 2 : S OUTHERN S TEAMWALL ........................... 18
C HAPTER 3 : P IRIM .......................................... 41
C HAPTER 4 : S ARGOHGG ..................................... 45
C HAPTER 5 : A HHAR ........................................ 48
C HAPTER 6 : K OR I SLAND AND B EYOND ......................... 52
E PILOGUE ................................................. 57
A PPENDIX ................................................ 58
A DVENTURE M APS .......................... 31, M ODULE C OVER
P REGENERATED PCs ...................................... 61-64
Credits
Editing: Mike Breault
Cover Art: Larry Elmore
Graphic Design: Stephanie Tabat
Typography: Angelika Lokotz
Cartography: Steve Beck
Dave Sutherland
Interior Art: Valerie Valusek
TSR, Inc.
POB 756
Lake Geneva
WI 53147 USA
TSR Ltd.
120 Church End, Cherry Hinton
Cambridge CB1 3LB
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are
trademarks owned by TSR, Inc.
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 Ltd.
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 consent of TSR, Inc.
Permission granted to photocopy or print this product for personal use.
Printed in the U.S.A.
0-88038-843-9
9285XXX2001
© 1990 TSR, Inc. All Rights Reserved.
Permission granted to photocopy or
print this product for personal use.
240282991.018.png 240282991.019.png 240282991.001.png 240282991.002.png 240282991.003.png 240282991.004.png 240282991.005.png 240282991.006.png
I NTRODUCTION
Dragon Knight is the second of three modules in an epic
DRAGONLANCE ® series set in Taladas, the previously un-
known continent on the opposite side of the planet Krynn.
The first module, Dragon Dawn, began with an investigation
of the murder of the neutral good dragons of Taladas. This led
to the revelation of an organized plot to prevent a major
gathering of the dragons. This module continues the investi-
gation, climaxing with the discovery of the mysterious master
of the dragon-killers.
All of the modules in the series are self-contained and can
be played independently. However, if you plan to play the
entire series, 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 book describes char-
acters and rule modifications specific to the world of Krynn.
Though both are helpful resources, neither is necessary to
play this adventure.
The following information is for the eyes of the DM only.
The DM should familiarize himself with the entire module
before beginning play.
Dragon Dawn introduced several new types of characters.
Two of them return in this module. Tavin Longspear, a non-
player character, is based on the dragon knight character kit.
Chyrub, a player character, is based on the legionary of Eras-
tas character kit. For reference, record sheet templates for
these two character kits can be found in the center section of
this module.
The dragon knight and legionary of Erastas kit listings differ
slightly from those in the Time of the Dragon set. The kits in
this module tell whether a given skill is a weapon proficiency
(indicated by a W; a specialized weapon skill is indicated by
SpW). The kits also show how many slots each skill requires.
Additionally, every character knows his native language au-
tomatically; because it doesn’t fill one of the language slots,
it’s tagged Native L/0.
A BOUT T ALADAS
For the benefit of those without access to the Time of the
Dragon set, the key points relevant to this adventure are sum-
marized below. The DM should make this information avail-
able to players unfamiliar with Taladas.
P LAYER C HARACTERS
Eight pre-generated player characters are provided in the
Appendix of this book. If the players have completed
Dragon Dawn, they can continue with the same characters,
retaining any equipment and experience acquired in the
first adventure.
If a PC was killed in the previous module, the player can
choose an unused character or change the name and back-
ground of the 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.
C URRENCY
As elsewhere on Krynn, the basic metal of currency is steel.
One steel piece (stl) has the equivalent purchasing power of
one gold piece in a conventional AD&D game world. A gold
piece here is equivalent to a silver piece.
D RAGONS
The dragons of Taladas, also known as Othlorx (“the Unin-
volved”), are physically similar to standard dragons, but their
attitudes are markedly different. When Takhisis (called “Eres-
tem” in Taladas) released the evil dragons into Krynn, she ex-
pected all of them to fight with her in the War of the Lance.
More than a few saw no gain for themselves, so they refused
to join the Dark Queen. Infuriated, Erestem cursed them to
become the first of the Othlorx. Though most good dragons
joined the War of the Lance following the discovery of the
draconian hatcheries, some chose to remain in Taladas.
While the dragons of Ansalon have been deeply involved in
the War of the Lance, the good Othlorx of Taladas have re-
mained intentionally neutral in the struggle against Erestem
and her minions.
R ETURNING NPCs
Some of the NPCs encountered in Dragon Dawn return in
this adventure. If the PCs participated in the previous adven-
ture, it’s possible that one or more of these NPCs met with
untimely deaths. There are two ways the DM can handle
their return in Dragon Knight.
1. Substitute a similar NPC, preferably a relative or close
friend of the indicated NPC, and use the same statistics and
equipment.
2. Invoke the “obscure death” rule to explain an apparent
death and subsequent return. The rule states that the circum-
stances surrounding the death of the character were confused
and the body was not recovered. Later, the character reap-
pears with a story of how he or she miraculously survived.
D WARVES
The mountain and hill dwarves native to Ansalon are
found only in small, widely scattered communities in Tala-
das. More common are the Nylgai Hadirnoe (also known as
the Scorned Dwarves, a deep-dwelling race who shun the
bright sunlight) and the Fianawar (dour, unhappy surface-
dwellers). The gully dwarves of Ansalon are virtually un-
known in Taladas. Players wishing to use dwarves as PCs are
advised to consult the Time of the Dragon set.
C HARACTER K ITS
The Rule Book of Taladas, in the Time of the Dragon boxed
set, introduced character kits to help model the different
peoples and cultures flourishing in Taladas. Character kits en-
able characters who are identical in class but from different
cultures to have special abilities, disadvantages, and knowl-
edge appropriate to their backgrounds.
E LVES
Most Taladas elves are from the Elf Clans (wild and danger-
ous) and Silvanaes (intelligent and well-bred). A few are
Hulderfolk (shy and withdrawn) and Cha’anii (practitioners
of nature magic). Elves common to Ansalon—Silvanesti,
2
240282991.007.png 240282991.008.png 240282991.009.png 240282991.010.png 240282991.011.png
Qualinesti, and Kagonesti—are few and far between. Players
wishing to use elves as PCs are advised to consult the Time of
the Dragon set.
M APS
The enclosed fold-out color map shows the area where the
adventure takes place, a treacherous and little-explored area
of Taladas known informally as the Southern Steamwall. The
map can be used as a playing aid as the DM sees fit.
The four-color map on the module cover shows an over-
view of the regions featured in the adventure. On the inside
center panel is the DM’s Map, a smaller version of the fold-
out map. This map shows the locations of the encounters in
the text and is exclusively for the use of the DM. Tactical
maps for specific encounters are included in the center sec-
tion of the module and on the inside module cover.
K ENDER
Kender are very rare on Taladas, but there are small pock-
ets of kender whose attitudes are similar to those of their An-
salon cousins, though the 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 for
all attack rolls and a +2 penalty to its Armor Class.
M OVEMENT
Under normal conditions, an unencumbered human char-
acter can walk 24 miles across normal terrain in a ten-hour
day. At this rate, he could travel a distance equal to just under
2.5 inches (2.4 to be exact) on the color fold-out map if the
terrain is normal. He can travel 12 miles per day in rugged
terrain, and six miles per day in very rugged terrain.
For convenience, terrain types are defined as follows:
Normal: Plains, grassland, open rolling ground, trails
through normal and rugged terrain, roads through all terrain
types
Rugged: Hills, foothills, forests, trails through very rugged
terrain
Very Rugged Terrain: Jungles, swamps, mountains, volca-
noes
W IZARDS
By the standards of Ansalon, virtually all Taladas wizards
are renegades. Although Taladas is bound by the phases of
the three moons, Taladas wizards have not adopted the con-
ventions or restrictions set forth by the Towers of High Sor-
cery in Ansalon. However, each Taladas wizard, regardless of
whether he is a mage or a specialist, must choose one of the
moons to guide his path. Each choice is associated with one
of the three alignments—good, neutrality, and evil—with cor-
responding restrictions and consequences (see the “Moons
of Krynn” section for details).
A DVENTURING IN K RYNN
Krynn adventures stress a different set of values than is
usual in conventional AD&D ® game settings. Instead of ex-
ploring mysterious places, accumulating treasure, and fight-
ing powerful monsters, DRAGONLANCE ® modules stress a
strong story line.
While players do encounter their fair share of mysterious
places and powerful monsters, these types of encounters
should take a back seat to the story itself. A successful adven-
ture in Krynn has the feel of an epic novel, a sweeping story
in which the player characters are vital participants.
Krynn adventures also stress a value system based on
strong principles. The most important of these principles are
given below:
• Persevering forces of good can triumph over evil.
• Good actions have good consequences; evil actions
have evil consequences.
• Truth, justice, and honor must be promoted over deceit,
injustice, and selfishness.
This adventure is based on these principles. The DM
should make sure they hold true.
These movement rates are only generalizations. For in-
stance, the rates are increased if the PCs push themselves
and are decreased if the PCs are heavily encumbered. The
DM can make adjustments as necessary, but he’s encouraged
to be generous—it’s only necessary to approximate the PCs’
daily progress as they make their way across the map.
Pages 119-120 of the Player’s Handbook give some addi-
tional guidelines for movement. Those who want more de-
tails should consult the Wilderness Survival Guide.
T IME
Beginning in Chapter 2, keep track of the passage of time
on a piece of scrap paper. While it’s seldom important to
know the precise hour of the day, you should know when
night falls and the total number of days that have passed.
E NCOUNTERS
Encounters are adventure episodes keyed to specific areas
on the map. When the PCs cross the border of a new area (in-
dicated on the DM’s 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
encounter. For instance, if the PCs chopped down a tree in a
certain encounter area, the tree is still destroyed if they return.
R UNNING THE A DVENTURE
O RGANIZATION
Unlike the case in other modules, the PCs aren’t likely to
move through the chapters in sequence. Depending on their
actions, they may move from Chapter 2 to Chapter 4, back to
Chapter 2, and so on. Though there are clear guidelines for
moving between chapters in the text, it’s important for the
DM to become familiar with the entire module before play
begins to get a sense of the structure.
Boxed text may be read directly to the players, or it may be
paraphrased by the DM.
E NCOUNTER Z ONES
Many of the encounter areas are designated as Encounter
Zones. The party has an immediate encounter when they
first enter an Encounter Zone. When the PCs first cross the
border of an Encounter Zone, roll as indicated in the text to
randomly select an encounter from the listed possibilities.
The PCs experience this encounter immediately. If the PCs
remain in the Encounter Zone or return to it later, roll for an-
other encounter as directed.
3
240282991.012.png 240282991.013.png 240282991.014.png 240282991.015.png
Zgłoś jeśli naruszono regulamin