D&D 5 0 WotC DragonLance Shadow of The Dragon Queen OCR

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Shadow of the

Dragon Queen
 
War Comes to Krynn
he world has ended, and it’s ending again.  

T
Three hundred years ago, the Cataclysm
brought ruin to the world of Krynn. In a
single day, an age of wonders came to an
end. Countless innocents died, the face of
the world was reshaped, and the gods
themselves faded into legend. Through
ages of struggle, the peoples of Krynn survived, but the
world isn’t what it was. Those nations that remain
linger in the shadows of their ancestors’ wonders. Only
slowly have they begun to push back centuries of
darkness and rediscover how the world has changed.
Then came the Dragon Armies, legions of soldiers
devoted to the wicked god Takhisis the Dragon Queen,
and the world faces ruin once more. The War of the
Lance has begun, and in a conflict between gods and
dragons, a wounded world hangs in the balance.
Using This Book
This book presents a glimpse of the world of Krynn
through the lens of a specific conflict. Rather than
providing an overview of the entire world, the book
focuses on the region surrounding the city of Kalaman
in the nation of Solamnia as the War of the Lance first
reaches its borders. Details of the world and the perils
facing Kalaman are presented through this introduction,
supplemented by reports from Solamnic scholars and
soldiers. Beyond this, the book is divided into the
sections below.
Chapter 1 explores how to create characters prepared
to take part in the War of the Lance. It details the
peoples of Krynn, such as kender, along with feats,
backgrounds, and a subclass to immerse characters in
the world.
Chapter 2 provides an overview of this book’s
adventure and how to start playing. It also contains a
series of short encounters to immerse characters in the
world’s mysteries.
Chapters 3 to 7 present an adventure detailing the
Dragon Armies’ invasion of Solamnia and their pursuit
of a terrifying magical weapon.
Beyond these chapters, appendices support the
adventure with equipment, magic items, stat blocks, and
other resources. A poster map of the continent of
Ansalon is included, depicting the regions mentioned
throughout and those beyond.
 

INTRODUCTION 1
 

History of Krynn During a terrible conflict known as the Third Dragon


While every world’s history is vast and fractured, with War, the knight Huma Dragonbane was granted the
missing pieces and forgotten perspectives, Krynn’s tale first of the fabled dragonlances. He used it to defeat the
has been shattered by the global catastrophe called the evil god Takhisis the Dragon Queen and end the war,
Cataclysm. The world of Krynn was forged and forcing the god and her dragons to leave Krynn. The
destroyed, yet—broken and scarred—it continued on. good dragons of Krynn soon departed as well, leaving
Most of its people, seeking merely to survive in their the world to mortals and the remaining gods.
slowly healing lands, care little for eons past. But the During the thousand years before the Cataclysm,
sages who piece together fragments of the past focus on known as the Age of Might, several human nations
three periods: before the Cataclysm, the Cataclysm flourished, conquering vast swaths of the continent of
itself, and the dire age since. Ansalon in the name of good. But the triumph of the Age
of Might sowed the seeds of its downfall.
Before the Cataclysm Over the centuries, the city of Istar in eastern Ansalon
grew into a continent-spanning empire, thanks in part to
Krynn’s earliest centuries have passed into a military alliance with the Knights of Solamnia. Istar
mythohistory. The story begins in the Age of Starbirth came to be ruled by a series of kingpriests who declared
when the gods forged the world from primordial chaos. Istar the center of the world and themselves the holy
This period’s records are mere legends and scriptures, messengers of the gods of good. Under their leadership,
and few credit their details as fact. Istar declared war on actions, peoples, and even
Next came the Age of Dreams, a time when heroes thoughts the kingpriests considered evil. Increasingly
battled the forces of evil. Many modern cultures and rigid and theocratic, Istar reached its apex of power just
institutions saw their origins in this era, including the before its apocalyptic fall. The last kingpriest undertook
Knights of Solamnia, the Mages of High Sorcery, and ever more audacious magical feats, culminating in a
the dwarven kingdom of Thorbardin. Ironically, these ritual to attain godhood and rule Krynn forever in the
cultures often dismiss one another’s foundational name of good. At last, the gods acted, united in their
stories as baseless myths while fiercely insisting on the condemnation of Istar.
veracity of their own.  

2 INTRODUCTION
The Cataclysm immortal insight, truth became subject to conjecture,  
even among Krynn’s most dedicated scholars.
As a last effort to avoid mass destruction, the gods sent
the Thirteen Warnings, a series of signs meant to deter
the kingpriest. Trees wept blood, fires raged
unnaturally, and cyclones struck the gleaming Temple
of the Kingpriest. The gods also warned a few chosen
mortals, reasoning that if any of them reached Istar and
prevented the ritual, the world might not be beyond
redemption. But the messengers failed—the kingpriest
and his followers dismissed the warnings as the work of
evil and continued on their path. As the hour of the
kingpriest’s ritual to attain godhood arrived, the gods
whisked away their most devout followers and
unleashed punishment on all who remained.
A mountain of fire fell from the sky, destroying Istar.
The Blood Sea—a new ocean that split eastern Ansalon
—consumed the empire. Coastlines shifted all over the
world, sundering nations, drowning whole regions, and
stranding ports miles from the sea. Though some lands
escaped the worst of the destruction, none were spared
divine wrath.
The gods and their blessings then faded from the
world, and in time, even their names were all but
forgotten.
After the Cataclysm
The Cataclysm ushered in a period of chaos. During the
next three centuries, known as the Time of Darkness,
cultures and ecologies were radically altered, causing
famine, plague, and mass migrations. The Knights of The Dragon Queen’s Return
Solamnia, the champions who might’ve kept Ansalon Even as Ansalon healed, a new threat grew. The
united, were distrusted as former allies of Istar and Dragon Queen Takhisis—known as Tiamat on other
persecuted across the continent, even in Solamnia. worlds—was banished from Krynn over a thousand
The elven nations shut their borders. The dwarves of years ago. Since then, she had waited patiently, plotting
Thorbardin withdrew to their deep tunnels, refusing her return. Unbeknownst to the other gods, she planted
entrance to refugees from the surface. Many societies a piece of the kingpriest’s ruined temple at Neraka— 
turned on one another or fell to disease and war. hidden in the volcanic Taman Busuk region. There it
Nations of hobgoblins and ogres spread, capitalizing on grew into a baleful shadow of Istar’s greatest edifice.
humanity’s decline and claiming whole regions. Much Though this allowed the Dragon Queen to    
that survived the Cataclysm was lost in darkness. influence the world through a portal opened      
At length, the worst effects of the disaster waned. there, a fragment of the temple’s         
Though many elves and mountain dwarves remained temple’s foundation stone was          
reclusive, other cultures tentatively rebuilt. Explorers missing, preventing her from             
ventured forth to map the drastically altered continent. fully returning to the world. She           
Societies reestablished bonds of trade that united and called on the evil dragons who           
diversified them.
As the civilizations of Krynn rebuilt, and new societies served her, long                
arose, the world learned to live with a jarring truth: the withdrawn from the                
gods were truly gone. Religion on Krynn was altered world, and began once                
forever. True clerics, who once worked miracles on more to plot the conquest                
behalf of their gods, had vanished. While some people of Krynn.
remained devout, many others turned to false religions Chromatic dragons,               
in search of answers and comfort. Some of these new acting on their god’s                
faiths were founded by charlatans, others by zealots. orders, stole the eggs                  
Some claimed the names of the gods, others dismissed of good metallic                 
them entirely. In this radically changed world bereft of dragons. The                   
metallic dragons
INTRODUCTION 3
reluctantly pledged to not interfere in the coming war in  
exchange for the promised safety of their abducted
broods.
But the Dragon Queen’s servants secretly broke their
promises. Takhisis taught her followers to corrupt the
stolen eggs into monstrous warriors known as
draconians, gambling that draconian armies will
conquer Ansalon by the time the metallic dragons learn
of this betrayal.
Unrivaled by gods or dragons, the Dragon Queen
unleashes her forces upon a shattered world. In their
god’s name, these Dragon Armies begin their conquest
of Krynn.
The Dragon Armies
The Dragon Queen’s forces are organized into five
Dragon Armies. Draconians fill the ranks of each,
though the armies’ numbers also include humans,
goblins, hobgoblins, ogres, and others who seek wealth
and a return to pre-Cataclysm glories. Each Dragon
Army is supported by chromatic dragons and their
smaller kin, such as dragonnels and wyverns. These
winged terrors provide a staggering advantage not seen
on battlefields for over a thousand years.
The Dragon Queen has elevated her five most
cunning and devout followers to the rank of dragon
highlord, each commanding one of her armies. The
highlords all report to Takhisis’s champion, Duulket
Ariakas, but there is no shortage of treachery between— The War of the Lance
and within—the Dragon Armies. The Dragon Queen As the Dragon Armies emerged from Neraka, they set
encourages these conflicts, trusting them to bring the into motion the events that will come to be known as the
most ruthless and capable leaders to prominence. War of the Lance. Major events in the war are presented
The Red Dragon Army—the first, largest, and most here. Each date occurs in the era after the Cataclysm
powerful of Takhisis’s forces—is commanded by the (AC).
fanatical Dragon Highlord Verminaard, but he has
temporarily given control of many of its troops to his
acolyte, Dragon Highmaster Kansaldi Fire-Eyes, tasking
her with spearheading a daring attack on Solamnia.
Meanwhile, Verminaard’s force follows whispers from
the Dragon Queen into the southern lands of
Abanasinia.
The ambitious Highlord Kitiara Uth Matar commands
the Blue Dragon Army. Second in power among the
Dragon Queen’s forces, the Blue Dragon Army prepares
to join the Red Dragon Army’s multipronged invasion of
Solamnia. The Green Dragon Army recently came
under the command of Salah-Khan, a Khur leader who
united the region’s nomads under Dragon Army rule.
The half-ogre Lucien of Takar commands the Black Nordmaar Falls
Dragon Army, whose focused force supports the other
armies and occupies the lands they conquer, including 348 AC
Nordmaar and Goodlund. Finally, the small White The first true military test of the Dragon Armies was
Dragon Army is led by Highlord Feal-Thas, a Silvanesti the Red and Green Dragon Armies’ successful invasion
elf and black-robed member of the Mages of High of the unprepared realm of Nordmaar. This victory
Sorcery. convinced many neutral bands of hobgoblins and ogres
in the Taman Busuk region to align with the Dragon
Armies, though many holdouts remain.
 
4 INTRODUCTION
Khur Joins Silvanesti Campaign  
Late 349 AC through 350 AC
Early 349 AC
The Green Dragon Army was dispatched to the The Red and Blue Dragon Armies attacked the elven
steppes of Khur to subdue the tribes there. Rather than nation of Silvanesti. The elves mounted a stiff
fight a protracted campaign, Ariakas allowed the resistance, and the siege stretched on in a brutal
cunning Khur leader Salah-Khan to defeat the Green campaign.
Dragon Army’s original highlord in battle, then offered After a year of fighting, the Silvanesti elves evacuated
to make Salah-Khan highlord in his place. In exchange from their ancestral home and sailed for Southern
for control over Khur and the surrounding lands, Salah- Ergoth. The elves’ leader, Speaker of the Stars Lorac,
Khan accepted and pledged his people to Takhisis, attempted to use an orb of dragonkind to protect his
adding to the Dragon Armies’ ranks. Few can say homeland but succeeded only in transforming it into a
whether he did so to further his own ambitions or to land of nightmares, useless to both sides.
spare Khur a long, bloody conflict, but many Khur view Dragon Armies Regroup
Salah-Khan as a traitor to his people and fiercely resist
the Green Dragon Army’s occupation. 351 AC
With virtually all of eastern Ansalon under their
Balifor and Goodlund Absorbed control, the Dragon Armies have spent much of the last
year regrouping and consolidating their power. The
Mid 349 AC
Without substantial military resistance, Balifor and Blue and Red Dragon Armies have returned to the
the Goodlund Peninsula fell to the Black and White Taman Busuk region, tasked with preparing to invade
Dragon Armies. Though the land’s residents are largely Solamnia. The White Dragon Army has ventured south
resigned to the Black Dragon Army’s ongoing to conquer Icereach, where its white dragons can fight
occupation, the kender of Kendermore lead the region’s effectively in its frozen lands. The Green and Black
resistance, waging a guerrilla war against the occupiers. Dragon Armies focus on their occupied lands abroad.
In Neraka, zealots and black-robed mages devise
magical plans to empower Dragon Army forces. One
such plot, involving the ruins of an Istarian city,
 

INTRODUCTION 5
 

captures the imagination of Dragon Highlord Standard Languages of Ansalon


Verminaard. He tasks his devotee, Kansaldi Fire-Eyes,
with claiming a devastating new weapon for the Dragon Language Main Speakers Script

Armies. Common Trade language of Ansalon


Abanasinian Abanasinia
Common
Common
Dwarvish Abanasinia, Kayolin, Thoradin, Dwarvish
Life on Ansalon Thorbardin
While Krynn holds many lands and cultures, the War of Elvish Qualinesti, Silvanesti, Southern Ergoth Elvish
the Lance and adventures surrounding that conflict Ergot Northern Ergoth Common
unfold on the continent of Ansalon. Here are a few Gnomish Sancrist Common
details regarding everyday life there. Kenderspeak Goodlund, Hylo Common
Kharolian Plains of Dust, Tarsis Common
Languages Khur Khur Istarian
Across Ansalon, language is an expression of Nordmaarian Nordmaar Istarian
upbringing and exposure. Before the Cataclysm, Solamnic Sancrist, Solamnia Common
Common served as a language of commerce under the Rare Languages of Ansalon
empires of Ergoth, Solamnia, and Istar. After the
Cataclysm, migrating refugees communicated using Language Main Speakers Script
Common, and today it’s spoken in every corner of the Draconic Dragons Draconic
continent. Nevertheless, the local languages of most Goblin Taman Busuk Dwarvish
lands still flourish, and Common is used primarily in Istarian Ancient Istarians Istarian
markets and in dealings with travelers. Kothian Minotaurs Kothian
With the DM’s approval, players can exchange a Nerakese Neraka Istarian
language granted by their characters’ race for a different Ogre Blode, Kern Ogre
language from the Standard Languages of Ansalon Primordial Elementals Primordial
table or the Rare Languages of Ansalon table. Sylvan Fey creatures Sylvan

6 INTRODUCTION
Calendar Factual reports of war in eastern Ansalon and the  
Dragon Queen’s return are slow to spread. Many of
The lands around Kalaman use the Solamnic calendar, Ansalon’s communities are isolated, and the Dragon
which has twelve months, each containing four weeks. Armies work to suppress information of their conquests.
Weeks have seven days, and days have twenty-four As a result, most people in Solamnia and west of the
hours. mountainous Taman Busuk region aren’t aware of the
Dragon Armies’ threat beyond vague rumors.
Solamnic Months Roll or choose a result from the Wartime Rumors
Month Name table whenever characters hear a rumor regarding the
January Newkolt Dragon Armies or strange happenings in eastern
February Deepkolt Ansalon. Each rumor notes how truthful it is, but even
March Brookgreen inaccurate rumors hold a grain of truth. At the start of
April Yurthgreen the adventure, characters have each heard one of these
May Fleurgreen rumors.
June Holmswelt
July Fierswelt Wartime Rumors
August Paleswelt d10 Rumor
September Reapember 1 Warlords from Taman Busuk have united an army of
October Gildember mercenaries and warlike groups. (True)
November Darkember 2 Some claim to hear the whispers of the old gods and
December Frostkolt believe their miracles are returning to the world. (True)
3 The kender homeland of Kendermore suffered some
Solamnic Days disaster. Kender are traveling far, seeking help but also
Day Name getting into trouble. (True)
Sunday Linaras 4 Armies in the east are recruiting anyone who will fight for
Monday Palast them, promising wealth and glory not seen since before
Tuesday Magetag the Cataclysm. (True)
Wednesday Kirinor 5 A deadly band of mercenaries has trained flying, dragon-
Thursday Misham like creatures called dragonnels to serve them. (Inaccurate;
Friday Bakukal the Dragon Armies widely employ these creatures.)
Saturday Bracha 6 The nation of Khur has been united under a powerful
warlord who seeks to conquer the world. (Inaccurate; Khur
Currency has been conquered by the Dragon Armies.)

Since the Cataclysm, the harsh realities of daily survival 7 A great fleet of elven ships was sighted heading west. The

leave little room for impracticality. For years after the elves are retreating to their secret homeland. (Inaccurate;

devastation, steel’s value skyrocketed until it was valued the Silvanesti elves have fled their homeland for Southern

as highly as gold, thanks to the difficulty of forging steel Ergoth.)

and its obvious practical applications. Similarly, bronze 8 Travelers report sightings of cloaked lizardfolk raiders. No

was valued on par with silver. While the value of steel one knows where they’ve come from or what they want.

and bronze has diminished to pre-Cataclysm standards, (Inaccurate; such rumors misidentify draconians.)

trade coins of bronze and steel remain in use across 9 Members of the Mages of High Sorcery spread lies of

Ansalon. dangers in the East to keep people isolated, scared, and


under their secret control. (False)
10 Fools claim to have seen dragons in the East, but these are
only wyverns and illusions. (Inaccurate; people do claim to
have seen dragons, but these are rare sightings of actual
dragons.)

Kalaman Region
Situated in the province of Nightlund in Solamnia’s
eastern reaches, Kalaman is one of the nation’s most
Currency of Ansalon vital gateways to the outside world. The city, known as
the Beacon of the East, rises along a deepwater port
Coin cp bp/sp gp/stl pp
near the mouth of the Vingaard River, Solamnia’s
Copper (cp) 1 1/10 1/100 1/1,000
greatest trade artery. Blessed with the bounty of the
Bronze (bp) or Silver (sp) 10 1 1/10 1/100
river, the benefits of trade, and the fertile soil of the
Gold (gp) or Steel (stl)
Platinum (pp)
100
1,000
10
100
1
10
1/10
1  
INTRODUCTION 7
Solamnic plains, the Kalaman region flourished even the bay in northern Estwilde lie the swamps of  
after the Cataclysm. Qwalmish. To the south and east of Kalaman are the
City of Kalaman
rolling steppes of Qlettaar, which in turn give way to the
forbidding peaks of the Taman Busuk region beyond
Kalaman began as a sleepy fishing village on the coast Estwilde.
of the Turbidus Ocean. It might have remained so if not
for the arrival of an Istarian trading mission centuries
before the Cataclysm. Seeing the potential of a deep
harbor so close to the mouth of a great river, the Empire
of Istar invested heavily in the town, transforming it into
a thriving trade hub. Solamnia soon found Istar’s
stranglehold on the booming port intolerable, and after
a climactic battle on the plains west of the city, Istar
ceded control of Kalaman.
Today, long after the fall of Istar and the trials of the
Cataclysm, Kalaman remains a thriving port city
surrounded by tall Istarian-built walls that have never
been breached. In its busy harbor, vessels from all over
Ansalon go about their business under the light of the
city’s two grand beacons, pre-Cataclysm marvels that
have survived for generations. At the center of the city,
the ancient Castle Kalaman rises intimidatingly on a Nightlund
sheer hill. The castle’s architectural marvels include For generations, the Soths of Dargaard Keep—a family
defenses yet to be recreated in the modern age. The city of Knights of Solamnia—ruled the Solamnic province
of Kalaman is further detailed in Chapter 4. once known as Knightlund. Before the Cataclysm, the
People of Kalaman gods of good forewarned Knightlund’s leader, Lord
The city of Kalaman is notably cosmopolitan, while Loren Soth, about the coming destruction and offered
most people in surrounding communities make their him a chance to stop it, but he failed to accomplish this
livelihood through fishing and farming. Many of the task. Since then, the province has had a cursed
region’s inhabitants are Solamnic humans, while others reputation. People have come to know the land as
descend from the city’s Istarian founders. Traders from Nightlund and ascribe the region’s frequent storms to
all over Ansalon settle in Kalaman through preference the old gods’ disfavor.
Lord Soth and his defiance of the gods is detailed in
or necessity. As a result, some humans hail or have chapter 4.
ancestors from Abanasinia, Nordmaar, Ergoth,
Estwilde, and farther-flung lands. Kender, hill dwarves, Religion and the Gods
and gnomes are common in the region, while some
elves, mountain dwarves, and other people also make The gods of Krynn are said to have abandoned the
their home in the city. Anyone is welcome in Kalaman if world, and in the great cities of Ansalon, temples and
they come peaceably with goods to trade. centers of faith are few. Nevertheless, small miracles
occur across the world. Druids and hidden communities
Surrounding Regions offer prayers in the old ways and employ mysterious
To the west of the Kalaman region lies Hinterlund. Even magic. Long-lived peoples remember the worship of the
farther west lie the Plains of Solamnia, from where gods and see their shapes in nature and the
crops and crafted goods make their way to Kalaman for constellations above. Ancient, forgotten sanctuaries
trade. Even in parts of Solamnia closer to the port of hold wonders beyond imagination, and divine whispers
Palanthas, it’s often cheaper and easier to move goods reach those with the minds and hearts to listen. The
down the river to Kalaman. gods haven’t wholly abandoned Krynn, and as threats
North of Kalaman, the grasslands characteristic of grow, mortals turn to them once more—sometimes after
Solamnia give way to the broken steppes and a remarkable encounter with a messenger of the gods.
labyrinthine canyons known as the Northern Wastes. The gods of Krynn loosely align with one another
Deadly beasts, treacherous cliffs, and unpredictable along the principles of good, neutrality, and evil. While
flooding make the wastes a dangerous land where it’s such alliances can be tenuous, the gods often work
said nothing survives for long. together to enact their shared will across the world or to
East of Kalaman, the lands of Estwilde hold oppose unions of their foes. The Deities of Krynn table
inhospitable terrain and peoples who have been and the following sections summarize the gods most
unfriendly to Solamnia since the days of Istar. Across active in the world. Among Krynn’s diverse lands and
peoples, gods take various names, genders, and forms.
8 INTRODUCTION
Those presented in the following sections are the Gods of Evil  
representations best known in Solamnia. Name Alignment Province Symbol
Gods of Good Zivilyn N Wisdom Great green or gold
tree
Name Alignment Province Symbol Takhisis LE Evil dragons, hatred, Spiral of five dragon
Paladine LG Good dragons, Silver triangle night claws
guardians, rulers Chemosh LE Undead Yellow skull
Branchala NG Music Bard’s harp Hiddukel CE Greed, lies Broken merchant’s
Habbakuk NG Animal life, natural Blue bird scales
balance Morgion NE Disease, secrecy Hood with two red
Kiri-Jolith LG Honor, war Bison’s horns eyes
Majere LG Meditation, order Copper spider Nuitari LE Evil magic Black circle or
Mishakal LG Healing Blue infinity sphere
sign Sargonnas LE Fire, vengeance Stylized red condor
Solinari LG Good magic White circle or Zeboim CE Seas, storms Turtle shell
sphere

Gods of Neutrality
Gods of Good
Name Alignment Province Symbol The gods of good provide healing and comfort to the
Gilean mortals of Krynn. Although they oppose the evil gods’
Chislev
N Knowledge Open book
attempts to rule the world, their goal isn’t the
Lunitari
N Nature Feather
eradication of evil or its gods. Rather, their highest
Reorx
N Neutral magic Red circle or sphere
pursuit is preserving mortal choice, despite the
Shinare
N Craft Forging hammer
sorrowful knowledge that mortals sometimes choose
Sirrion
N
N
Trade, wealth
Change, fire
Griffon’s wing
Multicolored fire ruinous paths.
Zivilyn N Wisdom Great green or gold tree
Paladine
Branchala
Habbakuk
Kiri-Jolith
Majere
Mishakal
Solinari

INTRODUCTION 9
Gods of Neutrality  
The neutral gods of Krynn vary widely in their
motivations and methods. Some are passive and distant,
dedicated to recording the actions of mortals or
upholding the balance between societies and nature.
Others take a more active hand, injecting elements of
chaos and innovation into mortal life. Unlike the gods of
good and evil, the neutral gods have little interest in the
struggle over mortal destinies.
Gilean
Chislev
Lunitari
Reorx
Shinare
Sirrion
Zivilyn

Gods of Evil
The evil gods of Krynn embody power, vengeance, and
other ideals that elevate self above community. They
wish to rule the mortal world, believing only they are
worthy of such dominion. They rely on temptation and
subjugation to secure the service of lesser creatures. In
every age, some mortals are willing to sell their souls for
power, and the gods of evil are eager to oblige.
Takhisis
Chemosh
Hiddukel
Morgion
Nuitari
Sargonnas
Zeboim

10 INTRODUCTION
Chapter 1: Character Creation
s the Dragon Queen’s forces march across  

A
Krynn, heroic souls rise to defy her. Forged Peoples of Krynn
in the crucible of war, these remarkable few The Dragon Armies threaten all the peoples of Krynn.
are all that stand between the peace-loving This section presents information about the inhabitants
peoples of Krynn and an age of oppression. of the continent of Ansalon and contextualizes the races
This chapter presents player-facing from the Player’s Handbook within the world of Krynn.
details of peoples and groups in Krynn, as The locations referenced in this section appear on the
well as character options supplementing the rules in the poster map included with this book.
Player’s Handbook. Herein, you’ll find the following Dwarves
sections:
Peoples of Krynn. Learn about the peoples of Krynn While known for their great subterranean nations,
and how they might inspire your next character. dwarves have long traded and traveled among the
Race Option. Play as a kender, a character race peoples of Krynn’s surface. The Cataclysm devastated
known for bravery and curiosity. many dwarven lands and destroyed some of their
Organizations. Discover two of Krynn’s most greatest underground kingdoms. Others, like the nation
influential groups, the honorable Knights of Solamnia of Kayolin, were isolated from their allies as the New
and the mystical Mages of High Sorcery. Sea flooded the land. And some, like the great dwarven
Backgrounds. Learn how war shapes your character, realm of Thorbardin, turned inward and have yet to
and choose from two new backgrounds: the Knight of rejoin the world.
Solamnia and Mage of High Sorcery.
Feats. Draw on the power of magic, honor, or the Thorbardin and the Dwarfgate War
gods with this selection of feats. The kingdom of Thorbardin has endured beneath the
Subclass Option. Tie your magic to Krynn’s three Kharolis Mountains of southwest Ansalon for thousands
mystical moons with the Lunar Sorcery sorcerer of years, but the centuries since the Cataclysm have
subclass. created new divisions within it.
CHAPTER 1 11
      The dwarves of Thorbardin divide Over two thousand years ago, the Kinslayer War  
         themselves into ancient clans. Many divided the high elves of Ansalon into two groups,
         generations before the Cataclysm, Silvanesti in the east and Qualinesti in the west.
         dwarves who dwelled on the surface Through the intervening millennia, neither group has
        established the Neidar clan, known for sought reconciliation. In the even more distant past,
         working the land and trading with both high elf nations separated from their Kagonesti
          other surface folk. In the wake of kin, while the waves themselves isolate Dargonesti and
           the Cataclysm, with food scarce Dimernesti from their surface-dwelling cousins.
            and the future uncertain, the As the elves of Ansalon largely keep to themselves,
            High King of Thorbardin sealed half-elves are few and are rarely seen outside the elven
            the gates of the kingdom to all nations.
            outsiders, including the Neidar.
           Betrayed and hungry, these Silvanesti High Elves
      surface dwarves allied with other desperate Silvanesti, the original elven kingdom, lies in southern
refugees and unsuccessfully attempted to take Ansalon. For untold generations, the aloof Silvanesti
Thorbardin by force. The conflict that came to be called elves lived in a stratified society closed to outsiders.
the Dwarfgate War caused deep enmity between the They don’t hate their cousins in Qualinesti, but they
dwarven communities of the surface and those that live consider their ways misguided.
below. In recent years, war has come to Silvanesti. When the
Dragon Armies besieged the realm, the leader Lorac
Mountain Dwarves Caladon, Speaker of the Stars, ordered his people to
Led by the aristocratic Hylar clan, mountain dwarves evacuate. Lorac then attempted to defend the kingdom
are the unquestioned rulers of Thorbardin. Many great with an orb of dragonkind—but the artifact’s magic
fighters, engineers, and artisans call these magnificent unexpectedly warped Silvanesti into a nightmarish land.
halls home. Proud and reserved, most Thorbardin clans The surviving elves of Silvanesti now find themselves a
want nothing to do with outsiders—dwarves or people without a homeland. Most journeyed together
otherwise. However, some dwarves grow tired of life across the sea to Southern Ergoth, seeking refuge with
within their ancient tunnels and wonder about rejoining the Kagonesti, while others refused to give up Silvanesti
the world above. and sought to reclaim their ancestral home.
As a mountain dwarf, you might come from a As a Silvanesti high elf, you know what few in
dwarven nation like Kayolin or Thorbardin. You could Ansalon do: the home of the elves has fallen. During the
be part of an expedition of traders or explorers, sent by Dragon Armies’ invasion of Silvanesti, you might have
your people to live on the surface for years before been separated from your people or even taken captive
reporting back. Or you might have ventured forth on before escaping the Dragon Armies in unfamiliar lands.
your own, eager to see what the wider world holds. You could have fled Silvanesti with your people but now
seek a way to restore your homeland. Or perhaps you’ve
Hill Dwarves spent your life exploring the world, cultivating
The dwarves barred from Thorbardin experienced the relationships with people other than your kin.
years following the Cataclysm on the surface. Now
known as hill dwarves, they lived among the lands and Qualinesti High Elves
peoples of the surface for centuries. Few still call Long ago, a group of high elves left Silvanesti, desiring a
themselves by their old name, the Neidar, preferring to more egalitarian society. They traveled far to the west
forget their ties to their mountain dwarf cousins. and founded a new forested homeland called Qualinesti.
Some hill dwarves live as traveling traders, while Less hierarchical than their progenitors and more
others make their homes among the communities of willing to deal with outsiders, Qualinesti elves even
Ansalon’s other peoples. Still other groups eke out lives enjoyed good relations with the dwarves of Thorbardin.
in ruins or harsh lands as reclusive survivalists. Since the Cataclysm, however, they’ve withdrawn from
As a hill dwarf, you might come from lands near the the world, and few outsiders dare approach their well-
great mountain dwarf nations or from a diverse town far guarded borders.
away. Or perhaps you come from everywhere, having As a Qualinesti high elf, you might have been raised
been raised in a traveling community that’s seen most in seclusion in the forests of Qualinesti. You could have
corners of Ansalon. been sent forth to learn the state of the wider world or
Elves
to pursue rumors of Silvanesti’s fate. Or perhaps your
family left Qualinesti long ago, and you have
Several distinct elven cultures inhabit Ansalon, connections with folk from other lands.
including the Qualinesti and Silvanesti high elves, the Kagonesti Wood Elves
Kagonesti wood elves, and the Dargonesti and Kagonesti are the descendants of elves who never
Dimernesti sea elves. settled in the forest cities of Silvanesti, instead living a
12 CHAPTER 1
 

nomadic way of life and seeking harmony with nature. Gnomes


Most of these wood elves live in small tribes in the
forests of Southern Ergoth. Although few outsiders Mount Nevermind—a hollow, dormant volcano on the
intrude on the Kagonesti’s ancient forested lands, island of Sancrist—is a hub of wonders and
thousands of Silvanesti refugees have begun seeking catastrophes. Here, energetic gnome inventors
their aid. While the Kagonesti welcome their cousins endlessly create and test stupendous devices—and learn
and seek to support them, they refuse to be from equally stupendous failures.
overwhelmed by the Silvanesti’s numbers and distinct Forest gnomes are less populous in Ansalon. Their
ways. few communities lie deep in the forests of Sancrist and
As a Kagonesti wood elf, you likely spent a great deal Kendermore, where they embrace harmony with nature
of your life in the forest and know much about the over the pursuit of invention.
natural world. You might have left years ago to explore As a gnome, you might be a tinker pursuing some
the world, or perhaps you’ve just begun your travels, niche scientific endeavor, coaxed from Mount
seeking to prevent the threats that befell the Silvanesti Nevermind to conduct research or to seek inspiration
from reaching your people’s home. beyond the mountain. Alternatively, you might be a
forest gnome, exploring the wonders of the world or  
Sea Elves seeking to heal the lands of the        
Two groups of sea elves inhabit the oceans surrounding Cataclysm’s scars.
Ansalon. Dargonesti, also known as deep elves, call the The tinker gnomes of Mount        
vast oceans home. Their cousins, Dimernesti, are often Nevermind are the best-known          
called shoal elves. Although Dimernesti live closer to gnome community on Krynn.           
land, they have deep bonds with the sea and all life Despite living in a world steeped            
within. Both groups of sea elves are rarely seen by the in magical forces, many of             these
peoples of Ansalon and keep to their own aquatic rock gnomes indulge in            
communities. Though sea elves are exceptionally rare, specialized scientific pursuits             
you can create sea elf characters using Mordenkainen and create complicated inventions.
Presents: Monsters of the Multiverse.  

CHAPTER 1 13
its provinces are self-concerned and prone to  
squabbling. The land’s once-legendary defenders, the
Knights of Solamnia, are much diminished in numbers.
Nevertheless, the knights still stand as defenders of
the innocent and paragons of honor.
Tarsis
After the Cataclysm, the verdant plains of southern
Ansalon wasted away, becoming the Plains of Dust.
Coastlines shifted, and the city of Tarsis found itself a
seaport without a sea. In the dry harbor, decrepit
Humans remnants of the city’s famed ships list on waves of sand.
Humans are ubiquitous on Ansalon. They ruled the The rest of the city clings to life as a trade hub for small
continent’s largest empires before the Cataclysm, then communities and itinerant bands across the plains.
were scattered during the devastation that followed. Those who dwell here have adapted their ancestors’
Many humans never resettled after the Cataclysm, seafaring ways to their current arid environment,
joining itinerant and nomadic cultures. Human cities becoming hunters, scavengers, and traders.
are few and usually small, developed around natural Other Lands
structures that sheltered communities following the Other parts of Ansalon are home to distinctive tribes of
Cataclysm. nomads and small, diverse settlements.
As a human, you might hail from any corner of Krynn. Estwilde. The fiercely independent human tribes of
Below are just a few of the distinct human nations of Estwilde travel the steppes of Qlettaar from the
Ansalon. You might be a member of any of these Turbidus Ocean to New Sea. These nomads brook no
societies, or you can choose another home to define as trespassing on their lands, whether by Solamnics or
you please. hobgoblin raiders from the east.
Abanasinia
Several peaceful communities dot the Abanasinia
region, including Solace, a village built among the
branches of towering Vallenwood trees. In recent years,
the theocratic Seekers have risen to power in the
region. This power-hungry religion controls the city of
Haven and surrounding settlements in the name of
vague, fickle deities who condemn the use of magic.
The broad plains of the northern Abanasinian
peninsula are home to nomadic humans known as
Plainsfolk. Divided into several tribes with territories
across the region, Plainsfolk are skilled warriors,
traders, and collectors of stories that predate the Goodlund. While Goodlund is predominantly inhabited
Cataclysm. by kender, scattered human tribes wander the Dairly
Northern and Southern Ergoth Plains and coasts bordering the Blood Sea of Istar.
The Cataclysm split the land of Ergoth in two, dividing Many inhabit ancient Istarian ruins, occasionally forced
the remnants of the human empire that once ruled to grapple with half-understood technology and magic
there. On Northern Ergoth, scattered communities from the ancient past.
Icereach. The humans of Icereach live in the frozen
claim to be inheritors of the fallen Empire of Ergoth and south, where they compete with groups of thanoi
dwell among the remnants of its cities and fortresses. (walrus-folk) for hunting grounds.
These Ergothians enjoy a prosperous peace with the Khur. The nomadic human tribes of Khur inhabit a
kender enclave of Hylo and the goblins of the arid harsh, rocky land. These groups have been forcibly
southern lands, with whom they share their island. united under the local leader Salah-Khan, who allied his
Fewer humans make their home on Southern Ergoth, people with the Dragon Armies. A robust resistance,
living primarily along the coast and avoiding dangerous centered at the trade hub of Khuri-Khan, opposes the
groups of ogres and giants. invaders.
Solamnia Nordmaar. Most humans of Nordmaar live either in
Once a mighty empire, Solamnia has fallen from the rugged coastal communities to the north or among the
glory it knew. Though Solamnia remains one of the nomadic tribes of the south. Both proud groups have
largest and most prosperous nations on the continent, strong ties with the people of Solamnia.
 
14 CHAPTER 1
 

Race Option The DM is free to add or remove languages from that


The kender is a race option for player characters in list for a particular campaign.
Dragonlance and other D&D settings. Creature Type
Creating Your Character Every creature in D&D, including every player
character, has a special tag in the rules that identifies
If you create a kender character, follow these additional the type of creature they are. Most player characters,
rules during character creation. including kender, are of the Humanoid type. Creature
types don’t have rules themselves, but some rules in the
Ability Score Increases game affect creatures of certain types in different ways.
When determining your character’s ability scores, For example, the text of the cure wounds spell specifies
increase one of those scores by 2 and increase a that the spell doesn’t work on a creature that has the
different score by 1, or increase three different scores by Construct type.
1. Follow this rule regardless of the method you use to
determine the scores, such as rolling or point buy. Life Span
The “Quick Build” section for your character’s class The typical life span of a player character in the D&D
offers suggestions on which scores to increase. You’re multiverse is about a century, assuming the character
free to follow those suggestions or to ignore them. doesn’t meet a violent end on an adventure.
Whichever scores you decide to increase, none of the Height and Weight
scores can be raised above 20. Player characters, regardless of race, typically fall into
Languages the same ranges of height and weight that humans have
Your character can speak, read, and write Common and in our world. If you’d like to determine your character’s
one other language that you and your DM agree is height or weight randomly, consult the Random Height
appropriate for the character. The Player’s Handbook and Weight table in the Player’s Handbook, and choose
offers a list of widespread languages to choose from. the row in the table that best represents the build you
imagine for your character.
CHAPTER 1 15
Organizations they embrace a changing world and fight to defend it,  
In eras past, when Krynn faced times of exceptional even if the knights must change with it?
darkness, champions stepped forth from the ranks of The Oath and the Measure
the virtuous Knights of Solamnia and the mystical The Knights of Solamnia follow a chivalric code with
Mages of High Sorcery. These two organizations are two parts: the Oath and the Measure, both inspired by
detailed here. the writings of Vinas Solamnus. The Oath is simple and
Knights of Solamnia aspirational—a star to navigate by—while the Measure
lays out specific rules for the organization and conduct
Many celebrated heroes have risen from the Knights of of the knighthood.
Solamnia, the most storied knighthood on Ansalon. The The Oath. The Oath of the Knights of Solamnia has
knighthood began over a thousand years ago, during the been the same since Vinas Solamnus founded the
reign of the Ergothian Empire in western Ansalon. knighthood: “Est Sularus oth Mithas,” or “My Honor Is
Vinas Solamnus, head of the Ergothian imperial guard, My Life.” This principle—to sacrifice all for the sake of
was sent to eastern Ergoth to put down a massive honor—guides the actions of every knight, at least in
rebellion. However, Solamnus learned of the rebels’ theory.
grievances and, won over to their cause, he and the The Measure. In contrast to the Oath, the Measure is
rebels marched on the Ergothian capital of Daltigoth. a staggeringly complicated, excruciatingly specific guide
The capital fell, and Vinas Solamnus was crowned king to knightly life. Originally put forth by Vinas Solamnus
of a new independent nation on the eastern plains, as an organizational scheme and code of conduct for the
called Solamnia in his honor. knightly orders, the Measure grew over the years to
King Solamnus sought above all to rule this new encompass thirty-seven volumes, covering everything
society justly. On the Isle of Sancrist, at a black granite from courtly etiquette to the proper saddling of mounts.
stone in a secluded glade, he prayed to the gods for According to the Measure, the knights no longer have
guidance. Three of the gods of good appeared to him: sufficient numbers to elect a new Grand Master, the
Paladine, god of justice and order; Kiri-Jolith, god of just highest office in the knighthood, leaving them without
warfare; and Habbakuk, god of nature, loyalty, and the an authority who could overrule or update the Measure.
elements. The three gods inspired three orders of Despite this, a growing minority of knights push for a
knights that would guard the realm together as the reform of the Measure, believing that it’s unwieldy and
Knights of Solamnia. outdated and that it no longer serves the ideals laid
Tarnished Pride
down by their founder.
Before the Cataclysm, Solamnia was a beacon of peace Knightly Orders
and prosperity. The knights established great cities and Each Solamnic knight belongs to one of three orders.
castles across the Plains of Solamnia, including Each order, led by a High Knight elected from among its
Solanthus, Castle Brightblade, and Dargaard Keep. number, has its own hierarchy and rules for admission.
They ruled in accordance with the ideals of Vinas       Knights of the Crown. Most knights
Solamnus, and they forged an alliance with Istar that        begin their journey as squires in the
spread those ideals across the world. The people of        Knights of the Crown, who honor
Solamnia attributed their prosperity to the wise and just        the god Habbakuk as their patron.
rulership of the knights.        The order emphasizes ideals of loyalty
In the wake of the Cataclysm, faith in the knighthood        and obedience that serve as a bedrock
soured to suspicion. Rumors spread that the knighthood        whether a knight chooses to remain
had possessed the power to avert the Cataclysm and        within the order or move beyond it.
either failed to or chose not to—perhaps to dispense        Knights of the Crown are expected to aid
with Istar and solidify the knights’ power.        any knight who requires assistance and
Most knights still tried to defend the realm as their        any kingdom on the List of Loyalty, the
duty demanded, but they found themselves beset on all        official roll of the Knights’ allies.
sides, dying to protect people who rejected and       Knights of the Sword. Dedicated to heroic
persecuted them. Most fled to Sancrist Isle in the west        honor, courage, and reverence for the true
or retreated to the protection of their strongholds and        gods, this order upholds the virtues of
keeps, while others disguised themselves to continue        Kiri-Jolith, the god of just war. Members
their work.        dedicate themselves to courageous
Their power waning, the knights today are locked in a        sacrifice, pledging to defend the
bitter internal feud: Is it better to maintain their strict        defenseless without regard for the
codes even in the face of obsolescence, secure in the        knights’ personal suffering. Knights who
knowledge they were true to themselves? Or should        join this order often undertake a heroic
       quest to prove their worth.

16 CHAPTER 1
Knights of the Rose. Guided by the god Paladine, the Mages of High Sorcery and repository of their greatest  
Knights of the Rose exemplify honor tempered by secrets.
wisdom and justice. Before joining their ranks, most
knights rise within the Knights of the Sword after The Test of High Sorcery
serving with the Knights of the Crown. Those who prove An apprentice mage who seeks to join one of the three
both their loyalty and courage are fit to join this order, orders must first pass a trial known as the Test of High
which upholds the knighthood’s highest ideals. Sorcery. Every mage’s test is different, tailored to both
the order they wish to join and their own personal
Mages of High Sorcery challenges and aspirations. Nonetheless, a few
Many magic-users on Krynn are members of an ancient elements are always present.
Lethal Failure. The primary purpose of the test is to
organization known as the Mages of High Sorcery. weed out those who would misuse magic. Every test is
Predominantly composed of wizards—with a lesser designed so failure means death. There is no judge, no
number of sorcerers, warlocks, and other spellcasters— score, and little chance of surviving a failed test.
members are divided into three orders. Each order Magical Acumen. A mage must wield magic with
dedicates itself to virtues extolled by a god of magic and competence, creativity, and control. Every test requires
honors the moon its deity is associated with. The three a mage to use the most advanced magic they’ve learned
orders cooperate as part of a single organization, —and, sometimes, to push beyond it.
overseen by a council of experienced members known Test of Character. The mages of the Conclave need to
as the Conclave. know the apprentice will honor the laws of their order,
Equally devoted to the study of magic and united in no matter the circumstance. To this end, the test
defending their knowledge and traditions, the three confronts an apprentice with bitter moral and emotional
orders differ in their fundamental reasons for using choices as well as magical challenges.
magic. Illusion and Reality. Friends, enemies, and loved ones
Order of the White Robes might appear in the test, along with all manner of
Dedicated to the good god Solinari, the White Robes hazards and puzzles. The applicant has no way of
accept the solemn responsibility of using magic only to knowing which challenges are illusory and which are
make the world a better place. The path they walk is a real. In some cases, the test has lasting consequences
narrow one, and almost daily, a mage of the White for an applicant’s life beyond the order.
Robes faces the agonizing decision of whether to Renegade Mages
intervene in the affairs of others for the greater good. If a spellcaster leaves or is thrown out of the Mages of
Order of the Red Robes High Sorcery, or they fail the Test of High Sorcery and
Inspired by the neutral god Lunitari, the Red Robes help survive, the organization’s leaders forbid them from
others when it suits them and use their gifts for their continuing to practice magic. Mages who practice magic
own enrichment as they desire. Mages of the Red Robes in defiance of the Conclave are deemed renegades.
are expected to wield their power responsibly, represent Members of the robed orders are duty-bound to report
their order faithfully, and uphold the balance between and oppose such renegades. Some order members hunt
good and evil in their own actions and the world at renegades, seeking to punish or slay those who’ve
large. defied the Mages of High Sorcery.
Order of the Black Robes
Often reviled and feared in equal measure, the Black Backgrounds
Robes follow the example of the evil god Nuitari, the When you make a character for a Dragonlance
black moon of Krynn. A mage of the Black Robes is campaign, choose one of the backgrounds in this
expected to first further their own ambitions, then section or select a background from the Player’s
Handbook or another source.
pursue the goals of their order, and then support the This section presents two new backgrounds for
continued well-being of the Conclave. characters from the world of Krynn: the Knight of
Towers of High Sorcery Solamnia and the Mage of High Sorcery.
Thousands of years ago, the Mages of High Sorcery  
cooperated to build five Towers of High Sorcery,
centers of learning to advance the craft of magic and the
interests of the orders. Three of the towers were
destroyed during the Cataclysm, and a fourth—the once
unsurpassed Tower of Palanthas—lies cursed and
empty. The only tower remaining in operation, the
Tower of Wayreth, now serves as headquarters of the

CHAPTER 1 17
Bonus Feats Sorcerer Subclass  
Whatever background you choose for a character in a A sorcerer has the Sorcerous Origin feature, which
Dragonlance campaign, you gain bonus feats, as offers you the choice of a subclass. The following option
detailed below. Characters involved in the War of the is available when making that choice: Lunar Sorcery.
Lance or other conflicts on Krynn are changed by the  
dramatic experiences they face.
1st-Level Bonus Feat
If you select the Knight of Solamnia or the Mage of High
Sorcery background, you gain the feat specified in that
background. If the background you choose doesn’t
provide a feat, you gain a bonus feat of your choice from
the following list (a parenthesis tells you where to find
the feat):
Skilled (Player’s Handbook)
Tough (Player’s Handbook)
4th-Level Bonus Feat
At 4th level, you gain another bonus feat of your choice
from either the 1st-level list above or the following list (a
parenthesis tells you where to find the feat):
Adept of the Black Robes (this chapter)
Adept of the Red Robes (this chapter)
Adept of the White Robes (this chapter)
Alert (Player’s Handbook)
Divinely Favored (this chapter)
Knight of the Crown (this chapter)
Knight of the Rose (this chapter)
Knight of the Sword (this chapter)
Mobile (Player’s Handbook)
Sentinel (Player’s Handbook)
War Caster (Player’s Handbook)
You gain this bonus feat at 4th level regardless of
your background—even if you have the Knight of
Solamnia or Mage of High Sorcery background. You
must meet all prerequisites if the feat you choose has
any.
Feats
This section introduces feats related to the Knights of
Solamnia and the Mages of High Sorcery, along with a
general feat available to characters seeking a special
divine connection. These feats are available to you
whenever you normally choose a feat, and they follow
the feat rules in the Player’s Handbook.
Divinely Favored
Initiate of High Sorcery
Adept of the Black Robes
Adept of the Red Robes
Adept of the White Robes
Squire of Solamnia
Knight of the Crown
Knight of the Rose
Knight of the Sword

18 CHAPTER 1
Chapter 2: Prelude to War
he Dragon Queen’s conquest of Ansalon This book also presents the continent of Ansalon on  

T
has begun. The eastern half of the the planet of Krynn, home of the Dragonlance campaign
continent has already fallen, and the Red setting. The introduction and chapter 1 cover broad
Dragon Army has tested its forces against details of the world but focus on the lands surrounding
isolated and fractious lands. The Dragon the city of Kalaman in the nation of Solamnia—the
Army now turns its attention to the west— setting of the adventure presented in this book.
to the land of Solamnia, a nation known as Prominent details about the setting are covered in these
the home of knights and heroes. Now, the true war sections, but the wider world is left for you to detail as
begins. you please.
Dragonlance: Shadow of the Dragon Queen tells the
tale of the Dragon Army’s first strike into Solamnia and Running the Adventure
thrusts a group of heroes into the path of a world- To run the adventure, you need the fifth edition core
altering war. This chapter provides an overview of the rulebooks (Player’s Handbook, Dungeon Master’s
adventure presented in the chapters to come, as well as Guide, and Monster Manual).
details on how to further involve the characters in the
plot.
Overview
Dragonlance: Shadow of the Dragon Queen is a
Dungeons & Dragons adventure optimized for four to
six player characters. The characters are the heroes of
the story; this book describes the villains the heroes When a creature’s name appears in bold type, that’s a
must overcome and the locations they must explore to visual cue pointing you to its stat block as a way of
bring the adventure to its conclusion. saying, “Hey, DM, you better get this creature’s stat
CHAPTER 2 19
block ready. You’re going to need it.” The Monster Adventure Flowchart  
Manual contains stat blocks for most of the creatures
encountered in this adventure. The rest can be found in
appendix B.
Spells and equipment mentioned in the adventure are
described in the Player’s Handbook unless the text
points you to appendix A. Magic items are described in
the Dungeon Master’s Guide unless the text directs you
to an item’s description in appendix A.
Using the Maps
This book contains a number of interior maps and a
foldout poster map.
Interior Maps
Maps that appear in this book are largely for the DM’s
eyes only. As the characters explore locations on a given
map, you can redraw portions of the map on graph
paper, a wet-erase mat, or another surface to help your
players visualize locations that might have unusual
shapes or features. Your maps don’t need to be exact
replicas of the originals, and you can alter their features
as you see fit. Omit details that aren’t readily visible
(such as secret doors and other hidden features) until
the characters can detect and interact with them.
Appendix E provides two maps for player use.
Reproduce these maps and share them with your
players as you see fit.
Poster Map
The poster map is meant to be shared with the players.
It depicts the continent of Ansalon on the world of
Krynn. While this adventure takes place on only one The characters must help the people of Vogler escape
small part of this map, the lands depicted here are the village before the Red Dragon Army overwhelms
referenced throughout this book. Players can use this them.
map to gain context for the adventure and to determine Encourage the characters to forge connections to
what lands are important to their characters. each other and to the earnestly hospitable people of
Vogler. Many of the people the characters meet here
Adventure Flow will be their allies throughout the adventure, and the
The adventure flowchart visualizes the narrative flow of characters should have developed a relationship with
the adventure. As the DM, keep in mind the narrative the community by the time the Dragon Army attacks.
goals described below as the adventure progresses. Chapter 4: Shadow of War
Chapter 2: Preludes The characters and the people of Vogler flee to the city
This chapter provides introductory elements to develop of Kalaman. There, the characters are conscripted to
the bonds between characters and set them on the path fight alongside Kalaman’s troops against the Dragon
to the community where the adventure begins. The rest Army menace. The characters and their allies defend
of the chapter provides prelude encounters that against Dragon Army threats, culminating in a surprise
establish important details about the world of Krynn. attack on Kalaman by the death knight Lord Soth.
In this chapter, the characters must ally with
Chapter 3: When Home Burns Kalaman’s military against the Dragon Army. The
The characters come to the village of Vogler to attend characters’ experience in Vogler should give them
the funeral of a friend and to participate in the personal stakes in this conflict. The characters’
Kingfisher Festival, a local tradition. During the festival, relationship with Kalaman’s military is flexible, whether
a reenactment of a legendary battle goes awry when they’re members of the army, special adventuring
treacherous mercenaries attack. This ambush agents, or something less formal. The characters should
foreshadows a greater attack by the Dragon Army. view Kalaman and its military leadership as allies.
 
20 CHAPTER 2
 

Chapter 5: The Northern Wastes Dragon Army forces. Here, the Dragon Army’s plan in
the Northern Wastes comes into view: to reactivate the
The characters’ encounter with Lord Soth revealed the City of Lost Names as a magical flying war machine.
Dragon Army desires more than just conquest in the Use defeated Dragon Army forces and captured
Kalaman region. In the Northern Wastes, the forces of intelligence to direct the characters toward the Dragon
the Dragon Queen seek a ruin called the City of Lost Army’s leaders and, potentially, the restoration of a
Names. The characters and a detachment of Kalaman’s dragonlance (see appendix A). Also use these forces to
troops venture into the Northern Wastes to find the lost deter the characters from visiting the Bastion of
city and prevent whatever wickedness the Dragon Army Takhisis, which takes center stage in the next part of
plots. the adventure.
In this chapter, the characters and their allies from
Kalaman’s military explore the dangerous Northern Chapter 7: Siege of Kalaman
Wastes and discover the region isn’t as empty as the The City of Lost Names shatters into dozens of flying
people of Kalaman say. This part of the adventure is pieces. One of these carries an ancient temple of the evil
largely free form, and how it progresses is up to you and gods into the sky. This flying citadel and the rest of the
the players. Dragon Army converge on Kalaman. The characters
Chapter 6: City of Lost Names must aid in the city’s defense, then infiltrate the flying
citadel and bring it down.
Upon finding the City of Lost Names, the characters This chapter pits the characters and their allies
must infiltrate the ruin as it teems with enemy forces. against the full might of the Dragon Army. The lead-up
There, the characters learn the Dragon Army seeks to to the Dragon Army’s attack is a great time for allies to
make the ancient, magical ruin fly as it did in the distant return and support the characters. Ultimately, the
past. The characters must find the source of the ancient characters have the opportunity to infiltrate the Dragon
city’s magic and prevent Dragon Army commanders Army’s flying citadel and destroy it. This daring
from taking control. operation will bring the characters face-to-face with the
This chapter presents a vast ruin the characters can infamous Lord Soth and the Dragon Army commander
explore as they please while dodging the occupying  
CHAPTER 2 21
Highmaster Kansaldi Fire-Eyes (detailed later in this about Kansaldi, primarily her fanatical devotion to the  
chapter). Dragon Queen, the fear and respect she commands
from her troops, her tactical prowess, and her signature
The Dragon Queen’s crimson eye.
More details on Kansaldi appear in appendix B.
Threat Lord Soth
Throughout this adventure, most of the characters’ foes
are servants of Takhisis the Dragon Queen, an evil god As the Dragon Queen turns her ambitions toward
who seeks to conquer Krynn. Her agents are many, but Solamnia, she summons forth one of its foulest villains:
her organized forces are known as the Dragon Armies. the infamous death knight Lord Soth. This villain has
This book’s introduction provides additional details on allied himself with the Dragon Queen to retake his
Takhisis and the Dragon Armies. As the adventure ancestral land of Nightlund and take vengeance against
unfolds, the characters find themselves opposed by the hated Knights of Solamnia. However, he isn’t a
several of the Dragon Queen’s agents. The characters’ member of the Dragon Army or a commander of its
goal in this adventure isn’t to lay low the entirety of the troops. Soth and his Undead knights keep their own
Dragon Armies or to stop the threat of the Dragon council and have their own agendas. The only person
Queen herself. Rather, their deeds will oppose the Red whose lead Soth follows is Kansaldi Fire-Eyes, and that
Dragon Army’s forces seeking to conquer the Kalaman is only because she speaks on behalf of the Dragon
region. Queen herself.
Draconians
While Lord Soth is well known in tales of the
Dragonlance setting, this adventure doesn’t assume the
As early as the preludes later in this chapter, the characters, or most of Kalaman’s people, know the
characters will face the Dragon Army’s secret weapon: death knight’s legend or expect him to be at work in the
draconians. These dragon-like monstrosities are world. The characters can learn relevant details about
unnatural creatures born of the Dragon Queen’s foul Lord Soth throughout the adventure. Even as the
magic. All draconians are fanatically devoted to Takhisis characters reach their highest levels, Lord Soth likely
and want nothing more than her conquest of the world. remains too great a threat for them to defeat. Rather
They are utterly loyal to the Dragon Army and those than presenting him as a foe to be challenged in combat,
who speak in their god’s name. In the course of the portray Soth as a terrifying example of the villains in the
adventure, present draconians as magical, monstrous, Dragon Queen’s service—a lurking threat to be avoided.
fanatical, and unknowable. They aren’t creatures with By the adventure’s end, the characters will have
their own goals and ambitions. Rather, they are magical opportunities to undermine Soth’s plans and remove
manifestations of the Dragon Queen’s thirst for him from the Dragon Army’s service—at least for a time.
conquest, and they wreak her will with lethal efficacy. Lord Soth’s stat block appears in appendix B, and his
The various draconians of Krynn are detailed in history is summarized in chapter 4.
appendix B.

Kansaldi Fire-Eyes Character Connections


Players should use chapter 1 to create characters
Dragon Highmaster Kansaldi Fire-Eyes leads a massive connected to Krynn and, if possible, to one another.
contingent of the Red Dragon Army. Following orders They should also each have a connection to a mutual
from her master, Dragon Highlord Verminaard, friend named Ispin Greenshield. Ispin has recently
Kansaldi seeks to conquer Kalaman in the Dragon passed away, and the characters are invited to his
Queen’s name. To aid in this mission, Kansaldi has funeral in Vogler.
ordered the black-robed wizard Lohezet to follow his Ispin Greenshield
research to a ruin in the Northern Wastes, where he
believes a great weapon lies in wait. An array of lesser Before retiring to the village of Vogler, Ispin
commanders supports Kansaldi’s operations, including Greenshield traveled across Ansalon as a teacher,
her trusted adviser, Belephaion (detailed in chapter 6), trader, and adventurer. Along the way, he forged
and the dragonnel-riding ace known as Red Ruin (see friendships with each of the characters. Each character
appendix B). The Dragon Queen has ordered the death knows the following information about him:
knight Lord Soth to cooperate with Kansaldi. While
Kansaldi respects the knight’s lethal efficacy, she largely Ispin was a good-natured human adventurer from
leaves him to his own dreadful devices. Solamnia.
Kansaldi is the ultimate villain of this adventure and Ispin took his name from a distinctive green shield
confronts the characters at the climax of chapter 7. he found early in his adventuring career. He claimed
Throughout the adventure, use apprehended Dragon the shield was magical, but it had no obvious magical
Army soldiers and captured intelligence to reveal details properties.

22 CHAPTER 2
The bighearted Ispin loved telling tall tales of his  
travels to anyone who would listen.
Ispin used to adventure with a human Knight of
Solamnia named Becklin and a hill dwarf warrior
named Cudgel. These two featured in many of
Ispin’s stories of fighting sea monsters and goblin
raiders.
Ispin retired from traveling years ago, becoming a
permanent resident of a little-known village in
Solamnia called Vogler.
The Meeting Ispin Greenshield table suggests a few
ways characters might have come to know and likely
respect Ispin. Players can elaborate on these
connections however they’d like. Characters can use
their relationship with Ispin to reinforce how they know
one another.
Meeting Ispin Greenshield
d6 Experience
1 Ispin was a close friend of one of your parents. You’ve
known him since you were a child.
2 You and Ispin defended a community from a notorious
band of goblin raiders.
3 Ispin tracked you down to return something precious that a
thief stole.
4 Ispin visited your homeland, bringing with him goods and
stories from far-off lands. He taught you much about the
world.
5 Ispin spent a season with your family and taught you Pronunciation Guide
swordplay, sailing, a language, or another skill. The Pronunciations table highlights notable people,
6 You and Ispin once competed for the same person’s deities, and locations, along with how to pronounce
affections, only to discover each other’s friendship. their names. The “Introduced” column notes where in
the book you can find their introduction or more details
Invitation to a Funeral about them.
Ispin Greenshield wished to have his life celebrated in a  
simple way, with friends from the lands he traveled
joining for festivities and sharing stories. Upon Ispin’s
death, his friend Becklin Uth Viharin, a Solamnic knight
stationed in Vogler, sought to fulfill Ispin’s wish and
sent each of the characters a copy of the letter
presented as handout 2.1.
Each character has agreed to attend Ispin’s funeral
and has set off on the road to Vogler. The extent of this
undertaking might vary for each character. Characters
who travel by sea disembark at the port of Kalaman
(detailed in chapter 4) and then travel by road to Vogler.
The characters’ travels are largely uneventful until the
final leg of their journey (see the “Preludes” section).
Chapter 3 gives characters who have not been traveling
together the opportunity to reunite and share details of
their journeys.

CHAPTER 2
23
Pronunctiation
Name Pronunciation Description Introduced
Akhviri AK-veer-ee Black dragon serving the Red Dragon Army Chapter 5
Alstare Bellis AL-stair BELL-is Human vampire servant of Chemosh Chapter 7
Bakaris Uth Estide bah-kah-RIS ooth es-TIDE Insufferable human Solamnic noble Chapter 4
Becklin Uth Viharin BEK-lin ooth ve-HAR-in Human Knight of Solamnia stationed in Vogler Chapter 3
Belephaion be-LEF-ee-an Blue dragon servant of Takhisis Chapter 6
Caradoc kare-AH-dock Spectral seneschal of Lord Soth Chapter 4
Cithcillion SITH-sil-lee-on Elven spirit of a Silvanesti ambassador Chapter 7
Clystran kly-STRAN Human explorer from Heart’s Hollow Chapter 5
Dalamar DHAL-ah-mar Elf mage researching the Northern Wastes Chapter 5
Darrett Highwater DARE-et HIGH-wah-ter Human Knight of Solamnia in training Chapter 3
Demelin dem-ME-lin Elf high mage of the city of Onyari Chapter 6
Duskwalker DUSK-wahl-ker Treant guardian of the City of Lost Names Chapter 6
Draydan DRAY-den Aurak draconian commander Chapter 7
Elthar el-THAR Human owner of the Fishbowl in Vogler Chapter 3
Gragonis gra-GON-iss Half-ogre mercenary commander Chapter 3
Grasha Migan GRASH-ah ME-ghan Dwarf matron of a reclusive clan Chapter 5
Ishvern ish-VERN Sea elf leader of a group of Dimernesti elves Chapter 5
Ispin Greenshield ISS-pin GREEN-shield Deceased storytelling human adventurer Chapter 3
Istar ISS-tar Land destroyed during the Cataclysm Chapter 6
Jeyev Veldrews jay-EV VELL-drews Human mercenary scout commander Chapter 3
Kalaman KAL-ah-man Walled trade city in eastern Solamnia Chapter 4
Kansaldi Fire-Eyes kan-SAWL-dee FIE-ur-eyes Human commander of the Red Dragon Army forces Chapter 2
Karavarix kare-AH-vare-ix Murdered gold dragon Chapter 4
Leedara lee-DAR-ah Mysterious elven performer Chapter 3
Lohezet low-ZHET Black-robed human mage serving the Dragon Army Chapter 6
Loren Soth LORE-an SAWTH Infamous death knight Chapter 2
Lorry Wanwillow LOR-ee WAN-will-oh Kender vampire Chapter 7
Nestra Vendri nez-TRA ven-DREE Human leader of Kalaman’s military Chapter 4
Nezrah NEZ-rah Leader of Heart’s Hollow, disguised bronze dragon Chapter 5
Onyari AWN-yar-ee Istarian name for the City of Lost Names Chapter 6
Paladine PAL-ah-dine God of rulers and guardians, Bahamut Introduction
Ridomir Ironsmile rid-OH-mere EYR-on-smile Dwarf captain of the Ironclad Regiment mercenaries Chapter 3
Solamnia so-LAM-nee-ah Ancient land of knights and heroes Chapter 3
Takhisis ta-KEE-sis God of night and hatred, Tiamat the Dragon Queen Introduction
Tatina Rookledust ta-TEE-na ROO-kel-dust Reclusive gnome inventor Chapter 4
Than THAWN Gnome inventor from Vogler Chapter 3
Vingaard VIN-gard Mighty Solamnic river Chapter 3
Virruza vee-RUE-zah Obsessed bozak draconian at the Sunward Fortress Chapter 5
Vogler VOG-ler Quaint fishing village Chapter 3
Wakenreth wah-ken-RETH Ruined elven monument Chapter 5
Wersten Kern WER-sten KERN Undead standard bearer of Lord Soth Chapter 7
Wyhan WHY-an Human black-robed Mage of High Sorcery Chapter 4
Yalme YALL-me Human keeper of the Brass Crab in Vogler Chapter 3
Yearkal YEAR-kal Sea elf servant of Habbakuk Chapter 5
Zanas Sarlamir ZHAN-as sar-LAH-meer Deceased human Knight of Solamnia Chapter 4
Zhelsuel ZHEL-soo-el Elf leader of a group of Silvanesti mages Chapter 5

   

24 CHAPTER 2
Preludes Throughout these preludes, mentions of “characters”  
This section presents three short encounters for 1st- refer to those characters who are the focus of the
level characters, each highlighting a unique aspect of prelude. Characters can participate in preludes that
the Dragonlance setting. These encounters focus on the don’t focus on them; they just won’t gain a divine
following events: connection as a result of participating in the “Broken
“Broken Silence” heralds the gods’ return and
Silence” prelude or a relationship to the Mages of High
provides participating characters with a better Sorcery in the “Eye in the Sky” prelude if they don’t
understanding of their relationship to the gods. want to join that organization.
“Eye in the Sky” sets participating characters on the
Once you’ve run any preludes you deem appropriate
path to becoming members of the Mages of High for your group, all characters advance to level 2. After
Sorcery (see chapter 1). this, proceed with chapter 3.
“Scales of War” reveals the mysterious draconians. Broken Silence
Before starting the adventure in chapter 3, review the For hundreds of years, the world of Krynn has been
encounters here and choose one or more to run that are bereft of those who call upon the favor of the gods.
relevant to characters in your group. The Prelude Legends say deities turned away from the world after
Overview table notes what types of characters are likely the Cataclysm, and the prayers of the few who
to be interested in which encounters. remember them have been met with silence ever since.
Prelude Overview But that silence is now being broken. A chosen few hear
the call of the gods and awaken to their power. This
Encounter Focal Characters prelude suits characters who hear that calling and
“Broken
Silence”
Clerics, druids, paladins, and other characters
with god-given powers
respond to it.
“Eye in the Sorcerers, warlocks, wizards, or others seeking Running This Prelude
Sky” membership in the Mages of High Sorcery Characters in this prelude can come from any
“Scales of Any character background. Perhaps they’re discovering the gods for
War” the first time, or they might be steadfast followers.
Characters who draw their magic from gods won’t have
access to spells or magical class features until the end
of the encounter, as this prelude details a meeting with
their deity. Characters with no special interest in
serving a deity might participate in the “Scales of War”
prelude instead.
The prelude unfolds in a surreal, dreamlike situation
where characters can follow a divine calling to learn
about their deity’s goals and become one of their
Running Preludes chosen. You may alter any of this prelude’s elements to
The encounters in this section take place after better match individual gods’ virtues and identities.
characters have received their invitations to Ispin Before you begin, make sure any players involved
Greenshield’s funeral. Before heading to Vogler or on have chosen gods for their characters. Krynn’s deities
their way to the village, each character should and their provinces are listed in this book’s introduction.
participate in a prelude encounter. Visions of Divinity
After you’ve determined which preludes to run, This prelude focuses on characters who have been
choose which characters will participate in which. Then experiencing a recurring vision that comes to them in
consider how to best run each prelude you’re using: times of great turmoil or doubt. This vision might be a
Focus on Specific Characters Run the prelude with a
recent occurrence or something they’ve been
spotlight on the focus characters. Consider running experiencing for a long time, possibly since childhood.
it with a single player or a small group of players The read-aloud text below describes such a vision.
before the adventure begins. The “Broken Silence” You can add details that correspond to each character’s
and “Eye in the Sky” preludes lend themselves to deity. For example, a character who worships Sirrion
this. might find the surrounding forest aflame, while a
Focus on the Group Run the prelude for a group of
character called by Paladine might notice the fallen
characters. These characters meet during their soldier’s eyes turning into pools of silver.
travels and participate in the encounter together. Read or paraphrase the following text to describe the
The “Scales of War” prelude lends itself to this. vision the characters have been having:
 

CHAPTER 2 25
 

The characters wake after having the vision and find


nothing out of the ordinary. They realize the object in
the vision was an amulet. The amulet bears a design
they might not recognize, but is the symbol of the god
the character’s player chose during character creation.
The echoes of battle don’t mean anything in particular
to the characters but feel like a bad omen.
Lost and Found
Prior to the vision, the characters were traveling to
Vogler and had stopped to camp or rest near a forested
path. After experiencing the vision, the characters wake
to find their camp sacked and some of their belongings
missing. The characters are the only creatures in the
camp; no one else who might have been traveling with
them is in sight.
A character who examines the surroundings finds a
trail of food, cloth, and discarded trinkets that leads into
the brush. A few hundred feet away, the characters find
their belongings discarded in the middle of the forest.
Nothing is missing or damaged. There is no sign of
what brought the characters’ possessions here.
Mysterious Symbol and Temple
Among their belongings, the characters find an item
that closely matches the amulet from their visions. As in
the vision, the characters might feel inexplicably drawn
to the item. If the characters have different gods, they
each find a holy symbol for their chosen deity. As soon
as a character touches the amulet, a pulse of divine
energy ripples from them, causing the amulet to vanish
from their hands. The pulse flattens the surrounding
vegetation, creating an unnatural clearing similar to the
one in the characters’ visions. The cleared plants also
reveal overgrown ruins nearby:

Characters who don’t approach the ruin feel


supernaturally drawn toward the place, as if a familiar
voice were calling their name. As characters approach
the door, they hear faint voices inside.
Read the following text when the characters enter the
ruin:
 

26 CHAPTER 2
officially join the Mages of High Sorcery and be  
subjected to the Test of High Sorcery, wherein their
dedication to the magical arts is challenged. Failing the
test can be deadly, but those who dare to seek magical
power without passing the test are branded renegades
and enemies of the Mages of High Sorcery.
The statues were once larger-than-life depictions of Running This Prelude
several of Krynn’s deities, but most of them are ruined. The prelude focuses on characters who are apprentice
A character who succeeds on a DC 12 Intelligence spellcasters aspiring to take the Test of High Sorcery.
(Religion) check can identify as many of the statues as Characters of any background are welcome, but the
you deem appropriate. The character instantly focal characters must be able to cast spells. Spellcasting
recognizes the statue of the god whose symbol they just characters with no interest in joining the Mages of High
found. Sorcery might participate in the “Scales of War”
Divine Manifestation
prelude instead.
Soon after the characters enter the room, a faint glow Night of the Eye
begins emanating from the statue of the god whose Every year and a half, the moons of Krynn align in an
symbol they just discovered. The glow coalesces around event known as the Night of the Eye. This prelude
the ruined statue, creating a spectral semblance of what unfolds during one of these fateful nights, shortly before
the statue looked like in the past. Depending on its the characters head to Vogler.
nature, the holy symbol might also appear somewhere
on or near the statue, perhaps held or worn by it. If the Placing the Prelude
characters have different gods, this happens to multiple The prelude happens at the Barb, a centuries-old spire
statues. where promising apprentice mages go to test their
Once a character approaches the statue of their deity, magic. The Barb is located anywhere in the world that
they hear that deity’s voice in their thoughts. The deity befits your story. It was built before the Cataclysm by
invites the character to take the holy symbol and the Mages of High Sorcery, but its intended purpose is
become their herald in the world. Use the details on lost to time. Many extradimensional spaces within it
Krynn’s deities from the introduction to roleplay the remain active, though they’re accessible only during the
deity. The deity wants the character to carry their power Night of the Eye.
and divine message into the world now—when Krynn Trial of the Barb
needs it most. The god won’t elaborate on why they The prelude begins with the characters nearing the
chose the character or why they’re revealing themself Barb:
now. This brief conversation allows characters to learn
as much as you deem necessary about their gods, and it
ends with the characters gaining access to any god-
granted spells and divine class features.
Conclusion
As soon as the characters exit and leave sight of the
temple, the structure vanishes.
The characters find no trace of any disturbance in
their camp. If they were traveling with anyone else, their
companions are waiting for them when they return. Any
fellow travelers didn’t notice the characters leaving the
camp and have no recollection of anything strange The characters know that they’re here to participate in a
happening. test and that if they succeed, they’ll learn the next steps
Any attempt to return to the ruined temple fails, as if to joining the Mages of High Sorcery. They also know
it was never there. any of the information from this prelude’s introduction.
Eye in the Sky When the characters enter the Barb, read the
The Mages of High Sorcery harness the magical power following description to set the scene:
of the three moons of Krynn: Solinari the White,
Lunitari the Red, and Nuitari the Black. Those blessed
by the moons might show talent for magic and, with
proper training, become apprentice mages. But to be
accepted into one of the robed orders, a mage must
CHAPTER 2 27
portal together. If a single character is going through  
this prelude and you think they’d appreciate assistance,
Rovina can also admit another visiting apprentice (an
acolyte) to aid the character.
Hall of Sight
The red-robed mage is named Rovina, and she serves as As characters pass through the door, read the following
the Barb’s caretaker. She welcomes the characters to text:
the atrium. She explains that the Barb is a place of
ancient power where, during the Night of the Eye, magic
flares to life to test would-be mages. Rovina also
answers any questions the characters have about the
Mages of High Sorcery (as detailed in chapter 1).
Characters who examine the tapestries recognize
each of the three moons and their relation to the three
orders of the Mages of High Sorcery.
A character who succeeds on a DC 10 Wisdom
(Perception) check realizes that while the doors in the
room should lead outside, no other entrances into the
Barb were visible from the exterior. The room is 100 feet in diameter, with a door on the
wall opposite the characters and the pedestal at the
center. The door is locked and can be opened only by
the key at the center of the rotunda or by casting the
knock spell on the door.
Invisible Maze. If the characters move more than 5
feet toward the pedestal, they run into an invisible wall.
The wall extends to the ceiling and is part of an
invisible, shifting maze that the characters must
traverse to reach the key at the center. The maze is 90
feet in diameter, leaving a 5-foot gap between it and the
rotunda’s walls.
A character who casts detect magic sees the walls of
the maze glow with auras of illusion and transmutation
magic. Other spells that reveal invisibility, such as faerie
fire or see invisibility, also reveal the walls. Characters
who can see the walls can easily navigate to the maze’s
center. Characters who can’t see the walls can still
complete the test, but doing so takes an hour and
Rules of the Trial requires a successful DC 14 Intelligence (Investigation)
Rovina leads the characters to a door and shares the check. Characters can attempt this check again after an
following information: additional hour of effort.
Wall Carvings. The carvings on the wall around the
To pass the night’s test, the characters must face the rotunda are magical runes. A character who examines
trial in one of the tower’s rooms, which are the carvings learns their meaning by succeeding on a
accessible only for the night. DC 14 Intelligence (Arcana) check or by spending an
The trial requires magical talent but carries none of hour studying them. The runes are an arcane cipher for
the dangers of the Test of High Sorcery. It provides a the knock spell. Reading the spell from the wall allows a
foundation for the real test. character to cast the spell as if they were casting it from
The goal is to complete the challenge presented in a spell scroll of knock, except the spell on the wall isn’t
the room, implying different apprentices will face consumed. The characters can use this spell to open the
different challenges. door and complete the test.
The characters have until the Night of the Eye ends, Golden Key. Touching the key at the center causes
at which point the rooms vanish, expelling everyone the walls of the maze to vanish. The key can then be
inside. used to open the locked door. The key vanishes once it
The Trial Begins
is used.
Once the characters are ready, Rovina opens a door, Conclusion
revealing a portal filled with swirling amber light. She Upon completing the trial and passing through the door,
directs anyone intending to face the trial to enter the the characters emerge into the atrium of the Barb.
28 CHAPTER 2
Rovina congratulates them on passing the challenge several farms and garrisons have been sacked.  
and deems their apprenticeship complete. They are now
ready to take the next step on the path to becoming Running This Prelude
members of the Mages of High Sorcery. The characters witness the aftermath of a vicious attack
Rovina hands each character an ornate scroll and a by draconian servants of the Dragon Army. This prelude
spellbook emblazoned with the symbol of the Mages of is appropriate for characters of all backgrounds and
High Sorcery. She says the books are meant for the classes.
characters, either to use as spellbooks or to fill with Frantic Farmer
their discoveries. The scrolls are meant for the mage The prelude begins on the road to Vogler. At some point
who will lead the characters on the next step of their during travel, the characters encounter Rhys, a young
journey: a black-robed mage named Wyhan who resides human commoner who barely survived a recent attack
in the city of Kalaman near Vogler. The characters have on the caravan he was traveling with.
already received their invitation to Ispin Greenshield’s Read or paraphrase the following text to start this
funeral, and Kalaman is conveniently nearby. prelude:
Rovina tells the characters they must take their
scrolls to Wyhan. She emphasizes that they must not
open the scrolls under any circumstances, as their
contents are meant for Wyhan only. More details about
Wyhan and the characters’ next step on the path to
joining the Mages of High Sorcery can be found in
chapter 4. Rovina will answer any other questions the
characters have about the Mages of High Sorcery. After This young man is Rhys. He’s terrified and barely
that, she congratulates them once more and bids them coherent in his frantic pleas for help. If a character
good luck on their travels. spends a minute trying to calm Rhys down, he finally
realizes he’s not being chased by anything. Once this
Scales of War happens, Rhys reveals the following information:
An army carrying the banner of Takhisis the Dragon Rhys works at a nearby farm and was hired by a
Queen marches to war, its ranks filled with monstrous, group of soldiers to travel with them and care for
dragon-like beings that revel in destruction. This their horses.
Dragon Army now encroaches on Solamnia, where its Rhys doesn’t know much about the soldiers. He
agents already strike beyond the nation’s borders, and heard them talk about enemy troops supposedly
afoot in the region.
Just moments ago, the soldiers Rhys was with were
attacked by black-cloaked figures.
Rhys didn’t get a good look at the cloaked attackers.
He hid in the brush and escaped while the soldiers
fought them off.
If the characters are visibly armed, Rhys urges them
to help the soldiers, fearing his employers might fall
against their attackers. He can lead the characters to
where the caravan was attacked, about a half mile down
the road.
Rhys doesn’t know this, but the soldiers who hired
him weren’t merely solders—they were Knights of
Solamnia who were deployed to investigate reports of
recent attacks by strange creatures in the region.
Fallen Caravan
Rhys leads the characters down the road. Once they
approach the place where Rhys and the soldiers were
ambushed, Rhys refuses to go any farther. He tells the
characters the soldiers should be just ahead.
The ambush site is a few hundred feet ahead. Read
the following text when the characters arrive:
 

CHAPTER 2 29
Murdered Knights. By the time the characters arrive,  
the three soldiers who hired Rhys have been killed.

They are beyond the aid of a revivify spell. A character


who examines the dead soldiers’ armor and succeeds
on a DC 12 Intelligence (History) check recognizes
them as Knights of Solamnia.
If the characters search the remains, they find
correspondence that states the knights were
investigating reports of nearby farmsteads being raided
The mysterious raiders are a kapak draconian and four by strange creatures that match the draconians’
baaz draconians (see appendix B for both stat blocks). descriptions.
They wear armor emblazoned with the symbol of Treasure. The three soldiers each wear plate armor
Takhisis, which any character can recognize by with filigree and horned helmets distinctive to Knights
succeeding on a DC 12 Intelligence (Religion) check. of Solamnia, but each suit bears vicious claw marks that
If the characters want to remain hidden, have them make it unusable. Among the wreckage are also three
roll Dexterity (Stealth) checks against the kapak longswords, eight days of food and water for one
draconian’s passive Wisdom (Perception) score of 13. If person, and 40 gp.
the draconians don’t notice the characters, they pick the
wagon clean of valuables and leave shortly after. Conclusion
If the draconians notice the characters, the kapak Shortly after the draconians are defeated, Rhys rejoins
draconian orders two of the baaz draconians to attack, the characters and asks them what those monsters
then slips away with the other two into the surrounding were. He has no idea, and the characters likely don’t
forest. The baaz draconians are battered from the fight either. This is one of the first times draconians have
with the knights and have half their normal hit points. made their way into Solamnia, but it won’t be the last.
The retreating draconians won’t fight the characters If battle turns against the characters, another group of
under any circumstances; they have orders to travelers can be heard approaching on the road. Not
immediately rejoin the Dragon Army elsewhere and wanting to risk a larger fight, the wounded draconians
report on the knights’ fate. retreat, leaving the characters to be saved by these
travelers, who are also headed to Vogler.

30 CHAPTER 2
Chapter 3: When Home Burns
t the edge of the Solamnic province of many of the town’s inhabitants. Familiarize yourself  

A
Hinterlund lies the quiet fishing village of with the “Vogler Gazetteer” section in this chapter,
Vogler. Home to humans, kender, and hill which introduces many of the people and places in the
dwarves, Vogler is the last stop on the road town.
to nowhere. To the village’s north, scattered In the second part of the chapter, war comes to
woods and shady brooks give way to the Vogler. The characters must survive a mercenary
deadly badlands known as the Northern company’s betrayal and ultimately help the townsfolk
Wastes. Across the Vingaard River to the south flee an invasion by the Red Dragon Army.
stretches a land of grim legends and opportunity: the Character Advancement
province of Nightlund, whose nearby port of Kalaman
welcomes traders from long-forgotten lands. Vogler’s In this chapter, level advancement is handled as follows:
people know little of the evil afoot in the world. On the
day the characters arrive, the people of Vogler are The characters start this chapter at 2nd level, having
concerned with two things: kicking off the annual gained a level after the events in chapter 2.
Kingfisher Festival and putting a local hero to rest. They advance to 3rd level after the Battle of High
Before running this chapter, make sure each Hill.
character has a reason for attending the funeral of Ispin They advance to 4th level at the end of the chapter,
Greenshield and experienced a fateful event during after evacuating Vogler.
their journey to Vogler, as detailed in chapter 2.
Arriving in Vogler
Running This Chapter The characters arrive on the day of Ispin Greenshield’s
The events of this chapter unfold in two parts. First, the funeral, which is scheduled to take place in the evening.
characters are introduced to the quaint village of Vogler Read or paraphrase the following text when you’re
during its annual Kingfisher Festival, where they meet ready for the adventure to begin:
CHAPTER 3 31
Vogler Gazetteer  
The Solamnic village of Vogler rests at the foot of a
partially built bridge on the Vingaard River. Fishers,
lumberers, hunters, and farmers live here peacefully,
only occasionally interrupted by bandits or predators
from the Northern Wastes. In addition to a volunteer
militia maintained by Mayor Raven Uth Vogler, the
village is ostensibly under the protection of Hinterlund’s
capital, Maelgoth. This protection takes the form of a
retired Knight of Solamnia, Becklin Uth Viharin, who’s
stationed at the crumbling Thornwall Keep—now more
a historic landmark than a true fortification.
The Kingfisher Festival
The characters’ visit to Vogler overlaps with the kickoff
of the Kingfisher Festival, an annual celebration
commemorating Solamnia’s victory over the forces of
Istar during a clash near the town centuries ago. The
The characters can explore Vogler as they please. festival takes its name from the kingfisher, a symbol of
Individuals or small groups could peruse the market, the Knights of Solamnia and a bird the fishers of Vogler
observe villagers preparing for the Kingfisher Festival, consider lucky. Festivities culminate with the locals’
or find the rooms that—per their invitations—await them reenactment of the Battle of High Hill, a clash between
at the Brass Crab. Istarian and Solamnic soldiers.
Use the “Vogler Gazetteer” section to help characters Locations in Vogler
get acquainted with the village. Once they’re done While in Vogler, the characters might visit any of the
exploring it, they should meet at the Brass Crab for the locations in this section. These sites are marked on map
funeral. From there, proceed with the “Final Farewell” 3.1.
section.

Map 3.1

CHAPTER 3
32
The Brass Crab part in the annual reenactment of the Battle of High Hill  
The Brass Crab is a modest single-story inn on the —her attempt to lift the village’s spirits after their loss.
village wharf, and its exterior vaguely resembles its During the day, Cudgel remains in the camp with her
namesake. Its proprietor, an Ergothian woman named lieutenants—the half-ogre Gragonis and the human
Yalme (neutral good, human commoner), has an odd Jeyev Veldrews—along with several dozen mercenaries.
love of bad storytellers and inept musicians. One wall of The soldiers spend most of the day participating in
the circular common room features a faded mural of drills. At night, they keep to themselves, lounging and
two enormous crabs locked in combat, inlaid with brass playing dice. They’re under strict orders from Cudgel
details. The mural’s origins are lost to time, but if asked, not to interfere with the locals.
Yalme says she named the crabs Fancy and Gorgeous River Gate
George. Four short halls branch off the common room, Those who enter Vogler from the north pass through
each lined with rooms for rent. the unguarded River Gate, a 15-foot-tall wooden
The Fishbowl archway carved with two leaping fish on its frame. Over
After a long day on the river, many of Vogler’s fishers the years, locals have etched the coin-sized scales of
gather at the Fishbowl to tell tales, quench their thirst, these fish with prayers for bountiful fishing. Two large
and indulge in baked fish pies. The cramped but well- wooden doors stand within the arch, but they haven’t
kept tavern is known for its savory baked goods more been closed for years and are embedded in the
than its weak ale. The Fishbowl’s proprietor is the surrounding dirt.
elderly Elthar (neutral good, human commoner), whom Thornwall Keep
most locals call Uncle. The ruins of an ancient Solamnic keep perch on a rocky
High Hill rise at the western edge of town. Thornwall Keep’s
High Hill stands a mile north of Vogler. Centuries ago, steward, the knight Becklin Uth Viharin (introduced in
Solamnic and Istarian forces clashed here, and legends the “Final Farewell” section), maintains the keep.
claim the spirits of fallen knights haunt the hill and Partially ruined walls surround the keep’s three-story
watch over the town. Each year, the Kingfisher tower. The tower’s ground level holds a small library
Festival’s reenactment of the battle serves as a and a collection of local relics: over forty pieces of rusty
reminder of the village’s history and nominally honors tools and armor. The second floor holds the quarters of
any spirits lingering at the battlefield. Becklin’s squire, Darrett Highwater (introduced in the
“Parting Gift” section later in this chapter). Becklin’s
Market austere room lies on the uppermost story; from there, a
Across from Vogler’s busy wharf spreads the village ladder leads to the keep’s crenelated roof.
market. Amid this collection of stalls, vendors sell fresh Vogler’s resident tinker gnome, Than, built an
river fish, fishing supplies, crafts, the bounty of local elaborate catapult-like contraption on the roof of the
farms, and all manner of mundane equipment. One keep. A friend of Becklin and Darrett, Than occasionally
notable stall is that of Froswin (chaotic good, kender drops by to fine-tune this device, called a gnomeflinger
commoner), who sells intricate fish-bone puppets she (detailed in appendix A). Though it looks like a weapon
designs in the shapes of animals and sea serpents. of war, the contraption is a mode of rapid transportation
originally devised by the tinker gnomes of Mount
Mayor’s Home Nevermind. Becklin tolerates the gnomeflinger—and the
Vogler’s down-to-earth mayor, Raven Uth Vogler noise of Than’s occasional early-morning tinkering—
(neutral good, human scout), lives in a two-story house because she sees the catapult-shaped device as a
on the village circle. Raven is a practical, empathetic deterrent against attack.
leader in her thirties who grew up on the river. She
keeps a pair of guest rooms—lavishly decorated with
mounted fish—where she frequently hosts villagers
going through tough times.
Mercenary Camp
Along the road north of Vogler, a mile past High Hill,
lies a mercenary camp. Known as the Ironclad
Regiment, the soldiers here are under the command of
Captain Ridomir “Cudgel” Ironsmile (introduced in the
“Final Farewell” section). Cudgel is a friend of the
deceased Ispin Greenshield and many others in town,
and she brought her company to Vogler a week ago to  
attend Ispin’s funeral. She volunteered her band to take

CHAPTER 3 33
Village Circle Wharfinger’s Office  
The homes and shops in Vogler cluster around a grassy Wharfinger Umpton Lanth (lawful neutral, human
patch shaded by an ancient tree. This green is encircled guard) wakes up earlier than any other fisher in Vogler
by a dirt road that branches off into streets leading to inspect boats docked at the wharf and impose fines
north out of the village and south to the ferry across the on those in poor repair. Fishers and traders seeking to
Vingaard, and others radiating out into the town. The use the wharf must register with Umpton at his stuffy
village circle serves as a public space, meeting spot, and two-story office across from the market. The office is
festival ground. An iron bell hangs atop a tall pole near usually staffed by Umpton’s son Nesau (chaotic neutral,
the mayor’s house. In times of need, anyone who human commoner), who—to his father’s consternation
vigorously rings the bell summons the mayor and 2d12 —is quick to forgive fines and forgo docking fees when
volunteer militia members (guards) who arrive in about his father isn’t present, making him quite popular in the
5 minutes. The local militia is largely composed of village.
retired farmers and fishers who exhibit more zeal than
skill in the village’s defense, but they all take the bell’s Final Farewell
sounding very seriously. Once the characters have reconnected with one another
Vogler’s Crossing and explored Vogler to their liking, it’s time to assemble
South of Vogler, an incomplete stone bridge begins to at the Brass Crab for the funeral of Ispin Greenshield.
stretch across the Vingaard River. Half-constructed Becklin Uth Viharin, who sent the characters their
before the Cataclysm using techniques lost in the ages funeral invitations, catches up to the characters prior to
since, the bridge looks like a glorified pier—a remnant of the funeral.
once-promised glory. A simple ferry system of ropes and Meeting Becklin
winches follows the bridge’s supports and connects
with posts on the opposite shore. Simple rafts and skiffs Becklin is hard to miss, as she’s dressed in the full-plate
allow travelers and even small wagons to cross the armor and horned helmet of the Knights of Solamnia.
river. The process is safe but slow, taking approximately Though she’s never met the characters before, she
10 minutes for a raft to cross the broad river. Travelers recognizes one or more of them from Ispin’s
can make use of the crossing themselves or hire a descriptions. Becklin introduces herself, offers her
ferrier to aid them for 1 sp. condolences, and invites the characters to come with
her to the Brass Crab if they aren’t already there. She
Westide House explains that the service is meant to be a celebration of
The horseshoe-shaped structure known as Westide Ispin’s life, and people will be encouraged to share over-
House is only slightly larger than the other homes in the-top stories about him—like the inflated tales he was
Vogler, but its owner speaks of it as if it were an opulent known for sharing.
country manor. This is the home of Lord Bakaris Uth
Estide (neutral evil, human noble; detailed in chapter 4) Becklin Uth Viharin
and his son, Bakaris the Younger (introduced in the Becklin Uth Viharin (lawful             
“Heckler” section later in this chapter). Lord Bakaris is good, human knight) is a            
a Solamnic noble who claims to be living in exile after Solamnic Knight of the               
raiders burned his family home in Estwilde. In truth, Order of the Crown who,                
Lord Bakaris and his son were driven from the region in her earlier years,              
and sought anonymity in Vogler. They’ve been in the adventured with Ispin            
village for over a year, throwing their wealth around and Greenshield and                  
treating the people of Vogler as backward yokels. Cudgel Ironsmile.                   
For the last decade, she                
Wharf has served as castellan of            
Local fishers crowd these docks each dawn and dusk, Thornwall Keep in Vogler.              
rowing out with empty nets and returning with the day’s This posting is not only an             
catch. At the end of the southernmost pier, a centuries- official charge from her             
old wooden post bears an eroded carving of a bird with superiors but also a quiet            
a fish in its mouth. Many locals rub it for luck before retirement for her.                 
seeking the morning catch. A cleric of Habbakuk or a Becklin takes her                   
character who succeeds on a DC 12 Intelligence role seriously,                 
(Religion) check recognizes the carving as a phoenix—a maintaining her skills                 
symbol of the god Habbakuk, deity of animal life and the and equipment as she               
sea. remains alert for                 
danger. In her                
considerable free time,

34 CHAPTER 3
 

she indulges her passion for studying the past by within which rests the body of Ispin Greenshield. Read
excavating the ruins of Thornwall Keep. or paraphrase the following:
The region’s commonfolk generally don’t hold the
Knights of Solamnia in high regard, most believing the
knights had a hand in causing—or, at least, not
preventing—the Cataclysm. However, the people of
Vogler accept Becklin, as her skill at arms has kept the
village safe from bandits and dangerous beasts for
years.
Personality Trait. “Did you know Vogler was an
island before the Cataclysm? Let me tell you about it!”
Ideal. “We can learn much from the past if we look
for it.”
Bond. “My honor was my life. It’s still important to
me, but no code accounts for all the challenges of
living.”
Flaw. “I romanticize the past. That’s when people had
the chance to become legends.”
Sending Off a Friend
The funeral takes place at dusk on the stage and dock
extending from the rear of the Brass Crab. Becklin
encourages the characters to linger near the dock, while
many mourning locals in small fishing craft assemble in
the nearby water. When you’re ready for the funeral to
begin, Becklin takes the stage next to a simple boat, With that, the boat bearing Ispin’s body drifts down the
river and eventually out of sight. After a moment of
CHAPTER 3 35
silence, Becklin invites all assembled into the Brass he did!” Bakaris cares nothing for Ispin’s death or the  
Crab for a reception and opportunity to share stories locals’ mourning—he’s only here for the free ale, which
about the departed. he claims is the worst he’s ever tasted. The other
Tales Remembered
mourners grumble, but nobody directly confronts the
heckler.
The funeral reception is a simple but crowded affair. Establishing Bakaris. Use this interaction to establish
Yalme, the Brass Crab’s proprietor, keeps bread, Bakaris the Younger as a cowardly cad. He and his
cheese, and local ale coming for the dozens of father are local annoyances, and they’ll further
attendees. Practically everyone in the village makes an antagonize the characters later in the adventure. This
appearance at the reception, and the characters can find encounter with Bakaris shouldn’t come to violence, but
anyone they’ve already met in the village with whom it should give the characters an accurately negative
they might want to talk. impression of him.
Soon after the reception begins, Becklin calls for Confronting the Heckler. A character who confronts
everyone’s attention and shares one of Ispin’s favorite Bakaris the Younger can convince him to stay quiet by
stories: the tale of the time the High Sub-Senior roleplaying or succeeding on a DC 12 Charisma
Artillerist of Mount Nevermind launched her pet weasel (Intimidation or Persuasion) check. After any
all the way from the gnome enclave to Sancrist Island, confrontation, Bakaris the Younger scoffs and
then hired Ispin to recover the critter—or, at least, to complains no one in Vogler can take a joke, then leaves
note its trajectory. Becklin tells several other charming of his own volition.
stories about Ispin, then invites attendees to share other Bakaris “the Younger” Uth Estide
tales Ispin might have told them. Bakaris (neutral evil, human           
Characters are invited to participate in this comic tale ) shares the same name as            
telling. They’re welcome to improvise their own tales noble
his father, his father’s father, and            
about Ispin, taking cues from what they know about so on for generations. Bakaris           
their relationship with the adventurer (as determined in places inordinate value on his            
chapter 2). The crowd nods along to nearly any tale a good looks, fashionable              
character tells, whether hearing it for the first or the clothes, and athleticism,                
thousandth time. If you or a player wants a story but he’s known more                  
prompt, roll on or choose an option from the Ispin’s for his arrogance,                
Stories table. Award inspiration to characters who tell a pettiness, and short                
particularly creative or touching story. temper. He cares                 
Ispin’s Stories nothing for his                   
family name, but                    
d6 Story
he defers to his                   
1 For three days, a trireme crewed by minotaur pirates had
father—partly from               
been chasing Ispin’s ship across the Blood Sea of Istar,
unbroken childhood                 
when finally…
habit, and partly because                
2 Ispin spent the night in a roc’s nest high in the Vingaard
all his privilege depends on              
Mountains, but when the sun rose…
his father’s wealth. Bakaris              
3 The Lord of Palanthas ordered Ispin arrested after the
also has a violent streak.              
adventurer shaved the lord’s twin Solamnic poodles, but
While living in Estwilde,                
Ispin talked his way out of it by…
he murdered the son of a               
4 Ispin weathered a week locked in the dungeons of the
local leader during a duel,               
mountain dwarf nation of Kayolin, but he secured his
and he and his father to              
release by promising to…
Vogler to escape the            
5 One night, Ispin shared a campfire with a befuddled old
consequences.                  
man who disappeared before dawn, never to be seen again.
Bakaris takes                    
Ispin always remembered the strange advice the traveler
quiet pride in                     
offered…
that killing, and                     
6 Once, Ispin saved an entire village by using his shield to…
he fantasizes about one                
Heckler day winning respect via                
the point of his sword. He             
During the storytelling, after one or two characters or loathes being called “the            
others have told tales, a finely dressed local named Younger,” a diminutive his             
Bakaris the Younger lets out an exaggerated yawn. If father encourages.
left to continue, he eventually blurts out, “We’ve heard Personality Trait. “My              
this a thousand times!” or “You’re telling it worse than blood, my looks, my skill;

36 CHAPTER 3
everything about me is better than you.” Elvish. Soon after, Leedara leaves the reception, retiring  
Ideal. “I’ll force the world to recognize how great I to her room in the inn.
am.” Leedara has a role to play later in the adventure (see
Bond. “I’ve wasted too much time already; I owe it to chapters 4 and 7). Use this scene to introduce this
myself to claim what I deserve.” mysterious character, but don’t reveal anything of her
Flaw. “What I can’t get with my looks, I’ll take with agenda (detailed below).
my sword.” Leedara
Meeting Cudgel Leedara died during the Cataclysm over three hundred
During the funeral reception, Ridomir “Cudgel” years ago. Once an elven priest, Leedara witnessed her
Ironsmile jovially introduces herself to the characters as companion and fellow priest, Isolde, drawn into the
an old friend of Ispin Greenshield and the leader of the grim fate of the wicked Knight of Solamnia, Lord Loren
Ironclad Regiment—mercenaries currently camped Soth (detailed in chapter 4). When Soth failed his gods-
outside Vogler. Cudgel asks the characters how they given quest to prevent the Cataclysm, he became cursed
knew Ispin and where they traveled from. She talks to exist forever as a death knight. As part of his curse,
openly about herself and her plans to participate in Leedara and several of her companions returned as
tomorrow’s reenactment of the Battle of High Hill. deathless spirits devoted to ensuring Soth never finds
Cudgel has no agenda other than to chitchat with out-of- peace.
town guests, as they likely have more in common with Leedara has spent centuries tormenting Lord Soth in
her than the local fishers. Early in the evening, Cudgel his accursed castle, Dargaard Keep, endlessly
excuses herself to check on her company at the reminding him of his failures and losses. Now that the
mercenary camp (detailed in the “Vogler Gazetteer” Dragon Queen has summoned Soth, Leedara works to
section). stymie the death knight however she can. She followed
Soth’s trail to this area and is in Vogler looking for ways
Ridomir “Cudgel” Ironsmile to subtly oppose him.
Cudgel Ironsmile (neutral, hill dwarf veteran) hails from Leedara is neutral-aligned and typically appears as a
the dwarven nation of Kayolin, south of Solamnia. For living Silvanesti elf. She has the statistics of a ghost
most of her life, she adventured with Becklin and Ispin, with the following action:
earning the nickname Cudgel along the way. She now
commands her own company of mercenaries known as
the Ironclad Regiment. Though small, the company has
built a reputation for beating the odds, thanks in large
part to her adroit leadership. Beyond a life of fighting,
the middle-aged dwarf is a gifted card player. She also
has a soft spot for Vogler, which she swears serves the
best fish pies in Solamnia. After the Funeral
Personality Trait. “The person with the loudest voice
usually wins the argument.” After each character who wants to has shared a story or
Ideal. “I like a well-thought-out plan, but a well- mingled with the locals, the reception winds down.
executed one is sublime.” Before the characters retire for the evening, Becklin
Bond. “Money motivates, but the right cause approaches, thanks them for coming, and says she has
inspires.” something Ispin left for them. She won’t say what it is
Flaw. “I can be slow to leave the comforts of an inn or but asks the characters to call on her at Thornwall Keep
tavern.” in the morning.
Mysterious Mourner Parting Gift
A particularly somber guest—a blue-skinned Silvanesti The morning after Ispin’s funeral, the characters can
elf named Leedara—keeps to the fringes of the take Becklin up on her invitation to Thornwall Keep.
reception. No one in town knows anything about her They have plenty of time to visit in the morning, as the
except her name, that she arrived a day before the Kingfisher Festival celebrations don’t kick off until
characters, and that she claims to be a performer who midday.
knew Ispin. Characters who approach Leedara find her Meeting Darrett
politely aloof and evasive about how she knew Ispin—
yet she expresses sympathy for the characters, claiming As the characters head across town toward Thornwall
she’s lost many loved ones in her long life. A character Keep, they meet Becklin’s squire, Darrett Highwater,
can convince Leedara to perform by succeeding on a along the way. Read or paraphrase the following:
DC 16 Charisma (Persuasion) check, in which case she  
sings a heartbreakingly beautiful Silvanesti song in
CHAPTER 3 37
Darrett Highwater  
Darrett Highwater (lawful good, human knight) is a
fastidious, aspiring knight who serves Becklin Uth
Viharin. His parents abandoned him in town over a
decade ago, after which Darrett spent years as a ward of
the community before coming under Becklin’s wing. In
the years since, his good heart and aptitude for strategic
thinking led Becklin to train him for induction into the
Knights of Solamnia one day. Darrett is well-read and
courteous, though he sometimes catches himself talking
in ways he considers less than knightly, for which he
apologizes profusely.
Personality Trait. “My mind sometimes works faster
Darrett Highwater is Becklin’s pupil, though Becklin than I can talk, and I often second-guess myself.”
would refers to him privately as her squire. As much as Ideal. “My honor is my life.”
Darrett respects Becklin and hopes to one day become a Bond. “As Becklin’s student, I’m trying to learn
true Knight of Solamnia, he knows the people of Vogler everything I can from such a hero.”
frown on the knighthood and would see his aspirations Flaw. “Though I understand military strategy, I’m
as naive fantasies. inexperienced at command and have a hard time
Becklin sent Darrett to fetch baked delegating.”
       hand pies from the Fishbowl for the two  
of them and their guests. He encourages the characters
to come with him on his errand. Darrett gets few
opportunities to speak with travelers and is eager to do
so, but he doesn’t press if the characters want to go
straight to Thornwall Keep.
If the characters join him on the short walk, Darrett
tells them he grew up in Vogler. He peppers the
characters with questions about themselves, their
travels, their weapons, and anything else about the
world beyond Vogler. He knows all about the Kingfisher
Festival and shares the following details:
The annual festival celebrates the victory of a Knight
of Solamnia, Lord Decater Vogler, over the forces of
the Empire of Istar. This battle occurred hundreds of
years ago, long before the Cataclysm, and sparked
the village’s founding.
Today’s festivities include music, food, and games
associated with the town’s founding.
Mercenaries of the Ironclad Regiment—Cudgel
Ironsmile’s band—are training Vogler’s small militia.
They’re also participating in a reenactment of the
Battle of High Hill this afternoon.
Once Darrett stops at the Fishbowl and purchases
hand pies for everyone, he leads the characters to
Thornwall Keep.
Establishing Darrett. Throughout this adventure,
Darrett will be the characters’ earnest friend and ally.
He’s clever, eager to please, and a little starstruck by the
characters. He always has their best interests in mind.
Portray him as reliable and with whatever quirks your
players are likely to find charming. Establish Darrett’s
trustworthiness now so the characters know they can
rely on him when it matters later.

38 CHAPTER 3
 

Thornwall Keep

Though it’s no longer a working fortress, Thornwall


Keep remains a sturdy structure and an emblem of
Vogler’s past. As the characters arrive, Becklin meets
them at the door in a simple shirt and breeches, The box contains Ispin’s signature shield, a +1 shield
welcoming them inside to her first-floor library. carved with a scarred broadleaf tree and painted a
If Darrett is with the characters, he distributes the mossy green. The characters all recall hearing Ispin’s
hand pies he bought for breakfast. If he’s not, he arrives story of being given the shield by a unicorn in the far-off
soon after the characters and does the same. Becklin forest of Darken Wood. None can say if this is true or
readily makes small talk about the keep, the excavations another of Ispin’s tall tales.
she’s conducting on the grounds, and the device on the Becklin gives the characters the shield only if at least
roof—all detailed in the “Vogler Gazetteer” section. one of them agrees to participate in the Battle of High
The Green Shield Hill reenactment. She leaves it to the group to decide
After their breakfast, Becklin steps away to her quarters which character keeps the shield or how they share it.
for a moment. When she returns, read the following: If the characters have been pleasant, Becklin is happy
to chat some more before she tells them she has to
CHAPTER 3 39
 

Vogler’s village circle is the heart of the Kingfisher


Festival’s events. Here, townsfolk share food and drink
while a rotating series of enthusiastic local musicians
take to the stage and encourage the crowd to dance.
From the various stalls in the circle, characters can buy
a variety of fish-filled pastries, sweet drinks, and
kingfisher-shaped crafts for 3 cp each.
Festivities
Traditional Kingfisher Festival events commemorate
Vogler’s founding and history. Characters might
prepare for the Kingfisher Festival. Darrett eagerly participate in an annual competition, the season’s
suggests going to the festival alongside the characters. inaugural fish catch, where fishers try to catch the
biggest fish during a set period. Darrett and other
friendly locals encourage the characters to participate.
The Kingfisher Festival Characters can also carouse in the village circle,
When the characters return to town after visiting volunteer to perform on the festival stage, or socialize
Thornwall Keep, the Kingfisher Festival is in full swing. with locals. Any villager from the “Vogler Gazetteer”
Happy villagers drift from their homes toward the section might interact with the characters at the festival.
sounds of laughter and upbeat music at the village Whenever you please, transition to the “Battle of High
circle. The characters arrive at the center of town, by Hill” section.
following either Darrett’s lead or the flow of traffic, just
in time to hear Mayor Raven Uth Vogler address the Fish Catch
crowd: Traffic flows steadily from the village circle to the wharf.
Here, the fish catch pits amateur fishers against the
community’s best anglers, all competing to catch the
largest fish. Characters who go to the wharf are invited
to participate in this popular event and, if they accept,
are lent fishing poles and bait. At the end of each 30-
minute contest, participants are given charming but
valueless trophies; bragging rights are the real prize at
stake.
Should characters choose to participate, they find one
of Vogler’s best fishers, Mayor Raven, is in their group,
along with a dozen other locals. Read the following
 

40 CHAPTER 3
description when the characters have their fishing gear kingfishers, worth 50 gp. Additionally, for the rest of the  
prepared and are ready to start: day, the villagers laud the character with
congratulations and free drinks.
Repeat Contests. Characters can participate in the
fish catch as many times as they like. On future rounds,
the best villager catches fish totaling 1d4 + 3 feet. Mayor
Raven doesn’t participate again.
Bad Sport. Lord Bakaris drinks heavily during the
festival and spends much of his time on the wharf,
watching the fish catch and grumbling about how
boring it is. He stands near the most competent-looking
character participating in the contest and mockingly
The contest plays out in three 10- asks why they enjoy such a ridiculous pastime. (The
Running the Contest.
minute rounds. After a character spends 10 minutes “Castle Kalaman” section in chapter 4 presents more
fishing, roll on the Fish to Catch table to determine information on roleplaying Lord Bakaris.) For as long as
whether a fish tugs on their line and, if so, the DC of the Lord Bakaris is present, the character he’s haranguing
Wisdom (Survival) check required to catch it. The has disadvantage on Wisdom (Survival) checks made
character then makes a Wisdom (Survival) check, during the fish catch. Characters can make Lord
catching the fish if they succeed and losing it if they fail. Bakaris go away by roleplaying or succeeding on a DC
A character has advantage on this check if they brought 14 Charisma (Intimidation or Persuasion) check.
their own fishing gear to the contest rather than Betrayal at High Hill
borrowing gear. If a character fails this check by 10 or
more, they are pulled into the water and are out of the The Kingfisher Festival culminates in the annual
contest. reenactment of the Battle of High Hill, held at a hill
Repeat these rolls for every 10 minutes a character located about a 30-minute walk north of the village. The
participates in the fish catch. After 30 minutes, the reenactment, which also serves as a drill for Vogler’s
contest ends and a winner is determined. militia, is followed by a feast at the Brass Crab.
The event is scheduled to begin in the afternoon.
Fish to Catch About an hour before, Mayor Raven rallies Vogler’s
militia in the village circle. The militia then leads a
d20 Catch DC Fish
haphazard parade from town to High Hill, followed by
1–3 — No fish
dozens of spectators and a wagon filled with drinks for
4–7 8 Tiny river eel (1 ft. long)
participants.
8–11 10 Tiny cuirassed carp (1 ft. long)
Darrett, Becklin, or another villager finds the
12–15 11 Mature river eel (1½ ft. long)
characters as the parade begins and encourages the
16–18 12 Mature cuirassed carp (3 ft. long)
party to walk with them. If the characters agreed to
19 15 Greater cuirassed carp (5 ft. long)
honor Ispin’s last wishes, they easily find the other
20 18 Benebog the Line Breaker (8 ft. long)
participants gathering at High Hill, either at the
Benebog the Line Breaker. This enormous cuirassed direction of this villager or by following momentum
carp is a Vogler legend. Even sighting Benebog is from the parade.
considered good luck, and catching it makes a fisher an Behind the Battle
instant town legend. Benebog can be caught only once.
If a character rolls a 20 on the Fish to Catch table after This year’s reenactment is a little different than in past
Benebog has been caught, a greater cuirassed carp tugs years. Should the characters chat with Darrett or other
on their line instead. locals during the walk to High Hill, they learn the
Contest Winner. The winner is determined by totaling following information:
the length of all fish each participant caught. Mayor
Raven’s catch totals 7 feet, followed by a villager whose This mock battle reenacts the Knights of Solamnia’s
catch totals 5 feet. The participant with the highest total ancient victory over enemy forces from the eastern
is the winner. Participants then receive prizes. nation of Istar. The battle was led by Lord Vogler, a
Contest Prizes. All contest participants receive tiny noble knight and the village’s founder.
wooden carvings of kingfishers, while the winner This year, Mayor Raven arranged for a friend of the
receives their choice of a blue knit cap or a fishing fly town, the mercenary leader Cudgel Ironsmile, to
made from blue feathers. These prizes are charmingly participate. Cudgel’s Ironclad Regiment is playing
made but have no significant value. Should a character the part of the invading Istarian forces. The mayor
catch Benebog, the mayor gives the character an claims it’s a happy coincidence Cudgel’s band was in
exceptionally crafted fishing pole carved with the area during the event.

CHAPTER 3 41
Mayor Raven has given the village’s militia a lot of battle, making sure no one uses real weapons and  
attention recently. Some villagers think she hired calling for aid if someone gets hurt.
Cudgel to visit Vogler and help with this event— To prepare for the battle, Mayor Raven calls out to
possibly because of vague rumors of war in the east. those assembled, explaining the mercenaries will
With trained mercenaries on the opposing side, this charge up the west side of the hill while the militia and
year’s reenactment could be more of a challenge for other participants charge down. The two groups will
the militia than in past years. clash midway in a mock fight, with the mercenaries’
Istarian forces eventually retreating. Participants are
Betrayal encouraged to use their own armor but are given
Unbeknownst to anyone in the village, Cudgel’s wooden spears with padded tips to prevent them from
lieutenant in the Ironclad Regiment—Gragonis (neutral dealing damage. The mayor reminds everyone not to
evil half-ogre) has betrayed his leader. He has paid off use real weapons during the reenactment so nobody
many of the mercenaries under his command, and with gets hurt.
the exception of Cudgel and a few mercenaries who Mercenaries of the Ironclad Regiment use the guard
aren’t attending the reenactment, the entire company stat block. Members of the Vogler militia also use the
guard stat block, but their spears are padded and deal
secretly plans to attack lethally during the mock battle no damage.
Agents of the Red Dragon Army—part of the greater
army waging war in eastern Ansalon—hatched this plan Battle Begins
when they learned the mercenaries would join in the When the characters are ready, Darrett or a militia
mock battle. The commanders of the Red Dragon Army member guides them into line with the other Vogler
bought Gragonis’s loyalty, and they seek to take Vogler troops. Read the following description:
quickly as part of a greater scheme.
A contingent of the Red Dragon Army slipped into the
lands near Vogler and crossed the Vingaard River in
recent days. The draconians the characters might have
encountered in chapter 2 were part of this force. If
Vogler can be taken by the traitorous members of the
Ironclad Regiment, all the better. If it can’t, the Dragon
Army plans to bring its own devastating forces to bear.
Preparing for Battle
When the characters and people of Vogler arrive at
High Hill, read the following description:

As the two groups charge, have each character make a


Wisdom (Perception) check. The character who rolls
the highest notices the sun glinting off the mercenaries’
spear tips and their half-ogre leader gesturing with a
steel axe. Regardless of how the characters react to this,
it’s too late to stop the attack. The mounted mercenaries
lead their forces in a charge up the hill. When they clash
The parade follows a trail to the top of the hill, where with the militia members, an actual battle begins.
Mayor Raven and Cudgel Ironsmile meet and discuss  
final preparations for the event. Soon, reenactment
participants and spectators break up, with the former
taking up wooden weapons while the latter settle down
to watch the reenactment.
Encourage all characters to participate in the
reenactment, if for no other reason than to honor Ispin
Greenshield’s last wishes. If a character refuses, Mayor
Raven offers to pay them 5 gp to be a judge during the

42 CHAPTER 3
Battle of High Hill Wall and Cart Both the stone walls and the supply  
cart are . They grant half cover to
difficult terrain
creatures behind them.
High Hill Battlefield Events
During this encounter, roll on the High Hill Battlefield
Events table each round at initiative count 0. Also
consider rolling on the table if a character enters the
Fray or otherwise tries to leave the battlefield.
High Hill Battlefield Events
d4 Events
The characters find themselves in the middle of a
battlefield. Map 3.2 depicts the characters’ location 1 A volley of arrows falls on a random player character’s
position. That character and each creature within 10 feet of
during the conflict; they start the battle adjacent to the them must succeed on a DC 12 Dexterity saving throw or
log at the north of the map. The “High Hill Battlefield take 3 (1d6) piercing damage.
Features” and “High Hill Battlefield Events” sections 2 Two terrified, riderless warhorses bolt from the Fray. One
note elements of this battle. random player character must succeed on a DC 14 Dexterity
The characters have little opportunity to aid the saving throw or be knocked prone. The horses then dash off
villagers being attacked as three hostile mercenary the battlefield.
guards, each mounted on a warhorse, appear on the 3 An injured member of Vogler’s militia (a guard with 1 hit
road at the southwest edge of the battlefield and focus point) crawls onto the battlefield and begs for help,
their attacks on the characters. appearing in an unoccupied space adjacent to the Fray
If Darrett or another well-liked NPC accompanied the nearest a random character.
characters to the hill, they may be wounded during 4 A hostile mercenary guard with 6 hit points appears in an
combat but should survive the battle. Other spectators, unoccupied space adjacent to the Fray nearest a random
like Mayor Raven and Cudgel, are far enough away that mercenary on the battlefield. The guard takes their turn on
they won’t reach the battlefield until after the fight ends. initiative count 10.
After these mercenaries are defeated, proceed with
the “Gragonis Arrives” encounter. Map 3.2

High Hill Battlefield Features


The battlefield, shown on map 3.2, has the following
features:
Fray The 15-foot-wide area marked by the design at
the edge of the map represents dozens of clashing
combatants. This area and the battlefield beyond the
map are difficult terrain. A creature that enters the
Fray for the first time on a turn or starts its turn
there must succeed on a DC 16 Dexterity saving
throw or take 7 (2d6) slashing damage from
opportunistic foes. The Fray can’t be damaged and
remains until the battle ends.
CHAPTER 3 43
Gragonis Arrives interrogated (see the “Mercenary Interrogation”  
As the characters prevail against the mounted guards, section).
or whenever it feels appropriate, read or paraphrase the Healing the Wounded
following: Most of Vogler’s militia died during the battle, but if the
characters search for wounded, they find a few souls in
need of aid. A character who succeeds on a DC 12
Wisdom (Medicine) check can bring a villager back from
the brink of death. A character can also use healing
magic to save a wounded villager by restoring 1 or more
hit points. Any healed villager thanks their savior, giving
The half-ogre Gragonis emerges at the west edge of the the character a piece of jewelry or lucky charm worth
battlefield adjacent to the Fray, along with four 20 gp.
mercenaries (use the guard stat block). As he does, he If a character openly uses the power of a god to save a
points at the most formidable-looking character and villager, locals who see this are awed and consider it
laughs to his allies, “Look here! We got one who still nothing less than a miracle. A villager saved in this way
thinks this is all a game!” Gragonis and the mercenaries is particularly thankful and seeks to learn more about
then attack. the character’s deity.
Back to Vogler
Aftermath After the wounded are tended to, Mayor Raven and
After Gragonis and his four guards are defeated, the Becklin urge the villagers to return to Vogler so they can
remaining mercenaries scatter and the battlefield organize a proper response. Raven and Becklin ask the
encounter ends. characters to escort the villagers home safely in case of
The mercenaries’ retreat is further motivated by the further threats, but the somber return trip to Vogler
arrival of their horrified commander, Cudgel Ironsmile, proves uneventful.
along with Mayor Raven, Becklin, and several burly Character Advancement
spectators. The group has already seen some fighting,
as treacherous mercenaries tried and failed to kill The characters advance to 3rd level after the battle at
Cudgel at Gragonis’s orders. High Hill.
Anyone who accompanied the characters to the hill,
like Darrett, also survived the battle, but almost all of Back in Vogler
Vogler’s militia was wiped out. After returning to Vogler, Mayor Raven, Cudgel, and
If all the characters are defeated, Darrett or other Becklin ask the characters to join them at the Brass
surviving members of Vogler’s militia drag them from Crab as Darrett and other villagers tend to the
danger and revive them. The characters awaken outside wounded. The Kingfisher Festival’s levity is abandoned
of battle with 1 hit point each just as Cudgel, Becklin, as worried locals seek refuge or mill about the village
and Raven arrive. circle, uncertain how to help.
Response The Brass Crab’s owner, Yalme, had prepared the
Mayor Raven thanks the characters for defending her tavern’s common room for a night of celebration, but
people, fearing things would have gone far worse if they those plans are quickly abandoned when the characters
hadn’t. She promises to reward the characters, but at arrive with the village leaders. Mayor Raven leads the
the moment, she’s focused on treating the wounded and conversation, prioritizing the following points:
getting everyone back to Vogler safely. Raven already instructed trusted villagers to tend to
Cudgel Betrayed the wounded and to recover the bodies of those
As the characters and Mayor Raven speak, Cudgel murdered at High Hill.
Ironsmile seeks answers. While the battle was taking Raven wants to understand why the Ironclad
place, one of her own mercenaries appeared and Regiment attacked. Clearly Cudgel was betrayed, but
attacked her, only to be killed by Becklin. The typically why? The captive mercenary might have answers to
unflappable mercenary commander is livid. It doesn’t these questions.
take her long to find one of her mercenaries who was Vogler’s leaders need to know whether other
wounded but survived the battle—possibly Gragonis, if dangerous mercenaries are afoot.
the characters spared him. She angrily shakes and yells If one of the characters used magic—particularly
at the wounded mercenary. If the characters don’t act healing magic or other evidence of a god’s power—
first, Mayor Raven calms Cudgel and has the traitor Raven asks if the character can use their talents to
bound for the walk back to Vogler where they can be help her people.

44 CHAPTER 3
Cudgel has only one concern: discovering the fate of verifying the mercenary’s story at her camp. She  
the rest of her troops. She plans to return to her camp promises to return by the following dawn. The
once the mercenary has been interrogated. She won’t “Cudgel’s Report” section details what Cudgel learns.
be deterred, and she refuses to let anyone go with her; if Mayor Raven is eager to learn more about Gragonis’s
her mercenaries have betrayed her, she doesn’t want meeting in the woods west of town, despite not wanting
anyone else walking into danger. anyone else to leave the village. She plans to send out
Let the characters pose their own concerns and local hunters in the morning, but she responds with
plans, but ultimately the mayor urges everyone—except gratitude if the characters offer to investigate the woods
Cudgel—to stay in the village tonight as they try to learn instead. Raven offers to send Darrett with them as a
more. In the meantime, Raven encourages the guide—a task he eagerly agrees to.
characters to join Cudgel in interrogating the surviving
mercenary. Sighting the Enemy
Mercenary Interrogation Either the night of or morning after the attack at High
Unless the characters previously spared the life of a Hill, the characters (or experienced hunters from the
specific mercenary (such as Gragonis), the mercenary village) head into the woods west of Vogler where
captured during the Battle of High Hill is a low-ranking Gragonis met with a mysterious sponsor. If villagers
guard of the Ironclad Regiment named Svilnt Sunderlit.
conduct this reconnaissance, they report back by
Mayor Raven gives Cudgel and the characters leeway midmorning with dire information, having learned
in conducting the interrogation. Raven doesn’t oppose everything the characters would in the following
the use of coercive magic, but she refuses to let anyone expedition.
harm the captive. Cudgel initially tries to lead the If the characters go, they find a small wooded area an
interrogation, but she struggles to contain her anger at hour west of the village. A character who spends an
her betrayal. She soon retreats to watch from a distance hour searching the woods finds strange tracks. Some of
as the characters lead things—though she occasionally these tracks are boot prints, while others are clawed
interjects at particularly angering news. reptilian feet the characters can’t identify. The tracks
The captive mercenary is brought in with their chest wind north through the woods.
and arms bound by a fishing net. At first, the mercenary  
only mocks the characters and refuses to reveal
anything but their name. By coercing the captive
through roleplaying or by succeeding on a DC 12
Charisma (Intimidation or Persuasion) check, the
characters learn the following information:
Gragonis planned to kill Cudgel and take control of
the Ironclad Regiment.
Several days ago, Gragonis headed into the woods
west of the mercenary camp, then returned with a
considerable amount of gold.
Afterward, Gragonis hired his most loyal
mercenaries to attack the Vogler militia during the
reenactment. He planned to then raid Vogler.
The mercenary doesn’t know who gave Gragonis the
gold he used to pay off the mercenaries.
A few mercenaries remained at their camp, including
Jeyev, Cudgel’s other lieutenant. The mercenary
thinks the others at the camp are loyal to Cudgel—
the ones Gragonis paid accompanied him to the
reenactment.
If Gragonis is the mercenary being interrogated, he
claims not to know who his benefactor was, other than
they were hooded and wore black and red armor.
A Tense Evening
When the characters are done questioning the
mercenary, the captive is placed under guard in a
nearby shed. Cudgel heads out soon after, intent on
CHAPTER 3 45
Following the tracks takes more than an hour, leading characters and others about how to address this  
the characters from the woods into rugged hills. In a potential threat.
valley, they see the following: At the outset, Raven is inclined to draft a letter to the
commander of the camp to declare Vogler’s neutrality in
all conflicts, ask the mysterious army’s intentions, and
welcome them to meet with the mayor. But before the
mayor can develop a plan further, Cudgel returns.
Cudgel’s Report
Cudgel Ironsmile returns to Vogler accompanied by the
lieutenant of her scouts, the human Jeyev Veldrews.
This is a camp of Red Dragon Army soldiers. Should Cudgel shares the following information:
the characters attempt to approach the camp, a patrol of She believes Jeyev and her remaining troops are
three baaz draconians and two Dragon Army soldiers loyal to her—they could have easily overpowered her
draws near (see appendix B for both stat blocks). The if they weren’t.
draconians are hooded and look like Humanoid soldiers On her return, Cudgel found Jeyev and other loyal
from afar, but a character who engages in melee combat mercenaries had heard of the events at High Hill.
with them discovers their true nature. If attacked, one They had restrained several soldiers loyal to
draconian attempts to flee to camp and raise an alarm. Gragonis but who didn’t have orders to participate in
Use more draconians to prevent the characters from the reenactment.
drawing close to the camp. Even if the camp is alerted During the night, Jeyev’s scouts came across a large
to the characters’ presence, the draconians don’t follow military force to the northwest of the village, much
the characters to Vogler. too large and organized to be a mere mercenary
Ultimately, when the characters or other scouts band. This is the same army the characters likely
return to Vogler, they should have learned the following spotted, and Jeyev’s scouts can confirm everything
information: from the “Sighting the Enemy” section.
A significant military force is camped several miles
northwest of the village. Vogler’s Response
The force looks well organized and has vigilant Allow the characters, in consultation with the village
patrols. leaders, to determine how Vogler should respond to the
The soldiers are a mix of humans and other hooded mysterious army. Becklin, Cudgel, and Raven take the
figures. If the characters encountered them up close, following positions:
they know these hooded figures have wings and
reptilian features. Becklin Uth Viharin The knight is deeply concerned.
She’s heard rumors of strange armies in the east,
A Fateful Morning and now there’s a strange army close to her home.
Mayor Raven spends the night and next morning As the most experienced military leader in the room,
conferring with members of the community in the she expects the worst, but she’s trying not to panic
common room of the Brass Crab. The morning after the anyone.
battle at High Hill, two things happen: Cudgel Ironsmile Cudgel feels responsible for
everything at High Hill. She gives the village the
The characters (or local scouts) return with news of complete support of the Ironclad Regiment. She
an armed camp. favors a peaceful response to the mysterious army,
Cudgel Ironsmile returns with information from the but one backed by her mercenaries’ spears.
mercenary camp. Mayor Raven Uth Vogler The mayor will do anything
to keep her people safe. However, she wants more
Camp Reconnaissance information before acting.
When the characters or other scouts return to Vogler, To further complicate the situation, Lord Bakaris
they’re directed to report to Mayor Raven, who has been joins the group mid-conversation, insulted that he hasn’t
at the Brass Crab with Becklin and other concerned been involved in what are clearly important discussions.
villagers all night. Raven is shocked by the report about However, he has no idea what the discussions are
the enemy camp. She wants to know more about the about. Bakaris cares nothing for the safety of the village,
nature and disposition of this force, and she’s aware but he posits ideas that make him look important
Vogler can’t defend itself against anything more than a without requiring any actual effort.
few raiders. She’s eager to hear advice from the Allow the characters to guide the decision of Vogler’s
leaders, who will largely support any plan that doesn’t

46 CHAPTER 3
involve a preemptive strike or bringing battle into the The appearance of the Red Dragon Army soldiers  
village. answers many questions about the force near Vogler.
Voice of War
Back at the Brass Crab, Mayor Raven consults with the
characters, Becklin, and Cudgel. Raven sees no other
However the characters choose to respond to the army option than to do as the message demands and
near Vogler, their plans are derailed by unexpected welcome the Dragon Army. Becklin and Cudgel
visitors. As the characters prepare, a messenger in immediately oppose this, having witnessed the horrors
black-and-red armor arrives at the River Gate. Villagers of occupying forces.
are the first to spot the messenger, and they alert the Let the characters propose plans to keep the Dragon
mayor and the characters. Army at bay. If they don’t suggest using the Ironclad
When Mayor Raven and the characters arrive at the Regiment to defend the town, Cudgel suggests it. As the
River Gate, read the following text: mercenaries are camped north of the village, bringing
them to Vogler without alerting the Dragon Army likely
requires getting rid of the Dragon Army soldiers at the
gate—a challenge while the soldiers hold the upper
ground.
If the characters wish to sneak up on the Dragon
Army soldiers, they have two options, both described in
the sections that follow.
On the Cliffs
This Dragon Army soldier (see appendix B) astride a The simplest way to reach the Dragon Army soldiers is
warhorse is a messenger from the Red Dragon Army. If to climb the northeastern cliffs and sneak up on them.
a character doesn’t speak up first, Raven steps forward Taking a boat downriver, landing, and sneaking back is
and takes the messenger’s letter. The message reads as also a viable option.
follows: The area atop the cliffs is wooded, but an open field
lies below and behind the soldiers’ position. Scaling the
30-foot-tall cliffs is simple enough, but unless they are
distracted, the soldiers notice anyone climbing the cliff
or approaching from another direction. If the characters
reach the top of the cliff, they find four Dragon Army
soldiers (see appendix B).
 

Characters proficient in Religion recognize the name


Takhisis as one of the gods of Krynn. A cleric of
Takhisis or a character who succeeds on a DC 12
Intelligence (Religion) check recognizes a spiral symbol
on the messenger’s armor as a symbol of Takhisis, the
greatest of the evil gods, who is also known as the
Dragon Queen. This same symbol appears on all
Dragon Army armor.
The messenger demands the village prepare to be
occupied by Dragon Army troops that evening. In the
meantime, nobody can leave the village. If the
characters press the messenger for more information,
she provides none. If threatened, the soldier holds her
ground and gives a signal. Atop the 30-foot-tall cliffs to
the east of the gate, four Dragon Army soldiers appear
(see appendix B). They use their javelins to attack
anyone who threatens the messenger or who tries to
leave the village.
Mayor Raven seeks to avoid bloodshed and
encourages the characters to withdraw.
Resistance

CHAPTER 3 47
The Gnomeflinger in the “Becklin’s Fear” section. The mayor doesn’t like it  
Thornwall Keep sits directly across from the Dragon but grudgingly accepts it’s the only option.
Army soldiers’ clifftop vantage. Atop Thornwall Keep If not deterred, Cudgel and Jeyev either ride or sneak
sits the creation of the tinker gnome Than: a people- out of Vogler to rally their mercenaries.
launching device called a gnomeflinger (described in Becklin’s Fear
appendix A). If using the gnomeflinger comes up,
Becklin or Darrett suggests consulting with Than first. If the characters don’t suggest preparing Vogler for
Than is overjoyed to let the characters use the evacuation, Becklin pulls them and Darrett aside for a
gnomeflinger. They’re so delighted that they forget they private conversation. She shares the following
also have several safety devices called narycrashes (see concerns:
appendix A). Than mentions the narycrashes only if a Becklin has heard about war and unstoppable
character raises concerns about landing after using the armies in the east. She fears these Red Dragon Army
gnomeflinger. Than has enough narycrashes for each soldiers are part of that greater force.
character to get one. She’s lived in Vogler for decades and knows its
Should the characters use the gnomeflinger, it proves people aren’t soldiers. They’d need weeks of training
surprisingly effective and quiet, allowing the characters and a hundred more professional soldiers to stand a
to surprised the four Dragon Army soldiers (see chance in any conflict.
appendix B) atop the cliffs. She suggests readying the villagers to evacuate at a
Dealing with the Soldiers moment’s notice in case other plans fail.
Evacuees can follow the river to safety in Kalaman
If the characters confront the Dragon Army soldiers on (detailed below).
the cliffs, the messenger attempts to retreat to the Becklin asks the characters to help convince Mayor
Dragon Army camp on her warhorse rather than aiding Raven of this idea. If the characters already suggested
her allies. With the Dragon Army soldiers gone, Cudgel this idea to the mayor, Becklin supports them, adding
is eager to ride out to meet her mercenaries. She plans the points here to the argument. If both the characters
to bring them back to a defensible position just north of and Becklin advocate for evacuating the village, Mayor
the village. If the characters don’t attack the Dragon Raven begrudgingly agrees.
Army soldiers on the cliffs, skip to the “Preparing for Characters who succeed on a DC 12 Intelligence
the Worst” section. (History) check or who ask a resident of Vogler about
Preparing for the Worst the city of Kalaman can any of the information from the
Whether the characters drive off the Dragon Army “Knowledge of Kalaman” section at the start of chapter
4.
soldiers or make other plans within town, Mayor Raven
eventually seeks the characters’ council in determining Planning to Evacuate
how best to protect the villagers. During this Once the village leaders agree to prepare for evacuation,
conversation, Becklin, Cudgel, and Raven take the the people of Vogler have much to do. Becklin focuses
following positions: on getting information about the Red Dragon Army and
Becklin Uth Viharin Becklin has grown quiet. She shoring up local defenses. Mayor Raven asks for the
wants to speak privately to the characters and characters’ and Darrett’s help organizing the
Darrett after they’ve conferred with Mayor Raven evacuation, tasking them with the following:
and Cudgel (see the “Becklin’s Fear” section). Help her inform the villagers of the situation by
Cudgel Ironsmile Cudgel wants only to get her
troops and bring them back to Vogler. Even if they’re collecting everyone in the village circle.
outnumbered, fighting is the only option in her mind. Assess how many ships the village has and roughly
Mayor Raven Uth Vogler If the characters attacked how many villagers they can carry.
the Dragon Army soldiers, Mayor Raven is grappling Instruct the villagers how to get to safety.
with the fact they just started a war. Otherwise, she’s Keep the villagers calm.
frustrated by the situation and seeks advice on how Mayor Raven and Darrett cooperate with any plans
to protect her people by nightfall. She refuses any the characters have, as long as they clearly help prepare
suggestion involving fighting in the village. for escape and don’t risk any villagers’ lives. However,
If the characters suggest they prepare to evacuate the mayor doesn’t want to start the evacuation until
Vogler, the mayor initially dismisses the idea, but a absolutely necessary, allowing villagers time to prepare
character who succeeds on a DC 12 Charisma and safely evacuate together.
(Persuasion) check convinces her it’s in the village’s  
best interest. Becklin agrees and shares the information

48 CHAPTER 3
Informing the Villagers two hours, the villagers can find enough boats to fit one  
The characters can easily summon most of Vogler’s hundred more people.
people to the village circle, likely by going door to door Repurposed Ferry. A character who succeeds on a
or by ringing the village circle’s bell. When the villagers DC 12 Intelligence (Investigation) check notices the
have gathered, Mayor Raven addresses the crowd. Read ferry crossing on the Vingaard River has a series of rafts
the following text: and small boats on a pulley system. The mechanism can
be broken down in two hours, freeing up vessels for one
hundred people.
Battle Plans
Early in the afternoon, Cudgel returns to Vogler. She
shares the following information:
Cudgel has directed the Ironclad Regiment to hold a
position north of the village. The mercenaries believe
they can, for a time, defend against a larger force.
She hopes they won’t have to fight. With any luck, a
show of force will convince the Dragon Army that
Vogler isn’t an easy target.
Just in case, her soldiers set up a small rear
With a successful DC 12 Charisma (Intimidation or command tent near the River Gate. She’s posted a
Persuasion) check, the characters can help the mayor messenger there so the village can send word to her
regain control of the crowd by speaking in support or troops as needed.
explaining evacuation plans. Otherwise, it takes the She asks Becklin to join her at the front. She hopes
mayor over an hour to placate the community and get if a Knight of Solamnia appears on the field, the
evacuation preparations underway. enemy will hesitate to provoke the knighthood.
At your discretion, Lord Bakaris or Bakaris the Mayor Raven and Becklin support Cudgel’s choices,
Younger might speak out and try to undermine the and the knight agrees with her friend’s plan.
mayor and the characters. If so, the villagers reject the Defenders of Vogler. This plan leaves the village and
evacuation plans until a character counters Bakaris by its escape operation undefended except for the handful
roleplaying or succeeding on a DC 14 Charisma of remaining militia members and a few tough fishers.
(Intimidation or Persuasion) check. Becklin and Cudgel ask the characters and Darrett to
Once the villagers have accepted the evacuation remain in the village with the mayor. They want to
plans, they assist Mayor Raven, Darrett, and the ensure that if any enemies get past the Ironclad
characters in preparing to evacuate to Kalaman, Regiment, the villagers have protection.
understanding time is short. Becklin’s Request
Short Ship Supply During the conversation about battle plans, the
A character who spends an hour inspecting the ships in character with the highest passive Wisdom (Insight)
Vogler’s wharf estimates the vessels there could score realizes Becklin is keeping something back. She
transport only two hundred of the village’s four hundred won’t say anything in front of Cudgel, Mayor Raven, or
residents. Let the characters concoct ways to solve this Darrett, but if approached in private, she thanks the
problem. If they don’t initially have ideas, characters can character and asks them to do her a favor. A large
make skill checks to identify solutions like the following. wooden box is under her bed in Thornwall Keep. She
A character proficient with water vehicles makes these doesn’t tell them what it holds but asks the characters
checks with advantage. to fetch the box and give it to Darrett once he safely
Boat Made of Boats. A character who succeeds on a escapes town.
DC 16 Wisdom (Survival) check formulates a plan to The characters can easily retrieve the box from
use rope and rings of small boats to corral floating Becklin’s quarters at any point before the “Invasion
masses of logs, creating several large rafts capable of Encounters” section. The sturdy wooden box weighs
holding two hundred more villagers. With the help of about 70 pounds and bears no markings other than a
locals, this simple plan takes three hours to complete. simple kingfisher emblem on the lid. If the characters
Personal Fleet. If a character asks Vogler’s fishers for open the box, they find it holds a suit of Solamnic plate
help and succeeds on a DC 14 Charisma (Persuasion) armor.
check, the character can convince the villagers to lend If the characters follow Becklin’s instructions, they
their personal vessels to the evacuation: boats in need of won’t give the box to Darrett until after the evacuation.
simple repairs, boats collecting dust in villagers’ sheds, If they instead do so before leaving town, see the
and even boats serving as decorations in homes. Given “Darrett’s Armor” section in chapter 4.
CHAPTER 3 49
The Enemy Sighted  
After Cudgel has returned and the characters have
organized Vogler’s evacuation, a local farmer rides into
the village circle. The farmer reports seeing hundreds of
soldiers on the road, headed toward Vogler. The
adventure unfolds in one of two ways from here:
With Mass Combat If you are using the Dragonlance:
Warriors of Krynn game along with this adventure,
consult the “Warriors of Krynn: Scenario 1” sidebar.
Without Mass Combat If you aren’t using the The rider is a scout sent by Becklin to alert Vogler to
Dragonlance: Warriors of Krynn game, continue with evacuate immediately. When the characters arrive, the
the “Invasion of Vogler” section. rider’s horse is dead and she is locked in battle with her
attacker, a baaz draconian (see appendix B). The
draconian kills her if the characters don’t intercede.
If the characters save the rider, she announces that
an attack is imminent—the Dragon Army has split into
two prongs. One went to engage the mercenaries, while
the second is headed to the village.
Perilous Evacuation
It’s up to the characters to decide how to handle the
incoming invasion. Unless the characters made other
plans, Mayor Raven and Darrett are at the village’s
wharf with most of the villagers. After learning the
scout’s news, Mayor Raven orders the evacuation to
begin. Read the following description:

Invasion of Vogler
Before Becklin and Cudgel leave Vogler to join the
Ironclad Regiment, Becklin shares a brief, formal As invaders sweep over the cliff into Vogler, Darrett
goodbye with Darrett. She then thanks the characters draws his sword and asks the characters to help him
for all they’ve done, saying, “Ispin was right to call you defend the escaping villagers.
friends. I’m glad I’ve had the chance to do the same.” Invasion Encounters
Becklin and Cudgel then ride out.
An hour passes before news arrives. In the meantime, Vogler is swiftly overwhelmed by Dragon Army
keep the characters occupied with the evacuation’s draconians. Roll on or choose encounters from the
preparations, such as finding missing villagers and Vogler Invasion Encounters table. Set these encounters
corralling ships. anywhere in the village you wish.
News from the Front After the second encounter, the characters hear loud
clanking sounds from the north—something large and
When you’re ready to begin this section, give the metal is moving toward them. This is the boilerdrak
characters a reason to be near the River Gate, such as they’ll encounter in the “Escape from Vogler” section.
fetching Becklin’s box from Thornwall Keep or looking Before the characters can investigate the noise, a third
for a lost villager. When the characters are within encounter distracts them.
earshot, read the following: When you’ve run at least three of these encounters,
proceed with the “Escape from Vogler” section.
 

50 CHAPTER 3
Vogler Invasion Encounters  
d10 Encounter
1–2 A family of four commoners gets separated from the other
evacuees. Unless escorted to the wharf, they try to hide
from the invaders.
3 An abandoned cat leaps onto one of the characters. It is
terrified and refuses to leave them during the invasion.
The two militia members (guards) are outmatched by
4–5 Airborne Assassin (see below)
five baaz draconians (see appendix B). If the characters
6–7 Direct Attack (see below)
don’t intervene quickly, the militia members are
8 Ominous Riders (see below)
slaughtered. If the characters help and a militia member
9– Vogler Militia (see below)
lives, this survivor gives the characters a potion of
healing.
10

Airborne Assassin Escape from Vogler


A kapak draconian (see appendix B) glides overhead When you’re ready to bring the invasion of Vogler to its
from the cliffs, intent on dropping onto one of the climax, proceed with this encounter. No matter where
characters. Only characters who have a passive Wisdom the characters are in the village, screams ring out from
(Perception) score of 14 or higher notice it. Unless the wharf. When the characters draw close, read the
alerted, the other characters are surprised when the following:
kapak attacks.
Direct Attack

Five baaz draconians (see appendix B) charge toward


the wharf, intent on setting buildings ablaze and
murdering escaping villagers. In their frenzied state, the
draconians fight to the death. Despite its appearance, the thing nearing Vogler’s wharf
isn’t a dragon—it’s a boilerdrak, a gnomish siege engine
Ominous Riders
The character who has the highest passive Wisdom invented for the Red Dragon Army (see appendix A).
(Perception) score glimpses the following scene during The boilerdrak is crewed by four baaz draconians (see
appendix B).
the invasion: This battle takes place in front of Vogler’s wharf,
depicted on map 3.3. The “Vogler Battlefield Features”
and “Vogler Battlefield Events” sections detail elements
of this battle. The boilerdrak is positioned on the
scorched ground. The characters start the battle
anywhere on the wharf.
On the first round of battle, three draconians use their
actions to load, aim, and fire the boilerdrak at the
Wharfinger’s Office—the structure at the north of the
Three mysterious knights watch the battle, but they map. The building rapidly catches fire.
disappear as soon as they’re spotted. If the character Characters who succeed on a DC 12 Wisdom
who noticed them succeeds on a DC 16 Intelligence (Perception) check or who come within 5 feet of the
(History) check, they recognize the figures as wearing boilerdrak recognize it isn’t a dragon, but a mechanical
the antiquated armor of Knights of Solamnia. Who device.
these knights are—skeletal knights, Lord Soth and his After the baaz draconians are defeated, proceed with
retinue, or the spirits of Lord Vogler and his knights—is the “Fewmaster Gholcag” encounter.
up to you.  
Vogler Militia

CHAPTER 3 51
d6 Events  
1 Two Vogler fishers (guards) come to assist the characters.
They appear in unoccupied spaces adjacent to the Fray
nearest a random character.
2 A blinded bozak draconian (see appendix B) with 1 hit point
staggers from the Fray and across the battlefield. It doesn’t
attack, but it explodes in its Death Throes if killed. The
draconian appears in an unoccupied space adjacent to the
Fray nearest a random character.
3– A draconian gliding overhead throws a fiery flask at one
4 random player character, who must succeed on a DC 10
Dexterity saving throw or take 3 (1d6) fire damage.
5– Villagers on the docks shout their support. A random player
6 character has advantage on their next attack roll.

Fewmaster Gholcag
After the boilerdrak’s baaz draconians are defeated, the
commander of the draconian assault arrives. Read or
paraphrase the following:

Map 3.3
Vogler Battlefield Features
 
The battlefield includes the following features:
Burning Building The Wharfinger’s Office is on fire.
A creature that enters the burning structure for the
first time on a turn or starts its turn there must
succeed on a DC 16 Constitution saving throw or
take 5 (1d10) fire damage.
Fray The 15-foot-wide area marked by the design at
the edge of the map represents draconians facing off
against Vogler’s remaining defenders. This area and
the village beyond the map are difficult terrain. A
creature that enters the Fray for the first time on a
turn or starts its turn there must succeed on a DC 16
Dexterity saving throw or take 7 (2d6) slashing
damage from opportunistic foes. The Fray can’t be
damaged and remains until the battle ends.
Vogler Battlefield Events
During this encounter, roll on the Vogler Battlefield
Events table each round at initiative count 0. Also
consider rolling on the table if a character enters the
Fray or otherwise tries to leave the battlefield.
Vogler Battlefield Events

52 CHAPTER 3
 

Fewmaster Gholcag is a low-ranking commander in the Characters recognize this man as Jeyev Veldrews,
Red Dragon Army and the leader of the raid on Vogler. Cudgel’s lieutenant. He says he’s been sent by Becklin
She and two baaz draconians (see appendix B) arrive to pass on the following information:
adjacent to the Fray along the northernmost road. The battle with the Red Dragon Army went poorly,
Fewmaster Gholcag uses the ogre stat block, but she
wears scale mail and has AC 14. She and the but a few of the Ironclad Regiment escaped.
draconians fight to the death. Becklin sent him to help everyone in the village
After Gholcag and the draconians are defeated, the safely evacuate and to ensure nobody waited for her
battlefield encounter ends. and the mercenaries.
More Dragon Army forces are on his heels, and the
The Final Boat villagers have to flee now.
Most of the draconians remaining in Vogler focus on A character who looks at the helmet he carries
looting the village, giving the villagers enough time to recognizes it’s the helmet of a Knight of Solamnia. Jeyev
evacuate. At the end of the pier, only Mayor Raven, won’t say more until they’ve boarded the ship. See the
Darrett, and a few others have yet to board a boat. The “Lost in Battle” section for more details.
remaining boats have enough space for them and the
characters. Last Glimpse of Vogler
Before the characters head to their boats, read the The characters escape Vogler on the last boat, a small
following text: fishing vessel barely large enough for the characters,
Darrett, Mayor Raven, Jeyev, and a few other locals.
Read or paraphrase the following as the characters
leave Vogler behind:

CHAPTER 3 53
 

Lost in Battle
It’s up to you to determine how Becklin and Cudgel’s
battle against the Red Dragon Army unfolded and what
Jeyev knows. In any case, Vogler’s defenders were
defeated and an enemy force marches on the town. The
characters’ allies might have suffered any of the
following fates:
Assassination Jeyev is actually a neutral evil bandit
captain who was bought off by the Dragon Army just
like Gragonis was. He’s been hired to assassinate
the Solamnic knights in Vogler—Becklin and
Darrett. He murdered Becklin during the battle and
is now using her helmet to get close to Darrett.
Capture Becklin sent Jeyev to warn the villagers that
the defense failed and not to wait for their defenders.
She sent her helmet as proof that Jeyev’s words
come from her. As Jeyev fled, he saw Becklin
captured. You can determine where Becklin is being
held, perhaps in one of the Dragon Army
encampments detailed in chapters 4 or 5.
Scattered Becklin and Cudgel orchestrated a retreat
from the Dragon Army. Either of them might
reappear in Kalaman in later chapters after evading
their foes. As in the previous possibility, she sent
Jeyev to warn the villagers.
Witness If the characters already know about
Becklin’s defeat, Jeyev was separated from the rest
of Vogler’s defenders, knows specifics of her last
battle, and recovered her helmet. He might still be an
assassin or know the information in any of the other
entries here.
Regardless of your choice, Darrett takes Becklin’s
helmet and promises to keep it safe. If you choose to
have Becklin return after the battle, she becomes a
valued adviser to the military leaders of Kalaman
(detailed in chapter 4).
Next Steps
As the Vingaard River carries the flotilla of boats from
Vogler toward Kalaman, a journey that takes most of
the night, the characters advance to 4th level. After the
horrors the villagers have faced, everyone is relieved
their journey downriver is uneventful. Chapter 4 begins
with the refugees’ arrival outside Kalaman.
 

54 CHAPTER 3
Chapter 4: Shadow of War
ogler is gone, devastated by the Red Dragon  

V
Character Advancement
Army. After escaping the village by following
the Vingaard River, the characters and other In this chapter, level advancement is handled as follows:
survivors seek refuge in the city of Kalaman. Characters start this chapter at 4th level, having
They carry with them a warning: war is gained a level after evacuating Vogler.
coming for Kalaman. The city’s leaders Characters advance to 5th level before retaking
recruit the characters to help identify and Wheelwatch Outpost.
resist the threat of the Red Dragon Army. As the Characters advance to 6th level after defeating the
characters travel the lands around Kalaman, they learn skeletal knight Zanas Sarlamir at the end of the
more about the Dragon Army’s goals and the terrifying chapter.
shadow behind this war.
Running This Chapter Kalaman Gazetteer
This chapter begins with an overview of the city of Kalaman, the Beacon of the East, is one of the largest
Kalaman. After familiarizing yourself with the “Kalaman cities in Solamnia. Far from the nation’s heartland and
Gazetteer” section, continue the adventure with the the capital of Palanthas, the city is a bastion of trade
characters and Vogler’s refugees arriving near the city. and safety at the edge of the province of Nightlund. This
Once the characters ensure the villagers’ safety, section provides an overview of the city. Flesh out its
encourage them to follow Darrett Highwater’s lead by locations and residents however you please. The city
joining—or at least collaborating with—Kalaman’s will be the party’s home for the rest of this adventure,
military. The military provides the support and direction and their connections to the city will encourage them to
necessary to face the Red Dragon Army and its defend it against the Dragon Army threat.
supernatural allies for the rest of the adventure.  

CHAPTER 4 55
Knowledge of Kalaman tunnels were closed long ago and remain magically  
sealed.
Characters who are from Kalaman or succeed on a DC
12 Intelligence (History) check know the following City Market
details about the city: Merchants from across Ansalon do business in
Kalaman’s thriving bazaar. Characters can purchase
Capital City Kalaman is the capital of the Solamnic any equipment from the Player’s Handbook here.
province of Nightlund. Vendors from far-off lands—like Ergoth or Mount
Ancient Bastion Kalaman is a thriving trade city Nevermind—often bring rare curios here to trade.
known for its strong walls, castle, and harbor
beacons, all of which predate the Cataclysm. Hammerstrike Forges
Rulers The city is led by a governor, a council of Twin forges stand across the street from one another,
prominent guild leaders, and a military marshal. run by the dwarven cousins Kadmos and Tiria
Military Kalaman maintains a significant military Hammerstrike (both lawful neutral, hill dwarf veterans).
force to deter raiders from Estwilde and monsters While both are competent smiths, Kadmos specializes
from the Dargaard Mountains. in armor and Tiria excels with weaponry.
Vingaard Port The city sits at the mouth of the
Vingaard River, about thirty miles downriver from Harbor Beacons
Vogler. The walls of Kalaman extend several hundred feet into
the city’s harbor. The tower at each end holds a
Power in Kalaman prominent beacon surrounded by an array of lenses.
Kalaman is led by the following three groups: These beacons were created before the Cataclysm by
the city’s Istarian founders, and the light from their
Governor The head of Kalaman’s government is
flames cuts through the densest fog.
Governor Calof Miat (lawful neutral, human noble). Kalaman Harbor
He represents the city’s people and speaks on their At any time, dozens of ships are anchored along the
behalf during council sessions. busy docks of Kalaman’s harbor. Small local fishing
Guild Leaders A council composed of the leaders of ships vie for harbor space alongside mighty seafaring
the city’s five most prominent guilds—the vessels, some from far-off lands. Every day there’s a 10
Cartographers’ Guild, Dockhands’ Guild, Fishers’ percent chance a merchant ship from a distant land
Guild, Masons’ Guild, and Shipwrights’ Guild— puts into port here, its crew eager to sell unique wares
oversees the city’s broad business interests and runs and tell tales of danger on the sea.
varied public services. The guilds’ leaders are
neutral human and hill dwarf nobles who are prone Meulara’s Oddities
to bickering and jockeying for influence. Meulara’s Oddities is a small shop piled with trinkets.
Marshal Kalaman’s military guards the city and Its shopkeeper, Meulara (chaotic good, kender
defends eastern Solamnia. The military is robust, as commoner), is a silver-haired woman with a bright
the city can’t afford to solicit aid from the Knights of smile. Meulara claims to know every kender in the city,
Solamnia, headquartered in the west, every time and most kender new to town are directed to her so they
raiders from Estwilde or other threats cross the can swap stories and news from their travels.
border. Kalaman’s military is commanded by the
pragmatic Marshal Nestra Vendri (lawful neutral, The Steady Beacon
human knight). The Steady Beacon is a tavern that boasts a large
taproom, a fish-focused menu, and modest lodging. Its
Kalaman Locations decor features the broken weapons of defeated bandits.
While in Kalaman, the characters might visit any of the The tavern is a favorite of Kalaman’s soldiers, and most
locations in this section. These sites appear on map 4.1. evenings, dozens of off-duty troops relax here. The inn’s
owner, Jesen Thold (neutral good, human veteran), is a
Castle Kalaman friend of Marshal Nestra Vendri, head of Kalaman’s
A symbol of the city, the age-old fortress of Castle military.
Kalaman rises atop rugged cliffs, visible from anywhere Trade Camps
within the city walls and for miles beyond. The city’s Outside the city to the east and west sprawl trade
governor dwells within the castle, and the ruling council camps. These expanses of ramshackle buildings began
holds its meetings here. Castle Kalaman also serves as as campgrounds for caravans. Over time, the tents were
the headquarters of Kalaman’s military, and its barracks replaced by simple buildings aligned along muddy
can house hundreds of troops. Extensive catacombs run streets. They now house hundreds who can’t find
beneath Castle Kalaman, but the entrances to these lodgings within the city’s walls.

56 CHAPTER 4
 

Map 4.1
Wyhan’s Apothecary
Wyhan (lawful evil, human mage) is a black-robed Mage
of High Sorcery. Though supposedly retired, she keeps
a shop that deals in wares few in Kalaman need.
Wyhan’s Apothecary sells the occasional good-luck
charm, but those who know what to ask for might gain The characters are among the last to arrive from Vogler,
access to the apothecary’s back room, which houses likely accompanied by Darrett Highwater and other
esoteric spell components. The “Message for a Mage” allies. When they reach the survivors’ camp, they find
section later in this chapter provides more details on villagers organizing to assess their numbers, reunite
Wyhan and her shop. separated families, and build fires to prepare meals.
Arriving in Kalaman Refugees at the Shore
By dawn the morning after evacuating from Vogler, the As the survivors of Vogler pull their ships ashore, the
characters and Vogler’s surviving villagers arrive within reality of their situation sets in, and minor troubles
sight of Kalaman. Read the following text when you’re begin confounding the refugees. Roll on the Survivor
ready to start this part of the adventure: Camp Hardships table to determine what challenges the
survivors need help with. After you’ve run as many of
these encounters as you like, proceed with the
“Darrett’s Armor” section.
 

CHAPTER 4 57
Survivor Camp Hardships  
d4 Situation
1 Youngsters struggle to land their boat. The boat is 20 feet
from the shore and drifting away. A character who swims to
the boat can pilot it in by succeeding on a DC 14 Wisdom
(Survival) check.
2 An older refugee slipped in the shallow water and sprained
an ankle. A character can provide relief by succeeding on a
DC 12 Wisdom (Medicine) check, expending one use of a
healer’s kit, or using any magic that restores hit points.
3 A couple sits shivering beside an unlit stack of firewood, The gate guards halt the characters and ask their
staring off in the direction of Vogler. Lighting the fire business, but admit them to the city as long as the
through any means calms the couple and earns a wordless characters aren’t hostile. If a character asks about Lord
nod of thanks. Bakaris or a representative from the Vogler refugees,
4 Two rowdy youths take advantage of the chaos to try to rob a the guards point the way toward Castle Kalaman. The
disliked neighbor. A character can stop them with a guards recall their captain leading a man matching
successful DC 12 Charisma (Intimidation or Persuasion) Bakaris’s description to the castle some time ago.
check. Castle Kalaman is a towering structure and easy to find
without directions, and the guards can also direct the
Darrett’s Armor characters to any site in the “Kalaman Locations”
If the characters collected the box Becklin Uth Viharin section.
asked them to fetch from Thornwall Keep in chapter 3,
they can present it to Darrett Highwater after escaping Castle Kalaman
Vogler. When the characters and Darrett arrive at Castle
Inside the box is a suit of plate armor filigreed with Kalaman, read the following:
Solamnic knotwork, perfectly sized for Darrett’s use.
There’s no note or any other instructions with the
armor. If the characters explain Becklin asked them to
give it to him, Darrett’s touched and thanks the
characters profusely.
From this point on, Darrett wears his Solamnic
armor often and does his best to comport himself as he
believes Becklin would have. If a character is affiliated
with the Knights of Solamnia, he strives to emulate
their virtuous deeds and might even adopt them as a
mentor. The guards at Castle Kalaman ask the characters to
state their business. If the characters explain that
Delegation to Kalaman they’re representatives of Vogler’s people, a guard leads
Soon after arriving on shore, the character with the them across a courtyard toward a council chamber
highest passive Wisdom (Perception) score realizes two where Lord Bakaris is speaking with the city council.
prominent villagers are missing: Lord Bakaris and his Encounter with Bakaris
son, Bakaris the Younger. If the characters ask around,
a villager who reached the shore before them mentions While the characters are making their way to the
that Lord Bakaris and his son headed to Kalaman hours council chamber, read the following text:
ago, intent on addressing the city’s leaders, but no one’s
heard back from them since. If the characters don’t
head to Kalaman to investigate, Mayor Raven asks them
and Darrett to do so, giving them authority to make
whatever arrangements are necessary to secure the
safety of Vogler’s people.
Entrance to Kalaman
The trek from the villagers’ landing spot to Kalaman
spans two miles. As the characters and Darrett Bakaris the Younger halts the group. He insists the
approach the city, read the following: characters shouldn’t be allowed to disturb his father’s
audience with Kalaman’s leaders.

58 CHAPTER 4
Establish Bakaris the Younger not just as a bully, but as Along with Lord Bakaris and Governor Miat, the  
a threat to people in need. He and his father are putting meeting includes guild leaders and Marshal Vendri
their own ambitions before the needs of the people of (detailed in the “Kalaman Gazetteer” section).
Vogler—a trend that continues for the rest of this It’s clear from the governor’s words and Lord
adventure. A character can make Bakaris the Younger Bakaris’s expression that Bakaris is trying to advance
step aside through roleplaying or by succeeding on a DC his own agenda. Lord Bakaris told the council the
10 Charisma (Intimidation) check. Alternatively, a villagers are taking up arms to retake their home. The
character convinces the guard they’re with to ignore characters know this isn’t the case, though. Mayor
Bakaris by succeeding on a DC 14 Charisma Raven is focused on ensuring the villagers have food,
(Persuasion) check. Afterward, Bakaris hurls weak security, and support in the days to come. And the
insults and slinks off. characters are certain the refugees didn’t appoint Lord
Council Meeting Bakaris their leader.
Lord Bakaris Uth Estide
When the group arrives at the council chamber, the Lord Bakaris Uth Estide (neutral evil, human noble) is
guard escorts the characters inside and explains who an arrogant man with a lesser title among the Solamnic
they are. After this, read the following: nobility. In ages past, his family was known for its
wealth and generations of membership in the Knights of
Solamnia. While Lord Bakaris retains a considerable
amount of wealth, he has lived his entire life on stories
of honor and great deeds, none of which are his own.
Now Lord Bakaris sees the situation in Kalaman as his
chance to win glory for himself. At heart, he’s comically
cowardly, full of bluster and inflated words. He has
neither the spine to stand up to opposition nor the
experience to lead.
Personality Trait. “I was born for greatness, and I’ll
take what I deserve.”
Ideal. “My brilliance and worthiness are clear to
everyone intelligent enough to deserve my time.”
Bond. “My deeds will be the grandest chapter in the
Estide family legend.”
Flaw. “My blood makes me a leader. If commoners
can do it, how hard can it be?”
Retaking Vogler
During the conversation with Kalaman’s leaders, the
characters might ask about retaking Vogler. Lord
Bakaris is eager to do this, while Darrett prioritizes
ensuring the villagers’ safety. For the time being, the
city council is more interested in gaining information
about the enemy than running headlong into battle. If
necessary, use Darrett to temper characters’ desire for
immediate revenge.
Clarifying the Situation
It’s up to the characters to correct Bakaris’s
misinformation. Kalaman’s council listens to what the
characters say, asking probing questions until the truth
of what happened in Vogler comes out. As the
characters speak, Lord Bakaris contradicts them, trying
to bolster his own fictitious position as the village leader
who deserves accolades for bravely facing the Red
Dragon Army. Through roleplaying or by succeeding on
a DC 14 Charisma (Intimidation) check, a character can
silence Lord Bakaris.
After the characters explain the current situation of
those who escaped Vogler, read the following:
 
CHAPTER 4 59
 

When the characters reenter the council chamber, the


governor bids them sit. After they’re settled, read the
following text:

Kalaman’s Concerns
Marshal Vendri goes on to explain that Vogler isn’t the
only community in the region to face peril. She shares
the following details:
Small villages and farms to the south and east of
Kalaman have been burned in recent weeks.
Vogler is the largest community to be attacked and Governor Miat explains the following points:
the only one with many survivors.
Experienced patrols of armored Kalaman soldiers Kalaman’s leaders are concerned about the threat
have been found cut down, in some cases with posed by the enemy that attacked Vogler.
mysterious clawlike gashes in their armor. The city has woefully little information about this foe,
Lord Bakaris and the characters have provided the and the scouts sent to learn more have all
clearest information on the enemy that Kalaman has disappeared.
received to date. The characters, however, both faced this foe and
Marshal Vendri knows nothing of draconians, the saved an entire village from its attack.
Dragon Queen, or the Dragon Army. Her experience is In return for Kalaman protecting the people of
considerable, but it involves battling raiders from Vogler, Kalaman’s leaders want the characters and
Estwilde and ogres from the Taman Busuk. Everyone Darrett to report to Marshal Vendri as special
here has heard rumors of war in the eastern nation of operatives in the Kalaman military.
Khur, but until now, they hadn’t considered that far-off Let the characters discuss this offer. Marshal Vendri
nation’s struggles relevant. provides the following clarifications as needed:
Marshal Vendri is eager to hear anything the
characters know about the enemy. She’s even more Only one of the characters needs to swear themself
impressed if the characters have physical evidence of to serve Kalaman’s military—though all are welcome
draconians or Dragon Army soldiers. —and only until the threat to the region is over.
Once the characters have heard the marshal’s report, Sworn characters will become esquires of Kalaman
the governor asks the characters and Darrett to step and be paid 5 gp per week.
outside while the council discusses what they’ve Sworn characters and their companions will receive
learned. Lord Bakaris isn’t asked to leave. free lodging at Castle Kalaman.
Sworn characters will be given a palm-sized emblem
Awaiting a Decision with the blue-and-gold symbol of Kalaman etched
Darrett and the characters are ushered into the hall into its face. This is a symbol of their special rank,
outside the council chamber. Use this opportunity to which is akin to a lieutenancy (higher than soldiers
have Darrett reemphasize how important it is for but lower than commanders).
Vogler’s people to have Kalaman’s support and
protection. A character who listens at the council If the characters refuse, Darrett asks to speak with
chamber door and succeeds on a DC 14 Wisdom them for a moment. He plans to accept the governor’s
(Perception) check hears a frustrated Marshal Vendri terms and attempts to convince the characters to join
repeatedly interrupt Lord Bakaris. him. He wants their aid not only to protect his people,
but to counter the terrifying threat of the Dragon Army.
Kalaman’s Decision If the characters still resist, Darrett suggests the
After half an hour, the council meeting adjourns. Read characters could work for him as aides rather than
the following text: working directly for the military—a proposal Kalaman’s
leaders are willing to accept.

60 CHAPTER 4
If the characters and Darrett accept, Governor Miat is the day. If the characters enter during business hours,  
pleased and orders that Vogler’s people be provided read the following description:
with food and supplies. Marshal Vendri dispatches
guards to help the refugees relocate to lodgings outside
the Trade Gate.
With that, the meeting with Kalaman’s leaders
concludes. Marshal Vendri asks Darrett and the
characters to come to her office on the second floor of
Castle Kalaman when they’re ready to learn more about
their position and their first duties. Until then, they
should ensure their people are safe and familiarize
themselves with the city.
Reporting Back
When the characters return to where Vogler’s survivors The shopkeeper here is Wyhan (lawful evil, human
mage), a black-robed Mage of High Sorcery. Although
are camped, Mayor Raven meets them. If the characters self-interested and disdainful of non-mages, Wyhan is a
gained the city’s support, she thanks them profusely. If dedicated member of her organization.
they didn’t, she’s eager to brainstorm ways to do so. If a character interested in joining the Mages of High
After hearing that Darrett—and likely some of the Sorcery introduces themself, Wyhan asks if they have a
characters—agreed to aid Kalaman’s military, Raven scroll for her. If the character delivers the scroll, Wyhan
says she and the survivors of Vogler’s militia intend to immediately opens it.
offer their assistance as well. She also asks the  
characters to stop calling her mayor—so long as Vogler
is in Dragon Army hands, she’s just Raven.
Lord Bakaris and his son don’t return to the camp,
instead paying for rooms at the Steady Beacon.
Reinforcements
A couple hours later, several wagons and a contingent
of soldiers from Kalaman reach the survivors’ camp
with food and supplies. They aid the people most in
need first, eventually assisting everyone in relocating to
an unoccupied group of simple wooden buildings north
of Kalaman’s Trade Gate. The survivors find dry, safe
housing and pitch in to make everyone’s lodgings more
comfortable. They also establish a communal
cookhouse and infirmary.
Encourage the characters to use skills like Wisdom
(Medicine) or any artisan’s tools they might have to
support Vogler’s people and make their
accommodations more welcoming. If they wish, the
characters can also find bunks here for the evening, but
staying at Castle Kalaman would be more comfortable—
and free up more space and resources for the other
evacuees. Once the characters see to the safety of
Vogler’s survivors, they’re free to explore Kalaman as
they please.
Message for a Mage
If a character has a scroll to deliver to Wyhan, the Mage
of High Sorcery (see the “Eye in the Sky” section in
chapter 2), they can find her at Wyhan’s Apothecary. If
no characters are interested in joining the Mages of
High Sorcery, skip this section.
The characters can easily find Wyhan’s Apothecary.
Foggy windows obscure a selection of charms and
occult trappings for sale. The shop is open only during

CHAPTER 4 61
A Test Completed Reporting for Duty  
Delivering the scroll to Wyhan is part of a test informing Once the characters are ready to begin work with
her which robed order of the Mages of High Sorcery Kalaman’s military, they can report to Castle Kalaman.
might be a good fit for the character. After receiving the If they look for Darrett among the other Vogler
scroll, Wyhan magically knows the alignment of the survivors, he’s nowhere to be found, as he has already
character tasked with delivering it—and whether they reported to the castle.
opened the scroll. The Scroll Predictions table When the characters arrive at Castle Kalaman, any
determines which robed order Wyhan predicts the guard can direct them to Marshal Vendri’s office on the
deliverer will join, based on the character’s alignment second floor (see “Within the Castle” for more
and whether they opened the scroll before delivering it. information on the castle’s layout). When the characters
Don’t share this with the character immediately— arrive at Vendri’s office, an aide has them wait a few
Wyhan’s estimation comes up later in their conversation moments, then escorts them inside. Read the following
with her. description:
Scroll Predictions
Alignment Opened Scroll Didn’t Open Scroll
Good Red robes White robes
Neutral Red robes Red robes
Evil Black robes Red robes

Wyhan’s Recommendation
Wyhan is skeptical of any character who expresses an
interest in joining the Mages of High Sorcery. She asks
them the following questions:
Why do you think you’re worthy of using magic? Vendri patiently answers any questions about Kalaman,
Do you serve your magic, or does your magic serve the city’s military, and the characters’ duties. Along with
you? the details previously noted in the “Kalaman’s Decision”
How will you change the world with your magic? section, Vendri shares the following particulars:
If you were to lose your magic, what would you do? The characters are expected to serve as a specialized
Regardless of the character’s answers, Wyhan squad dedicated to meeting challenges other troops
responds with pragmatic criticism. Have her engage can’t address.
spellcasting characters in a philosophical conversation Each week’s military salary is paid in advance.
about the role of magic for as long as you want. Characters who agreed to join can pick up their first
Afterward, Wyhan does the following: payment of 5 gp from Vendri’s clerk today.
Characters in need of equipment can freely take any
She recommends which order of the Mages of High mundane weapons, light armor, or medium armor
Sorcery she thinks the character is suited to they please from the armory on the castle’s first
(revealing her prediction from the previous section). floor.
She agrees to contact her fellow Mages of High Several people from Vogler have offered to lend
Sorcery and petition for the character’s inclusion in Vendri their aid. She’s currently determining how
the organization. best to use these enthusiastic conscripts.
She promises to contact the characters when she Vendri is still working out the details of the
hears back from the Mages’ leaders at the Tower of characters’ first assignment. In the meantime, they
High Sorcery in Wayreth. should familiarize themselves with the castle and
She agrees to aid the character in obtaining their lodgings on the fourth floor.
transport to Wayreth so they can undertake the Test She doesn’t bring up Darrett or his role. If the
of High Sorcery (detailed in the “Mages of High characters ask about him, she smiles and says she’ll
Sorcery” section of chapter 1). let him tell them himself shortly (see the “Darrett’s
Wyhan is willing to answer a couple more questions Orders” section).
about the Mages of High Sorcery, but after that, she Within the Castle
insists the characters buy something or get out.
Any character interested in joining the Mages of High Once the conversation with Marshal Vendri is complete,
Sorcery hears back from Wyhan regarding their Test of a guard guides the characters to the fourth floor while
High Sorcery at the beginning of the next chapter. sharing details about the castle. Built centuries ago, the
castle was long used by the Knights of Solamnia. Many

62 CHAPTER 4
of its large halls are decorated with images of Solamnic Vendri also assigned him to work with the  
knights and the gods and animals they honored. The characters. He’s not their commander, but he’ll serve
guard goes on to describe the castle’s layout as follows: as Vendri’s envoy, delivering her orders to them—
First Floor The city council and governor meet and
and if needed, he can advocate for the characters
hold events on the first floor. Various government with Vendri and Kalaman’s leaders.
He was given lodgings on the third floor among the
offices, a small library, and the armory are also here. castle’s guards.
Second Floor Military command and officer lodgings He thanks the characters for all they’ve done for him
fill the second floor. and Vogler. He hopes to continue to learn from and
Third Floor Castle guards lodge on the third floor. support them.
Most other soldiers reside elsewhere in the city or in
the castle’s ancillary structures. Darrett answers any questions the characters have,
Fourth Floor and Towers Much of the castle is but he doesn’t know much about Kalaman or missions
vacant and in disrepair, including most of the fourth to come. He’s earnest in his desire to help the
floor and towers. The characters have been assigned characters and excited to be in a castle where Knights
lodgings in an unused ballroom on the fourth floor. of Solamnia once walked. He’s eager to learn from this
Basement The basement is used for storage, though experience and hopes it’ll one day help him become a
it also holds long-sealed doors to the castle’s ruined true Knight of Solamnia.
dungeons. After this, the characters have the rest of the day to do
as they please. They’ll receive their first mission in the
Castle Lodgings morning.
When the characters reach their lodgings, read the The First Mission
following description:
The next morning, Darrett meets the characters and
relays the following orders from Marshal Vendri:
Kalaman’s leadership is disturbed to hear about the
dragon-like invention the Red Dragon Army deployed
in Vogler. They want to know more about it.
Twelve miles south of Kalaman lives a gnome
inventor named Tatina Rookledust.
Vendri wants the characters to go to Rookledust’s
home and see if she knows anything about this
Each character has a cot and an empty chest assigned device or similar ones.
to them. Three small private rooms connect to this hall, Even if Rookledust knows nothing, Kalaman’s forces
which the characters may use as they please. would like to meet with her in the city to recruit her
as an advisor.
Solamnic Statuary
Throughout Castle Kalaman, including within the Darrett won’t be joining them on this mission.
characters’ chambers, stonework and statues depict the Darrett doesn’t know much more than this, but he
warrior-god Kiri-Jolith, patron of the Solamnic Knights provides the characters with accurate directions to
of the Sword. Clerics of Kiri-Jolith recognize these Rookledust’s home.
depictions, as do characters who succeed on a DC 12 Journey down Esker Brook
Intelligence (Religion) check.
Darrett’s Orders The lands around Kalaman consist of open fields,
rolling hills, and scattered woods. The map of the
As the characters settle into their lodgings, Darrett Kalaman region in appendix E illustrates this area.
enters. After greeting them warmly, he shares the To the south rise the Dargaard Mountains, constantly
following information: cloaked in dark clouds that often spread their gloom
across the surrounding land. A character who succeeds
He spent much of the morning demonstrating his on a DC 12 Intelligence (History) check knows the
training to Marshal Vendri and her commanders. Solamnic province of Nightlund, which encompasses
Vendri was pleased and ordered him to work with both the Dargaard Mountains and Kalaman, is widely
her to train a new unit of Kalaman soldiers. said to be a land of eternal twilight where the sun never
shines. In reality, the area is gloomy and sees frequent
drizzle, but hardly suffers from accursed darkness.
During the party’s travels, roll on the Hinterlands
Encounters table to see what sights they come across.
CHAPTER 4 63
 

Hinterlands Encounters
d4 Encounter
1 Light rain falls for an hour, and distant lightning is visible
over the Dargaard Mountains.
2 A band of 2d4 bandits heads northwest, paying the
characters no mind. The bandits have no interest in fighting;
they’re following rumors of well-paying mercenary work.
3 The characters see a small, burned farmhouse. A character The home of the gnome Tatina Rookledust is under
who investigates and succeeds on a DC 14 Wisdom attack by ten goblins and—standing well back from the
(Survival) check finds no evidence of visitors, but the fire chaos—their hobgoblin leader. The goblinoids wear
clearly started on the roof. dark armor with a spiral symbol—the same colors and
4 A kender skirmisher (see appendix B) named Trapspringer symbol of Takhisis commonly worn by Red Dragon
approaches and asks if the characters have seen any Army troops.
dragons. He’s heard rumors about dragons near Kalaman Characters who move adjacent to a goblin expose
but hasn’t seen any. themselves to the out-of-control clockwork devices.
These devices are Small objects with AC 15, 8 hit
Rookledust’s Workshop points, and immunity to poison and psychic damage. On
As the characters come within sight of Rookledust’s initiative count 0, roll on the Clockwork Chaos table for
home, read the following text: each character adjacent to a goblin to determine how
the devices react to that character.
 

CHAPTER 4
64
Clockwork Chaos dangerous, she doesn’t build them with violence in  
mind. She’s particularly interested in devices for long-
d6 Device Effect
distance communication and inventions that mechanize
1– No devices threaten the character.
the work of farm animals.
Personality Trait. “The faster I talk, think, and invent,
2
3 A contraption that looks like a big set of teeth tries to bite
the faster I can improve my designs.”
Ideal. “Not only can I make that, I can make it better!”
the character (+3 to hit, 1d6 bludgeoning damage on a hit).

Bond. “Through invention, we make a more


4 A bundle of thrashing cords whips around the character,
who must succeed on a DC 10 Dexterity saving throw or be
interesting world.”
Flaw. “I can make it for ya! Who are you again?”
restrained until the end of the character’s next turn.
5 A device fires a dart filled with glowing green fluid at the
character (+4 to hit, 1 piercing damage on a hit). On a hit, Talking with Rookledust
the fluid is injected with an ominous hiss—but it proves
Rookledust is eager to speak with the characters once
harmless.
she knows they’re not affiliated with the Dragon Army.
6 A mechanical chicken fires tin eggs at the character (+4 to
Use the following topics to guide the conversation with
hit, 1d4 bludgeoning damage on a hit). On a hit, the egg
bursts in an oily mess, and the character has disadvantage
Rookledust:
on attack rolls until the end of the character’s next turn. Rookledust is an inventor. She lives in seclusion so
The goblins flee after half their number are defeated. as not to disturb her neighbors with her
The hobgoblin tries to make the goblins hold their experiments.
ground but also flees if he finds himself outnumbered by Several weeks ago, a stranger in red-and-black
the characters. armor asked to purchase her weed-clearing device,
but with some modifications to make it resemble a
Taken Alive mythical dragon. She agreed. (Unbeknownst to her,
If the characters capture and interrogate one of the the stranger was a Dragon Army agent and the
goblinoids, a character who succeeds on a DC 14 device was the boilerdrak used in Vogler.)
Charisma (Intimidation or Persuasion) check learns the The stranger also hired her to design another device,
following: which he was supposed to pick up today. Instead, the
goblinoids showed up and demanded she turn over
The goblinoids are members of the Red Dragon “the weapons.”
Army. Realizing the stranger was using her devices for
Their commander sent them here to get a weapon. malign reasons, she refused to hand over her
They don’t know much about their leaders—only that inventions. The goblinoids then attacked.
most are humans and they pay well. One is a woman She’s happy to come with the characters to Kalaman
whose eye glows like an ember. and insists on giving them her newest invention (see
The army is to the north, near a burned village. The “The Fargab”).
goblins are supposed to take the weapon there. Rookledust regrets her weed-clearing device was
The village the goblinoids are referring to is Vogler, misused, but she doesn’t dwell on the past. She’s ready
but they don’t know its name. to leave with the characters whenever they want to go;
Meeting Rookledust
she just needs to grab her invention.
The Fargab
Once the characters defeat the goblinoids, the gnome— Rookledust calls her newest invention the “fargab“ (see
Tatina Rookledust—appears through an aperture above appendix A). She was supposed to design a new weapon
her workshop’s door. She asks the characters who they for the Red Dragon Army, but she got distracted and
are, what they want, and if they’re with the Dragon instead created this long-distance communication
Army. Once she’s convinced the characters pose no device. She currently has one paired set of fargabs,
threat, she comes outside and speaks with them while which she gives to the characters—and, by extension,
she cleans up the devices in her yard. Kalaman’s defenders.
Tatina Rookledust
Back to Kalaman
Tatina Rookledust (neutral good rock gnome) moved to
Nightlund decades ago from the distant gnome After giving the characters the fargabs, Rookledust
homeland of Mount Nevermind. She uses the acolyte accompanies them to Kalaman. The journey back to the
stat block, but the effects of her Spellcasting manifest city is uneventful.
from various tools and tiny devices she always carries The city leaders welcome Rookledust as their guest
with her. Rookledust talks rapidly and is always and give her comfortable lodgings. In the coming days,
formulating new ideas for her next overdesigned she advises them on what little she knows about
contraption. Though many of her creations are  
CHAPTER 4 65
the Dragon Army and spouts ideas for inventions to aid Ambushing the Enemy  
Kalaman. The characters are tasked with investigating a
farmstead eighteen miles east of the city, after fleeing
Missions for Kalaman residents report the farm was overrun by soldiers.
In the days following the characters’ arrival in Kalaman, When the characters arrive, they find the farm
war looms ever closer. The missions in this section ransacked and a Dragon Army soldier (see appendix B)
represent the growing threat to the region. Use some or training six hobgoblin mercenaries. The Dragon Army
all of these missions in any order you please, with as soldier orders the hobgoblins to attack, telling them,
much time between missions as you wish. After you’ve “Here’s your final test. Dispatch these fools and earn
established the Red Dragon Army’s threat, continue your place in the Dragon Army!” The hobgoblins fight
with the “Wheelwatch Outpost” section. until their commanding Dragon Army soldier is killed or
half their number are wiped out.
Treasure. The soldiers’ gear includes 200 gp and five
suits of black chain mail emblazoned with the symbol of
Takhisis. The Dragon Army soldier also carries the
following message:

Clarifying the Threat


As the characters complete these assignments, it Draconian Blockade
becomes clear the Dragon Army is more than a group of Word reaches Kalaman of soldiers attacking travelers
raiders. Gradually reinforce the following facts: on the roads leading toward farmlands near the
Dangerous Recruits Bandits and mercenaries have
Estwilde border. The characters are ordered to follow
been coming to the region to join the Dragon Army. the road east and see what they find.
It’s said the Dragon Army pays well. Twenty miles east of Kalaman, where the road
Draconians Dragon Army forces include bipedal
crosses the Raiding Rill, the characters find two empty,
creatures with dragon-like features. Dragon Army toppled wagons. A character who succeeds on a DC 12
soldiers refer to these creatures as draconians. Wisdom (Survival) finds clawed footprints leading to
Enemy Armor Dragon Army troops wear black
woods to the south. If the characters follow the path,
armor with red flourishes and the symbol of Takhisis they come on a camp of five baaz draconians led by a
bozak draconian (see appendix B for both stat blocks).
the Dragon Queen. The draconians fight to the death.
The Highmaster The Red Dragon Army leader is
Treasure. The draconians have stolen 120 gp, food
Dragon Highmaster Kansaldi Fire-Eyes. Her soldiers equivalent to 60 days of rations, and a driftglobe.
fear her and claim she can see through lies.
Additionally, if the characters capture a prisoner and Missing Scouts
The characters are sent to track down a pair of scouts
succeed on a DC 14 Charisma (Intimidation or keeping tabs on Dragon Army movements north of the
Persuasion) check, they learn one of the following Vingaard River, twenty miles northwest of Kalaman and
pieces of information: six miles east of Vogler. The characters are told to find
Dread Servants Draconians serve the Dragon Queen the scouts’ lookout post in a stand of gray birch, trees
fanatically and fearlessly. uncommon in the area.
Flying Steeds The Dragon Army uses wyverns and Once the characters arrive in the area, they find the
dragonkin called dragonnels as flying steeds. lookout post in fifteen minutes if a character succeeds
Magical Threats Some draconians can cast spells, on a DC 15 Wisdom (Survival) check; otherwise, finding
control the minds of others, steal the form of foes the post takes three hours. Regardless of when the
they’ve killed, or even explode when they die. characters arrive, they find one scout tied to a tree in
the center of the camp, being harassed by two baaz
Missions draconians (see appendix B); the other scout lies dead
Through Darrett, the leaders of Kalaman might send nearby. A kapak draconian (see appendix B) hides in
the characters on the following missions. Use the the trees above the camp and tries to ambush the
random encounter table in appendix B if you’d like to characters after combat begins.
Development. If the scout is freed, they report that
add more encounters with the Dragon Army. the Dragon Army has split its forces to attack

66 CHAPTER 4
communities across Hinterlund and Nightlund. The The fort, which lies twenty-four miles southeast of  
army seems intent on isolating Kalaman from the the city, has been taken by the Dragon Army.
Solamnic cities of Maelgoth and Palanthas in the west. Raven has been aiding Kalaman’s military. She was
The scout asks the party to help them return safely to given command of a force to retake the outpost, but
Kalaman with this report. If the characters do so, that force is small and inexperienced.
Kalaman’s leaders are pleased and reward them with a Darrett asks the characters to join Raven and
bonus of 100 gp each. support her in retaking the fort.
Troops Return Darrett arranges a meeting between the characters
While the characters are completing another mission, and Raven later that day. During the meeting, Raven
they catch sight of a small group of armed soldiers provides a sketch of Wheelwatch Outpost featuring the
marching toward Kalaman. These soldiers are at least a information on map 4.2. Raven also informs the
mile away and don’t bear the colors of either Kalaman characters of the following:
or the Dragon Army. If the characters draw closer, it’s The fort’s tall northwest tower is a watchtower with
clear the soldiers are exhausted and have recently seen a commanding view of the surrounding land.
battle. If the soldiers spot the characters, their leader All four corner fortifications are equipped with horns
calls a halt and approaches the characters. Characters that sentries use to raise an alarm.
quickly recognize Cudgel Ironsmile (introduced in Raven doesn’t know how many Dragon Army
chapter 3). soldiers occupy the fort.
Reuniting with Cudgel. Cudgel is delighted to see the
characters survived the evacuation of Vogler. She After Raven and her troops leave Kalaman, it will
explains she and the troops here are all that remains of take them eight hours to get in position in a secluded
her mercenary company, the Ironclad Regiment, after grove a mile from the fort.
they engaged the Dragon Army outside Vogler. Since Raven suggests the characters slip into the fort and
their defeat, they’ve taken a winding route to avoid the open a gate without raising the alarm. However, she’s
enemy as they make their way to Kalaman. Cudgel amenable to any plan that doesn’t risk the lives of her
seeks to rest and find work in the city. If it comes up troops or destroy the fort.
that the characters are working for Kalaman’s military,
she asks the characters to introduce her to Marshal Reconnaissance
Vendri. Even if the characters don’t make this Wheelwatch Outpost lies south of where the streams
introduction, in the coming days, Cudgel allies herself known as the Gravel Run and the Raiding Rill meet.
and her remaining troops with Kalaman’s military. Read the following description when the characters
Other Survivors. At your discretion, other folk from come within sight of the fort:
Vogler who were lost during the Dragon Army’s attack,
like Becklin (see the “Lost in Battle” section in chapter
3), could also return with Cudgel’s group.

Character Advancement
After completing this section—and before proceeding
with the “Wheelwatch Outpost” section—the characters
advance to 5th level.
Wheelwatch Outpost If a character spends eight hours observing the fort,
Wheelwatch, Kalaman’s southernmost outpost, has they determine that patrols in the corner towers switch
been taken by Red Dragon Army forces. Darrett watch duty every six hours, and they can make a DC 14
requests the characters participate in retaking it. Start Intelligence (Investigation) check to estimate how many
this section only after you’ve run any desired events in Dragon Army soldiers are in the fort. On a successful
the “Missions for Kalaman” section. check, the character accurately estimates about twenty
Dragon Army soldiers are in the fort. On a failed check,
Preparing for the Mission they estimate double this number. If the check fails by
Darrett brings the characters word that the Dragon 10 or more, the character is spotted, and after 10
Army has taken one of Kalaman’s border forts. He has minutes, a squad of six Dragon Army soldiers (see
the following information: appendix B) leaves the fort to investigate the character’s
position. If the soldiers find the character or don’t
Wheelwatch Outpost stands near the border with the return, the fort goes on alert (see the “Wheelwatch
land of Estwilde. The fort supplies Kalaman’s forces Alert” section).
that patrol the border.  

CHAPTER 4 67
 

Map 4.2
Impostors
Wheelwatch Alert Characters who wear Dragon Army armor have
The Dragon Army troops occupying Wheelwatch advantage on Charisma (Deception) checks made to
Outpost are on the lookout for danger. Use the following pass as Dragon Army soldiers.
details to guide when the Dragon Army soldiers go on Dragonnel Rider
alert and how that affects their behavior. The Dragon Army has a secret weapon in area W8: a
Alarm Horns Dragon Army dragonnel and its Dragon Army officer
Each of the outpost’s corner guard posts (areas W2, rider (see appendix B for both stat blocks). If the
W3, and W4) is equipped with an alarm horn. If a sentry characters don’t discover the pair first, the dragonnel
in one of these areas notices enemies or unusual and its rider take to the air and attack at a dramatic
activity, they attempt to sound an alarm horn 1 round moment—likely after the characters have overcome
later on their turn. Once an alarm horn is sounded, the most of the fort’s forces or as they work to open the
fort goes on alert. gates in area W1.
Alert Wheelwatch Features
If a threat is detected, the eight Dragon Army soldiers Wheelwatch Outpost has the following features:
(see appendix B) in area W5 rush to meet it (or gather in
area W1 if the source is unclear). While on alert, Ceilings The ceilings in the outpost’s interior
Dragon Army troops have advantage on Wisdom chambers are 10 feet high.
(Perception) checks. Troops remain on alert for twelve  
hours after spotting an enemy or finding other clear
signs of enemy activity. In the case of other threats,
troops remain on alert until the danger passes or is
identified as a false alarm.
CHAPTER 4
68
Gates The outpost’s 15-foot-tall, reinforced wooden The northwest tower is the largest of Wheelwatch’s  
gates can be opened or closed only by the gate guard towers. Its second floor is identical to the first,
controls nearest them (see area W1 for a description accessed by the ladder here.
of these controls). Each gate door is a Huge object On the first floor, a sivak draconian (see appendix B)
with AC 17, 80 hit points, and immunity to poison stands guard in human guise. It’s using its Shape Theft
and psychic damage. reaction to take the form of a Kalaman soldier it killed.
Light Torches provide bright light throughout the If slain, it shifts back to its true form.
fort, except for area W5, which is dimly lit. Two Dragon Army soldiers (see appendix B) guard
Walls The walls of Wheelwatch are 20 feet high, the second floor. Their alarm horn hangs on the south
with towers and fortifications adding an additional wall by the ladder.
10 feet for each floor. A character can climb the
walls by succeeding on a DC 14 Strength (Athletics) W4: Northeast Fortification
check. The windows in these walls are 6-inch-wide
arrow slits.
Wheelwatch Locations
The following locations are keyed to map 4.2.
W1: Courtyard Two baaz draconians (see appendix B) keep watch in
the hall here. Their alarm horn hangs from the north
weapon rack. If battle breaks out here, the Dragon Army
soldiers in area W5 come to investigate after 2 rounds.
Treasure. The weapon racks hold dozens of weapons
that belonged to Kalaman’s forces before the fort was
taken. One rack also has a hoopak staff (see appendix A)
taken from Elgo (who’s imprisoned in area W6).
Mounted over the south rack is a shiny lance etched
At any given time, three Dragon Army soldiers (see with images of dragons; made of tin, this decoration is
appendix B) are in the courtyard patrolling, training, or
useless in combat.
running errands. W5: Barracks
Gate Controls. The north and south gates each have a
mechanism to open and close that gate. Unlocking a
gate mechanism requires using one of the outpost’s
three gate keys or succeeding on a DC 14 Dexterity
check using thieves’ tools. Once unlocked, the winch on
the controls moves freely. It takes 1 minute to fully open At any given time, eight Dragon Army soldiers (see
or close the gates using the controls. Opening a gate appendix B) rest here. They swap places with on-duty
attracts the attention of all creatures in areas W1, W2, guards throughout the day. If they hear battle in area
W3, and W4. W4 or an alarm horn sounds, they rush to support their
W2: South Guard Towers allies after 2 rounds.
Treasure Under each of the sets of bunks is a simple
wooden footlocker. Each holds two sets of common
clothes and 10 gp. One footlocker also contains a
silvered longsword, while another contains a holy
The south guard towers are identical. In each, two symbol of Takhisis and a key for the gate controls in
Dragon Army soldiers (see appendix B) watch the area W1.
surrounding land. W6: Prison
W3: Northwest Guard Tower
If the alarm hasn’t been raised, a Dragon Army officer
(see appendix B) named Ardlic Vanse is seated at a
desk, writing a report. He commands the forces here.
He is terrified of his commander, Kansaldi Fire-Eyes,
and will sacrifice his life and the lives of his troops to
keep control of the fort.
North Cell. This locked cell holds a neutral human
Kalaman soldier (see appendix B) named Lanal Brint.

CHAPTER 4 69
He was sleeping off a night of drink in this cell when the  
outpost was taken. He tells the characters anything they
want to know about the fortress—such as how the gate
mechanisms work—but only after he’s separated from
Elgo (see below).
South Cell. This locked cell holds Elgo Duckditcher, a
chaotic good kender skirmisher (see appendix B) who
considers herself a famous explorer and avoider of fowl. A Dragon Army soldier (see appendix B) prepares a
The Red Dragon Army imprisoned her here after she meal here: a watery soup, heavy on pepper.
insisted she be allowed to explore the fort. In the days Treasure. The cook’s prized possession is a pair of
since, she has told Lanal every story she knows twice salt and pepper shakers worth 20 gp. They’re lovingly
and has declared him her adopted cousin. She’s carved to resemble black and white dragons.
convinced his name is Flannel, though, and she won’t Completing the Mission
hear otherwise—she knows her own cousin’s name. If
freed, Elgo won’t leave until she recovers her hoopak Once the characters open Wheelwatch’s gates, Raven
(found in area W4). sends in her troops to clear out any remaining Dragon
Treasure. The papers on the desk include Army resistance. She suggests the characters rest and
Commander Vanse’s daily reports, along with orders to recuperate, then return to Kalaman with a letter from
hold Wheelwatch at all costs, signed “Dragon Raven informing Marshal Vendri of their victory.
Highmaster Kansaldi Fire-Eyes.” A desk drawer holds Any Dragon Army soldier taken captive during the
thieves’ tools confiscated from Elgo and 200 gp. mission makes one of the following claims:
Commander Vanse carries an iron ring with keys to
the cells in this area and to the gates in area W1. Futile Victory The Dragon Army is certain to retake
Wheelwatch at any time. Kalaman’s defenders
W7: Storage should surrender now.
The storage room’s barrels contain enough food, water, Gathering Threat The Red Dragon Army’s leader,
and other supplies to sustain the outpost for a month. A Dragon Highmaster Kansaldi Fire-Eyes, is still
character who spends 5 minutes searching the supplies preparing her forces. Her troops will subdue the
and succeeds on a DC 16 Intelligence (Investigation) region before turning to greater conquests.
check finds a dusty case containing six flasks of Messenger The dragonnel stationed here was a
alchemist’s fire. mere messenger. When war truly comes to the
W8: Stable
region, red wings will darken the skies.
A character who listens at the door to the stable and Battle at Steel Springs
succeeds on a DC 14 Wisdom (Perception) check hears The trip from Wheelwatch back to Kalaman is
something large moving inside. uneventful. On their return to Castle Kalaman, the
character with the highest passive Wisdom (Perception)
score notices the castle is unusually quiet. When the
characters report to Marshal Vendri’s office, an aide
informs them the marshal is away from Kalaman and
shares the following facts:
After the characters left Kalaman, the city council got
word that a contingent of Dragon Army troops had
A Dragon Army dragonnel and its rider, a Dragon Army broken away from the larger force.
officer, are in this stable (see appendix B for both stat Tired of measured steps, members of Kalaman’s
blocks). If the characters enter, the dragonnel leadership—spurred by Lord Bakaris—demanded
recognizes them as intruders and attacks. This is likely Kalaman’s military ride out to seize a victory.
the first time the characters have seen a creature this With Marshal Vendri away leading troops further
similar to a dragon. A character who succeeds on a DC west, Governor Miat approved the strike.
14 Intelligence (Arcana or Nature) check knows the Lord Bakaris and his son are leading the attack.
creature is a dragonnel, a wild lesser cousin of the Darrett is serving under them.
storied dragons that disappeared from Krynn. They plan to ambush the Red Dragon Army near a
If the dragonnel and its rider already took flight (see crossing of the Inkwater called Steel Springs, thirty
“Wheelwatch Alert”), this area is empty. miles west of Kalaman.
W9: Kitchen The aide knows nothing more, but before the
characters leave, the aide discreetly slips them a sealed

70 CHAPTER 4
Without Mass Combat If you aren’t using the  
Dragonlance: Warriors of Krynn game, continue with
the following section.

Retreat from Steel Springs


When the characters complete the thirty-mile trip to
Steel Springs, read the following text:

Map 4.3

note signed by Darrett that reads as follows: This battlefield is represented on map 4.3. As the
characters arrive, six Kalaman soldiers (see appendix
B), each with 8 hit points, flee south from the battle
occurring up the road. They’ve reached the islet at the
center of the map. Four Dragon Army soldiers (see
appendix B) on warhorses gallop in pursuit along the

If the characters seek out Governor Miat, he’s busy road at the north of the map.
conducting other business with the city’s guild leaders The Dragon Army soldiers ride to the edge of the
and won’t be available for hours. Even if the characters northern stream, throwing javelins at the retreating
find him, he isn’t a military leader, doesn’t understand Kalaman soldiers. The Dragon Army soldiers shift their
the characters’ concern, and can do little now the troops attention to the characters if attacked.
have been sent. The Kalaman soldiers continue their retreat south
instead of engaging. They move only 15 feet per round
Flight to Steel Springs (see “Steel Springs Battlefield Events”), staying in a
group and aiding the wounded among them.
Assuming the characters head to Steel Springs, they After all enemy forces are defeated, proceed with the
arrive as Kalaman’s forces engage the Dragon Army. “Commanders’ Retreat” section.
However, Kalaman received faulty intelligence, and its
troops are badly outnumbered. Rather than joining the Steel Springs Battlefield Features
Kalaman forces in their advance, the characters find The battlefield includes the following features:
themselves defending a retreat. Rocks and Scrub Rocks and vegetation on the map
The adventure unfolds in one of two ways: are difficult terrain.
With Mass Combat If you’re using the Dragonlance: Stream The chilly stream is 4 feet deep and is
Warriors of Krynn game with this adventure, consult difficult terrain. The crossings aren’t difficult terrain.
the “Warriors of Krynn: Scenario 4” sidebar.  

CHAPTER 4
71
Fray The 15-foot-wide area marked by the design at and are in pursuit. He urges the characters to follow  
the edge of the map represents directions from him to a fallback point to the east. If the characters seek
which creatures from the nearby battle might arrive, to fight the Dragon Army, Darrett reinforces that
as detailed in the following section. hundreds of enemy soldiers are inbound and the
wounded Kalaman troops need the characters’ help.
Steel Springs Battlefield Events Lord Bakaris is clearly in a state of shock and doesn’t
During this encounter, as long as there are still Dragon speak during the conversation.
Army soldiers on the battlefield, roll on the Steel  
Springs Battlefield Events table each round on initiative
count 0. Also consider rolling on the table if a character
enters the Fray or a Kalaman soldier is killed. After you
roll on this table, the wounded Kalaman soldiers move
15 feet south along the road unless an event says
otherwise.
Steel Springs Battlefield Events
d8 Event
1– One of the wounded Kalaman soldiers collapses. The soldier
3 and other Kalaman soldiers within 10 feet of that soldier
don’t move this round.
4– Arrows arc over the trees to the north. A random player
5 character and each creature within 10 feet of that character
must succeed on a DC 14 Dexterity saving throw or take 10
(3d6) piercing damage.
6 Another wounded Kalaman soldier (see appendix B) with 8
hit points appears adjacent to the Fray nearest a random
Dragon Army soldier. This wounded soldier moves only 15
feet per round and tries to retreat south like the other
Kalaman soldiers.
7 A dragonnel flies overhead, dropping a screaming Kalaman
soldier next to a random player character as it does. The
soldier dies on impact. This event is unsettling but has no
other effect.
8 A hostile Dragon Army soldier (see appendix B) mounted on
a warhorse appears in a space adjacent to the Fray nearest a
random player character. This event occurs only once during
the battle; reroll on this table if it is rolled again.

Commanders’ Retreat
After the Dragon Army soldiers are dealt with, read or
paraphrase the following text:

This group of twelve mounted Kalaman soldiers


includes several commanders who drew off the Dragon
Army forces so their allies could retreat farther to the
east. Darrett rides with Lord Bakaris behind him,
sharing his mount.
Darrett spots the characters and tells them the
Dragon Army’s forces overwhelmed Kalaman’s troops
72 CHAPTER 4
Safe for Now Knight Caradoc entered with at least a dozen heavily  
Darrett leads the characters six miles east of Steel armored knights, like something out of a story.
Springs, where Kalaman’s soldiers have retreated to. While learning about the knights’ arrival, a character
Once there, Darrett explains the following details: can press a local for more details by making a DC 14
Lord Bakaris ordered an assault on the Dragon Charisma (Persuasion) check. On a successful check,
Army forces, unaware of Dragon Army the local says they were surprised by some of the
reinforcements nearby. The battle swiftly swung knights’ armor; it was tarnished in a way the Knights of
against Kalaman’s forces. Solamnia from old stories would surely have avoided.
Darrett and other commanders ordered a swift When the characters identify themselves, the guards
withdrawal, saving many lives. raise the gate’s portcullis and admit them into the city.
In the retreat, forces commanded by Bakaris the Castle Kalaman’s Visitors
Younger were overwhelmed. Bakaris the Younger is The gates of Castle Kalaman are closed when the
unaccounted for and believed dead. characters arrive, but the guards recognize the
Lord Bakaris is in a state of shock. characters and admit them. The guards confirm a
The Dragon Army doesn’t seem to be pursuing the contingent of knights is meeting with the governor and
retreating troops. the city councilors in the main council chamber, but a
Darrett has word that Marshal Vendri’s forces are couple of the knights remained in the castle’s courtyard
traveling from the west to protect the city. if the characters wish to meet them.
Darrett, the de facto leader of the retreating forces, Once the characters enter Castle Kalaman’s
lets the troops rest overnight. He suggests the courtyard, read the following:
characters rest along with them. The next morning, he
encourages the characters to ride ahead to Kalaman to
inform Governor Miat of what happened while the
surviving troops rendezvous with Marshal Vendri on the
way to Kalaman.
The Lord’s Arrival
This section presents a surprise attack on Kalaman’s
leadership and reveals a new threat hidden within the
Dragon Army. Before the characters begin this section, The two knights here are Undead soldiers. They use the
make sure they’re rested. There is no timeline for how wight stat block with the following changes:
the following events unfold, but encourage a sense of They wear plate armor and have AC 18.
urgency; the characters are all that stand between They don’t have the Sunlight Sensitivity trait.
Kalaman and tragedy.
Returning to Kalaman The wights refuse to speak, and their armor and other
clothing disguise their nature. Any character with a
As the characters near the gates of Kalaman, read the passive Wisdom (Perception) score of 16 or higher
following text: notices the knights’ armor is covered in spots of ash and
rust, as if exceptionally old.
These Undead knights block the entrance to the
castle. They attack anyone who tries to slip past or to
remove part of a wight’s disguise. After a wight takes 10
points of damage, its disguise is undermined, revealing
the skeletal form below.
Council Massacre
The characters learn the following from a gate guard or
anyone in the crowd: When the characters approach the council chamber,
read the following text:
An hour ago, a retinue of Knights of Solamnia
entered the city and headed to Castle Kalaman.
The knights aren’t well-liked in Kalaman, but at this
point, any allies are welcome.
The lead knight’s name was Knight Caradoc. He was
a charming man with a message for the governor.

CHAPTER 4 73
In the council chamber, the characters find the  
following scene:

The governor, all of Kalaman’s council members, and


six castle guards lie dead here. They are beyond the aid
of a revivify spell.
The man here is Caradoc (see appendix B), an
Undead spirit who has been possessing a Knight of
Solamnia (use the knight stat block) for over a week.
Charming but utterly amoral, Caradoc is Lord Loren
Soth’s seneschal. He served as the mouthpiece of Lord
Soth and his Undead troops, gaining them access to
Kalaman’s rulers under the guise of being helpful
Knights of Solamnia. During their audience with the
city’s rulers, Lord Soth, Caradoc, and their Undead Caught in the Act
knights murdered the city’s leaders. Soth then went on When Caradoc sees the characters, read the following
to his actual objective in the catacombs beneath the text:
castle, while Caradoc remained behind to prevent any
interference.
Caradoc
Caradoc (see appendix B) died during the Cataclysm
alongside Lord Soth over three hundred years ago. In
life, Caradoc gained his station among the Knights of
Solamnia due to his noble pedigree and his family’s
money. Cowardly but charming, Caradoc befriended
and came to serve his fellow knight, Lord Soth, often
advising the bold knight about the subtleties of courtly
intrigues. Soth made Caradoc his seneschal, and the
knight serves him still. Caradoc delights in mocking the characters and
When Soth rose as an Undead, Caradoc was similarly disrespecting the dead. As he’s buying time for Lord
cursed, returning to life as an incorporeal spirit. Soth, Caradoc converses with the characters for as long
Caradoc can’t leave the grounds of Dargaard Keep as he can, sharing the following information:
except within a body he has possessed. Now, he delights
in jumping from body to body, using and disposing of He’s Caradoc, a Knight of Solamnia.
the living as he pleases. No, of course the Knights of Solamnia aren’t actually
Personality Trait. “I might be dead, but there’s no coming, but saying so did allow him to get his lord’s
reason I can’t live it up a little.” retinue through the city gates.
Ideal. “The safest place to be is behind the toughest No, he won’t say who his lord is.
warrior in the room.” No, he doesn’t serve the Red Dragon Army—not
Bond. “In life and in death, I’m the only one who quite. He serves his lord, and his lord serves a higher
matters.” power.
Flaw. “Who can resist a little drama?” His lord was here, but he had to go attend to
business with a musty old friend.

74 CHAPTER 4
A character who succeeds on a DC 18 Intelligence Tarnished Reputation Soth’s failure contributed to  
(History) check recalls Caradoc was the name of an the widespread distrust of the Knights of Solamnia.
obscure knight of the Order of the Rose who died during Cursed Castle Soth’s fate is a mystery, but his home,
the Cataclysm. Dargaard Keep, is known to be a cursed, haunted
Blood Trail. While speaking with Caradoc or after ruin.
defeating him, the character with the highest passive
Wisdom (Perception) score notices a blood trail leading Leedara’s Warning
to a small, shattered door at the rear of the room. Moments after Caradoc is defeated, Leedara (detailed in
Beyond it, a hall leads to the sealed staircase detailed in chapter 3) appears. Read the following text:
the “Path Below” section.
Fighting Caradoc. When the characters attack
Caradoc or try to leave the room, Caradoc pulls his
sword from Governor Miat’s corpse and attacks. He’s
reckless in battle and mocks the characters as they
fight. Once his knight form is defeated, Caradoc rises in
his true incorporeal form. On the first round after
emerging from the knight’s body, he automatically
succeeds on the saving throw his Bound Haunting trait
requires him to make. He continues to attack the Leedara won’t elaborate on her words or why she’s
characters with his Possession and Withering Touch present, insisting it might already be too late and the
actions until he’s destroyed or his Bound Haunting trait characters must hurry. At some point while the
spirits him back to Dargaard Keep. Before vanishing, characters are all distracted or otherwise don’t have her
Caradoc promises the characters he’ll see them again. in their line of sight, Leedara vanishes. If the characters
Lost Knight. If the knight Caradoc has been
possessing drops to 0 hit points, allow the knight to later search for her in Kalaman, they don’t find her.
make death saving throws, as the characters may wish Path Below
to heal him. His name is Durstan Rial (neutral, human Beyond the broken door in the council chamber lies a
knight), and he has little memory of the last few weeks narrow corridor used by servants. Several plain doors
since he was ambushed while traveling near the lead to other parts of the castle, but at the far end of the
Dargaard Mountains. He helps the characters defeat passage shines a faint violet light. Characters who seek
Caradoc if the spirit is present, but he ultimately wishes out the light see the following:
to return to his home in Maelgoth.
Treasure. Once Caradoc is defeated, a character can
get a better look at the scroll he was holding. Its slightly
scorched parchment is sealed by black wax with a rose
emblem stamped into it. If they open the scroll, the
characters see the following words burned into the
page:

This passage descends into the catacombs beneath


Castle Kalaman.
Raided Catacombs
A character who succeeds on a DC 14 Intelligence When the Knights of Solamnia held Castle Kalaman,
(History) check recalls the following information about the structure was more than a fortress—it was also a
Lord Soth: temple, beneath which fallen knights were entombed in
Knight and Ruler Lord Soth was a Knight of
a place of honor. During the Cataclysm, waves of divine
Solamnia of the Order of the Rose. He ruled the wrath raged across the land. While the flames receded
province of Nightlund when it was known as following the disaster, in a few cursed places this
Knightlund. Cataclysmic fire remained. One such place is the
Failed Redemption The gods gave Soth the
catacombs containing the tomb of Knight Sarlamir
opportunity to redeem himself and prevent the beneath Castle Kalaman. The Knights of Solamnia
Cataclysm, but he didn’t complete his quest, and the locked these tombs away, and when others later took
Cataclysm occurred. control of the castle, the catacombs were sealed
entirely. Now Lord Soth has come to these catacombs
following the Dragon Queen’s will.
CHAPTER 4 75
Knight Sarlamir’s Curse
A handful of Sarlamir’s loyal knights escaped, and they  
brought his body and his cursed dragonlance back to
Among the dead entombed beneath Castle Kalaman lies Kalaman. Both were interred beneath the city, where
the body of Knight Zanas Sarlamir. A respected knight they remained.
of the Order of the Crown, Sarlamir received a divine Lord Soth’s Curse
quest from the god Paladine years before the
Cataclysm. Paladine told him the Kingpriest of Istar had The characters are preceded through Castle Kalaman’s
created a magical wonder in the east—a flying city catacombs by Lord Soth, a villain whose vices allowed
(detailed in chapter 6)—and in so doing, the kingpriest the Cataclysm to occur.
had enraged the metallic dragons that had long
remained hidden on Krynn. Paladine tasked Sarlamir Lord Soth’s Legend
with going to this flying city, assuaging the dragons’ In the years before the Cataclysm, Loren Soth was a
fury, and convincing the kingpriest to return the city to Solamnic Knight of the Order of the Rose. He ruled the
the land. Sarlamir agreed. The knight knew his task province of Knightlund from Dargaard Keep. However,
was daunting, though, and decided to hedge his bets. He his fall from grace began when he rescued a company of
took his family’s greatest treasure with him: an ancient Silvanesti elves from raiders, including the priest Isolde
dragonlance. and her attendants. Though Lord Soth was married, he
Sarlamir and his fellow knights reached the fell in love with Isolde—and shortly after, Soth’s wife
kingpriest’s flying city and stood before a flight of died. He and Isolde married days later. For
righteously furious metallic dragons. When the disrespecting his dead wife’s memory, the Knights of
kingpriest refused to land the flying city, the dragons Solamnia cast Soth from their orders.
refused to leave. As the conflict escalated, Sarlamir Soon after, the gods called Soth to redeem himself by
used his dragonlance to slay the dragons’ leader, the preventing the Cataclysm, but Soth failed in his quest,
gold dragon Karavarix. As soon as Karavarix’s blood and the gods rained destruction on the world. The
touched the dragonlance, the weapon rusted away in Knights of Solamnia fell into disgrace in the aftermath
Knight Sarlamir’s hand. The dragons attacked, slaying of the Cataclysm, and Dargaard Keep became a cursed,
Sarlamir and crashing the flying city. haunted ruin.
 

76 CHAPTER 4
The Rest of the Story Confrontation The knight slays his wife as the world  
When Lord Soth began his gods-given quest to avert the around him crumbles and burns. The knight burns
Cataclysm, he encountered Isolde’s attendants, who as well, but he doesn’t fall. His armor fuses with his
blamed him for leading Isolde from her holy path. The body; his eyes blaze with flames; and he becomes a
attendants played on his jealousy, falsely accusing terrifying, deathless figure.
Isolde of being unfaithful. Enraged, Soth ignored the If the characters enter a room after all these scenes
gods’ direction and returned to Dargaard Keep to have played out, skeletal visages leer at them from the
murder her. As he did, the gods unleashed the flames, then vanish. Characters who recalled Lord
Cataclysm on the world. With Isolde’s dying breath, she Soth’s legend in the “Caught in the Act” section
cursed Soth to suffer one lifetime for every life lost in recognize that these scenes relate to his tale. If no
the Cataclysm. characters succeeded on that check, they can make the
For his defiance of the gods, Soth became a death DC 14 Intelligence (History) check again with
knight, while his followers were similarly reanimated as advantage after seeing the first two scenes. On a
other Undead. Meanwhile, several of Isolde’s attendants success, they recall everything in that section.
became spirits devoted to ensuring Soth never finds Though the full truth of Lord Soth’s tale remains
peace. vague, the characters might learn more when they
Cataclysmic Fire encounter Leedara again in chapter 7.
Though the signs of the gods’ rage have receded from Raided Catacombs Features
the world, violet flames from the Cataclysm continue to The catacombs beneath Castle Kalaman have the
burn in Sarlamir’s tomb. This magical fire lingers as a following features:
mark of disgrace on one who failed the gods and the
world. Lord Soth has come to the catacombs seeking Cataclysmic Flames Illusory violet flames fill the
the Cataclysmic fire for its magical properties, which catacombs with dim light. These flames create no
can be harnessed through rituals whispered to him by heat and don’t harm creatures that touch them.
the Dragon Queen. These phantom flames respond to Ceilings The ceilings throughout the catacombs are
the memories of the dead and re-create illusory scenes 15 feet high.
from the moments that haunt their souls. Doors The doors throughout the catacombs are
Visions in Fire made of stone. They can be opened only by creatures
As Soth moves through the catacombs, the Cataclysmic with a combined Strength of 20 or higher.
fire limning the tombs re-creates tragic scenes from his Raided Catacombs Locations
life. These scenes represent Soth’s memories of events
—which don’t always match the actual events. Every The following locations are keyed to map 4.4.
time the characters enter a new area, the illusory flames R1: Hall of Knights
create figures of violet flame, play out a scene, then
harmlessly fade. After reading the description of each
room, paraphrase the next scene from the following list:
Meeting A Knight of Solamnia saves a group of elf
travelers from ogre raiders. An elf woman falls into
the knight’s arms. Behind him, the silhouette of a
human woman turns and fades away.
Disgraced The knight from the previous vision is
cast out from a group of other knights. The scene The statues depict four historic leaders of the Knights of
fades into a wedding between the knight and the elf Solamnia and the bison-headed god Kiri-Jolith. A cleric
woman from the previous vision. of Kiri-Jolith or a character who succeeds on a DC 14
Quest The knight receives a vision from a beam of
Intelligence (Religion) check recognizes the statue of
divine light. As his wife pleads with him, he dons his Kiri-Jolith, god of honor and war.
armor and mounts his steed, then heads off. The flames are Cataclysmic fire (see the “Cataclysmic
Distraction The knight’s encounters the attendants
Fire” section). Once the characters enter, the first scene
of the elf woman from the first vision. They taunt him from the “Visions in Fire” section plays.
and point back the way he came. The knight slays  
them and turns back home in a rage.

CHAPTER 4 77
 

Map 4.4
R3: Tomb of Vaunted Steel
R2: Crypts

As the characters enter this area, the next scene from


the “Visions in Fire” section plays out.
As the characters enter this area, the next scene from Sealed Tombs. The two tombs commemorate
the “Visions in Fire” section plays out. honored Solamnic weaponsmiths. Their burial places
Burial Alcoves. Fifteen forgotten Knights of Solamnia are sealed behind iron bars, which are Medium objects
are buried here, each with their now-rusted plate armor with AC 19, 20 hit points, and immunity to poison and
and longsword. If any of the bodies are disturbed, two psychic damage.
wraiths that look like spectral Knights of Solamnia The north tomb contains a skeleton clutching a
emerge from crypts and attack. The wraiths vanish if a berserker axe.
character returns any stolen goods and makes an The south tomb is empty except for an iron amulet
earnest apology. shaped like a smith’s hammer. A cleric of Reorx or a
Broken Passage. Lord Soth smashed through the character who succeeds on a DC 14 Intelligence
catacomb’s wall to venture directly toward area R7. A (Religion) check recognizes this as a holy symbol of
character with the Stonecunning trait can tell this Reorx, god of craft.
tunnel was created only a short while ago.  

78 CHAPTER 4
Broken Passage. Lord Soth destroyed a door and a Marble Slabs. The monument in this room records  
section of wall here to reach area R7. Characters with the Knights of Solamnia who served at Castle Kalaman
the Stonecunning trait or who succeed on a DC 14 and died with honor. A character who reads the
Wisdom (Perception or Survival) check can tell this monument finds the names of Knight Vogler and Knight
destruction occurred recently and the narrow passage is Jandin (whom the characters meet in area R6).
dangerously unstable. The first creature to pass 5 feet
along this passage must make a DC 16 Dexterity saving R6: Shrine of the Honored
throw as the south end of the path collapses, blocking
the way to area R7. On a successful save, the creature
safely dodges back into area R3. On a failed save, it
takes 4d6 bludgeoning damage and is forced into area
R3.
Treasure. The weapons to the west are the
armaments of heroic Solamnic knights and their allies.
Most are rotted or rusted through, but characters can As the characters enter this area, the next scene from
find a +1 longsword, a mithral breastplate, and a the “Visions in Fire” section plays out.
Kagonesti forest shroud (see appendix A).
Marble Slabs. The marble slabs here bear the names
R4: Hall of Steeds of honored heroes and leaders among the Knights of
Solamnia who served at Castle Kalaman. A character
who reads the names finds Knight Sarlamir on the list.
Knight Spirit. The kneeling spirit is incorporeal and
harmless. If attacked, she fades away and doesn’t
reappear.
This spirit was among those knights who journeyed
with Knight Sarlamir. If the characters converse with
her, she introduces herself as Knight Jandin, a knight of
the Order of the Sword who died during the Cataclysm.
As the characters enter this area, the next scene from She shares the information from “Knight Sarlamir’s
the “Visions in Fire” section plays out. After the scene Curse” at the start of this section, along with the
completes, two warhorse skeletons manifest at the west following information:
end of the hall. These are the remains of the heroic When Jandin returned Sarlamir’s body to Kalaman,
warhorses Xheriev and Steelwind, which attack. she twisted the truth, reporting Sarlamir died
However, if a character is wearing the armor of a defending people from rampaging evil dragons.
Solamnic knight or succeeds on a DC 16 Wisdom Sarlamir was entombed a hero.
(Animal Handling) check, the skeletons stop, bow, and Jandin regrets this, knowing Sarlamir’s disobedience
vanish. That character then gains the following charm and deeds contributed to the gods’ disfavor—and
(a type of supernatural gift detailed in the Dungeon ultimately to the Cataclysm. She believes herself
Master’s Guide).
complicit in her fellow knight’s disgrace.
She asks the characters to take the weapon
entombed with Sarlamir in the next chamber.
Perhaps in their hands, it can find redemption and
the gods’ favor.
The flames blazing through the tombs are fire from
the Cataclysm. They used to be confined to
Sarlamir’s tomb, but now they run rampant. Jandin
doesn’t know why (she’s unaware of Lord Soth’s
R5: Monument of the Lost
presence).
After relating this information, Knight Jandin wishes
the characters luck and fades away.
R7: Tomb of Heroes

As the characters enter this area, the next scene from


the “Visions in Fire” section unfolds.

CHAPTER 4 79
 

When the characters enter this room, any remaining Lord Soth was here minutes before the characters and
scenes from the “Visions in Fire” section unfold. Read claimed a portion of the Cataclysmic fire that cursed
the following text after all the scenes have played out this tomb. He then shattered the south wall, creating a
and the characters are in this area: passage high in the cliffs beneath Castle Kalaman. After
this scene plays out, another violent blow shakes the
tomb surrounded by the sculpted dragon.
 

80 CHAPTER 4
Sarlamir’s Tomb. Sarlamir’s tomb rests to the east and Soth’s Escape  
bears the words “Zanas Sarlamir, Knight of the Crown.” Lord Soth has vanished, taking a scepter blazing with
A creature can open it with a successful DC 12Strength haunted flames along with him. If the characters try to
check. Within lie the knight’s animate remains (see pursue him, he and his Undead knights have already
below). If the characters don’t open the crypt, Sarlamir departed the city, their objectives complete. No one is
shatters the lid and emerges 3 rounds after they enter certain where they headed after leaving, though this is
the room. revealed at the start of the next chapter.
Knight Sarlamir. Lord Soth used the Cataclysmic fire
to reanimate Sarlamir as a skeletal knight (see Sanctuary Shattered
appendix B). The Undead knight wears ancient By the time the characters emerge from the catacombs,
Solamnic armor and wields a blade blazing with violet the council room’s carnage has been mostly cleared.
flame. He attacks the characters as soon as he emerges Several hours later, Darrett arrives in Kalaman with
and fights until destroyed. Marshal Vendri, Lord Bakaris, and the bulk of the city’s
Sarlamir speaks as he attacks, making it clear he’s martial forces. They’re shocked to learn what happened.
compelled by Soth’s magic. In a hollow voice, the Marshal Vendri moves swiftly to keep order in the city
armored skeleton proclaims the following: and ensure no more attacks are forthcoming. At the
The cursed knight, Lord Soth, calls to Sarlamir same time, Darrett seeks out the characters to learn
through the haunted flames of the Cataclysm. more. He pays particular interest to what they have to
Lord Soth commands Sarlamir to slay those who say about Lord Soth and the City of Lost Names—two
would oppose Soth. names that guide the characters in the following
Soth beckons Sarlamir to follow him north—back to chapter.
the place of his dishonor, the place in the Northern  
Wastes Soth calls the City of Lost Names.
As soon as Sarlamir is defeated, the violet flames
around his weapon and elsewhere in the catacombs
dim, then vanish. Make sure Sarlamir mentions the City
of Lost Names and the Northern Wastes, even if it’s as a
final gasp. The characters will learn more about these
places in chapter 5.
North Passage. If the broken passage in the north
wall hasn’t already collapsed, it does so if a creature
proceeds more than 5 feet down it. See area R3 for
details on how the passage collapses. Characters caught
in the collapse are forced into area R7 rather than R3.
South Passage. This crude passage emerges 80 feet
up a sheer cliff beneath the walls of Castle Kalaman.
Below are paved streets and the rooftops of buildings.
There is no sign of Lord Soth, who has already met with
any of his surviving Undead knights and ridden from the
city. See the beginning of chapter 5 for details on where
Soth heads next.
Treasure. Inside Sarlamir’s tomb is the distinctive
head of a rusty spear—all that remains of his
dragonlance. A detect magic spell reveals an aura of
evocation magic, though the spearhead has no obvious
properties. A character who tries to attune to the item
and succeeds on a DC 12 Intelligence (Arcana or
Religion) check discovers that the spearhead is magical
but that divine power has rendered its magic inert. The
other tombs in this room are empty except for bones
and rusty armor.
Next Steps
After defeating Knight Sarlamir, the characters advance
to 6th level. Once the Cataclysmic flames fade, the
catacombs return to normal.
CHAPTER 4 81
Chapter 5: The Northern Wastes
several mystical sites to discover the location of the City  

B
uried beneath the magically scarred reaches
of the Northern Wastes lies an ancient ruin of Lost Names.
now known as the City of Lost Names. In a Character Advancement
bygone age, the city was named Onyari. Built
by the Kingpriest of Istar, it soared through In this chapter, the characters advance from 6th to 8th
the heavens, but it was brought low by level as they traverse the Northern Wastes. This chapter
enraged dragons who discovered its grim features multiple adventuring locations that can be
secret: its flight relied on the innate magic of the explored in any order, so it’s up to you to decide when
draconic graveyard it was built on. Now, Onyari’s ruins the characters gain these levels. Consider using two of
draw the attention of the Red Dragon Army, whose the following suggestions:
leaders believe they can raise the city into the heavens
once more. The black-robed mage Lohezet and the The characters gain a level after completing three
priest Belephaion lead an expedition to claim the city as adventuring locations in the Northern Wastes.
a massive weapon of war. The death knight Lord Soth The characters gain a level if they accomplish an
joins them, following whispers from the Dragon Queen extraordinary feat, such as rescuing the bronze
to use the Cataclysmic fire from the depths of Castle dragon egg from Camp Carrionclay.
Kalaman to raise the dead dragons buried in Onyari’s The characters gain a level once they find the
foundations and bring them to her service. passage leading into the City of Lost Names.
Running This Chapter Desperation in Kalaman
This chapter begins as the characters follow Lord Soth Soon after the characters emerge from the catacombs
into the Northern Wastes, accompanied by troops from beneath Castle Kalaman, Darrett Highwater and
Kalaman. Once there, the characters must explore Marshal Vendri return to Kalaman with their troops. As
they learn about the attack on the city, Darrett urges

82 CHAPTER 5
the characters to rest. He sends scouts to learn where The marshal feels otherwise, believing Kalaman’s  
Lord Soth and his retinue went after fleeing the city. military should focus on fighting nearby Dragon
The following day, Darrett meets the characters with Army forces and restoring Kalaman’s government.
the following news: With Darrett’s support, encourage the characters to
Marshal Vendri is working to maintain order in make the case that Lord Soth is a threat and the Dragon
Kalaman until new civilian leaders are appointed. Army’s plans in the north shouldn’t be taken lightly.
She wants to speak with the characters soon. Vendri eventually relents.
Darrett’s scouts have reported the Red Dragon Army Darrett then asks Vendri to let him take the
has split its forces. A contingent is inexplicably characters and a contingent of troops into the Northern
heading into the Northern Wastes. Wastes to investigate whatever the Dragon Army wants
Darrett doesn’t know much beyond this at the there. While Vendri isn’t confident the move is
moment. When the characters are ready, he leads them strategically sound, she thinks it’s a good idea for the
to meet with Marshal Vendri. characters to get out of Kalaman for a while to avoid the
ire of its citizens. She asks the characters to leave while
Group Debriefing she and Darrett discuss details, suggesting they visit the
castle’s small library and learn what they can about the
The meeting with Marshal Vendri takes place in a small Northern Wastes.
meeting room. Read the following: Learning about the Wastes
A character who spends at least one hour researching
the Northern Wastes in Castle Kalaman’s library learns
that after the Cataclysm, the Northern Wastes became a
barren, deadly region prone to flash floods. If a
character succeeds on a DC 14 Intelligence (History)
check, they also learn that grand ruins predating the
Cataclysm litter the region, though few explorers
survive attempts to seek them.
Darrett’s Negotiations
Allow the characters to research the Northern Wastes
or conduct any business in Kalaman. Afterward, Darrett
Let the characters respond to Lord Bakaris if they seeks out the characters and relates the following
please. Soon after, Vendri invites him to leave, and the information:
noble grudgingly complies. Afterward, Vendri asks the Marshal Vendri has agreed to send Darrett and the
characters to explain what happened the day before, characters to the Northern Wastes to investigate the
including how the governor died. Guide the Dragon Army’s agenda there.
conversation using the following points: Darrett will be given command of a few hundred
Vendri trusts the characters. soldiers.
She says Lord Bakaris is spreading rumors that the To avoid drawing the attention of the Dragon Army,
characters could’ve saved Kalaman’s leaders. Some Vendri has ordered a few ships to ferry Darrett’s
locals are looking for someone to blame for the troops across Kalaman Bay at night.
terrifying slaughter. A secluded cove called Wrecker’s Edge lies at the
If characters mention Lord Soth’s interest in the City southeastern shore of the wastes. This is where the
of Lost Names in the Northern Wastes, the marshal forces will disembark.
knows nothing about the location and notes that the From there, the characters and Darrett’s troops are
Northern Wastes is nothing but a deadly wasteland. to discover the Dragon Army’s plot, thwart it, and
If Soth is heading there, she believes he presents no then return to the ships.
further threat. Darrett answers any questions, then encourages the
If characters present the broken dragonlance, characters to prepare for the trip. He wants to depart
neither Vendri nor Darrett is familiar with the the following night but is willing to delay a day.
weapon, and they see it only as an ancient relic. Message from Wyhan
Though Darrett doesn’t understand Lord Soth’s
cryptic goals, he believes the characters’ discoveries If any of the characters are interested in joining the
are important. Mages of High Sorcery and delivered a scroll to Wyhan,
 
CHAPTER 5 83
the black-robed mage sends the characters an invitation and various named environmental features. A version of  
to meet her at her apothecary. this map appropriate to share with players appears in
When they arrive, Wyhan shares the following appendix E.
information: Movement in the Wastes
Broken by canyons and sheer plateaus, the entirety of
the Northern Wastes is considered difficult terrain for
the purpose of travel. As a result, characters move at
half speed through the wastes, as summarized in the
Northern Wastes Land Travel table.
This means that if characters move at a normal pace,
they can move 2 hexes on map 5.1 per day.
Northern Wastes Land Travel
Distance per Distance
Pace Hour per Day Effect
Fast 2 miles 15 miles −5 penalty to passive
Wisdom (Perception) scores
Normal 1.5 miles 12 miles None
Slow 1 mile 9 miles Able to use Stealth

Wyhan doesn’t know when the characters will be able to Movement with an Army
take the Test of High Sorcery. She knows the Mages of Darrett’s troops have a challenging time navigating the
High Sorcery are wary of attracting the Dragon Army’s Northern Wastes. They move at a slow pace, covering
ire, so the sooner the Dragon Army is defeated, the about nine miles a day. Darrett encourages the
sooner the characters can progress with their magical characters to move ahead of the troops and rendezvous
studies. with them at predetermined points. He relies on the
After this, she urges the characters to either make a characters to help him determine where to head next.
purchase or let her return to her research. Running Travel in the Wastes
Leaving Kalaman The Northern Wastes span hundreds of miles. Instead
Once the characters are ready to sail to the wastes, of roleplaying every minute of the party’s travel, use the
Darrett arranges to meet them that evening at a section encounters from the “Wastes Encounters” section later
of Kalaman’s docks used by the military. in this chapter as often as you please—usually once per
When the characters arrive, they find Cudgel day. After the characters have spent several days in the
Ironsmile and Tatina Rookledust have volunteered to wastes and learned about its dangers, consider making
join the journey. Rookledust—who has dyed her hair a encounters less frequent.
vibrant violet hue—is excited at the opportunity to field- The hexes on map 5.1 measure distance, but
test her fargabs (see appendix A). characters don’t need to explore every hex. Feel free to
When the characters board one of the ships ferrying skim over days of travel to reach new locations or return
the troops, read the following: to already-visited ones. The Dragon Army also faces the
challenges of the wasteland, so the characters don’t
need to rush to prevent their enemies from fulfilling
their plots by a certain time.
The Wash
Travelers in the Northern Wastes must contend with
both the broken, canyon-riddled land and the Wash.
Tides driven by Krynn’s three moons cause floodwaters
from the Turbidus Ocean to sweep through the region.
Into the Wastes These unpredictable flood tides are known as the Wash,
The rest of this chapter takes place in the Northern and their harsh, salty water threatens creatures in the
Wastes, a region where the Cataclysm’s destruction is canyons. Sometimes the Wash leaves the Northern
still evident centuries later. This section contains Wastes’ canyons parched for weeks at a time; other
general information about the region and the challenges times, the waters sweep in and out multiple times in a
the characters face as they traverse it. Map 5.1 depicts few days.
this region, sites that might be discovered by explorers,  

84 CHAPTER 5
Each day the characters travel the Northern Wastes Flash Flood  
(or whenever you please), roll on the Nature of the During a flash flood, turbulent Wash waters flood the
Wash table to see how the floodwaters affect the region. canyons in the area the characters are traveling
At your discretion, the Wash might unexpectedly through. If the characters are in a canyon, its walls are
change during other encounters in the region, making 2d4 × 10 feet high.
them more dangerous. When the flood starts, have the characters and nearby
creatures roll initiative. Each round, on initiative counts
Nature of the Wash 10 and 0, the water level rises by 10 feet (up to the
d10 Wash Effect height of the canyon) and travels 100 feet horizontally.
1–3 The Wash is low. Canyons are dry. On each of these initiative counts, creatures in the water
4–6 The Wash is high. It fills the canyons. and moving along with it must make a DC 15 Strength
7–10 The Wash remains at the same level as the previous day. saving throw as they’re smashed by large chunks of
debris. A creature takes 2d6 bludgeoning damage on a
Dangers of the Wash failed save, or half as much damage on a successful one.
When the Wash fills the Northern Wastes, the The water level continues to rise and move this way
characters must make a DC 12 group Wisdom for 2d4 rounds, then stops.
(Survival) check. On a successful check, they notice
signs of water beginning to fill the canyons, giving them Wastes Encounters
time to reach safe ground. On a failed check, the Countless threats loom in the wild, dangerous Northern
characters are caught in a flash flood. Wastes. Whenever you want a random encounter to
occur—usually once per day—roll on the Northern
Wastes Encounters table.
Northern Wastes Encounters
d20 Encounter
1–10 No encounter
11–14 Dragon Army Patrols (see below)
15 Malfunctioning Gate (see below)
16–20 Wastes Predators (see below)

Dragon Army Patrols


Hostile Dragon Army patrols scour the Northern
Wastes for pre-Cataclysm ruins to exploit. Roll on the
Dragon Army Patrol table to determine which patrol the
characters encounter (see appendix B for the patrol
members’ stat blocks). If the characters are defeated or
surrender, they’re taken as prisoners to Camp
Carrionclay (detailed later in this chapter).
Dragon Army Patrol
d4 Encounter
1 8 baaz draconians and 2 Dragon Army soldiers
2 1 sivak draconian and 5 Dragon Army soldiers
3 2 kapak draconians and 2 Dragon Army officers
4 3 Dragon Army officers riding 3 Dragon Army dragonnels

Malfunctioning Gate
The characters find a stone archway lined with sigils.
This gate used to be a teleportation gate—part of a
magical transportation system created by Istarian
mages. It once stood in Onyari before the city fell. As
soon as a character approaches, magical energy swirls
within the arch. The magic kicks up nearby debris that
animates as a hostile clay golem.
Golem. The golem resembles a proud-looking human
with fine robes and an aura of sunbeams around its
head. The magic that animates the golem was designed
CHAPTER 5 85
to safeguard the gate, but it has malfunctioned. The Kalaman Army Camp  
golem goes berserk (as per its Berserk trait). The golem As they travel the wastes, Darrett and his troops
remains in that state as long as other creatures are establish temporary camps. These camps offer
visible. characters a safe place to rest, replenish supplies, and
Stabilizing the Gate. Magical energy flickers in the interact with allies. A camp includes the following
gate. After the golem is defeated, a character with the features, which you can arrange as you please:
Pact Magic or Spellcasting feature can spend one
minute investigating the gate to learn how to stabilize Characters’ Tents The characters can rest in their
the gate’s malfunctioning magic. If a character spends a tents.
spell slot of 1st level or higher or succeeds on a DC 18 Command Tent A large table is set up in this sizable
Intelligence (Arcana) check, the gate stabilizes and tent. Here, the characters can meet with Darrett to
serves as a permanent teleportation circle linked to its discuss strategy and troop movement.
partner gate, which can be in any hex on map 5.1 you Cudgel’s Tent Cudgel’s tent features an impressive
please—perhaps near Wrecker’s Edge (location A) or weapons collection. If the characters need to talk to
High Hunt, the plateau that hosts Heart’s Hollow the dwarf, they likely find her here.
(location G). Darrett’s Tent Darrett’s tent is spartan and well kept.
Sigil Sequence. Characters can learn the sigil If the characters ever need to talk to him in private,
sequence on the gate so they can teleport to it with the they’re likely to find him here.
teleportation circle spell. Rookledust’s Tent Rookledust’s tent is filled with
strange contraptions and unfinished projects. The
Wastes Predators
Roll on the table below to determine what predators the gnome is often here, tinkering with the fargabs (see
appendix A) and other inventions.
characters encounter. Each entry provides a different Other Tents Guard posts, hospital tents, supply tents,
threat depending on whether the Wash is high or low and other accommodations fill out the camp.
(as noted in parentheses).
Wastes Predators Exploring the Wastes
As the characters venture into the Northern Wastes,
d10 Encounter
1 The bones of a Humanoid or Beast, infested with harmless
they might want to explore the following areas.
spiders or tide-pool creatures (high or low) A: Wrecker’s Edge
2–3 6 giant octopuses (high) or 3 giant scorpions (low)
4–5 4 merrow (high) or 6 giant spiders (low) After crossing Kalaman Bay, the ships carrying the
6–7 3 plesiosauruses (high) or 3 manticores (low) characters and their allies arrive near Wrecker’s Edge
8–9 2 giant sharks (high) or 3 wasteland dragonnels (low; see (location A on map 5.1). As the ships drop anchor near a
appendix B) rocky coast, read the following text:
10 1 purple worm spotted a mile away (high or low)

Kalaman Troops
Traveling alongside Kalaman’s troops presents
challenges, but it is also safer and will eventually help
the characters face the Dragon Army.
Army in Tow Darrett asks the characters to take a rowboat and find a
During this part of the adventure, the characters are place where the troops can disembark safely.
guiding Kalaman’s troops toward battle with the Dragon Hidden Cove
Army. The characters should frequently split from the After about an hour of exploring the shore, the
troops, then meet back up with them, serving as scouts characters spot a narrow cove. This time is halved if a
and handling missions while the army advances. Darrett character is proficient with water vehicles or is a ranger
won’t send his soldiers into uncertain danger, such as whose favored terrain is the coast.
caves or ruins. A few rotten wooden buildings abandoned by
Combat Encounters smugglers line this cove. Additionally, a small ship is
Avoid involving Kalaman’s troops in encounters meant anchored near a clear beach inside the cove.
for the characters. If combat breaks out while the Elven Ship
characters are with Kalaman’s troops, use five Kalaman The ship belongs to a group of elven wizards who found
soldiers (see appendix B)—or however many you deem Wrecker’s Edge a few months ago. Characters who
appropriate—to represent allied soldiers who are quick grew up in an elven society or who succeed on a DC 14
to aid the characters.
86 CHAPTER 5
Map 5.1

   

CHAPTER 5 87
Intelligence (History) check identify the ship as being of  
Silvanesti elven origin.
The ship is small but seaworthy, with enough room
for a dozen crew members. It has nothing of value on its
deck or in the communal bunks below deck. However,
two air elementals on the deck defend the vessel
against intruders. They attack any non-elf that sets foot
upon the ship.
If the characters haven’t met Dalamar yet (see the
following section), he’s nearby when they board the
ship, and an alarm spell cast on the deck alerts him to
their intrusion. He might approach them anytime after
they defeat the elementals (see the following section).
Meeting Dalamar
Dalamar approaches the characters soon after they
defeat the elementals or Kalaman’s troops start
disembarking. Dalamar is curious about the
adventurers’ motives and whether they align with his.
Speaking with him reveals the following information:
Dalamar is part of a contingent of Silvanesti elves.
The ship is the elves’ conveyance.
Dalamar is surveying the coast for ancient ruins. He
knowns there are none here, but his leader, Zhelsuel,
wants him to search thoroughly anyway.
If the characters mention the City of Lost Names, he
pretends not to recognize the name until he knows
more about the characters (see the “Mutual
Understanding” section). A character who succeeds
on a DC 14 Wisdom (Insight) check believes
Dalamar knows more than he says.
Dalamar invites the characters to return with him to
his group at the elven encampment (location B on
map 5.1).

Dalamar
An ambitious elf magic-user, Dalamar (neutral elf mage)
has an insatiable thirst for knowledge. This often puts
him at odds with other Silvanesti mages, whose
conservative methods wear on his patience.
Dalamar participated in the ill-fated defense of
Silvanesti against the Dragon Armies. His desperate
actions were part of the reason he and the other mages
were sent to the Northern Wastes. Despite resenting his
people’s small-minded decisions, he sees this mission
as a chance to prove himself and potentially strike back
against the Dragon Armies. Dalamar studied pre-
Cataclysm magic long before being sent here, and he
believes something of magical value might be hidden in
the region. He wants to find it swiftly, return to his
people, and continue working toward joining the Mages
of High Sorcery.
Personality Trait. “Everybody wants something. I’m
certain we can help one another.”
Ideal. “Magic is meant to be used.”
Bond. “I’ll do anything to recover my home.”
 

88 CHAPTER 5
Flaw. “I’m overconfident, sometimes to the point of Personality Trait. “I know what’s best for my people,  
putting myself or others in danger.” and I lead with logic and precision.”
Ideal. “I take pride in work done to perfection.”
Bond. “I’ll show my people what I can do. My name
Reporting Back
If the characters return to their ships and give Darrett won’t be forgotten.”
directions to Wrecker’s Edge, he orders the ships to Flaw. “I won’t accept any course of action that doesn’t
shore. He’s curious about Dalamar and the elves. He put the best interest of Silvanesti first.”
suggests the characters investigate the elven
encampment and determine whether they can be Meeting Zhelsuel
trusted. Zhelsuel confronts Dalamar and the characters when
While the characters are away, Kalaman’s troops they arrive. He wants nothing to do with outsiders and
unload the ships and set up their first camp as detailed sees them as an obstacle to the elves’ progress. He tells
in the “Kalaman’s Army Camp“ section earlier in this the characters he and the rest of the elves are
chapter. conducting research, but he refuses to elaborate.
B: Elven Encampment
A character who speaks to Zhelsuel in Elvish or
succeeds on a DC 16 Charisma (Persuasion) check
Dalamar leads the characters to his expedition’s convinces him to converse, though most of Zhelsuel’s
encampment about twelve miles northwest of the responses are cutting and brief:
hidden cove. The journey takes the better part of the Zhelsuel shares any of the information from the
day, during which Dalamar charmingly banters with the “Silvanesti’s Exiles” or “Zhelsuel” sections.
characters, trying to learn more about why they’re in the If characters bring up the Red Dragon Army’s attack
region. He offers little in return but is eager to hear on Kalaman, it clearly gives him pause, but he
about recent events in Kalaman. quickly dismisses the conflict as irrelevant to his
Expedition Members people.
The elven camp lies next to some small ruins on a If the characters mention they’re in pursuit of the
plateau overlooking the wastes, with a dozen or so tents Dragon Army, Zhelsuel scoffs at their eagerness to
arranged in a spiral pattern. Ten elves are present in the rush to their deaths.
camp when the characters arrive, including their leader, Zhelsuel ultimately demands the characters leave and
Zhelsuel. Others roam the wastes in search of not return. He commands the expedition, specifically
information. They all use the mage stat block. Dalamar, to focus on their survey of the region. He then
Silvanesti’s Exiles tells Dalamar to escort the characters away and return
Once a beautiful woodland nation with sculpted trees to his work.
and towering spires, the elven land of Silvanesti lies in Mutual Understanding
ruins after being invaded by the Dragon Armies. The Dalamar is frustrated that Zhelsuel seems content to
elves struggled to defend their homeland and were spend the rest of his days—and those of the other
ultimately forced to retreat to the island of Southern expedition members—turning over rocks in the
Ergoth to seek a new home. Northern Wastes. After being told to see the characters
The elves here in the Northern Wastes were among away, he shares that the elves recently spotted Dragon
the defenders of Silvanesti. When they failed to protect Army soldiers headed north. He doesn’t know their
their homeland, they were sent on an expedition to the destination, but he suspects they’re not just wandering.
wastes following centuries-old legends of Silvanesti He suggests that perhaps the Dragon Army, the elves,
magic lost in the region. They hope recovering such and the characters have similar interests in this land’s
magic might help them save their homeland and hidden magic.
redeem themselves in the eyes of their people.
Finding the City of Lost Names
Zhelsuel
Zhelsuel, a once-respected member of House Mystic— If the characters asked Dalamar about the City of Lost
an elven clan known for magical prowess—is reaching a Names, he tells them he learned of the city from the
venerable age even by elven standards. He’s keenly Silvanesti writings that led him and the other elves to
aware this expedition is a fool’s errand analogous to this region. Though he doesn’t know its location, he’s
exile, and he believes his homeland is lost to him interested in finding it, as it reportedly was a magical
forever. But if he must spend the rest of his days in this marvel that might hold valuable secrets.
bleak expanse, he’s determined to spend them as an Once Dalamar reveals this shared interest in the City
exemplar of thoroughness and scholarship. He drives of Lost Names, he proposes an arrangement that would
his subordinates to catalog every foot of the Northern allow him to advance his research without technically
Wastes in search of the barest scrap of Silvanesti magic. disobeying Zhelsuel. He points the characters to sites in
the Northern Wastes he has already identified as being
CHAPTER 5 89
related to or of a similar age to the City of Lost After their recent ordeal, the sea elves are on alert for  
Names. With the characters’ insights and reports about large groups of people. If the characters approach them
whatever magic remains at those sites, he should be with Kalaman’s troops in tow, the sea elves retreat.
able to glean more information about the city’s location. Their current leader, Ishvern Stargazer, approaches
The following locations (detailed later in this chapter only if it’s clear no one’s pursuing them with hostile
and shown on map 5.1) are of particular interest to intent.
Dalamar: Ishvern and the sea elves use the scout stat block
with the following changes:
Blue Phoenix Shrine (location C)
Sunward Fortress (location D) They have advantage on saving throws against being
Wakenreth (location E) charmed, and magic can’t put them to sleep.
Mark these sites’ hexes on the players’ map of the They have darkvision out to 60 feet.
region in appendix E after Dalamar notes their They have a swimming speed of 30 feet and can
locations. breathe air and water.
If the characters agree to work with Dalamar, he’s
pleased. They can explore the locations in any order
they wish. Dalamar plans to convince Zhelsuel to let
him meet the characters at Wakenreth. Once they’ve
relayed their findings to him, he hopes he’ll be able to
determine the location of the City of Lost Names (see
the end of the “E: Wakenreth” section for details). With
this, Dalamar sends the characters on their way,
wishing them fruitful investigations.
C: Blue Phoenix Shrine
Carved into a labyrinthine gorge is the Blue Phoenix
Shrine, an ancient shrine to Habbakuk—god of the seas
and animal life. The entrance to the shrine is completely
engulfed by water when the Wash is high, but it is
visible during low tide.
Disrupted Pilgrimage
Every year, a group of Dimernesti sea elves from
Thoradin Bay travels to the Blue Phoenix Shrine to
honor the Sea Lord for his bounty. While most sea elves
have forgotten the name Habbakuk, they faithfully
continue this annual pilgrimage.
Though the Wash changes chaotically, the sea elves Ishvern Stargazer
swim to the shrine following reliable rivers that flow Ishvern (neutral good, sea elf scout), the de facto leader
through ravines. This year, however, the pilgrimage of the Dimernesti group in their priest’s absence, is
went awry when the sea elves crossed paths with the pious, curious, and insightful. Having survived in the
Red Dragon Army. Four sea elves were captured— deadliest depths of the Turbidus Ocean for over a
including their leader, the priest Yearkal—and many century, he knows better than to venture into
others perished in the confrontation (the characters can mysterious places unprepared. He isn’t eager to risk his
rescue three of the captured sea elves at Camp companions’ lives without the priest Yearkal’s guidance.
Carrionclay, while Yearkal was taken to the Sunward However, Ishvern fears Yearkal might be lost forever. If
Fortress). Six survivors reached the shrine, but they others might aid him in fulfilling her spiritual mission,
managed to hold on to only one offering: a pouch of blue he’s eager for their help.
deep-sea pearls. Personality Trait. “Embrace the world’s wonders, but
Approaching the Shrine be wary of its dangers.”
When the characters arrive, the Wash is low. The sea Ideal. “Life and nature are marvels that must be
elves have set up camp near the shrine’s entrance. They protected at all costs.”
periodically leave to scout for signs of the Dragon Army Bond. “I will find my missing companions.”
or missing comrades. Flaw. “I can be indecisive when choosing between
options with uncertain outcomes.”
The Sea Elves  

90 CHAPTER 5
Ceilings The ceilings in the shrine are 15 feet high.  
Light All areas of the shrine are brightly lit by blue
continual flame spells cast on seashells and other
objects embedded in the walls.
Walls and Doors The shrine’s walls and doors are
made of solid stone. Except for the door in area C1,
the doors throughout the shrine open easily.
Water The Wash is low when the characters reach
the shrine, but each room is filled with 2 feet of
standing water, except for area C5. Areas with
standing water are difficult terrain.
Shrine Locations
The following locations are keyed to map 5.2.
C1: Shrine Entrance
The shrine’s entrance is carved in the escarpment of the
ravine. Once the characters reach the entrance, read the
following text:

A follower of Habbakuk or a character who succeeds on


a DC 12 Intelligence (Religion) check recognizes the
bird on the door as a blue phoenix, the symbol of the
god Habbakuk, god of the seas and animal life.
Shrine Door. Ishvern explains Yearkal opened this
           Map 5.2 door by saying a specific prayer, but he doesn’t know it.
Ishvern’s Plea
If a character says the name “Habbakuk” within 10 feet
Ishvern tries to get a sense of the characters’ of the door, it swings open magically. Casting the knock
motivations for traveling the Northern Wastes. He spell also opens the door.
explains the nearby shrine is a sacred place, dedicated The door is a Large object with AC 17, 40 hit points,
to an old deity the sea elves now remember only as the and immunity to poison and psychic damage.
Sea Lord. If the characters approached the camp C2: Altar Room
respectfully, he also tells them how the sea elves were
attacked by the Dragon Army.
Even if he is suspicious of the characters, Ishvern
sees value in their presence—especially if there’s a
cleric among them. He requests the characters help him
make the group’s offering in the name of their lost
priest, Yearkal. The elves seek to make this offering in
keeping with their peoples’ centuries-old traditions, but
they know little of the deed’s religious ties or the god
Habbakuk. If the characters agree, Ishvern leads them
to the shrine’s entrance.
Yearkal’s Return. If the characters know of Yearkal’s
fate or return her to the group (see the “D: Sunward Upon entering this chamber, Ishvern directs the
Fortress” section), the elves encourage the characters to characters to the west archway leading to area C3. He
come with them into the shrine. If Yearkal is with them, encourages them to cleanse themselves with the water
she knows all the threats and secret passages in areas there before proceeding deeper into the shrine.
C1 through C4. Altar Guardians. If a character comes within 10 feet
Shrine Features of the altar without having washed themself in area C3
The shrine has the following features: within the last 24 hours, three water weirds rise from
the water between the pillars. They are hostile toward
CHAPTER 5 91
any Humanoid who doesn’t openly bear the symbol of open. The door is a Large object with AC 17, 40 hit  
Habbakuk. The water weirds cease attacking and points, and immunity to poison and psychic damage.
vanish if a creature in the room uses an action to
apologize to Habbakuk or speak a prayer to the god’s C6: Offering Chamber
name.
C3: Cleansing Room

Here, initiates of Habbakuk once made offerings to


honor their god.
Shrine Guardians. If a character who didn’t wash in
area C3 or who opened a sarcophagus in area C4
On entering this room, Ishvern reminds the characters comes within 10 feet of the well, the algae on the walls
to cleanse themselves with the pool’s water before coalesces into three black puddings that immediately
proceeding deeper into the holy place. He then spends a attack the offending character as well as other creatures
minute washing his own face and hands. that attack the puddings.
Characters who follow suit feel refreshed. The first Ishvern’s Offering. So long as there are no obvious
time a creature washes itself with water from the basin, threats in this room, Ishvern moves to the side of the
it gains 5 temporary hit points. well, softly speaks a brief prayer in Elvish, then empties
several dozen blue pearls from a pouch into the well (he
C4: Hall retains 750 gp worth of pearls just in case). After he
This passage is empty, but its north door bears an does so, each character in the room who washed
inscription in Elvish: “Honor those who came before, themself in area C3 and who didn’t disturb the
and walk on.” Ishvern can translate this text if needed. sarcophagi in area C5 gains the charm Habbakuk’s
C5: Crypt Blessing (a type of supernatural gift detailed in the
Dungeon Master’s Guide; see below). With this done,
Ishvern thanks the characters for helping him complete
his party’s task and prepares to depart.

This crypt is the resting place of followers of Habbakuk


who tended to this shrine.
Tombs. The sarcophagus to the west bears an
inscription in Elvish: “Herzon, who built this prayer in
stone.” A character who has a passive Wisdom
(Perception) score of 16 or higher notices a design on
its lid resembling the layout of the shrine. Although the
crypt has no other visible exits, the room on the map
corresponding to the crypt features a second passage
leading to the southwest.
The sarcophagus to the east bears a different
inscription in Elvish: “Awinthel, our devoted first priest.” Leaving the Shrine
A character who succeeds on a DC 17 Strength check Dalamar needs to know only that the Blue Phoenix
can open either sarcophagus—though Ishvern strongly Shrine is a holy place sacred to the god Habbakuk.
objects. The corpse within each sarcophagus is As the group leaves the shrine, if the characters
immaculately preserved, but the burial places contain haven’t already rescued the sea elves at Camp
nothing of value. Carrionclay, a sea elf scout approaches Ishvern to tell
Secret Door. This crypt is seemingly a dead end. A
character who has a passive Wisdom (Perception) score him they’ve found where their captured companions
of 20 or higher notices the secret door if they come were taken. The sea elves have been imprisoned at a
within 5 feet of it. The detect magic spell also reveals Dragon Army camp in the middle of a murky lake (see
the secret door. the “I: Camp Carrionclay” section). These sea elf scouts
The secret door magically opens if a character obeys provide directions to area I on map 5.1. Mark this hex
the inscription on door in area C4 and prays or makes on the players’ map of the region in appendix E.
an offering at either sarcophagus. Casting the dispel Ishvern asks the characters to find and free these
magic or knock spell also makes it easy to push the door
captives. In return, he offers them what remaining

92 CHAPTER 5
 

Map 5.3

treasure he has: a few blue pearls worth 750 gp. claim the Spawning Shard’s magic in the Dragon
Queen’s name.
D: Sunward Fortress
Approaching the Fortress
The Red Dragon Army has unearthed the centuries-old Read the following when the characters approach the
Sunward Fortress, a pre-Cataclysm monument to the Sunward Fortress:
god Sirrion. While most of its ruins have sunk beneath
the ground, a crumbling, lighthouse-like spire pierces
the surface and marks the location of the ruins below.
Shard of Chaos
When Dragon Army scouts discovered the ruins of the
Sunward Fortress, the black-robed wizard Lohezet
ordered an outpost established there. A servant of the
Dragon Queen and a fervent antiquarian, Lohezet
sought to discover the forgotten ruin’s secrets. Dragon The Sunward Fortress was once a hermitage for those
Army soldiers and captives worked tirelessly until they seeking to commune with Sirrion’s greatest flame: the
unearthed a mysterious stone in the ruins’ depths. Soon sun. The structure was akin to a great lighthouse, the
after, workers at the site began transforming into scaled upper reaches of which burned in the god’s honor. It
monstrosities. Unbeknown to everyone, the shard was toppled down during the Cataclysm and has been
imbued with the power of the Spawning Stone—the abandoned ever since.
source of the vicious monsters called slaadi.
The Dragon Army evacuated the ruin, but not Toppled Ruins
completely. The evil cleric Belephaion, Lohezet’s peer, The Sunward Fortress’s pinnacle remains unexcavated,
was fascinated with the phenomenon. He ordered a but characters who investigate it find only several
bozak draconian named Virruza to stay behind and crumbled, half-buried floors. A character who examines
CHAPTER 5 93
these ruins and succeeds on a DC 16 Intelligence Altar. A cleric of Sirrion or a character who succeeds  
(History) check can tell this was a holy site whose upper on a DC 14 Intelligence (Religion) check recognizes the
levels were constructed to burn like a massive beacon. symbols on the altar as holy to Sirrion, god of creativity
and change. A character who speaks an earnest prayer
Dragon Army Excavation to Sirrion causes flames to spring to life within the
At the base of the spire’s remains stand a dozen ragged altar’s candle sconces and a thick, red liquid to fill its
canvas tents in the red and black colors of the Red basin. This liquid is a potion of fire breath. After
Dragon Army. Dozens of empty or shattered crates are creating this potion, the altar won’t do so again until one
scattered amid the camp. Nearby, an earthen ramp cuts month has passed.
through the clay and leads to an opening into the ruined Stairs. The stairs here descend to area D3.
spire’s foundation. This opening leads to area D1.
Abandoned Gear. Characters who spend 10 minutes D2: Abandoned Dormitories
investigating the tents find enough dried meat to sustain
one person for ten days, twelve dirty shovels, an
overturned wheelbarrow, and a suit of leather armor
bearing the Dragon Queen’s symbol.
Mysterious Markings. A character who has a passive The Dragon Army’s prisoners rested here before slaadi
Wisdom (Survival) score of 16 or higher notices two destroyed the room. A character who spends five
types of clawed footprints amid the camp. Some are minutes searching the debris finds bits of clothing, two
roughly human-sized, while others are twice that size. sets of manacles, and a blue pearl worth 150 gp.
Characters who have seen draconian footprints before
recognize the smaller prints as draconian. The D3: Lower Chambers
characters likely have no way of knowing the larger
prints are slaadi tracks.
Resting near Camp. If the characters take a long rest
in the camp or within a mile of the Sunward Fortress,
there is a 50 percent chance they are attacked by two
red slaadi that fight to the death.
Sunward Fortress Features This floor once served as lodging for the fortress’s
The ruin has the following features: residents. Characters who enter the east hall see the
barricaded door leading to area D4.
Ceilings The ceilings in the ruins are 10 feet high. Equipment. The crates hold dozens of tools. A
Light The ruins are not illuminated. The current character who spends ten minutes searching the
occupants rely on darkvision to see. Area equipment finds three bullseye lanterns, six flasks of oil,
descriptions assume the characters have a light 100 feet of hempen rope, four vials of acid, and three
source or other means of seeing in the dark. sets of mason’s tools.
Tracks The floors throughout the ruin are covered in Dracophage Subjects. Four mutated draconian-slaad
clear footprints of booted Dragon Army soldiers, hybrids lurk in the east hall. They look like bloated
captives wearing foot-wrappings, draconian claws, draconians with bright-red skin and wide, frog-like
and slaadi claws. They go in every direction and mouths. These creatures use the kapak draconian stat
don’t suggest individual paths. block (see appendix B), but replace their Dagger attack
Sunward Fortress Locations
with the following attack:
The following locations are keyed to map 5.3.
D1: Entry Chamber

This room once served as a place of worship for the


hermits who occupied the spire.

94 CHAPTER 5
In the northwest corner of the level, stairs
Stairs. barricade and shares the following facts:  
descend to area D5. When Yearkal was captured and brought here, the
D4: Barricaded Room Dragon Army made her join the workers unearthing
The entrance to this room is barricaded by heavy this ruin. The camp’s commander had orders to
mining equipment. Inside are two Dragon Army recover whatever relics or magic lie within.
captives who escaped the initial slaadi attack and They eventually dug up a large, glowing stone. Soon
Virruza (see area D5 for details). A character can after, violent, toad-like terrors emerged.
unblock the door by succeeding on a DC 17 Strength Yearkal and Rone fled but were recaptured by
check, but doing so alerts the hybrid draconians in area Virruza, a magic-using draconian.
D3. If the characters try to speak through the crates, Virruza seeks to use the magic of the stone to
Yearkal answers them in a whisper, urging them to transform people into draconians. However, his
keep quiet. actions caused more monsters to emerge.
Survivors. The Dimernesti sea elf Yearkal (neutral Since then, Yearkal and Rone have been hiding here.
good, sea elf acolyte; see the “C: Blue Phoenix Shrine” Rone has felt unusual for the last few days, but he’s
section for details on sea elves) hides inside the room grown increasingly ill in the last day.
with the unconscious Rone (neutral, human scout), a Yearkal knows there are other sea elves at the Blue
hunter from Heart’s Hollow. Rone has been infected Phoenix Shrine and Camp Carrionclay. She wishes
with an ailment Yearkal doesn’t know how to treat (see to reunite with all of them.
“Rone’s Fate” below). Rone’s Fate. Rone is infected with a slaad tadpole.
Yearkal is scared but unharmed. Once she confirms Due to Virruza’s experiments, the tadpole matured
the characters aren’t monsters, she removes the rapidly and is about to hatch. A character who succeeds
on a DC 18 Intelligence (Arcana or Medicine) check
realizes Rone is infected by a dangerous parasite that
will soon kill him, though a lesser restoration spell or
similar magic could heal him.
If the characters don’t heal Rone, a slaad tadpole
emerges 1 hour after the characters encounter him,
killing him. If the characters do heal Rone, he thanks
them and offers them a 1,000 gp reward if they take him
home to Heart’s Hollow.
D5: Spire Depths

The creature is a red slaad covered in five slaad


tadpoles. These monsters attack as soon as they spot
the characters. A character who succeeds on a DC 16
Intelligence (Arcana) check recognizes the monsters as
slaadi, denizens of the plane of Limbo.
Hidden in the shadows south of the chasm is the
mutated draconian Virruza (see below). He doesn’t
attack until someone tries to cross the chasm.
Chasm and Bridges. The chasm drops 70 feet to an
uneven stone floor below. A creature that falls into the
chasm takes 24 (7d6) bludgeoning damage.
The bridges crossing the chasm look treacherous but
are stable. If Virruza hits a creature on a bridge with his
Hurl Flame attack, the bridge begins to smolder,
igniting at the beginning of his next turn. After a bridge
CHAPTER 5 95
ignites, a creature that enters the bridge for the first Virruza notes that exposure to what he calls the  
time on a turn or starts its turn there must succeed on a “Spawning Shard” has begun to change him.
DC 14 Dexterity saving throw or take 3 (1d6) fire After this, the notes grow sloppy and nonsensical.
damage. A bridge falls into the chasm 3 rounds after it
ignites. Leaving the Fortress
Virruza. Changed by days of strange experiments Once the characters have investigated area D5—and
involving draconian blood and exposure to the potentially claimed Virruza’s notes—they have all the
Spawning Shard, Virruza now looks like a tumescent information about this site Dalamar requires.
draconian with warty green skin and an overly large If the characters want to seal the entrance to the
mouth. Use the green slaad stat block for Virruza, but Sunward Fortress or otherwise bury the Spawning
replace the Shapechanger trait with the following trait: Shard, the equipment left around the ruins allows them
to collapse the ramp leading to area D1 with four hours
of effort. Destructive magic hastens this work.
E: Wakenreth
The funerary obelisk of Wakenreth—“House of Silence”
in Elvish—was constructed by Silvanesti elves in the
Istarian city of Onyari shortly before the city took flight.
The tower served as an emblem of peace between the
people of Istar and Silvanesti. However, as with all of
Virruza is hostile, is unable to communicate intelligibly, Onyari, Wakenreth met a tragic end, and it’s now
and fights to the death. haunted by the spirits it used to keep safe. Dalamar is
Spawning Shard. This enormous orange gem weighs
unaware Wakenreth was once part of the City of Lost
over a ton and sheds dim light for 10 feet. A detect Names—he knows only that Silvanesti writings speak of
magic spell reveals it emanates an aura of
a magical tower rising from the wasteland.
transmutation magic. A character who inspects the The Doomed Mausoleum
Spawning Shard and succeeds on a DC 18 Intelligence In addition to being a symbol of peace between
(Arcana) check determines the gem’s magic can corrupt Silvanesti and Istar, the tower of Wakenreth served as a
creatures and turn them into slaadi. crypt for the elves who lived in Onyari—though it saw
A creature that touches the gem must succeed on a little use before the city’s destruction. When Onyari
DC 15 Constitution saving throw or become infected began its slow fall across the skies of the Northern
with a disease called chaos phage. While infected, the Wastes, the monolith broke from its foundations,
target can’t regain hit points, and its hit point maximum toppling toward the ground far from where the rest of
is reduced by 10 (3d6) every 24 hours unless the target the city eventually crashed. As the structure fell,
is cured by magic such as the lesser restoration spell. If Wakenreth’s caretaker desperately invoked the tower’s
the disease reduces the target’s hit point maximum to 0, magic in hopes of transporting it to the Feywild.
the target instantly transforms into a red slaad or, if it However, the magic of the displaced tower went awry
has the ability to cast spells of 3rd level or higher, a and partially transported the tower to the Shadowfell.
green slaad. Only a wish spell can reverse the Though this helped Wakenreth survive, the portal
transformation. within the tower has corrupted the spirits of those who
Treasure. Virruza carries a pouch containing 900 gp rested within and trapped the site in a state of perpetual
worth of nonmagical orange gemstones—they aren’t dissolution.
related to the Spawning Shard, though they look
similar. He also carries a +1 wand of the war mage he Approaching Wakenreth
has forgotten how to use. As the characters near the ruined tower, read the
Characters who search the south side of the chamber following text:
find Virruza’s personal notes on scattered pieces of
parchment. A character who spends ten minutes
reading them learns the following details:
Virruza was following orders from a Dragon Army
commander named Belephaion.
His mission was to investigate the monster-creating
stone unearthed here.
He was optimistic he could use the stone’s magic to
create a disease to turn people into draconians.
 
96 CHAPTER 5
Exposure to Shadowfell magic has caused the upper  
levels of Wakenreth to deteriorate. Caught between that
plane and the Material Plane, the ruin is locked in a
perpetual state of frozen dissolution. Although the upper
levels are crumbling, the shattered stone walls are still
bound tightly enough to prevent creatures from slipping
inside.
The ancient door here opens into area E1.
Wakenreth Features
The mystical tower has the following features:
Ceilings Wakenreth’s ceilings are 20 feet high.
Doors All doors are made of rusty iron. They are
unlocked and open easily, though noisily.
Lighting Areas E1 and E2 are brightly lit by
continual flame spells cast on wall sconces. In areas
E3 and E4, these glowing sconces are affected by
Shadowfell magic that causes them to produce only
dim light and shine with an eerie green glow. Area
E5 is dimly lit by a gloomy gray sky.
Wakenreth Locations
The following locations are keyed to map 5.4, except for
area E5, which is unmapped.
E1: First Level

If a character examines the coins or statue, have them


make a DC 14 Intelligence (History) check. Silvanesti
elves have advantage on this check. On a successful
check, the character recognizes that the statue is a
guardian common to Silvanesti burial sites and that the
silver coins represent souls shining as stars in the night
sky. The character also knows Silvanesti tradition
dictates each visitor must leave a silver coin on the
statue’s pedestal.
Cursed. A character who proceeds up the stairs
without leaving a coin on the pedestal or who takes a
coin from the room becomes cursed for as long as they
remain within the tower or until the curse is removed by
a remove curse spell or similar magic. While cursed, the
character has disadvantage on all ability checks and
saving throws.
Stairs. The stairs here climb up to area E2.
Treasure. There are 451 silver coins in this room,
which a character can collect by spending ten minutes.
However, a character who removes a coin from this
room becomes cursed as noted above.
Map 5.4
 

CHAPTER 5 97
E2: Second Level Stairs. The stairs leading down are blocked by rubble.  
The stairs leading up have a door at the top, which
opens to area E4.
Treasure. The sword the spirit was trying to pick up is
a dancing longsword. In addition, characters who
search the remains in this room find six onyx
gemstones worth 200 gp each.
E4: Fourth Level
The characters draw the attention of two hostile wraiths
that lurk inside the crypts here. Once each wraith is
defeated, it turns into an incorporeal elven spirit. One
spirit quickly fades away, while the other—a woman
with light-gray hair and pale eyes—floats through the
ceiling and out of sight.
Stairs and Ceiling. The door here leads to stairs once
used to access area E3. However, the stairs are blocked
by rubble that would take hours to clear. The hole in the
ceiling 20 feet above is the fastest way to access area
E3. The darkness beyond this room’s broken walls is only
Treasure. The two crypts each hold a desiccated an illusion. This room stands at the top of the tower, not
elven body. One body wears a cloak of protection, while in an extraplanar space.
the other wears the nonmagical white robes of a Mage Portal. The archway was created to connect the tower
of High Sorcery. with a friendly realm within the Feywild. When
Wakenreth toppled from Onyari, though, its magic was
E3: Third Level disrupted. Now the portal connects to the Shadowfell.
A character who inspects the portal and succeeds on
a DC 14 Intelligence (Arcana) check recognizes the
sculpted dragon heads as those of green dragons, while
the runes relate to the natural magic of the Feywild.
They also notice the runes can rotate, likely as a means
of controlling the portal, but their function is unclear. A
character who attempts to adjust the runes without
instructions from Veriel in area E5 must make the
saving throw detailed in the “Restoring the Tower”
section, and they can’t close the portal yet.
A creature that steps through the portal appears in
If the characters defeated the wraiths in the previous area E5 (an endless expanse not depicted on map 5.4).
level, the elf spirit is here. If no character steps through the portal, Veriel (see area
Regretful Spirit. The woman’s spirit repeatedly tries E5) appears amid the mist in the arch and converses
to pick up a sword from the remains on the floor, failing with the characters.
every time. She doesn’t notice the characters until she’s
addressed directly, at which point she shares the E5: Shadowfell Expanse
following information in a distant, hollow voice:
Her name is Jentida. She was a guard in a Silvanesti
delegation sent to the Istarian city of Onyari.
She doesn’t know what the City of Lost Names is (as
she’s unaware Onyari was later called that).
She has no memory of how she got here, but she
feels perpetually angry—and it feels like her anger is
being fueled by something higher in this tower.
She asks if the characters know her sister Tenadria, Once the characters enter the portal, they’re in the
an elf diplomat who disappeared from the Shadowfell, and they can see the door behind them
delegation. There’s no way the characters can know shining like a beacon of light. Characters can freely pass
Tenadria, but her remains appear in chapter 7. back and forth through the portal between area E4 and
E5, and they can speak through its mist to creatures in
After conversing with the characters, Jentida fades the other area.
away.  
98 CHAPTER 5
Veriel. An elf spirit appears and greets the characters, If the characters haven’t done so already, he  
introducing himself as Veriel (lawful neutral ghost), encourages them to investigate the Blue Phoenix
Wakenreth’s caretaker. He explains to the characters Shrine and the Sunward Fortress—two sources of
what happened to the tower (detailed in “The Doomed unique magic in the region.
Mausoleum” at the beginning of the “E: Wakenreth” Once he knows more about the nature of those
section). He knows nothing about the City of Lost places and what magic lingers there, he believes he
Names or its location (as he’s unaware Onyari was later can use Wakenreth’s magic to discover the location
called that). Veriel asks for the party’s help in severing of the tower’s foundations.
the link between Wakenreth and the Shadowfell, a feat This should provide him with the general location of
that can be accomplished only from the other side of the the City of Lost Names.
portal. His time spent in the Shadowfell has linked him Once the characters learn (if they haven’t already)
to this plane, and he can’t pass through the portal. that the Blue Phoenix Shrine is a holy place of the god
Undead Beast. As Veriel relays this information, an
anhkolox (see appendix B) climbs into view from the Habbakuk and that the Sunward Fortress holds the
tower’s edge, drawn by the activity here. Hungry for the slaadi Spawning Shard, Dalamar needs 24 hours to
characters’ life essence, the creature attacks. It ignores evaluate that information and complete his research.
Veriel, who stays out of the fight. Afterward, he directs the characters to a mesa at the
The Shadowfell. The Shadowfell is detailed in the northern edge of the wastes called the Giant’s Spine
Dungeon Master’s Guide. Any exploration of the plane (area K on map 5.1), where he believes they’ll find the
beyond the portal’s immediate vicinity is beyond the City of Lost Names.
scope of this adventure. A Second Quest
Restoring the Tower Once the location of the City of Lost Names is revealed,
After the anhkolox is defeated, Veriel continues his Dalamar is willing to conclude his business with the
explanation. To cut Wakenreth off from the Shadowfell, characters. However, during his research using the
the runes on the portal in area E4 must be restored to portal here, he’s discovered a powerful source of magic
their intended order, which Veriel shares with them. to the north. He asks the characters to escort him there,
The runes on the portal can be adjusted only in area not knowing the location is Dread Wolf Cove (area J on
E4. The process takes five minutes and requires a map 5.1). If they do, he promises to reward them with
character to make a DC 14 Constitution saving throw as whatever they find there and a future favor.
Shadowfell energies tug at their life essence. On a failed F: Bluemaw Cave
check, the character takes 17 (5d6) necrotic damage
and gains 1 level of exhaustion, then the portal closes. Bluemaw Cave, an abandoned dragon’s lair, owes its
On a successful check, the portal closes without blue hue to its high concentration of blue salt crystals.
harming the character. Either way, the portal’s The characters might stumble across Bluemaw Cave or
connection with the Shadowfell is severed. learn about it from the “Heart’s Hollow Quests” section.
Once Wakenreth is cut off from the Shadowfell, the Not-Quite-Abandoned Lair
supernatural darkness in area E4 fades, the torch The cave was carved by a blue dragon that abandoned it
sconces throughout the structure shed bright light, and long ago. It now houses a family of dwarves who were
the walls are restored. captured in the south by the Dragon Army but have
Conferring with Dalamar since escaped. They claimed the cave as a home away
As the characters leave Wakenreth, Dalamar arrives at from the war.
the ruin. Whether the characters were successful in In a stroke of terrible luck for the dwarves, the
restoring the monolith or whether they simply share Dragon Army leader Belephaion recently identified the
what they’ve discovered, the mage is pleased with their place as a possible dragon’s lair and sent draconians to
findings. investigate.
Once the tower is cut off from the Shadowfell and Approaching the Cave
cleared of threats, Dalamar takes an hour to investigate
the portal. After doing so, he relates the following
information:
Wakenreth was clearly built elsewhere and
somehow fell here. He believes he can use the Grasha recently finished a pit trap just inside the mouth
portal’s magic to pinpoint where Wakenreth of the cave. She has been hiding all day in a crevasse
originally stood. near the top of the cave’s mouth, waiting to see if any
To do so, Dalamar must research the magical ley draconians fall into it.
lines underpinning the region and how they’re  
influenced by other sources of magic.
CHAPTER 5 99
Pit Trap. The pit trap is concealed beneath rocky trap. Grasha warns against going into the cave, as it’s  
gravel that blends with the surrounding ground. As a crawling with monsters and draconians.
character approaches the entrance, they must make a She explains that she and her clan came here after
DC 15 Intelligence (Investigation) check. On a failed being captured by the Dragon Army. She encourages
check, the character falls 20 feet into the pit, taking 2d6 the characters not to linger near the cave entrance, lest
bludgeoning damage from the fall and 2d10 piercing they draw the attention of foes within. Grasha suggests
damage from the spikes at the bottom. guiding the characters to a safe spot where they can
Whether the trap is triggered or not, Grasha hears the meet the rest of her clan, but she warns the way might
characters approaching, and after confirming they be uncomfortable for larger folk.
aren’t draconians, she comes out of hiding. The Migan Clan
If the characters agree to go with Grasha, she leads
them to a small passage near the cave’s entrance.
Medium creatures must squeeze through the cave’s
narrow tunnels, and Large creatures won’t fit.
After about 10 minutes of following Grasha’s
meandering path through the caverns, the characters
finally arrive at the dwarves’ cramped hideout. Other
than Grasha, seven other dwarves are present: Reka,
Blem, Grap, Lop, Oske, Trop, and Yula. Reka, Grasha’s
wife, steps forward to gently scold Grasha (in Dwarven)
and question who the characters are (in Common).
Meeting the Dwarves
Grasha has already decided the characters are the
solution to the family’s draconian problem. Reka
distrusts strangers and is skeptical of the characters,
but she wants the draconians to leave so the clan can
reclaim the cave. If the characters are willing to help,
Reka gives Grasha her blessing to lead them to the lair.
If the characters are hesitant to help the dwarves,
Grasha emphasizes that the draconians have been
retrieving enormous amounts of treasure from an
abandoned dragon’s lair in the depths of the cave.
Preparing for the Maw
If the characters agree to help the dwarves, Grasha
casually adds that, in addition to the draconians, they
might have to deal with monsters she calls “fang
Grasha Migan worms.” Grasha doesn’t know it, but the creatures are
The leader of a dwarf family and an enthusiast of gricks agitated by the draconians’ presence.
gnomish engineering, Grasha wears patchwork knit
clothing and her hair in a long braid. Grasha is an Into the Cave
accomplished inventor who’s fascinated by the rare Once the characters are ready, Grasha takes them to
minerals she’s found around Bluemaw Cave. the entrance of Bluemaw Cave. Grasha won’t go beyond
the cave’s entrance, but she assures the characters
Personality Trait “If being a mother’s taught me she’ll rearm the pit trap at the cave’s mouth to ward off
anything, it’s the importance of improvisation.” intruders.
Ideal “The best ideas are effective but also a little
flashy.” Bluemaw Cave Features
Bond “I’ll protect my family—their today and their The cave is carved from igneous rock. Its entrance
tomorrow.” sports a cavernous 40-foot-high ceiling, and its lower
Flaw “Dangerous? My plans aren’t dangerous—you chamber opens to the surface above. The lair also has
just need to know where to stand.” the following features:
An Honest Mistake
 
When Grasha approaches the characters, she isn’t
threatening. Unless the characters are hostile, she
deeply apologizes and helps anyone who fell into the

100 CHAPTER 5
heard faintly from here, grunting and growling at each  
other in Draconic.
Grick Pack. The characters draw the attention of a
pack of seven gricks hiding in cracks in the walls. They
were riled up and ultimately scared off from the lower
chamber by the draconians. They attack the first
creature they see.
The draconians in area F3 have heard other
draconians slaying gricks around the cave, so they
ignore the sound of fighting above.
F2: Descending Cliffs

Three cliffs drop to the lower chamber. The first drops


30 feet, the second 40 feet, and the third 50 feet. Area
F3 is visible from atop the last cliff.
F3: Sand Pit

Map 5.5
This sand pit is where the dragon spent most of its time.
Blue Crystals Glowing blue salt crystals line the The markings on the walls are artistic renderings of
cave’s walls, most densely in area F1. Each 5-foot Draconic words, including the name “Nadir.”
cube of crystal has AC 11, 15 hit points, immunity to Draconians. A sivak draconian and five baaz
poison and psychic damage, and vulnerability to draconians occupy this room (see appendix B for both
thunder damage. The crystals are highly conductive stat blocks). The baaz draconians drag treasure from
to lightning energy, which a character can determine the sand pit, placing it into sacks the sivak draconian
with a successful DC 13 Intelligence (Arcana or can fly out through the cavern’s open top. If a draconian
Nature) check. If a crystal is dealt lightning damage, spots the characters, they attack while shouting to alert
it explodes in a dazzling blast, dealing 7 (2d6) the others.
lightning damage to creatures within 10 feet of it. Quicksand. Much of the sandy lair contains 15 feet of
Lighting Crystals fill the upper level of the cave with quicksand (see map 5.5), which the draconians are
dim light. The lower level opens to the surface, already aware of. A character who prods the floor or
allowing natural bright light in during the daytime. searches for hazards discerns the pit’s dangers with a
Bluemaw Cave Locations successful DC 13 Wisdom (Perception) check. When a
The following locations are keyed to map 5.5. creature enters quicksand, it sinks 3 feet into the pit and
becomes restrained. At the start of each of the
F1: Crystal Cave creature’s turns, it sinks 3 feet again. As long as the
creature isn’t completely submerged, it can escape by
using its action and succeeding on a Strength check.
The DC is 10 plus the number of feet the creature has
sunk. A creature that is completely submerged can’t
breathe.
A creature can pull another creature within its reach
Investigation reveals the crystals to be salt, though they from the quicksand by using its action and succeeding
have special properties (detailed in “Bluemaw Cave on a Strength check. The DC is 5 plus the number of
Features” above). The draconians in area F3 can be feet the target creature has sunk.
 
CHAPTER 5 101
Grick Alpha. If combat breaks out, a grick alpha and  
two gricks that were dozing in the sand emerge in a
random space adjacent to the quicksand. They
indiscriminately attack any creatures in the room.
Treasure. The draconians have removed much of the
hoard’s treasure, but some remains in the sacks here
and hidden beneath the sand. The draconians have
gathered 700 gp in their sacks. Searching for and safely
extracting what remains takes approximately six hours,
unless the characters use magical means to move the
sand, in which case the time can be reduced at your
discretion. The remaining hoard includes 1,200 cp,
8,000 sp, 2,300 gp, 60 pp, twelve assorted gems worth
50 gp each, an ornate chalice worth 1,000 gp, and a pair
of boots of levitation.
Victory!
Once the draconians are dealt with, Grasha thanks the
characters for their help. The dwarves start moving
back into the cave and offer to feed and shelter the
characters for as long as they like.
G: Heart’s Hollow
Heart’s Hollow is a small but thriving community of a
few hundred people living in the walls of a deep crater.
No one in the village knows the community grew from
the lair of Nezrah, a bronze dragon who has lived in
hiding in the region for centuries. The first residents of
Heart’s Hollow were wanderers she rescued while
disguised in human form. Over time, others lost in the
Northern Wastes joined the community and carved
dwellings into the cavern’s walls, gradually creating a
unique hidden village.
If the characters meet Kennah in Camp Carrionclay
or Rone in the Sunward Fortress, they might seek
Heart’s Hollow themselves. Otherwise, use the
encounter in the following section whenever you please.
Make sure the characters meet Clystran, as he plays a
role in later chapters.
The Dragon Hunter
As characters near Heart’s Hollow (or whenever you
wish to introduce Clystran), the Wash rises in the
region. The character with the highest passive Wisdom
(Perception) score hears energetic cursing ahead. Read
or paraphrase the following text:

Clystran (neutral good, human scout) is being pursued


by five giant spiders as the canyon floods (see “The
Wash” earlier in this chapter). You decide whether the
characters are in the canyon as well or above it. The
102 CHAPTER 5
giant spiders turn their attention toward the  
characters if attacked, and they flee if three or more
spiders are killed.
After the spiders are defeated, Clystran proves
friendly—and tremendously excited to meet strangers in
the Northern Wastes.
Clystran
Clystran has lived his entire life in the Northern Wastes
and considers himself an expert on the region. He
knows dozens of interesting hollows and rock
formations around High Hunt, the plateau that Heart’s
Hollow occupies. He can share any of the local names
for Northern Wastes regions, like “Wormgut” and
“Giant’s Spine,” shown on map 5.1. He also considers
himself an expert on the fauna of the Northern Wastes
and takes a particular interest in the region’s wasteland
dragonnels. Clystran claims he saw an actual dragon in
his youth, leading to a lifelong search of the wastes for
where such elusive creatures hide. No one in Heart’s
Hollow takes his story or lifelong hunt seriously, though.
Personality Trait. “I know all there is to know about
the Northern Wastes, except where the dragons live.”
Ideal. “I’ll become the best explorer in the wastes.”
Bond. “Both the Northern Wastes and Heart’s Hollow
are my home. I’m loyal to both.”
Flaw. “I can probably squeeze down that hole—there
might be a dragon’s lair inside!”
Talking with Clystran
So long as the characters aren’t hostile to Clystran, he
wants to know all about them. Use the following topics Map 5.6
to guide the conversation with him: Breakwater Landing Breakwater Landing serves as
Clystran wants to know where the characters came the town square and bartering place. A slate column
from and—if the Kalaman forces are nearby—why marked with chalk serves as a community message
their whole village is with them. board.
He doesn’t know about the Red Dragon Army in the End’s Odds Run by Grandit “End” Pike (neutral
region, but he has seen strange dragonnels with good, hill dwarf commoner), End’s Odds sells
people riding them, and he’s fascinated. “slightly used” goods and equipment found in the
He’s happy to point the characters toward many wastes.
landmarks in the Northern Wastes (see “Heart’s The Fort Secrecy is Heart’s Hollow’s greatest
Hollow Quests” for suggestions). defense, but the town also maintains the Fort, a
Clystran scavenges for his community, looking for communal warehouse and armory. Should danger
anything useful the Wash brings in. arise, the locals arm themselves here.
He offers to take the characters to Heart’s Hollow; Lavender’s Lavender Jalls (lawful neutral, human
he’s headed there now. However, he’d prefer their mage) is a renegade wizard who hasn’t taken the
whole army not come as well. Test of High Sorcery. He specializes in casting
helpful cantrips and brewing alchemical tinctures.
Heart’s Hollow Locations The Mosaic Spiraling through Heart’s Hollow is the
Most structures in Heart’s Hollow are carved out of the Mosaic, a sloped pathway lined with colorful stones.
wall of a deep crater. Patchwork fabrics scavenged from Every person who visits the village is invited to add a
the wastes decorate each home, and lanterns hang in stone to the path, symbolizing the beautiful mark
every window. Detail the unique community of Heart’s they leave on the community.
Hollow however you please, including the following Salt Lick The Salt Lick is a popular tavern
locations and landmarks (appearing on map 5.6): suspended over open air by a web of sturdy cords.
Ness (see “Nezrah” below) can often be found here
at a table jokingly called “the Mayor’s Office.”

CHAPTER 5 103
Heart’s Hollow Residents dragon scale mail made from her own scales. She won’t  
The lively people of Heart’s Hollow are mainly humans, interfere in the conflict with the Dragon Army, though.
hill dwarves, and kender. Most feel they were given a Dragonnel Feeding
second lease on life when they were rescued from the Clystran frequently takes dried meat to a flight of
wastes or found their way here. Nezrah’s desire to keep dragonnels he’s been watching for years. However, he
her community a secret from other dragons has rubbed hasn’t been able to visit for months and would like the
off on the residents, and they are wary of strangers. characters’ help delivering several packs of food to his
However, once someone proves they care for the dragonnel friends. Their den is at location H on map
community’s needs as much as their own, locals 5.1. If the characters help him, Clystran will work for
welcome them for life. the characters as a scout (see “Heart’s Hollow Scouts”).
Nezrah
Heart’s Hollow Scouts
The secretive dragon Nezrah (neutral good adult bronze The characters might convince residents of Heart’s
dragon) goes by the name Ness. She uses her magic to
disguise herself as a middle-aged human woman, and Hollow to aid them in their travels. If they do, the
no one knows she’s a dragon. characters gain the following benefits:
Nezrah has made it her life’s mission to build and Clystran the Guide If Clystran guides the characters
protect Heart’s Hollow. Over a hundred years ago, she in the Northern Wastes, the characters can ignore
came to the Northern Wastes seeking clutches of good difficult terrain during travel, allowing them to cover
dragon eggs hidden in the region, but she hasn’t found double the distance listed on the Northern Wastes
any yet. Although she focuses on protecting the people Land Travel table earlier in this chapter. While with
of Heart’s Hollow, she still hopes to find dragon eggs in the characters, Clystran avoids combat and most
the wastes one day. dangerous situations.
Heart’s Hollow Quests Scavengers as Guides A group of scavengers might
Heart’s Hollow serves as a safe place for the characters temporarily join Darrett and his troops. These guides
to rest and resupply in the Northern Wastes. The locals scout for the Kalaman forces through the Northern
also know much about the region. If the characters have Wastes, allowing them to move at a normal pace of
missed any important information during their 12 miles (2 hexes on map 5.1) per day.
exploration, they might learn it from Clystran, Ness, or H: Dragonnel Spire
another resident of Heart’s Hollow.
The people of Heart’s Hollow don’t know where the Twelve wasteland dragonnels (see appendix B) lair atop
City of Lost Names is and have avoided the Dragon this rock formation, which looks like a dragon.
Army. They know the location of the Blue Phoenix Formations like this are common in the wastes, as if the
Shrine, Sunward Fortress, and Wakenreth. They’re also spirits of the dragons killed during Onyari’s fall
curious about other locations in the wastes and might reshaped the land.
ask for the characters’ help—see the locations below. The dragonnels avoid the characters unless Clystran
is with them. Clystran respectfully lays out the dried
Bluemaw Cave Exploration
A group of scavengers have heard of Bluemaw Cave meat he brought for the dragonnels and watches them
(location F on map 5.1), an out-of-the-way cavern where from a distance. After an hour, he’s ready to return
they’ve spotted dwarves living. They’d like to meet the home, his errand complete.
dwarves and perhaps establish a friendly rapport. If the I: Camp Carrionclay
threats in the cave have not yet been defeated, the The Red Dragon Army established this outpost to serve
scavengers encourage the characters to clear them out, as a waypoint for its supply lines as it travels across the
but they won’t participate in combat themselves. Northern Wastes.
Carrionclay Discovery Characters might visit this location to rescue the sea
No one in Heart’s Hollow knows about Camp elves they learn were captured in the “C: Blue Phoenix
Carrionclay (location I on map 5.1). However, if the Shrine” section. Alternatively, if the characters are
characters recover the dragon egg there and return to defeated by Dragon Army soldiers, they’re brought here
Heart’s Hollow, Ness urgently seeks them out. She as prisoners.
pleads for the egg, swearing to keep it safe. She’ll even Approaching the Camp
reveal her true nature to the characters if she needs to When the characters approach Camp Carrionclay, read
convince them she’ll be a worthy guardian, but she the following:
won’t threaten or harm them. If the characters agree to  
give her the egg, she rewards them with a suit of bronze

104 CHAPTER 5
It’s difficult to infiltrate Camp Carrionclay. Here are  
some ways the characters might attempt to enter the
camp unhindered:
Entering at Night Most troops are asleep at night,
except for those on the bridge and in the watchtower.
Posing as Soldiers Characters can attempt to gain
entrance by disguising themselves with magic or the
uniforms of soldiers they’ve defeated. See area I2 for
how such an attempt might unfold.
Camp Carrionclay Locations
The following locations are keyed to map 5.7.
I1: Wooden Bridge and Lake

When the Wash is low, the lake surrounding the camp


becomes a marsh filled with marine-animal carcasses
and swamp plants, making the area difficult terrain.
When the Wash is high, creatures can swim across the
lake, but there is a 50 percent chance they are attacked
by a swarm of quippers.
I2: Main Entrance

Map 5.7

The camp’s only gate is watched by a sivak draconian


and two baaz draconians (see appendix B for both stat
blocks).
Gaining Access. If the characters disguise themselves
as Dragon Army soldiers, they can attempt to deceive
the draconians and enter the camp. The guards ask in
Draconic where the characters are coming from. A
character convinces the draconians to let them through
with a successful DC 16 Charisma (Deception) check,
Camp Carrionclay Features made with disadvantage if the character doesn’t speak
The camp has the following general features: Draconic.
I3: Watchtower
Walls The 15-foot-high walls around the camp are
made from driftwood. Each 10-foot section has AC
12, 30 hit points, and immunity to poison and
psychic damage.
Sentries Three Dragon Army soldiers (see appendix
B) keep watch from the central tower in area I3.
Patrols Two groups of soldiers patrol the camp, each The watchtower is occupied by three Dragon Army
including a Dragon Army officer and five Dragon soldiers (see appendix B). Due to the high vantage
Army soldiers (see appendix B for both stat blocks). point, the soldiers’ passive Wisdom (Perception) score
One group watches the bridge outside the walls, and is 19.
the other monitors the interior. Spotted. If a sentry atop the watchtower spots
suspicious individuals—such as those not wearing
Infiltrating the Camp Dragon Army uniforms—they blow a horn to alert the
patrols and gate guards in area I2.
CHAPTER 5 105
I4: Prisoner Cages Wings of Death  
The following event occurs once the characters recover
the bronze dragon egg or prepare to leave the camp.
Read or paraphrase the following:

The draconians keep prisoners in these cages. If the


characters are captured, they’re imprisoned in a cage
with Kennah. The cages are guarded by three baaz The creature is Akhviri, an adult black dragon tasked
draconians (see appendix B) and Urta, a hobgoblin
captain who serves as jailer. with retrieving the dragon egg for Belephaion. If the
Cages. These cages are 10-foot cubes made of iron characters haven’t left evidence of their presence,
and locked with padlocks. Opening a lock requires the Akhviri waits for Fewmaster Zirrok to bring the chest
key held by Urta or a successful DC 17 Dexterity check from his tent to the watchtower.
using thieves’ tools. A character inside a cage has True Dragon. On Krynn, chromatic and metallic
disadvantage on this check. dragons are considered creatures of legend, and Akhviri
Sea Elves. Two cages confine three Dimernesti sea is likely the first dragon the characters have
elves, members of a group seeking the Blue Phoenix encountered. Characters who haven’t encountered
Shrine. Others in their group—including their leader, dragons before have disadvantage on saving throws
Yearkal—were taken to someplace called the Sunward against her Frightful Presence action.
Fortress. The sea elves know this name but not where it Drawing Akhviri’s Attention. Characters must
is. However, they can guide the party to the Blue succeed on a DC 21 group Dexterity (Stealth) check to
Phoenix Shrine. avoid Akhviri’s notice. If something is visibly amiss at
Bulette. One cage holds a recently captured bulette. the camp (such as dead soldiers or signs of battle), the
It’s hostile to everyone. If freed, it goes on a rampage, DC for this check increases to 26. If Akhviri spots the
attacking anyone and retreating into the ground once characters and they’re not disguised, she growls in
reduced to 15 hit points or fewer. Common from the tower:
Kennah. One cage houses Kennah, a kender
skirmisher (see appendix B) with 1 hit point and no
weapons. Kennah is from Heart’s Hollow and was
captured while scavenging the wastes. If freed, Kennah
can take the characters to her settlement. At this point in the adventure, the characters aren’t
I5: Zirrok’s Hut prepared to fight Akhviri and should be encouraged to
flee. The dragon is proud and believes the adventurers
are beneath her, so rather than pursuing them, she uses
her Acid Breath once, then calls for any Dragon Army
troops remaining in the camp to pursue the characters.
Akhviri doesn’t follow the characters beyond the camp.
This hut belongs to Fewmaster Zirrok, the hobgoblin J: Dread Wolf Cove
warlord in charge of the camp. Zirrok rarely leaves it.
The hut is guarded by two sivak draconians (see After the characters conclude their business at
appendix B). Inside is a cot, a desk, and an ornate chest. Wakenreth, Dalamar requests they escort him here.
Desk. The desk is covered in Dragon Army reports. A Dread Wolf Cove is usually an unassuming inlet along
character who searches the desk finds letters from a the coast. However, the cove is lightly obscured by fog
commander named Belephaion talking about excavating that billows from a nearby cave. If the characters enter,
the Sunward Fortress. they encounter a wolflike anhkolox (see appendix B).
Ornate Chest. Opening this chest requires either the Should the characters battle the monster, Dalamar
key held by Fewmaster Zirrok or a successful DC 20 (neutral elf mage) aids them.
Dexterity check using thieves’ tools. The chest holds a Shard of Darkness. Once the anhkolox is destroyed, a
bronze dragon egg, which will soon be claimed by an character who searches the cave finds the source of the
envoy of the evil cleric Belephaion (see “Wings of fog: a rounded piece of broken black glass. The fog
Death”). If the characters give the egg to Nezrah (see ceases if the glass is touched, and it clears a minute
“Heart’s Hollow Quests”), she rewards them. later. A detect magic spell reveals the shard emanates
Treasure. The desk holds two potions of greater an aura of enchantment magic. A character who
healing and a pouch containing 300 gp. succeeds on a DC 20 Intelligence (Arcana) check
realizes the glass is a remnant of a destroyed Orb of

106 CHAPTER 5
Dragonkind (detailed in the Dungeon Master’s Guide). Wind’s End is the characters’ best chance to access  
The shattered, incomplete artifact has no properties in the City of Lost Names. Wind’s End teems with patrols
its current state. of Dragon Army dragonnels and Dragon Army soldiers
Dalamar recognizes the shard immediately but (see appendix B for both stat blocks). If the characters
pretends not to. He hasn’t decided whether he wants it want to sneak into Wind’s End, they’ll need a significant
to aid his people or for his own studies. A character who distraction.
succeeds on a DC 17 Wisdom (Insight) check realizes
Dalamar recognizes the shard. If pressed, Dalamar The Allied Army
reveals the shard’s nature and his intention to have it. If the characters reveal the location of the City of Lost
Dalamar won’t attack the characters for the shard, but Names to Darrett, he’s prepared to head there
he will bargain for it now or concoct a way to steal it whenever the characters please. If the characters
later. Dalamar’s schemes don’t have ramifications for haven’t learned about the Dragon Army’s camp yet,
the rest of the adventure, and you can develop them as Kalaman scouts can reconnoiter the area and bring
you please. back the information from the previous section.
After discovering the shard, Dalamar parts ways with Let the characters discuss methods of slipping into
the characters, returning to the elven encampment to the City of Lost Names with their allies. If the
plan his next move. characters don’t bring these points up themselves,
Darrett notes the following:
K: City of Lost Names
The characters learn the location of the City of Lost The Dragon Army forces outnumber Kalaman’s, but
Names from Dalamar after completing the “E: Kalaman has the element of surprise.
Wakenreth” section. The characters know the City of If Kalaman’s forces attack the camp, Dragon Army
Lost Names is the Red Dragon Army’s destination. reinforcements from within the city can reach them
Before they head there, they should consider informing only through the narrow canyon.
Darrett and their allies. An attack would draw forces away from Wind’s End
and likely from the city.
The Occupied City This would give the characters the opportunity to
As the characters approach the City of Lost Names, find the path into the city and strike at the Dragon
read the following text: Army leaders there.
Darrett believes such an attack is their best strategy.
He recognizes it’ll come at a cost to Kalaman’s forces,
but he doesn’t see another choice that would allow the
characters to strike a decisive blow.

The characters find the canyon leading to the City of


Lost Names blocked by Dragon Army troops. The
Dragon Army is an overwhelming threat the characters
can’t likely slip past, as Dragon Army mages see
through magical methods of infiltration and dragonnel
riders prevent any attempts to fly over. The characters
can learn more about the Dragon Army by interrogating
captured soldiers or slipping into the camp. Doing so Assaulting the Dragon Army
reveals the following: Darrett will attack the Dragon Army, giving the
The canyon leads to the City of Lost Names. characters the distraction they need to sneak into
There, the army’s leaders—the mage Lohezet and Wind’s End, find the passage, and infiltrate the city. The
the priest Belephaion—seek an ancient weapon. adventure then proceeds in one of two ways:
They are accompanied by the terrifying knight Lord With Mass Combat If you are using the Dragonlance:
Soth and hundreds of other troops. Warriors of Krynn game along with this adventure,
The canyon to the city is blocked by a simple stone consult the “Warriors of Krynn: Scenario 7” sidebar
fortification—a remnant of a long-vanished people. instead of running the “Attack on Wind’s End”
The walls surrounding the ruined city are riddled section.
with passages. One leads from the city to Wind’s
End, a landing point for Dragon Army dragonnels.
CHAPTER 5 107
Without Mass Combat If you aren’t using the Wind’s End Battlefield Events  
Dragonlance: Warriors of Krynn game, continue with d10 Event
the “Attack on Wind’s End” section. 1–4 A Dragon Army officer (see appendix B) on a dragonnel flies
overhead, firing a heavy crossbow at the character closest
Attack on Wind’s End to the Fray. The attack has a +4 bonus to hit and deals 7
Darrett launches the attack on the Dragon Army (1d10 + 2) piercing damage plus 5 (1d10) fire damage on a
whenever the characters choose. When the characters hit.
are in position and the Kalaman forces attack the 5–7 A dragonnel roars and strafes the battlefield, throwing up a
Dragon Army camp, read the following: cloud of dust. For the next round, the battlefield is heavily
obscured.
8–9 Two Dragon Army soldiers (see appendix B) arrive,
appearing in unoccupied spaces adjacent to the Fray near a
random player character.
10 A dead dragonnel falls from the sky, crashing in a 10-foot
area centered on a random player character who isn’t in
the dragonnel pens. Each creature in the crash area must
succeed on a DC 14 Dexterity saving throw or take 33
(6d10) bludgeoning damage and be knocked prone. If all
characters are in the dragonnel pens, reroll on this table.

Passage
In a cargo-stuffed alcove at the north end of the
dragonnel pens, several loose boards lean against the
Three Dragon Army officers remain here with a Dragon exposed cliff wall. The character with the highest
Army dragonnel in a pen (see appendix B for both stat passive Wisdom (Perception) score notices the gap
blocks). While the dragonnel is alert, the officers are behind these boards. The boards are easily moved,
distracted by the Kalaman forces and are surprised revealing a 5-foot-wide, 8-foot-high passage that winds
when the characters attack. into the cliff toward the City of Lost Names.
The “Wind’s End Battlefield Features” section notes
elements of this battle. Soon after the characters attack,
dragonnels from the City of Lost Names fly overhead.
Some might notice the characters, adding additional
threats to this battle (see the “Wind’s End Battlefield
Events” section).
Wind’s End Battlefield Features
The battlefield, depicted on map 5.8, has the following
features:
Crates Numerous crates lie in and around the
dragonnel pens, filled with water and dried meat for
the dragonnels.
Dragonnel Pens A large cage encloses four spacious
dragonnel pens and an equipment area. Its ceilings
are 15 feet high.
Fray The 15-foot-wide area marked by the design at
the edge of the map represents areas from which
danger might appear.
Wind’s End Battlefield Events
During each round of this encounter, roll on the Wind’s
End Battlefield Events table on initiative count 0. Also
consider rolling on the table if a character enters the
Fray or otherwise tries to leave the battlefield.

Map 5.8

108 CHAPTER 5
Next Steps
 
The characters entering the passage in Wind’s End
concludes this chapter and makes a perfect cliffhanger.
As the forces of Kalaman clash with the Dragon Army
and the characters make their way toward the City of
Lost Names, they advance to 8th level (if they haven’t
already done so).
The characters will discover what dangers lie beyond
this passage in chapter 6.
 

CHAPTER 5 109
Chapter 6: City of Lost Names
he goal of the Red Dragon Army’s invasion ruined city and the broken dragonlance they discovered  

T
is not only conquering Kalaman, but also beneath Castle Kalaman.
obtaining a weapon to aid it in conquering Once the characters enter the City of Lost Names,
all of Solamnia. A contingent of the Dragon they find it patrolled by Dragon Army forces. After
Army’s forces seeks to restore the ancient exploring the city and learning of the army’s goals, the
magic of the City of Lost Names, raising it party’s quest leads the characters to the Threshold of
as a devastating, flying battle platform. the Heavens, where the black-robed wizard Lohezet and
With these forces go Lord Soth, who—following Belephaion, cleric of Takhisis, seek to restore the magic
whispers from the Dragon Queen—seeks to raise an of the city and raise it into the air once more.
army of Undead dragons from the draconic graveyard Character Advancement
beneath the city. While the characters’ allies distract the
enemy forces outside the ruined city, the characters In this chapter, level advancement is handled as follows:
infiltrate the City of Lost Names to discover the Dragon
Army’s plots and foil them. Characters start this chapter at 8th level, having
[img/adventure/DSotDQ/093-06-001.chapter- gained a level at the end of chapter 5.
splash.webp](The City of Lost Names has known They advance to 9th level during their exploration of
centuries of peace, but now the Dragon Army claims its the City of Lost Names—likely after reforging the
streets and skies) dragonlance at the Temple of Paladine.
After escaping the Threshold of the Heavens and the
Running This Chapter city, they advance to 10th level.
This chapter begins as the characters venture through a History of the City
hidden passage into the City of Lost Names. As they
traverse this Path of Memories, they encounter an The tragic history of the City of Lost Names began long
ancient magic-user who tells them much about the before the Cataclysm. The characters might learn parts

110 CHAPTER 6
of this history during their exploration. through substructures of the eastern district. These  
Departure of Dragons
tunnels and buried ruins are the Path of Memories, and
they are far from abandoned.
During a conflict called the Third Dragon War, many When you’re ready to start this part of the adventure,
generations before the Cataclysm, the hero Huma read the following:
Dragonbane defeated Takhisis and prevented her
conquest of Krynn. When the Dragon Queen left the
world, her wicked dragon servants went with her. To
maintain the balance between good and evil, most of
Krynn’s metallic dragons agreed among themselves to
retreat to hidden reaches of the world.
Built on Bones
Centuries passed. In that time, the last kingpriest rose The change in the rock marks the transition from the
to power in the land of Istar. This religious leader natural stone of the local cliffs to the foundation stone of
dreamed of an earthly paradise—a pleasure city to the City of Lost Names. A character with the
reward those he deemed righteous. The kingpriest and Stonecunning trait determines the passage ahead
his servants created a great flying island. He named this formed naturally, but the surrounding rock doesn’t
aerial city Onyari, the City Without Sin, claiming it originate in the Northern Wastes.
would be a place where he and his worthiest (and The tunnel runs several hundred feet farther, then
wealthiest) subjects might cast off mortal weakness and reaches area M1.
live like the gods. Path Features
But the kingpriest and his servants were loath to
reveal how they created their paradise. The city was The tunnels of the Path of Memories have the following
constructed on an ancient sacred site where, for features:
millennia, dragons of Krynn had gone to die. The
kingpriest harnessed the magical resonance of the Ceilings The ceilings of both the natural tunnels and
dragons buried there, lifting the city into the sky. buried chambers are 10 feet high unless otherwise
Fall of Onyari
noted.
Floors and Walls The characters can clearly tell the
When the metallic dragons remaining on Krynn learned difference between the natural tunnels and the
the kingpriest had desecrated the resting place of their worked marble of ancient Istarian structures.
dead, they were furious. Though some dragons urged a Slope All the chambers tilt slightly down to the
more moderate path, the gold dragon Karavarix refused southwest, due to the resting angle of the city’s
to hold back. He led a contingent of metallic dragons to eastern district.
the soaring city, intent on forcing it to land. The god Darkness The tunnels are not illuminated. Area
Paladine tasked the Knight of Solamnia Zanas Sarlamir descriptions assume the characters have a light
(see chapter 4) with peaceably ending the conflict source or other means of seeing in the dark.
between the dragons and the kingpriest. However, Path Locations
Sarlamir’s quest was a dismal failure, ultimately
resulting in the knight attacking and killing Karavarix. The following locations are keyed to map 6.1.
The resulting battle between the dragons and Onyari’s
people ended in Sarlamir’s death and the city’s ruin. M1: Hall of Betrayal
The flying city fell apart across the Northern Wastes, its
bulk ultimately crashing in the hidden depression where
it lies now.
Not willing to acknowledge his failure, the kingpriest
suppressed all records of Onyari, and those who knew
of the failed marvel refused to speak its name. In the
wake of the Cataclysm, those few who remember Dragon spirits haunt this area. They are illusory
Onyari at all know it only as the City of Lost Names. manifestations that can’t attack or be damaged. In
Path of Memories Draconic, they accuse the characters of trespassing,
calling them desecraters and betrayers.
As the characters leave Wind’s End (detailed in chapter A character can calm the spirits by assuring them in
5), they follow ancient tunnels through the cliffs Draconic of the party’s innocent intentions. If the spirits
surrounding the City of Lost Names. The tunnels aren’t immediately calmed, each creature in the hall on
eventually breach the ruined city’s foundation and wind the round after the spirits manifest must succeed on a
CHAPTER 6 111
 

Map 6.1

DC 16 Wisdom saving throw or use its action to make a M3: Flooded Passage
melee attack against a random creature within reach. If
no other creatures are within reach, the creature does
nothing this turn.
The spirits vanish 1 round after appearing. They
reappear after 24 hours if creatures pass through the
tunnel again.
M2: Fallen Shop
Mismatched bones lie scattered around this large The flooded hallway, which leads to area M6, has
chamber. Though the cavern itself is natural, its ceiling partially collapsed. Creatures of Medium size or larger
has caved in—and with it, part of a building has fallen that attempt to swim through the tunnel will have to
into the cavern. Inside the collapsed structure are squeeze through the rubble. Creatures that attempt to
strewn wooden heads and decaying hats. squeeze through must succeed on a DC 16 Strength
A stone golem hides under a pile of shattered wood and (Athletics) check to progress. If a creature fails this
feathery hats. Demelin (see area M9) created the golem check by 5 or more, it gets stuck, is restrained, and risks
and ordered it to attack any creature that disturbs the drowning. A creature can free itself or a creature within
ruined structure. Any characters who near the ruin and reach by using an action to shift the rubble and
have a passive Wisdom (Perception) score of 16 or succeeding on a DC 16 Strength (Athletics) check.
higher notice the golem.  

112 CHAPTER 6
M4: Wine Cellar A green slaad lurks on the stage, drawn to the tunnels  
by the chaotic magic of the city. If it notices a character,
the slaad turns and hisses before using its Hurl Flame
action against the character. If a character is in the
water, the slaad ignites the flammable liquid (see
below). The slaad fights until slain.
Firewater. The water flooding this room is covered by
an oil slick. Characters with a passive Wisdom
The ruined remnants of a wine cellar fill this chamber. (Perception) score of 18 or higher notice the oil slick if
A character who investigates the glass finds it comes they can see the water. If flames touch the water, the
from dozens of spiral-shaped wine bottles. entire flooded area ignites, dealing 14 (4d6) fire damage
Treasure. A character who succeeds on a DC 16 to each creature in the water at that time. For the next
Intelligence (Investigation) check locates 2d4 unbroken minute, as the water continues to burn, a creature that
bottles. The blue wine within is spoiled, and a creature enters the water for the first time on a turn or starts its
that drinks it is poisoned for 1 hour, but the intact turn there takes 14 (4d6) fire damage.
Istarian bottles are worth 200 gp each to a collector. Flooded Passage. The passage to area M3 is partially
M5: Bone Gauntlet collapsed and underwater—see that area for details.
Enormous reptilian bones jut from the walls of this M7: Ghosts of the Past
natural corridor. A character who examines the bones
and succeeds on a DC 14 Intelligence (Arcana) check
determines these are dragon bones.
When a character makes it halfway down the
corridor, read or paraphrase the following:
This room was once a lounge in an Istarian home.
Characters with the Stonecunning trait or proficiency
with mason’s tools can tell that after the bas-relief was
carved, a less skilled hand excavated it from its original
Three incomplete dragon skeletons emerge from the stone and transported it here. In truth, the skull and
walls, missing bones and entire limbs. These creatures relief were once part of a monument dragons erected to
each use the bone naga stat block but without the honor their kind—until the Istarians repurposed them
Spellcasting trait. They fight until destroyed. for decoration.
Characters who speak Draconic understand the Once multiple characters enter the room, green
skeletons as they hiss accusations like “You fly on our flames blaze in the skull’s eyes, and beneath it, the
backs” and “You soar on our bones.” However, the incorporeal bones of a phantom brass dragon appear.
skeletons don’t understand or respond to anything the The skull glares at the party and says the following in
characters say. Draconic:
Grasping Claws. Until all three skeletons are
defeated, grasping skeletal claws reach from the
ground, making the entire hallway difficult terrain.
M6: Flooded Tavern
The ceiling of this room is 20 feet high. The tunnel from
area M5 opens into this room 10 feet above the surface
of the water. A character speaking Draconic can try to convince the
dragon they mean no harm by making a DC 18
Charisma (Persuasion) check. On a successful check,
the brass dragon nods and disappears. On a failed
check or if a character doesn’t speak to the dragon, the
dragon’s bones manifest around the skull as a complete
skeleton. Together, they animate as a lesser death
dragon (see appendix B) and attack.
Murky water fills this room to a height of 3 feet, making  
the flooded area difficult terrain for creatures without a
swimming speed.
serve as a cape of the mountebank. Prior to the  
M8: Wizard’s Workshop destruction of the world, Demelin was a prominent
member of the Mages of High Sorcery, the high wizard
of Onyari, and—along with the Kingpriest of Istar—one
of the magic-users responsible for raising the city into
the heavens. When the city fell, Demelin learned a
lesson in hubris. The dispassionate mage has since
Demelin (currently in area M9) uses this chamber as a dwelled in the city’s ruins, guarding the city to ensure it
laboratory. Many of the books contain rare lore never takes to the skies again.
predating the Cataclysm. If a character spends 1 hour Personality Trait. “Here’s your opportunity to learn
investigating the books here, they find references to a from my mistakes.”
flying city called Onyari and learn all the information Ideal. “The world’s greatest mistakes must not be
from the “History of the City” section. Additionally, they repeated.”
find a spell scroll of arcane gate and a book containing Bond. “Onyari is my tomb. We must both stay
rituals for the divination and phantom steed spells. buried.”
Flaw. “My time is over. It’s up to the people of the new
M9: Demelin’s Apartment world to avoid the sins of the past.”
 

The robed figure is Demelin, high wizard of Onyari


(detailed in the “Demelin” section). Members of the
Mages of High Sorcery recognize her robes as those of
the Order of Red Robes. Demelin has been using the
scrying spell to monitor the characters and has judged
they might be useful in ridding the ruins of the Dragon
Army invaders.
The gem Demelin breaks is an elemental gem. An
instant later, an air elemental with an outline
resembling a dragon appears and attacks the
characters. Demelin stands back and watches, taking
the Dodge action until the elemental is defeated.
Afterward, she holds up a hand and says the following:

If attacked, Demelin uses her robes to cast the


dimension door spell, retreating elsewhere in the Path
of Memories. After letting the characters cool off, she
approaches them again.
Demelin
Demelin (neutral, elf archmage) is hundreds of years
old, one of a handful of Silvanesti elves old enough to
have lived through the Cataclysm. She commonly wears
a bone mask that resembles a skull, and her red robes

114 CHAPTER 6
Talking with Demelin  
Once the party agrees to hear Demelin out, she explains
herself. Read or paraphrase the following:

If a character asks for more information before


agreeing, Demelin explains she has administered the
Test of High Sorcery countless times, and though these
conditions are unusual, she can do so now. See “Mages
Demelin wishes to evict all strangers from the City of of High Sorcery” in chapter 1 for details on the Test of
Lost Names and ensure the city never flies again. High Sorcery.
Though the red-robed mage is unwilling to take on an If a character agrees to take the test, proceed to the
entire army directly, she encourages the characters to following section.
drive off the militaristic intruders. She offers nothing After interested characters’ tests are complete (or if
but information about the city in return. no characters want to take the test) and the party is
Use the following points to guide her conversation ready to enter the city proper, proceed to the “View of
with the characters: the City” section.
Demelin is aware of the invasion of the city, but she Test of High Sorcery
doesn’t know who these troops are or what plans The following section is an optional encounter for
they have. characters affiliated with the Mages of High Sorcery
She shares what she’s seen of the invaders’ (detailed in chapter 1). The Test of High Sorcery is a
movements. Patrols of soldiers and monsters roam personalized experience that assesses a potential
the city, focusing much of their activity on the member of the Mages of High Sorcery and determines
Threshold of the Heavens at the city’s center. Troops the order they’re most closely aligned with. If a
also frequently come and go from a sizable mansion character succeeds, they become a full member of the
that lies along the road to the Threshold. She Mages of High Sorcery and are inducted into one of the
suspects the latter is a command post. group’s orders. If a character fails, they’re deemed unfit
If asked, she explains the Threshold of the Heavens for the organization—if they survive the test.
is where the city’s flying magic was controlled.
She won’t accompany the characters into the city, Personalizing the Test
but she gives them a basic overview of its geography The Test of High Sorcery is personalized for those who
(see the “Exploring the City” section). take it. Demelin’s version of the test takes place in the
She shares the information from the “History of the participant’s mind, casting them into a mental re-
City” section. creation of Onyari’s final moments. In this vision, the
Demelin and the Lance character faces a magical challenge and a moral choice
If the characters ask Demelin about Knight Sarlamir’s that tests their values.
lance, she says she’s seen it before. If the characters When personalizing the test and determining the
don’t ask about it, she senses its presence. In either challenge the character faces, consider the following
case, she tells them it’s Sarlamir’s dragonlance, which questions:
Paladine cursed after the knight slew the gold dragon What is the character’s alignment?
Karavarix. She doesn’t think its reappearance is a What ambitions and goals do they have?
coincidence, and she encourages the characters to seek What order did Wyhan recommend in chapter 4?
out the Temple of Paladine in the northeast of the city to What order of the Mages of High Sorcery has the
reveal why the god has returned the lance to Onyari. character said they want to join?
Demelin’s Test
If any character seeks to join the Mages of High Test Results
Sorcery, Demelin notes this before they leave and says The answers to the questions in the previous section
the following: might be straightforward and make it clear what order a
character and their player want to join. If they aren’t,
use events during the test to determine what order the
character is best suited to.
 

CHAPTER 6 115
 

During the Test the test, let the player know these choices could result
The test should involve a clear choice between good, in their character being consumed by magic and dying.
neutrality, and evil as represented by the orders of the If the player approves of this, proceed with the test’s
White Robes, the Red Robes, and the Black Robes, events. A character who dies during the test can be
respectively. As it unfolds, give the character the resurrected normally.
opportunity to choose any order they please. If the Other Characters and the Test
character makes a surprising choice, consider asking
the player how they reconcile their choice with their Characters who aren’t taking the test are generally
character’s values. If the character feels strongly about a unaware of what’s transpiring in the test-taking
choice that conflicts with their values or alignment, their character’s mind. If you want to involve characters not
player might use this as a pivotal moment for character taking the test, the test-taking character might create
growth. mental manifestations of their allies, which other
players can control during the test. If you allow other
Ending the Test characters to participate alongside a test-taking
As the test reaches its decisive moment, remind the character, keep the focus of the encounters on the
character’s player that their character’s choices will magic-using character. This should remain a character-
result in them gaining membership in a particular order defining moment for the spellcaster.
of the Mages of High Sorcery. If the player would like to
change their choice, allow them to do so. Running the Test
Dying during the Test When a test-taking character is ready to begin the test,
Demelin instructs them to move to the center of the
The Test of High Sorcery can be lethal, but only if that’s room. Read or paraphrase the following text, addressing
part of the story the player wants to tell. A personal the test-taking character alone:
sacrifice within the vision that cements a character’s  
beliefs should result in the test ending and the character
regaining consciousness unharmed. However, if a
character forsakes all magic or refuses to engage with

116 CHAPTER 6
robes. If they protect the larger group of innocents, the  
character might be suited for the white robes. If the
character tries to abscond with the books, they might be
suited for the black robes.
Adjusting the Test
The test shouldn’t be strictly a combat encounter. The
point is to gauge a character’s values and disposition.
Consider the following suggestions to make the test
more dramatic:
Altered Magic Spellcasting or other class features
could function differently during the test. For
example, perhaps each time the character casts a
spell using a spell slot, they take 6 (1d12) necrotic
damage or gain 1 level of exhaustion that lingers
until the test ends.
Dream Logic Like a dream, the test doesn’t need to
make sense or be consistent from moment to
The character taking the test finds themself in this re- moment. It’s okay for the character’s surroundings to
creation of Onyari’s final moments before the flying city shift dramatically or for unexpected individuals to
was destroyed. A moment later, a young silver dragon show up. Don’t let these changes make the character
strafes the street ahead, freezing structures and people feel like their choices don’t matter. Rather, change
alike. situations to heighten the drama—like by turning
Consider the following suggestions as you develop innocents into allies or childhood friends.
Timing The test should last as long as feels dramatic
this scene in a way that’s influenced by the test-taking and end after a character-defining moral choice. If it
character’s alignment. seems like things are going too fast, raise the stakes
Good Character and make things worse to see if the character sticks
The dragon returns and attacks the fleeing people, with their choices.
including both a large group of innocents and a small Concluding the Test
group of people beloved by the character. There’s likely
time to save only one group. The character might prove When the test is complete, there’s another flash of light,
themself suited for white robes by trying to save and the test-taking character finds themself back with
everyone, by sacrificing themself, or by desperately Demelin. If the character forsook magic or refused to
trying to negotiate with the dragon. If they prioritize engage with the test, they fall dead. If they completed
what they want over the good of others, they might earn the test, their clothing transforms into the robes of their
red robes. new order in the Mages of High Sorcery. Read or
Evil Character paraphrase the following:
The dragon returns, and the character’s rival or a non-
spellcasting ally steps between those trying to escape
and the oncoming dragon. Unaware of the character,
this rival uses the incredible magic of a glowing staff to
hold off the dragon. If the character attacks their foe, Mages of High Sorcery recognize the character’s robes
tries to steal the staff, or otherwise prioritizes their own as legitimately gained and view the character as a
ambitions, they prove themself suited for the black member of their organization.
robes. If they put the city and innocents first, they might Demelin wishes the character the best and urges
earn red robes. them to go explore the City of Lost Names.
Neutral Character
Scholars struggle to evacuate a collection of ancient View of the City
tomes (or something else the character highly values) A door in Demelin’s apartment opens to a path leading
from a crumbling structure. The dragon then returns, up to the street above at the location marked “Path of
threatening both the scholars and a larger group of Memories” on map 6.2. As the characters emerge
innocents. There’s likely only time to save one group. If outdoors, read or paraphrase the following:
the character tries to save themself or the lore-  
protecting librarians, they’re probably suited for the red
CHAPTER 6 117
few tricks in store for their pursuers. Make it clear the  
characters don’t need to rush their exploration of the
city to return to their allies.
Exploring the City
The City of Lost Names lies in a ruin-filled crater. The
northwestern district punctured a subterranean aquifer
in its crash, flooding its streets, while fire raged through
homes in the southwestern district. The western
pleasure gardens have become an untamed jungle
where descendants of the city’s monstrous menageries
hunt amid vine-choked streets. Meanwhile, the eastern
Give the players a few moments to ask questions about blocks lie propped against the crater rim, the whole
the city before continuing with the following section. district tilted at an angle.
Shadow of Soth
Lord Soth has brought the Cataclysmic flame from
beneath Castle Kalaman to the ruins. In chapter 7,
characters encounter the fruit of Soth’s efforts to
reanimate dead dragons. Foreshadow that threat after
characters decide where they’re headed by reading the
following description:

The character with the highest passive Wisdom


(Perception) score recognizes the Undead dragon’s
rider from Kalaman’s catacombs—this is the knight
Lord Soth, whose image they saw there.
The temple the characters see is detailed in the
“Bastion of Takhisis” section.
Shortly afterward, if the characters have a fargab (see
appendix A) with them, they get a call from Tatina
Rookledust.

Map 6.2

Making a Plan
Thanks to the party’s initial vantage point on the rim of
the crater and the information they learned from
Demelin, the characters easily get a general sense of the
Rookledust encourages the characters to find the city’s layout. Provide them with a sense of the city’s
Dragon Army’s leaders within the city rather than layout, informed by map 6.2. They can spot the Temple
pursing Soth. The gnome is confident that Kalaman’s of Paladine across the crater, a glistening dome in the
forces can retreat safely, telling the characters she has a flooded northwestern district, along with the three
 
118 CHAPTER 6
points of interest listed in the “Dragon Army Activity” City Encounters  
section.
The City of Lost Names is full of Dragon Army troops
Dragon Army Activity and other threats. As the characters travel between
The characters see Dragon Army patrols moving locations, or whenever you please, roll on the Random
through the city. Those who watch the patrols for ten City Encounters table.
minutes or more note activity at three locations:
Random City Encounters
Central Spire A tower rises in the center of the city,
surrounded by several dragonnels and smaller flying d8 Encounter

figures. The tower’s foundation floats dozens of feet 1 Seven ghasts gnaw on dead Dragon Army soldiers.

off the ground. (This tower is detailed in the 2 Bridge Checkpoint (see below)

“Threshold of the Heavens” section.) 3 Three ghosts of bickering Istarians haunt the ruins of their

Occupied Mansion Small patrols come and go from


shop.

a ruined mansion a third of the way across the city. 4 Dragon Army Engineers (see below)

(This building is detailed in the “Occupied Mansion” 5 A curious death slaad wants to eat one of each type of

section.) draconian. If the characters help it hunt all five, it rewards

Sinister Temple A foreboding temple stands at the


them with a ring of feather falling.

south end of the city, its grounds teeming with 6 Monster Hunters (see below)

soldiers. (This temple to the evil gods is detailed in 7 Two cyclopes—a mother and her adult son—live in a library,

the “Bastion of Takhisis” section. Discourage the burning its books for warmth.

characters from approaching it at this point.) 8 Patrol (see below)

Priorities Bridge Checkpoint


The characters can choose their priorities in the city, Three sivak draconians (see appendix B) stand guard
but they likely fall along the following lines: on a 25-foot-wide bridge spanning a 60-foot drop into a
Find an Outpost and learn what the Dragon Army is
rocky fissure. They are quick to investigate any nearby
planning (see “Occupied Mansion”). noise or strange sights.
Learn about the Dragonlance and how its curse Dragon Army Engineers
might be undone (see “Temple of Paladine”). One Dragon Army officer and three sivak draconians
Investigate the Spire at the city’s center and find the (see appendix B for both stat blocks) oversee ten
Dragon Army’s leaders (see “Threshold of the commoner engineers repairing 30-foot-deep cracks in
Heavens”). the city’s streets. If the Dragon Army members spot the
Use the following sections to further detail the ruins characters or the characters attack them, the engineers
as much as you please. This chapter concludes at the stay out of combat. The engineers can tell the
Threshold of the Heavens, so make sure the characters characters they’re making sure the city’s foundations
have investigated the city as much as they want before are solid, though they don’t know why.
heading there.
Monster Hunters
City Sights A sivak draconian and four kapak draconians (see
As the characters explore the City of Lost Names, use appendix B for both stat blocks) have orders to seek out
the City Sights table to describe the ruins. dangerous monsters lurking in the ruins. They’ve just
found an Istarian drone (see appendix B) and are
City Sights preparing to attack.
d6 Sight Patrol
1 A Humanoid skeleton lies under a fallen aqueduct. It holds
Five kapak draconians (see appendix B) patrol the city.
a dagger, and the words “we deserve this” are scratched into
They follow a predictable route and, after an hour of
a nearby cobblestone.
walking, check in at their headquarters (see the
2 At the end of a boulevard stand two enormous marble feet
—the rest of the statue is missing. “Occupied Mansion” section).
3 The partial remains of an adult bronze dragon lie in a heap Interrogations
between two structures.
4 A circular tower pierces a dome like a spear. A character who interrogates a low-ranking member of
5 Vines climb a mural of the kingpriest—a stern man crowned the Red Dragon Army and succeeds on a DC 14
with blazing light. Charisma (Intimidation or Persuasion) check learns one
6 One side of a long fault line has risen 10 feet, shearing piece of information from the Dragon Army
buildings in half. Interrogations table. On a failed check, the captive yells
“As the Dragon Queen wills!” until silenced.
CHAPTER 6 119
 

Map 6.3

Dragon Army Interrogations Lord Soth has claimed the temple as his own, tasking
his Undead followers with creating a great brazier there
d4 Information
to hold the Cataclysmic fire he stole from beneath
1 Engineers work to shore up foundations and make sure the
Castle Kalaman. He plans to use this as a forge with
various districts are on solid stone.
which to animate the dragon remains buried beneath
2 The captive takes their orders from commanders at an
the city, turning them into death dragons (see appendix
B). Using the remains of the dragon Karavarix, he’s
occupied mansion near the city center.
3 The Temple of Paladine in the northwestern district is
already created the first of these terrors.
Skeletal knights and other Dragon Army forces guard
overgrown with dangerous vegetation. Patrols sent there
haven’t returned.
the temple. Use these forces and other Undead to deter
4 A black-robed wizard named Lohezet and the cleric of
the characters from visiting the temple at this time; they
Takhisis named Belephaion lead the forces in the city. They
spend their time in the Threshold of the Heavens, but no
will explore it in chapter 7.
one can enter without a passphrase (which the captive
doesn’t know). Occupied Mansion
The Red Dragon Army uses a ruined mansion as a field
Bastion of Takhisis command post. Characters might determine this
At the south end of the ruins stands a temple once mansion is noteworthy by talking to Demelin or by
called the Bastion of Takhisis. Here, the people of observing Dragon Army soldiers.
Onyari established the holy sites of all the evil gods, Characters who wear Dragon Army armor or cloaks
unwilling to spread them across the city but also not gain advantage on Charisma (Deception) checks made
wishing to disrespect the deities. to pass as Dragon Army soldiers while in the mansion.
The Bastion of Takhisis has partially crumbled,  
leaving it a hollow frame within bare, intimidating walls.

120 CHAPTER 6
Occupied Mansion Features these doors and succeeds on a DC 14 Wisdom  
(Perception) check hears snarling within. When the
The interior of the occupied mansion has the following characters open a door, read or paraphrase the
features: following:
Ceilings The ceilings are 10 feet high.
Doors The doors to each room are unlocked, except
for the door in the kitchen (area O6) leading to the
pantry (area O7).
Lighting Torches, candles, and fireplaces shed bright
light throughout the mansion’s interior.
Rubble Portions of the mansion have collapsed. The
rubble that remains is impassible. This carriage house serves as the base’s prison.
Draconians. Three kapak draconians (see appendix
Occupied Mansion Locations B) stand guard here. One has the key to the prison cart.
Prison Cart. A wooden cart with an iron cage built
The following locations are keyed to map 6.3. into it holds a wasteland dragonnel (see appendix B)
O1: Exterior that had been lairing near the mansion. The troops
captured the dragonnel, hoping to train it to serve as a
mount. A character can free the caged dragonnel by
using the key held by the room’s guards or by
succeeding on a DC 18 Dexterity check using thieves’
tools. If freed, the dragonnel is wary of the characters,
avoiding them as it tries to escape to the street so it can
fly away. It attacks any Dragon Army troops it
encounters along the way.
This command post buzzes with activity during the day, O4: Salon
with human and draconian patrols coming and going. At
night, only the draconian patrols continue.
Guards. Four kapak draconians (see appendix B)
stand guard outside the mansion: one at the carriage
house’s east door, two at the front door, and one at the
back patio door. If attacked, the draconians shout to
alert the other draconians outside the house and in the
area connected to the door they guard (area O3 or O4,
whichever’s closest).
Patrol. Roughly once per hour, a group of eight
Dragon Army soldiers (see appendix B) arrives outside
the mansion, checks in with the guards there, then The Dragon Army has converted this room into a mess
departs. If the kapak guards aren’t at their posts, the hall. At any time, two bozak draconians, one kapak
draconian, and three Dragon Army soldiers (see
patrol ventures into the mansion to investigate. appendix B for these stat blocks) take meals here. They
O2: Foyer glance up at anyone who enters the room, but they pay
no attention to characters dressed as Dragon Army
troops.
If a fight breaks out here, the soldiers resting in area
O8 respond after 2 rounds.
Stairwell. The stairs lead up to area O9.
O5: Lower Hallway
When worn with the hood up, the cloaks here grant This hall leads to areas O6 and O8, then ends in a heap
advantage on Charisma (Deception) checks made to of rubble where the east wing of the house collapsed
pass as a Dragon Army soldier while in the mansion. long ago. The door at the east end of the hall opens into
There are also six spears here. a collapsed room also filled with rubble.
O3: Carriage House
 
Two sets of metal sliding doors lead into the carriage
house. They make considerable noise when opened,
alerting the creatures inside. A character who listens at
CHAPTER 6 121
appendix B ) are resting here. If they haven’t been  
O6: Kitchen alerted by noise in other rooms, they are surprised if the
characters attack.
O9: Upper Hallway
The mansion’s staircase connects this small hallway to
area O4 on the ground floor. To the east, the hall ends
in a collapsed wall. To the northwest, a door leads to a
The command post’s cook, Yurl, is a skeletally thin small balcony overlooking the patio.
hobgoblin captain. His apron is covered with grisly O10: Master Bedroom
stains, which grow by the minute as he hacks at a jackal
carcass with an oversized cleaver. If Yurl detects
intruders, he attacks with his cleaver (which uses the
statistics for his Greatsword attack).
Yurl’s apron pocket holds the key to area O7, along
with a handful of animal teeth he’s been collecting.
Pantry Door. The door to area O7 is locked. A
character can unlock the door by using Yurl’s key or
succeeding on a DC 16 Dexterity check using thieves’ Captain Hask, an aurak draconian (see appendix B), is
tools. writing reports at the desk. Hask knows all the soldiers
in his unit, and the characters can convince Hask
O7: Pantry they’re Dragon Army soldiers only with a successful DC
22 Charisma (Deception) check. If Hask believes he’s
being tricked, he stands and attacks while calling for the
soldiers in area O11, who arrive after 1 round. Hask is a
devout servant of the Dragon Queen and fights to the
death.
 
Crates and weapon racks fill this room.
Trapped Chest. The metal chest, which belongs to the
Dragon Army commander Belephaion, bears a magical
trap that can be detected by a character who casts
detect magic or who searches the chest and succeeds
on a DC 16 Intelligence (Arcana or Investigation) check.
The trap can be disabled by the dispel magic spell. A
character who tries to open the chest while the trap is
active must make a DC 18 Dexterity saving throw,
taking 27 (5d10) lightning damage on a failed save, or
half as much damage on a successful one. The chest
can be unlocked by a character who spends 1 minute
and succeeds on a DC 20 Dexterity check using thieves’
tools.
Treasure. The pantry holds enough food and water
for fifty people to survive on for a month, along with
twenty javelins, ten longswords, and ten suits of Dragon
Army scale mail. Belephaion’s trapped chest contains
three javelins of lightning and a pouch full of sapphires
worth 1,600 gp.
O8: Drawing Room

This parlor serves as a barracks for Dragon Army


troops not on patrol. Eight Dragon Army soldiers (see

122 CHAPTER 6
Command Intelligence. The desk is covered in reports Belephaion and Lohezet have worked at the tower  
to Hask’s superior, referred to as “Glorious called the Threshold of the Heavens for days,
Belephaion.” A character who spends a minute reading preparing to reactivate the city’s ancient flying
the documents learns the following: magic.
Two Dragon Army leaders, Belephaion and Lohezet, The clerk knows nothing of Lord Soth and prefers it
that way. The death knight supposedly receives
work at the Threshold of the Heavens. orders directly from the Dragon Queen.
The passphrase to gain entrance to the Threshold of
the Heavens is “By her will: the world.” A character can also gather this information by
Dragon Army engineers have completed the majority spending an hour sifting through the reports in the
of their work, shoring up the foundations of the city’s room—though they might risk discovery by the patrol
most intact districts. described in area O1.
Treasure. A key Hask carries opens the locked chest Restaffing the Mansion
near the desk. The chest can also be unlocked by a Soon after the characters leave the mansion, a Dragon
character using thieves’ tools who spends 1 minute and Army patrol discovers the intrusion (if they didn’t
succeeds on a DC 18 Dexterity check. The chest already do so during the party’s visit). The mansion is
contains a pearl of power and a 200-pound sack, labeled fully restaffed 24 hours after the characters leave, with
“Payroll” in Draconic, that holds 10,000 sp. all Dragon Army inhabitants of the mansion replaced
O11: Library with the same number and types of creatures.
Temple of Paladine
The Temple of Paladine is among the most intact holy
places to survive Onyari’s fall. The characters are likely
to come here at Demelin’s behest, seeking answers
regarding Sarlamir’s broken dragonlance.
Three Dragon Army officers (see appendix B) work here The temple lies in the city’s flooded northwestern
as clerks, coordinating reports. If threatened, they shout district. Buildings here rise like islands from streets
to alert Captain Hask, who arrives from area O10 after clogged with water and pondweed. Although the streets
1 round. These officers are loyal to Captain Hask, and around the temple are flooded, the structure sits atop a
he counts as a Dragon for the purpose of their Draconic hill, keeping it out of the deepest water.
Devotion trait. Two of the three officers fight to the Temple of Paladine Features
death. The last remaining officer surrenders when their
allies are defeated. The area in and around the Temple of Paladine has the
Collecting Intelligence. The clerks know considerable following features:
information about the Dragon Army’s plans. If a clerk is Ceilings Unless otherwise noted, the temple’s
captured alive, a character can convince them to share ceilings are 10 feet high.
the following information by succeeding on a DC 14 Flooded Most of the Temple of Paladine and its
Charisma (Intimidation or Persuasion) check: grounds are flooded. Areas P3–P6 are flooded by 3
The commander of the Red Dragon Army, Dragon feet of water and are difficult terrain for creatures
Highmaster Kansaldi Fire-Eyes, isn’t in the City of without a swimming speed.
Lost Names. She remained with the bulk of the army Lighting The temple and its grounds are lit by
near Kalaman. natural light alone. During the day, bright light fills
The commanders Belephaion and Lohezet lead this the exterior areas and dim light fills the interior
contingent of the Red Dragon Army. They don’t get rooms. At night, all areas are in darkness. Area
along. descriptions assume the characters have a light
Belephaion is a terrifying fanatic who claims to source or some other means of seeing in the dark.
speak for the Dragon Queen herself. Even Kansaldi
listens to his advice. Temple of Paladine Locations
Lohezet is a scheming, black-robed Mage of High The following locations are keyed to map 6.4.
Sorcery. He’s obsessed with ancient magic and  
venomous beasts, and his research led the Dragon
Army to the City of Lost Names.

CHAPTER 6 123
 

Map 6.4
P1: Causeway P2: Wooded Berm
As characters near the temple’s grounds, read or
paraphrase the following:

The neutral treant Duskwalker stands motionless amid


trees whose branches bear dead Dragon Army soldiers.
Before Onyari’s destruction, Duskwalker served as its
master gardener. The city’s devastation left them deeply
The causeway rises over water that’s 20 feet deep. bitter, and the Dragon Army’s invasion has newly
From it, characters can see the temple grounds and the angered the ancient creature.
Temple of Paladine itself. A cleric of Paladine or a Unless a character openly displays a symbol of a god
character who succeeds on a DC 12 Intelligence of nature—like Chislev, Habbakuk, or Zeboim—or is
(Religion) check recognizes the platinum triangle as the otherwise clearly a servant of nature, Duskwalker uses
symbol of the god Paladine. their Animate Trees action to ambush the characters,
Bodies. Characters with a passive Wisdom then follows the trees into battle. During combat,
(Perception) score of 18 or higher notice hints of figures Duskwalker slowly bellows, “Each defiler you send to
wearing red-and-black clothing among the tree branches my gardens meets the same end. Begone!” A character
ahead in area P2. These are Dragon Army soldiers being attacked by a tree notices a dead Dragon Army
killed by Duskwalker—but from this distance, soldier amid its branches.
characters can tell only that the soldiers are motionless,  
not that they’re dead.

124 CHAPTER 6
Talking with Duskwalker. A character can convince A hostile marid named Jamir has taken up residence in  
the treant to negotiate by succeeding on a DC 20 this area. Once bound by the kingpriest’s wizards to
Charisma (Persuasion) check as an action or by power the city’s plumbing, Jamir has taken great delight
revealing a symbol of a god of nature. If convinced to in Onyari’s destruction and seeks to punish any who
talk, Duskwalker reveals the following information: would reclaim the city. If alerted to the party’s presence
by noise from area P2, he conjures a water elemental
Duskwalker is the guardian of Onyari’s gardens. The and hides underwater, prepared to ambush the
treant endured both the city’s fall and the Cataclysm characters. Characters with a passive Wisdom
here. (Perception) score of 16 or higher aren’t surprised when
Recently, invaders have been trying to fell Jamir attacks. If reduced to 20 hit points or fewer, he
Duskwalker’s trees for wood. uses plane shift to escape at the first opportunity.
The treant has killed—and will continue to kill—these Doors. The doors to the temple are partially
“invasive species” that disturb Onyari’s plants. submerged and require a successful DC 13 Strength
Duskwalker will let the characters pass so long as check to open.
they promise not to disturb the trees.
P4: Nave
The treant refuses to aid the characters against the
Dragon Army, wanting only to be left alone. If asked,
Duskwalker removes the corpses of Dragon Army
soldiers from nearby trees, allowing the characters to
loot the bodies.
Treasure. Six Dragon Army corpses are lodged 20
feet up in the branches of nearby trees. Each body has a
longsword, a suit of scale mail, and 10 gp. The ceiling here is 20 feet high, and tall windows admit
any light from outside.
P3: Lake Hidden Pits. The nave’s floor has buckled, creating
pits leading to the shattered crypts below. Only
creatures that come within 5 feet of a pit and have a
passive Wisdom (Perception) of 16 or higher notice a
pit. A creature that steps into a pit sinks 20 feet to the
bottom of the flooded hole. The water prevents them
from taking damage. For creatures without a swimming
speed, each foot of movement costs 2 extra feet as they
swim out of the pit.
Disturbed Dead. If a creature falls into one of the pits,
it disturbs the dead buried in the vault below. One round
later, four slimy mummies emerge from the three pits.
These lawful neutral Undead seek to defend the temple.
They won’t converse with characters, but they return to
their soggy tombs if a character brandishes a symbol of
Paladine toward them.
P5: Preparation Chamber

Here, the dead were prepared for burial in the crypts


below the temple. These crypts have crumbled, and the
stairs leading to them are filled with rubble and
brackish water.
Treasure. A character who searches the shelves and
succeeds on a DC 15 Intelligence (Investigation) check
finds three intact spell scrolls of gentle repose.
 

CHAPTER 6 125
 

P6: Rectory Paladine or a character who succeeds on a DC 12


Intelligence (Religion) check recognizes the symbol.
Restoring the Lance. As each character enters this
area, they gain the distinct impression the dragon
sculptures are watching them. Good-aligned characters
feel suffused with a warm sense of righteousness. If a
This apartment once housed the temple’s resident character approaches the altar, a column of dim light
priest. A character who looks under the bed finds a rises from it.
rusty chest. Its rusted lock can’t be picked, but a If a character places Sarlamir’s lance on the altar in
creature can break open the lock with a successful DC this light, the lance shines with a silvery glow. The rust
17 Strength check. The chest is a Small object with AC covering the lance bubbles and leaks a dark liquid that
19, 15 hit points, and immunity to poison and psychic flows away from the altar and disappears. At the same
damage. time, the spear lengthens, growing into a whole, newly
Treasure. The chest holds 400 gp, a platinum
forged, pike-length dragonlance (see appendix A).
necklace featuring Paladine’s symbol worth 150 gp, two Before a character takes the reforged lance, read the
potions of healing (superior), and a periapt of proof
following text:
against poison.
P7: Chancel

The altar here bears the symbol of Paladine, while the


sculptures depict him in his draconic form. A cleric of

126 CHAPTER 6
Any character with the Divinely Favored feat (from The following locations are keyed to map 6.5.  
chapter 1) knows this is the voice of the god Paladine.
A moment later, a wave of light sweeps through the
temple, healing each creature present as if by the heal
spell. If any characters died during this chapter, they
immediately come back to life as if by the true
resurrection spell, their bodies appearing in the chancel
if they’re not already present. The light then vanishes.
Character Advancement
Once the dragonlance is reforged at the Temple of
Paladine and the party explores the command post in
the “Occupied Mansion” section, characters advance to
9th level.
Threshold of the
Heavens
At the center of the ruins floats the section of the city
bearing the Threshold of the Heavens, the tower that
controlled the city’s magical flight. The characters might
decide to explore the tower because of their
conversation with Demelin or their discoveries at the
occupied mansion.
Before they infiltrate the tower, make sure the
characters are 9th level and have done everything else
they want to in the city. Events in the tower will prevent
further exploration. If you need to deter the characters,
a group of sivak draconians or Dragon Army
dragonnels (see appendix B for both stat blocks) is
conducting drills here when they arrive. Map 6.5
Reaching the Threshold T1: Plaza
Though the rest of Onyari lost its capacity for flight, the Once characters reach the floating island of the
island supporting the Threshold of the Heavens still Threshold of the Heavens, read the following:
bobs in the air. This island is 30 feet off the ground,
requiring Dragon Army troops to fly to reach the tower.
Characters might find a way to do the same.
Alternatively, a character can ascend by leaping
between a series of floating rocks and succeeding on
three DC 14 Strength (Athletics) checks. A character
ascends 10 feet with each successful check. If they fail a
check, they make no progress. If they fail a check by 5
or more, they fall to the ground and must start the
process over.
Threshold Features An open plaza stretches for 100 feet on each side of the
The areas inside the Threshold of the Heavens have the tower, ending at the island’s edge.
Tower Patrol. Three Dragon Army officers mounted
following features: on Dragon Army dragonnels (see appendix B for both
Ceilings The ceilings throughout are 30 feet high.
stat blocks) patrol near the tower. They ignore creatures
Doors The doors are all unlocked. Though made of
wearing Dragon Army armor but confront anyone else
heavy stone, they open quietly. on the floating island. If the tower’s guards are attacked,
Lighting Magical lighting embedded in the ceilings this patrol arrives to aid their allies in 2 rounds.
fills the Threshold’s rooms with bright light. Tower Guards. Four sivak draconians (see appendix
B) guard the tower’s entrance. They halt anyone who
Threshold Locations tries to enter, whether wearing Dragon Army armor or
not, and demand they state the passphrase. If a
CHAPTER 6 127
character responds with the passphrase they learned in Consoles. A character who succeeds on a DC 14  
the “Occupied Mansion” section (“By her will: the Intelligence (Arcana) check discovers the consoles
world”) the draconians let the characters pass. If they monitor a powerful source of magic elsewhere in the
don’t speak the passphrase, a character must succeed tower. They also determine that even though the magic
on a DC 18 Charisma (Deception) check to fool the is currently active, the controls indicate something is
sivaks; otherwise, the sivaks attack. Characters wearing malfunctioning. If the character wishes, they can use the
Dragon Army armor or similar garb have advantage on console to diminish the power of this magic, but they
Charisma checks made to influence the tower’s guards. can’t deactivate it completely.
The draconians ignore sounds inside the tower. Diminished Magic. If a character uses the console to
throttle the tower’s magic, the symbol in the center of
T2: Entry
the room turns red, and the Threshold’s entire floating
island plummets 10 feet. After this, a failsafe stops the
island from falling, returns the rune to its original
orange color, and disables the console. The experience
is startling, but it doesn’t harm the tower or creatures
on the island.
If the tower drops in this manner, Lohezet commands
the three flameskulls in area T7 to find the source of
The kingpriest insisted the Threshold was a holy place, the problem. One minute later, the flameskulls find the
but little besides the holy water fonts here remains of its characters (regardless of their location in the tower) and
religious trappings. attack.
Symbol. The symbol on the floor sheds dim orange
Guardians. A bone devil named Guelfost and his
handler, a bozak draconian (see appendix B) named light out to 5 feet. A character who sees the symbol and
Orm, serve Lohezet and have been assigned to guard succeeds on a DC 16 Wisdom (Perception) check
this level of the tower. Orm demands visitors state their realizes it looks like an aerial view of the tower and its
business. A character must succeed on a DC 12 exterior buttresses.
Charisma (Deception) check to convince Orm the T4: Energy Field
characters have business in the tower.
Guelfost has orders to obey his handler, but they don’t
compel him to fight after Orm dies. If Orm is defeated,
Guelfost ceases attacking. If not attacked further, he
shares his name and the following facts:
He is magically compelled to serve a black-robed
wizard named Lohezet. This chamber functions as a defense for the tower and
He’s wary of Lohezet’s co-commander, Belephaion, part of the tower’s broader magical systems.
who holds some secret power. Lightning. When a creature enters this area for the
If asked about dangers above, the devil notes the first time on a turn or starts its turn there, it must
next floor has a chamber filled with dangerous succeed on a DC 16 Dexterity saving throw or take 22
energy. The characters can pass safely by speaking (4d10) lightning damage from lightning arcing between
the Istarian word “cetteth.” the columns. If a character says “cetteth” while on this
After his draconian handler is defeated, Guelfost level of the tower, they become immune to the lightning
doesn’t leave the room or act against the characters generated by this room for 24 hours.
Crystal Columns. The columns in this room are Large
unless Lohezet orders him to. objects with AC 16, 18 hit points, and immunity to
Fonts. The two fonts are half-full of magically
preserved holy water. Each font holds the equivalent of poison and psychic damage. If three or more of the
four flasks of holy water. room’s nine columns are destroyed, lightning stops
arcing between the columns, ending the effect described
T3: Tower Monitoring above. The first time a column in the room takes
damage, a 10-foot-square panel opens in the floor near
the door leading to area T5, releasing a hostile Istarian
drone (see appendix B).
 

This room monitors the tower’s magic and its


connection to the city beyond.
128 CHAPTER 6
T5: Drone Monitoring enters. The flameskulls are no longer present if they  
went to investigate area T3.
T8: Navigation

Two aurak draconians (see appendix B) lean over the


table, intensely studying it. They can be surprised by a
In this room, workers would charge and repair the character who succeeds on a DC 8 Dexterity (Stealth)
tower’s construct defenders. The two Istarian drones check.
(see appendix B) are intact but powered down. They Magical Map. The magical map on the table changes
activate and attack in the room if a drone, a column, or as the city flies, accurately depicting the landscape for
the console is damaged. many miles around the city. A character who succeeds
Console. A character adjacent to the console who on a DC 14 Wisdom (Survival) check recognizes the
succeeds on a DC 20 Intelligence (Arcana) check can map depicts the Northern Wastes, and they can pick out
use an action to direct one of the Istarian drones in this large groups of soldiers moving south of the city:
room to move or attack a creature. The drone fulfills Dragon Army forces and the Kalaman troops.
this order to the best of its ability, and will attack until
its target leaves the room or is dead. T9: Scrying Room

T6: City Overview

This chamber’s scrying magic informed the city’s


navigators of storms and other approaching threats.
The black-robed wizard Lohezet (see appendix B), who
hunches over the southwest desk here, has been using
The pedestal here is an illusory representation of Onyari his magic to alter the magical mirrors’ focuses, fixing
prior to its crash. Sections of the illusion flicker, the one on Kalaman.
structures fading in and out of existence. These Talking with Lohezet. Lohezet is surprised to see
flickering sections correspond to parts of the city that strangers. After discerning the characters’ agenda, he
have been destroyed or radically changed. tries to convince them he’s been forced to serve the
Dragon Armies. A character can determine he’s lying
T7: Communications with a DC 14 Wisdom (Insight) check. If the characters
see through his lie, he tries to bargain and shares the
following information:
Lohezet doesn’t care about the Dragon Armies’
goals; they just support his research.
The consoles once performed a magical function, but He discovered the City of Lost Names’s location
Dragon Army soldiers accidentally destroyed them. The while with the Black Dragon Army in the east.
consoles now buzz with misfiring magic. A character The Threshold of the Heavens is the control center
who succeeds on a DC 12 Intelligence (Arcana) check of the city. He and the priest Belephaion have
determines the consoles are broken beyond their ability reactivated the magic here. They now await orders to
to repair. raise the city into the sky.
Flameskulls. Since whatever accident befell this
Belephaion, who is currently in the chamber above,
room, Lohezet doesn’t allow Dragon Army soldiers is a fanatical worshiper of the Dragon Queen. If the
higher than this floor. Three flameskulls guard this characters slay Belephaion, Lohezet will leave the
room and attack any creature other than Lohezet that city without complaint.
 
CHAPTER 6 129
 

Lohezet might make good on his word to leave, or he Belephaion (see below) sits on the throne in this room.
might ambush the characters later—he’ll decide after Two bozak draconians (see appendix B) attend him,
seeing how they fare against Belephaion. one in the walkway to the southwest and the other in
Scrying Mirrors. Lohezet has manipulated one of the the walkway to the southeast.
mirrors to spy on Kalaman, looking down on the city as When Belephaion sees the characters, read the
if from high above. A character who spends 10 minutes following text:
and succeeds on a DC 18 Intelligence (Arcana) check
can restore the mirror to its original use. The mirrors
can’t be used to view any other locations. Each mirror is
a Medium object with AC 13, 8 hit points, immunity to
poison and psychic damage, and vulnerability to
bludgeoning damage.
Treasure. Atop a console, Lohezet has placed Istarian
relics he’s investigating. These include six platinum
tower components worth 200 gp each, a gem of
brightness, and a candle of invocation.
T10: Bridge
Belephaion has activated the throne’s magic, with dire
ramifications for the city (see “Helm” below).
Belephaion. Belephaion, who’s secretly a blue
dragon, is currently in his priest form. He uses the
young blue dragon stat block with the following action:
 

130 CHAPTER 6
Threshold Evacuation  
After Belephaion is defeated, read the following:

Belephaion mocks the characters and promises to send


their souls to the Dragon Queen. As soon as the
characters threaten or attack him, he orders the
draconians to attack, transforms into his dragon form,
and joins in battle. He fights to the death.
Helm. The throne is a flying citadel helm (see
appendix A) attuned to Belephaion. As soon as the
The Threshold of the Heavens and the island it stands
device activates, the entire city begins to hover. See on are beginning to crumble. The characters have
“The City Rises” section for details. enough time to escape the tower, but encourage them to
Treasure. Belephaion carries a portion of his hoard
make a quick exit by describing cracking walls and
with him in a bag of holding he wears. The bag contains stones dropping from the ceiling.
1,000 gp worth of ancient coins, a ruby holy symbol of Characters who try to use the flying citadel helm can
Takhisis worth 250 gp, and an Ioun stone (insight). His make a DC 10 Intelligence (Arcana) check. If they
crown is worth 3,500 gp. succeed, they realize it’d take several hours to attune to
Windows. Each of the four crystalline windows in this
it and regain control of the city—and the tower isn’t
room is a Huge object with AC 13, 50 hit points, going to survive that long.
immunity to poison and psychic damage, and Soth’s Ascent
vulnerability to bludgeoning damage. As the party gets clear of the tower, read the following
The City Rises text:
As soon as Belephaion activates the flying citadel helm
atop the Threshold of the Heavens, the City of Lost
Names lifts into the air. However, the device is damaged
and can’t effectively lift the shattered city. As a result,
different parts of the ruins rise at different rates, tearing
the city apart.
If Belephaion is killed, no one is attuned to the flying
citadel helm and the Threshold’s floating island ceases
to rise. However, the rest of the city continues breaking
apart and rising into the sky. Even if Belephaion is taken
alive, he refuses to lower the city. The characters can’t
prevent the city from falling apart. Their only option is
to escape, first from the tower, then from the city.
This temple rising into the sky is the Bastion of
Takhisis. Cataclysmic flame has awoken the dead
dragons beneath the citadel, and their magic now holds
it aloft similarly to how it once supported the whole city.
While the rest of the ruins drift wildly, the Bastion of
Takhisis rises as a flying citadel—a terrible weapon and
the first of its kind.
Escaping the City
Allow the characters to choose their route to escape the
city. The Path of Memories and the canyon to the south
are both logical choices. If the party seeks out Demelin,
the wizard is nowhere to be found. As the characters
flee, narrate the city crumbling around them. Use any of
the following encounters to highlight the chaos of their
escape.
CHAPTER 6 131
Escaped Dragonnels  
Four Dragon Army dragonnels (see appendix B) have
been separated from their riders. A character can
convince the dragonnels to let the characters ride them
out of the city by succeeding on a DC 16 Charisma
(Persuasion) check. Afterward, the dragonnels drop the
characters off and depart.
Alternatively, if the characters saved the wasteland
dragonnel (see appendix B) in the occupied mansion, it
might return with other dragonnels to help them
escape.
Floating Rocks
The characters find their path impeded by a 30-foot
ascent or descent between levels of the ruins. A
character can jump between a series of floating rocks to Swift Retreat
navigate this obstacle. The character must succeed on
three DC 14 Strength (Athletics) checks to leap from When the characters reunite with Kalaman’s soldiers,
rock to rock. A character safely ascends or descends 10 Darrett welcomes them back, but he keeps the
feet with each successful check. If they fail a check, they conversation short. The Dragon Army is mustering and
make no progress. If they fail a check by 5 or more, they soon will strike at Kalaman’s forces again. Darrett has
fall to the lower level. lost a substantial number of troops after several
skirmishes and hit-and-run attacks. He suggests
Ill-Fated Ambush retreating to the south as swiftly as possible.
A patrol of three kapak draconians and one sivak
draconian (see appendix B for both stat blocks) spots A New Threat
the characters and attacks. At the end of the first round As the characters and Kalaman’s troops slip away from
of combat, roll a die. If you roll an even number, a the Dragon Army, read the following:
random draconian is affected as if by the levitate spell
(save DC 15) for 1 minute. If you roll an odd number, a
boulder falls on a random draconian, dealing 33 (6d10)
bludgeoning damage to it.
Escaping the Enemy
Once the characters escape the City of Lost Names,
they’ll want to rejoin the Kalaman forces. They can use
the fargab to learn where Darrett and their allies are;
otherwise, soon after they escape the city, a small group
of Kalaman soldiers finds them and leads them to the The flying citadel baffles and terrifies Kalaman’s forces,
larger force. but Darrett urges calm as the army focuses on escaping.
The upheaval in the City of Lost Names has caused a He wants to know all about the flying citadel, but he
momentary interruption in the conflict between the Red delays that conversation until the army is well out of its
Dragon Army and Kalaman’s forces. However, the Red sight. For the moment, his focus is ensuring the safety
Dragon Army is regrouping. of his troops, escaping to the south, and alerting
The adventure unfolds in one of two ways from here: Kalaman’s defenders about this terrible new weapon.
With Mass Combat If you are using the Dragonlance: Next Steps
Warriors of Krynn game along with this adventure,
consult the “Warriors of Krynn: Scenario 8” sidebar. After escaping the City of Lost Names, the characters
Without Mass Combat If you aren’t using the advance to 10th level. Chapter 7 begins as the
Dragonlance: Warriors of Krynn game, continue with characters, Darrett, and the outmatched Kalaman
the following section. troops depart the Northern Wastes. With time running
out, they must prepare Kalaman to face the Dragon
Army’s newest threat.
 

132 CHAPTER 6
Chapter 7: Siege of Kalaman
he Red Dragon Army has failed to raise the  

T
Character Advancement
City of Lost Names into the heavens. The
characters have deprived the Dragon Army In this chapter, level advancement is handled as follows:
of its city-sized battle platform, but as the Characters begin this chapter at 10th level, having
smoke clears, a citadel flies free of the gained a level at the end of chapter 6.
ruins, its course set for Kalaman. They advance to 11th level after completing the
Running This Chapter “Flight of the Dragonnels” section and reaching the
flying citadel.
This chapter opens in the aftermath of the destruction
of the City of Lost Names. The characters must make A Hasty Retreat
haste to prepare the people of Kalaman for the flying While the Red Dragon Army recovers from the
citadel’s threat. A ship at the eastern coast of the destruction of the City of Lost Names, Darrett
Northern Wastes can swiftly sail them to the city—but Highwater and the troops from Kalaman retreat and
first they have to reach the coast. make camp a safe distance away. Begin this chapter as
When the characters return to Kalaman, they apprise the characters join them by reading the following text:
the city’s leaders of the threat and help prepare for the  
coming siege. The characters have their hands full
keeping Kalaman’s people safe while taking the fight to
the Dragon Army. With their allies’ aid, the characters
infiltrate the flying citadel and bring it down from
within. Finally, the characters must face the Highmaster
of the Red Dragon Army, Kansaldi Fire-Eyes herself.

CHAPTER 7 133
Shadow of the Citadel  
After the characters see the flying citadel, Darrett seeks
them out. If they haven’t already told him of their time in
the City of Lost Names, he asks what occurred, anxious
to learn about this new threat on the horizon. After the
characters share what they know, Darrett relates the
following information:
Kalaman’s troops aren’t in any state to take on this
flying citadel.
Darrett suggests the characters hasten to Kalaman
to apprise Marshal Vendri of this threat.
Darrett sent word to the transports that ferried the
group to the region to relocate. They should be
waiting at Dread Wolf Cove to the east (location J on
map 5.1).
Characters who watch the flying citadel for ten minutes Darrett urges allies of the characters, like Cudgel
or more see dragonnels moving troops from the ground and Rookledust, to go with them to help support
to the citadel. The flying citadel gives the Dragon Army their report to Kalaman’s leaders.
a powerful weapon, but it will take it days to move all of Darrett will stay and lead the troops back himself.
its forces aboard.
The flying citadel and the Dragon Army aren’t Darrett encourages the characters to rest, then set off
immediate threats so long as the characters and for the coast as soon as they’re ready. If Clystran (see
Kalaman’s forces keep their distance. If the characters chapter 5) is with Darrett’s troops, he can guide them,
draw near, they attract the attention of one or more hastening the characters’ journey.
lesser death dragons (see appendix B) that attack until
the characters retreat. To the Coast
The journey to Dread Wolf Cove takes five days—fewer
if the characters have Clystran’s guidance or other
methods of conveyance. Consult the “Movement in the
Wastes” section in chapter 5 for details on moving
through the region, but play the trek briskly; reporting to
Kalaman about the flying citadel should feel like a race
against time. If you wish, run one or more random
encounters from chapter 5 during the journey. Shortly
before the characters reach the cove, run the following
encounter.
Dragonnel Down
When the characters are about a day from reaching the
Kalaman ships at the coast, read the following:

The injured wasteland dragonnel (see appendix B)


crashes to the ground 30 feet from the characters. It has
4 hit points remaining and is restrained by a net. The
three Dragon Army officers and their Dragon Army
dragonnels (see appendix B for both stat blocks) land
nearby. They approach the injured dragonnel, planning
to capture it and train it to serve as a mount. If the

134 CHAPTER 7
characters interfere, the Dragon Army troops attack Vendri calls for silence and welcomes the characters.  
them. The Dragon Army dragonnels flee if their riders Unless they recently contacted her via the sending spell
are defeated. or similar magic, she had thought they were lost. She’s
Wasteland Dragonnel. The coppery dragonnel is eager to hear their private report on what happened in
entangled in a net. A character who warily approaches the Northern Wastes.
the dragonnel can remove the net by succeeding on a Before Vendri can leave with the characters, though,
DC 10 Strength check. If the net is removed, the Lord Bakaris demands the entire council hear whatever
dragonnel locks eyes with whoever aided it, then news they bring. Governor Thren hesitantly agrees, and
clumsily flies away to the south. Vendri reluctantly gestures for the characters to report.
Supply Camp
As the characters tell their story, consider interjecting
criticism from Lord Bakaris or support from Marshal
The characters find the Kalaman ships at Dread Wolf Vendri.
Cove. If the characters didn’t already venture here in Any mention of the flying citadel captures the room’s
chapter 5, they find it as detailed there. The shore near attention. Vendri, Thren, and others in the room pose
the vessels is guarded by a small camp of Kalaman the following questions:
soldiers. One of the ship captains, a human man named How many flying citadels does the enemy have?
Haldri Leddis, recognizes the characters and prepares a Could the enemy make more?
ship for their journey back to Kalaman. The other How does the citadel fly?
vessels wait here for Darrett and his troops. Where is it headed?
If Clystran is with the characters, he bids the How can it be destroyed?
characters a fond farewell. He tells them he intends to How can Kalaman stand against a fortress that soars
return to Heart’s Hollow, but he promises to send word over the city’s defenses?
if he finds a way to further aid them.
The characters’ ship departs whenever they’re ready. The characters are unlikely to have answers to all
Thanks to strong winds in their favor, the voyage back these questions, and Marshal Vendri doesn’t expect
to Kalaman takes only one day. them to, but the council grows more anxious with each
unanswered question.
Return to Kalaman When the characters have answered what they can,
When the characters reach Kalaman, the city looks Vendri bids them rest. The characters’ quarters in the
much as they left it, but tension fills the streets. The Red castle remain at their disposal.
Dragon Army has claimed much of the surrounding Quiet Time
lands, and the city’s forces have been locked in skirmish
after skirmish. After finishing their report to Kalaman’s leaders, the
If the characters don’t go directly to Castle Kalaman characters are free to spend the following days as they
to report to Marshal Vendri, one of her aides finds them please. The Dragon Army will need at least a week to
within a few hours of their return and escorts them to prepare its full force to march on Kalaman, so there’s
the council chamber in the castle. plenty of time for the characters to make final
arrangements in and around the city. Encourage them
Grim Report to tie up any loose ends, as they’ll have few
When the characters return to Castle Kalaman, Marshal opportunities once the Dragon Army attacks.
Vendri is in a meeting with the city’s newly elected Kalaman remains as described in chapter 4, though
leader, Governor Fuline Thren. However, the marshal rumors of a flying war machine now flood the streets,
has left standing orders to interrupt her if news comes and there’s a feeling of imminent crisis.
from Darrett’s forces. When her aide leads the Meeting with the Marshal
characters into the castle’s council chamber, read the If the characters seek out Marshal Vendri for further
following: conversation, she’s pleased to see them. Vendri shares
that the war hasn’t gone well in their absence.
Kalaman’s forces have held their own, but the Dragon
Army has claimed much of the surrounding land. The
enemy has conspicuously avoided Kalaman, and the
bulk of its forces are camped near the ruins of Vogler,
as if waiting for something. With the news of the flying
citadel, Vendri now knows why. She has ordered all
troops to return to Kalaman and shore up the defenses
along the walls. However, she admits the city has little
hope of defeating a flying fortress.
 
CHAPTER 7 135
Day of Dread When large groups started showing up, Narnhelm  
When you’re ready to proceed with this section, the closed the gate to prevent disguised enemies from
characters hear a commotion in Castle Kalaman or the slipping inside.
city streets. Scouts have returned to the city with news: A character can convince Narnhelm to open the gate
A flying citadel has been spotted to the northwest of the through roleplaying or by succeeding on a DC 16
city. Beneath it, the Red Dragon Army has begun to Charisma (Intimidation or Persuasion) check. If
march toward Kalaman. convinced, he orders the gate opened but tells his
This news ushers in an uneasy day of waiting as the soldiers to remain on guard.
city braces for battle. As the day progresses, run the Strange Riders
following encounters, using the Dread in the Streets
table to set the mood as the characters venture across Later in the day (likely while the characters are on the
the city. streets or walls), the character with the highest passive
Wisdom (Perception) score spots a dragonnel ridden by
Dread in the Streets two figures flying over the city toward the spires of
d6 Event Castle Kalaman. At a glance, the character doesn’t see
1 A makeshift aid camp has taken over an alley, providing help any Dragon Army colors on the distant figures.
to refugees recently arrived in the city. The characters can learn more about these visitors by
2 A baker stands outside their bakery, handing out free bread heading to the ramparts atop Castle Kalaman. When the
to all passersby. party arrives, read the following text:
3 A lost child calls for their parents on a crowded street.
4 A sign hangs over a blacksmith shop: “Weapons out of
stock. Sorry and good luck.”
5 An old man with a pointed green hat sits on a bench, telling
a group of children a story of the heroic knight Huma
Dragonbane.
6 A person pulling a small wagon full of stray pets stops to
pick up another lost critter.

Trouble at the Gates The riders are Clystran and Darrett. If the characters
saved the dragonnel in the “Occupied Mansion” section
A soldier discreetly seeks out the characters to report in chapter 6 or in the “Dragonnel Down” encounter
trouble at Kalaman’s west Trade Gate. The soldier is earlier in this chapter, they recognize it as the same
concerned one of Kalaman’s captains is preventing creature.
refugees from entering the city. Not wanting to make a Clystran and Darrett are pleased to see the characters
scene or oppose a superior officer, the soldier hopes the and have the following information to share:
characters can help. Not long after parting ways with the characters,
If the characters follow the soldier, they find the Clystran found this wasteland dragonnel. It was
following scene at the Trade Gate: friendly and allowed Clystran to ride it.
Clystran and the dragonnel managed to soar close to
the flying citadel.
Tunnels riddle the citadel’s base. Eerie lights
suggest they connect with the temple above.
Clystran found Darrett and offered him a ride home
once the Kalaman soldiers were safely aboard the
ships.
Several other friendly wasteland dragonnels
The Trade Gate has been closed at the orders of followed Clystran and Darrett to Kalaman, but they
Captain Oklid Narnhelm (neutral, human veteran). He’s broke off once the city came within sight.
on the scene with his eight Kalaman soldiers (see
appendix B). If questioned, Narnhelm shares the Planning the Counterattack
following: Allow the characters to use the details Clystran and
Dozens of travelers and residents of the trade camps Darrett share to concoct a plan for infiltrating the flying
seek refuge in the city. citadel. If they miss particulars or need ideas, Darrett
Narnhelm has heard draconians can take on the makes the following suggestions:
appearance of other people.  

136 CHAPTER 7
 

Marshal Vendri can spare only a moment for the


characters. She has no immediate orders but asks them
to stay on hand to solve whatever emergencies are sure
Facing the Undead dragons and the Dragon Army to arise. She doesn’t expect the Dragon Army will
troops directly on the surface of the flying citadel launch a full siege tonight, but Kalaman’s defenders
would end in disaster. must be prepared for anything.
The citadel is surrounded by flying foes, but their If the characters and Darrett have plans for attacking
attention could be diverted by a distraction. the flying citadel, Vendri supports them. Use her
Using the tunnels in the citadel’s foundation, a group suggestions and orders to guide the characters toward
might sneak inside and find a way to destroy the infiltrating the flying citadel once they have the help of
flying citadel. Clystran’s dragonnels—a plan that becomes reality in
Clystran might be able to find the other dragonnels the “Dragonnel Reinforcements” section.
in the region and bring them to aid the characters in No Sleep in Kalaman
reaching the flying citadel.
The characters can add their own embellishments to The people of Kalaman face a long, anxious night
this plan, but the flying citadel will be vulnerable only waiting for the Dragon Army’s attack. Use encounters
during its attack on Kalaman. The tunnels in the flying from the Night Encounters table to reinforce the Dragon
citadel’s foundations are the safest path for getting Army’s menace throughout the night. When you’re
inside the fortress, and “The Flying Citadel” later in this ready to conclude this section, move on to the “Bakaris
chapter assumes the characters use these tunnels. Defects” encounter.
Once the characters and their allies agree on a plan, Night Encounters
Clystran and his dragonnel rest briefly before heading
off to find the other dragonnels and convince them to d4 Encounter
aid in Kalaman’s defense. 1 Six kapak draconians scale the walls and attack a group of
Kalaman soldiers near the characters (see appendix B for
both stat blocks).
Night of Terror 2 Four Kalaman soldiers turn on their commander—in truth,
As dusk approaches, the defenders on Kalaman’s these are four sivak draconians (see appendix B) disguised
western walls sound an alarm: the Red Dragon Army using Shape Theft.
and its flying citadel draw near. All of Kalaman’s 3 Testing the Defenses (see below)
soldiers are called to defensive positions. When the 4 Highmaster’s Message (see below)
alarms ring out, Darrett finds the characters and takes
them to the Trade Gate’s ramparts. When they arrive,  
read the following description:

CHAPTER 7
137
Testing the Defenses messenger reports the Warrior’s Gate on the east wall  
is unguarded. Vendri urges the characters to quickly
find out what happened.
When the characters arrive at the gate, read the
following text:
Four Dragon Army dragonnels carry a total of eight
bozak draconians (see appendix B for both stat blocks).
On the walls near the characters are three ballistae
(detailed in the “Siege Equipment“ section of the
Dungeon Master’s Guide) and six Kalaman soldiers
(see appendix B).
The Dragon Army dragonnels are currently 360 feet
from the city. In 3 rounds they will be 20 feet above the
walls, and the eight bozak draconians will recklessly The portcullis rises jerkily. After 3 rounds, it will be high
glide onto the ramparts and attack. enough to admit a group of six Dragon Army officers
The characters can use the ballistae to attack the (see appendix B) into the city.
approaching dragonnels. A dragonnel struck by a The characters know the portcullis’s controls are in
ballista bolt panics and retreats with its two riders. the guardroom adjacent to the gate. There they find the
anxious Lord Bakaris (noble), accompanied by six
Highmaster’s Message knights in Kalaman armor. One of the knights turns a
This encounter occurs while the characters are outside, winch, raising the portcullis outside.
possibly on Kalaman’s walls or the city streets. The Lord Bakaris is defecting to the Dragon Army and has
character with the highest passive Wisdom (Perception) convinced these knights to come with him. The
score sees a strange violet light in the sky. After they cowardly lord is terrified of the invasion and is
react, read the following text: convinced everyone in Kalaman is about to be
slaughtered. After a moment of shock at seeing the
characters, he orders the five unoccupied knights to
attack the characters—while trying to stay out of battle
himself.
Portcullis. If the knight raising the portcullis isn’t
stopped within 3 rounds of the characters arriving at the
Warrior’s Gate, the Dragon Army officers join the battle
and Lord Bakaris tries to flee from the city. If the
This lesser death dragon (see appendix B) has come characters prevent the portcullis from opening, the
specifically for the characters. After its dramatic crash Dragon Army troops flee.
Bakaris’s Defeat. Lord Bakaris panics if his escape
landing, it starts the battle with 160 hit points and fights plan falls apart. Desperate, he might try to climb over
to the death. the city wall or employ another reckless scheme. He
During the fight, the first character to deal damage to surrenders if he takes any damage or if his knights are
the death dragon notices a piece of parchment is pinned defeated. Once Bakaris is defeated, a character who
to the skeleton with a dagger. When the death dragon is searches him finds the following message from his son:
defeated, the characters can retrieve the parchment,
which bears this message:

The message was written by Kansaldi Fire-Eyes


specifically for the characters. There is no signature, but
the wording suggests the characters have become
objects of the highmaster’s ire. The letter is simply signed “Bakaris.” The characters
Bakaris Defects will face Bakaris the Younger in the “Flight of the
Dragonnels” section, but they have no other information
A messenger arrives, either seeking Marshal Vendri at about the traitor at this time.
the Trade Gate while the characters are present, or  
seeking the characters at Vendri’s orders. The
138 CHAPTER 7
Concluding the Night all three ballistae are destroyed, three dragonnels and  
their riders fly overhead, avoiding the wall’s defenses.
After running the encounters in this section, the Dragon This provokes the “Daring Riders” encounter
Army’s attacks cease for a time. Have Darrett or immediately after this encounter is resolved.
another NPC urge the characters to rest before the
coming day’s battles. Give characters enough time to Daring Riders
finish a long rest before starting the next section. Three Dragon Army officers mounted on Dragon Army
dragonnels (see appendix B for both stat blocks)
Battle of Kalaman manage to get past Kalaman’s walls. The riders throw
After a brief lull in the initial attacks on Kalaman, the alchemist’s fire onto the city as they circle overhead.
Red Dragon Army unleashes its wrath on the city. Characters on the wall can turn a ballista to fire over the
If the characters rested after the events of the city, but doing so takes an action and a successful DC
previous section, their rest concludes to the sound of 16 Strength (Athletics) check. If the ballistae near the
warning horns. Darrett or a messenger from Marshal characters have been destroyed, they can find an
Vendri urges them to hurry to the command post atop additional ballista 60 feet farther along the city wall.
the Trade Gate. Once the characters arrive, read the Death Dragon Attack
following text: A lesser death dragon (see appendix B) crashes against
Kalaman’s wall at least 90 feet from the characters. By
the time the characters draw close, the death dragon
has already used its Cataclysmic Breath to kill four
Kalaman soldiers, transforming them into zombies.
Draconian Assassins
While the characters are at the Trade Gate command
post or another vulnerable point, two aurak draconians
(see appendix B) teleport nearby using the dimension
door spell and attack a Kalaman commander (use the
veteran stat block). This might be Marshal Vendri,

At this point, there has been no word from Clystran or Captain Narnhelm, or another Kalaman officer.
the dragonnels he went to track down. Dragonnel Reinforcements
Battle Begins When you’re ready for the characters to turn their focus
This section has no set timeline or specific goals beyond to the flying citadel, read the following text:
involving characters in Kalaman’s desperate defense.
Roll on or choose the encounters you want to run from
the Defending the Wall table. These encounters are
described below. Once you’re ready for the characters to
begin their infiltration of the flying citadel, proceed with
the “Dragonnel Reinforcements” section.
Defending the Wall From this description, the characters should recognize
Clystran has returned with the dragonnels he sought.
d4
1 Ballista Breakers
Encounter
From here, the adventure proceeds in one of two ways:
2 Daring Riders With Mass Combat If you are using the Dragonlance:
3 Death Dragon Attack Warriors of Krynn game along with this adventure,
4 Draconian Assassins the characters are asked to report to Marshal Vendri.
She plans to have her troops take to the field,
Ballista Breakers providing cover for the characters to reach the
A flight of dozens of sivak draconians soars from the dragonnels. Consult the “Warriors of Krynn:
flying citadel toward Kalaman. Many are shot down, but Scenario 11” sidebar.
four sivak draconians (see appendix B) land on Without Mass Combat If you aren’t using the
Kalaman’s wall and attempt to destroy three ballistae Dragonlance: Warriors of Krynn game, continue with
30 feet from the characters. the “Over Enemy Lines” section.
On each sivak’s turn, it attacks a ballista unless the
sivak was targeted before that turn by a character. A  
ballista is destroyed after sivaks attack it three times. If
CHAPTER 7 139
now lurk in the smoke, preparing to attack. They fight  
until wounded by a dragonlance or reduced to 10 hit
points or fewer. Clystran and his dragonnels stay out of
battle unless attacked.
Unless the characters prepared another strategy, they
begin this encounter adjacent to the tree stump at the
southeast corner of the map.
The following section notes elements unique to this
battle. The battle ends when the red dragons are
defeated.
Hawker’s Grove Battlefield Features
The battlefield includes the following features:
Burnt Ground and Trees This area has recently been
blasted with flames. It still smolders, and smoke
Over Enemy Lines heavily obscures this area. The smoke disperses
Clystran found the dragonnels he went looking for and after 5 minutes or if exposed to wind moving at least
convinced them to follow him to Hawker’s Grove, a 10 miles an hour.
wooded area southwest of the city. To rendezvous with Fray The 15-foot-wide area marked by the design at
Clystran, the characters must reach him amid the siege. the edge of the map represents areas from which
The characters might come up with their own methods, dangers might appear.
but if they ask Darrett or another ally for suggestions,
they’re directed to the southwest city wall where Hawker’s Grove Battlefield Events
Rookledust is posted. During this battle, roll on the Hawker’s Grove
There, the characters find Rookledust and her new Battlefield Events table each round on initiative count 0.
assistant, Than (introduced in chapter 3), have managed Also consider rolling on the table when a red dragon is
to convert a defunct catapult into a gnomeflinger (see slain or if a character enters the Fray or otherwise tries
appendix A). They created it to help get soldiers into the to leave the battlefield.
field or city rapidly, but thus far no commanders have
incorporated the device into their strategies. The
gnomes are delighted to let the characters use the
gnomeflinger. They even provide each character a
narycrash (see appendix A)—or two, if a character asks
for a backup.
Once the characters are ready, the gnomes happily
launch the characters one by one from the southwest
city wall and over the Dragon Army forces below. After
flying several hundred feet, the characters land a short
distance from the tree line and Hawker’s Grove.
Assault on Hawker’s Grove
Hawker’s Grove is depicted on map 7.1. As the
characters near Hawker’s Grove, read the following
text:

The scout Clystran has taken refuge in the grove and


has set up a small camp where he waits for the
characters. He’s accompanied by his own coppery
wasteland dragonnel (see appendix B) and one for each
character. Just before the characters arrived, four red
dragon wyrmlings pursuing the dragonnels used their
breath to set part of the grove aflame. The red dragons Map 7.1

CHAPTER 7
140
 

Hawker’s Grove Battlefield Events Clystran is eager to leave the grove before the
Dragon Army attacks again.
d10 Event
He hopes the dragonnels can slip past the Dragon
1–3 A flight of dragonnels strafes the battlefield, the wind from
Army’s winged forces amid the chaos.
their passage reigniting flames in the burnt ground. Each
He intends to lead the characters to the tunnels in
creature in this area must make a DC 14 Dexterity saving
the foundation of the flying citadel. He urges them
throw, taking 21 (6d6) fire damage on a failed save, or half
not to attack during the flight or otherwise draw
as much damage on a successful one.
attention to themselves.
4–6 A stray ballista bolt fires into the grove. Roll any die. On an
Once the characters land on the citadel, it’ll be up to
even roll, the bolt targets a random player character. On an
them to find a way to bring it down.
odd roll, the bolt targets a random red dragon. The attack
Clystran doesn’t know how the characters will
has +6 to hit and deals 16 (3d10) piercing damage on a
escape after destroying the flying citadel, but he
hit.
7–8 A sivak draconian (see appendix B) arrives, appearing promises to watch for them from a distance.
adjacent to the Fray near a random player character. If Once Clystran has answered any questions, he and
there is already a sivak draconian in the battle, no event the characters can mount their dragonnels and take off.
occurs. The dragonnels are intelligent creatures and
9– One of the red dragons roars a prayer: “Dragon Queen, understand the stakes, so they allow their riders to
10 grant us your flames!” Each red dragon recharges their Fire direct their flight as long as their riders don’t give life-
Breath action. threatening orders.
Meeting with Clystran Flight of the Dragonnels
After the red dragons are defeated, Clystran greets the As Clystran and the characters fly above the battlefield,
characters and introduces them to the wasteland read the following text:
dragonnels (see appendix B) he has convinced to aid  
them. Use the following topics to guide the conversation
with Clystran:

CHAPTER 7 141
falling creature that isn’t rescued takes 70 (20d6)  
bludgeoning damage upon hitting the ground.
Entering the Citadel
Once Bakaris and Red Ruin are defeated, Clystran
urges the characters to follow him directly to the citadel.
Other Dragon Army dragonnel riders have noticed the
battle and are turning from Kalaman to investigate, but
they’re still minutes away.
As the characters reach the flying citadel, read the
following text:
As the characters near the flying citadel, they must
succeed on a DC 14 group Dexterity (Stealth) check or
a flight of six Dragon Army dragonnels (see appendix B)
spots the party and approaches. If the characters have
disguised themselves as Dragon Army soldiers, the
dragonnels ignore them and fly on. Otherwise, the
dragonnels attack. If the characters flee, the dragonnels
break off after a short pursuit, but other foes notice the
characters (see the following section).
Clystran urges the characters to land swiftly, dismount,
Red Ruin
After the characters avoid or contend with the and head into the cave before they’re spotted. He’ll take
dragonnels, Clystran breaks away from the Dragon their dragonnels and lead off any pursuit. He doesn’t
Army flight path he had been following, rushing the know what’s in the cave beyond the landing site, but he
characters toward the base of the flying citadel. Read urges the characters to move fast and stay quiet, as
the following text as the characters approach: untold numbers of Dragon Army troops occupy the land
around the Bastion of Takhisis above. Soon after,
Clystran and the dragonnels depart.
Before the characters enter the cave, have each
character make an Intelligence check. The character
with the highest result calculates that based on the
flying citadel’s current speed, at least three hours
remain before the citadel reaches Kalaman’s walls (at
which point crashing it would destroy the city). The
The characters are spotted while they’re approximately party shouldn’t dally within the citadel, but they don’t
600 feet above the ground. Coming for them is Red need to rush for the sake of bringing down the citadel
Ruin, the Red Dragon Army’s ace dragonnel rider, and quickly.
Bakaris the Younger (a Dragon Army officer). Both are The tunnel here is narrow, and only Medium or
mounted on Dragon Army dragonnels (see appendix B smaller creatures can enter. It leads to area S1 in “The
for all three stat blocks). Flying Citadel.”
Red Ruin fights to the death, but Bakaris flees if Character Advancement
reduced to 20 hit points or fewer. If Bakaris is knocked
from his mount or slain, he falls and vanishes amid the When the characters arrive at the flying citadel, they
chaos. advance to 11th level.
Clystran and his dragonnel stay out of combat.
Bakaris’s Ego. During the battle, Bakaris removes his
helmet and taunts the characters, claiming Kalaman is The Flying Citadel
doomed and offering to find them jobs cleaning When the end came for the City of Lost Names, it came
dragonnel stables if they surrender. for everyone in equal measure except the followers of
Falling in Battle. Red Ruin seeks to knock her foes Chemosh, god of undeath. Chemosh’s servants thrived
from their mounts using her Lance attack. If a rider falls in the ruins of the Bastion of Takhisis, Onyari’s temple
from a dragonnel, the rider falls toward the ground until dedicated to forces controlled by the gods of evil. Led by
the end of the following round. During this time, the vampire Alstare Bellis, they assumed control of the
another rider who is mounted alone on a dragonnel can temple and continued their worship. When Lord Soth
use movement to dive alongside the falling creature and claimed the temple, he carried Cataclysmic fire into
try to catch that creature as an action. The rider catches heart of the temple, suffusing it with magical power.
the falling creature on the rider’s dragonnel if the rider This power now animates the death dragons and gives
succeeds on a DC 12 Strength (Athletics) check. A Soth control over the Bastion of Takhisis.
142 CHAPTER 7
Goals in the Citadel  
It should be clear to the characters that the flying citadel
must be prevented from reaching Kalaman, but they
likely haven’t yet determined exactly how. During their
exploration of the flying citadel, characters like Leedara
(see area S2) and Caradoc (see area S22) can reveal The tunnels are 10 feet wide, occasionally opening into
details that help the characters devise plans aligning larger chambers. Switchbacks, dead ends, and sloping
with the possibilities below. tunnels make these passages a maze.
Unseat Soth To navigate the tunnels to area S2 without incident,
The party’s initial plan most likely hinges on destroying the characters must succeed on a DC 16 group Wisdom
Lord Soth or otherwise removing him from the citadel. (Survival) check. If more than half the characters fail the
Soth is the absolute commander of the Bastion of check, they find the passage leads through a 50-foot-
Takhisis, and defeating him would render it inert. The wide, 70-foot-long, 50-foot-high cavern where a lesser
death dragon (see appendix B) lurks. It attacks when it
characters need to be ingenious, as they can’t hope to notices the characters. Once the dragon is defeated, the
beat Lord Soth by direct confrontation. characters face no more dangers in the tunnels. They
Discover Lost Elven Magic eventually find a 30-foot shaft rising to area S2.
Hidden in the depths of the temple is a magic item Temple Crypts
known as the mirror of reflected pasts (see appendix A).
It can temporarily paralyze Lord Soth and halt the The Bastion of Takhisis had countless enemies, many of
citadel. Multiple people point to the mirror as crucial to whom were interred in the temple crypts (depicted on
Soth’s downfall, but on its own, it’s only a temporary map 7.2). Lord Soth pays this level of the citadel little
solution. mind, as his cursory investigation turned up little of
interest. Unbeknownst to him, several free-willed
Destroy the Citadel Undead linger here.
Ending the magic that holds the citadel aloft means
snuffing the Cataclysmic fire in the Mourning Sanctum, S2: Entry
the heart of the citadel, or destroying the flying citadel
helm (see appendix A) it empowers. Lord Soth will
never allow this to happen, though, so he needs to be
neutralized beforehand.
Citadel Features
Maps 7.2 and 7.3 depict the flying citadel. Unless
otherwise noted, the following features are consistent This chamber is a crooked seam in the rock. The
throughout the dungeon: passage to the east splits, with both routes connecting
Corridors All corridors have 10-foot-high ceilings. to area S3. One path enters area S3 through a broken
Rooms have 20-foot-high ceilings. crypt in that room’s wall, while the other descends 15
Lighting Except for natural chambers and areas that feet and leads to a gouge in the floor of that area.
note otherwise, areas inside the flying citadel are The elf waiting here is Leedara (a neutral ghost
dimly lit by the flickering flames of magical torches detailed in chapter 3) in her guise as a living Silvanesti
and candles. elf. She’s here to aid the characters in confounding Lord
Soth’s plans and imparts the following information:
Citadel Depths Lord Soth lurks in the ruins above. He’s using the
The lowest levels of the flying citadel are unworked Cataclysmic fire from Kalaman’s catacombs to
tunnels. The characters find an entrance to these depths control the flying citadel and reanimate dragon
through a fissure in the citadel’s base. skeletons buried in the flying island’s foundations.
If the characters can quell the Cataclysmic fire, the
S1: Tunnels Undead dragons will be destroyed and the flying
As Clystran departs and the characters venture into the citadel will fall.
cave tunnels, read the following:  

CHAPTER 7
143
   

Map 7.2

CHAPTER 7
144
Leedara isn’t certain how to quell the Cataclysmic Use the Crypt Plaques table and Crypt Contents table to  
fire. The flames were created by the gods, so it determine what the crypts’ plaques say and what lies
stands that the power of the gods could extinguish within each. If you roll the same name for a plaque
them. more than once, the plaque is missing.
Lord Soth is a peerless foe. The characters won’t be Crypt Plaques
able to stand against him in battle.
Hidden somewhere in the chambers ahead is an d10 Plaque

elven relic known as the mirror of reflected pasts 1–2 Scratches make the plaque unreadable

(see appendix A). Those who view the mirror see 3–4 The plaque is missing

glimpses of their past. 5 Minara of the Scarlet Robes

Leedara believes the mirror can distract Soth, giving 6 Nessa Coalcracker, Expert Engineer

the characters a chance to extinguish the 7 Cecil Crownguard, Knight of the Dragon’s Roar

Cataclysmic fire. 8
9
Asa the Traitor
Lorry Wanwillow
Leedara also knows Lord Soth’s past and relates all 10 Ohzren the Immortal
the information from “Lord Soth’s Curse” in chapter 4. Crypt Contents
The characters likely have many questions about
Leedara herself: why she’s here, how she knows so d10 Contents
much about Soth, and so forth. If questioned, Leedara 1–3 Dusty Humanoid skeleton
reveals her true, ghostly form. She explains that, in life, 4 Toppled jar of ashes
she was one of the elven priestess Isolde’s attendants 5 A wight that won’t stop crying
and was among those who distracted Soth from his 6 Skeleton of an unidentifiable Beast
quest to prevent the Cataclysm. For her deeds, she’s 7 A black pudding
cursed to live as a ghost—but she’s also a curse on Soth 8 Gouged stone and a Humanoid skeleton with worn-down
and works to stymie his ambitions. She can’t stand finger bones
against Soth alone and earnestly seeks to aid the 9 Perfectly preserved Humanoid corpse
characters. After sharing the information here and 10 Humanoid skeleton wearing +2 leather armor. The crypt is
answering any questions the characters have about empty if this result is rolled a second time.
Lord Soth, she vanishes.  
During the conversation with Leedara, if the
characters attack or disbelieve her, the ghost vanishes,
then reappears later to provide any of the information
here as it proves helpful.
S3: Burial Vault

A fissure has opened in the wall of this vault, allowing


access from area S2. Eleven sealed crypts line its walls.
One crypt has been broken open, and a branch of the
fissure connects it to area S2. The broken crypt bears a
plaque reading “Acont, Prince of Minotaurs.”
Two skeletal knights (see appendix B) and a
minotaur skeleton stand guard in this room and attack
intruders on sight.
Brickwork Seals. Each occupied crypt is bricked over.
These brickwork seals are Large objects with AC 15, 30
hit points, and immunity to poison and psychic damage.
Crypts. Each crypt contains the remains of someone
whose soul was remanded to Chemosh, God of
Undeath. A simple plaque notes the occupant’s identity.
CHAPTER 7 145
S4: Chemosh’s Shrine small triangle and tucked into the pocket of a shirt sized  
for a Small creature.
S6: Elven Catacombs

This shrine is under the effect of a hallow spell, with the


additional effect that creatures other than Undead that
attempt to ascend the dais are subject to the spell’s fear
effect (save DC 16).
Chemosh’s Blessing. The first character who
succeeds on the saving throw against the hallow spell The Large statues mark the entrances to the tombs of
and approaches the skull on the shrine hears the voice three elves: the Silvanesti ambassador Cithcillion and
of Chemosh in their mind: his companions, Madar and Tenadria. All three died as
captives of the Bastion of Takhisis and were interred
here so their spirits could be further interrogated using
magic mirrors in their tombs.
The statue to the south has been pushed aside,
revealing the entrance to a tomb behind it. Similar
If the character refuses the offer, the altar emits smoke entrances exist behind the other statues, which can be
that coalesces into a hulking figure. This hostile figure pushed aside with a successful DC 20 Strength check.
uses the clay golem stat block, but it is an Undead S7: Madar’s Tomb
instead of a Construct. If the character accepts, they The doorway to this tomb can be accessed by pushing
immediately become aware of how to use the altar to its statue aside with a successful DC 20 Strength check.
speak with the dead, and they don’t need a holy symbol
to do so.
Chemosh’s Altar. A detect magic spell reveals an aura
of necromancy around the altar. The altar can be used
to commune with the dead. If a corpse’s skull is placed
on the altar, a creature wearing or holding a holy
symbol of Chemosh can ask the skull five questions, as
if by the speak with dead spell. Each skull can be
questioned only once in this way. Close inspection of the floor reveals the shards of glass
If the characters question a skull from area S3, it can are pieces of a mirror. The bones belong to Madar, one
answer little beyond general questions about the of Cithcillion’s companions. Madar’s bones were thrown
temple’s layout. If asked about the treasure vault’s from the marble slab when the City of Lost Names fell
location, one of the skulls answers, “Treasure is found from the sky. The bones are now scattered and
when Takhisis turns her ire south.” shattered beyond repair.
If the skulls from areas S8 and S9 are questioned, S8: Cithcillion’s Tomb
they provide the facts detailed in those sections. The doorway to this tomb can be accessed by pushing
S5: Vestry its statue aside with a successful DC 20 Strength check.

The small room is strewn with shattered pottery, a A detect magic spell reveals the mirror on the ceiling
broken chest of empty drawers, and a moldering pile of radiates an aura of necromancy. If the characters return
clothes. A successful DC 12 Intelligence (Investigation) Cithcillion’s bones to the slab, the reflection in the
check shows this room has been ransacked; the chest of mirror is of him as he was in life. His reflected image
drawers and pottery have been carelessly handled and opens its eyes and speaks:
the clothes tossed about.  
Treasure. A character who searches the pile finds a
portable hole hidden among the clothing, folded into a

146 CHAPTER 7
When rumors spread of the kingpriest desecrating a  
dragon burial ground, Cithcillion was sent as the
Silvanesti ambassador to Onyari with his friends
Madar and Tenadria. They hoped to persuade the
kingpriest to return the bones to their proper resting
place.
They brought with them a gift, the mirror of reflected
pasts (see appendix A). An elven relic used to help
long-lived peoples recall happier times, the mirror
was intended to help the kingpriest reflect on
simpler expressions of faith and hopefully deter him
from dramatic affronts to the gods.
Their diplomatic visit ended with Cithcillion and his
friends imprisoned and dying in the temple.
Cithcillion doesn’t know what happened to the
mirror, but it’s likely still in the temple somewhere.
If the characters use the speak with dead spell on
Cithcillion’s skull instead of using the mirror, he gives
truthful answers about the above information.
S9: Tenadria’s Tomb
The doorway to this tomb opens to area S6, as its statue
was moved before the characters arrived.

Close inspection of the floor reveals the shards of glass


are pieces of a shattered mirror. The skeleton on the
slab belongs to Tenadria, an elf diplomat and one of
Cithcillion’s companions. Tenadria responds
uncooperatively to the speak with dead spell.
Alstare Bellis. The neutral evil vampire and former

Cithcillion is aware he’s dead, but he has no idea what high priest of Chemosh, Alstare Bellis, hides just above
became of his companions. The characters may realize the entrance to the tomb in bat form. A character who
the other tombs (areas S7 and S9) belong to Madar and succeeds on a DC 18 Wisdom (Perception) check
Tenadria. notices the bat. If Alstare isn’t detected, he waits for the
Cithcillion’s Quandary. If the characters tell
characters to enter the tomb and drops behind them,
Cithcillion that Madar and Tenadria are also dead, his changing into his Humanoid form and blocking the exit.
sadness is evident, and he requests the characters bring Alstare doesn’t immediately attack the characters but
his friends’ remains to his tomb so they can be reunited instead questions them. If it becomes clear they’re
in death. He doesn’t speak further or answer questions enemies of the Red Dragon Army, he offers a deal. In
until the characters have done as he asks. exchange for the characters destroying the draconians
When Madar’s and Tenadria’s remains are brought to on the floor above—especially their gold-scaled leader
his tomb, Cithcillion is willing to talk with the (Drayan in area S12)—Alstare will reward the party with
characters, answering questions forthrightly. He doesn’t “treasures untold.” Once the characters return to him
know anything about the dungeons in which he is with evidence they’ve completed this task, Alstare tells
interred, the Cataclysm, the state of the City of Lost them how to access the treasure vault (area S13) using
Names, or how much time has passed. He shares the the statue in area S12.
following information with the characters: If the characters agree to help Alstare, he also
immediately shares how the altar in area S4 functions.
Cithcillion was a Silvanesti elf who, like many in If refused or attacked, Alstare flees, then harasses the
Krynn, had grown concerned with the kingpriest’s characters with hit-and-run tactics, seeking to make
increasingly arrogant behavior.  
CHAPTER 7 147
them his vampire spawn. This tomb is Alstare’s spaces above. Now the draconians work feverishly to  
resting place. uncover its secrets while Lord Soth looks on through
Alstare’s Amulet. Alstare wears a medallion around his Undead servants.
his neck in the shape of a goat’s skull, which he offers to
loan to a character who wishes to use Chemosh’s altar. S10: Corridors
A cleric of Chemosh or a character who succeeds on a The corridors on this level are guarded by two skeletal
DC 14 Intelligence (Religion) check recognizes this as a knights (see appendix B). The knights guard the door to
holy symbol of Chemosh, god of undeath. the sanctuary (area S12), and they notice anyone using
the southeast stairs to area S3.
Priests’ Quarters
S11: Rubble and Ruin
The priests’ quarters (depicted on map 7.2) are where Rubble chokes the southern half of this room where the
many of the temple’s faithful spent their lives. The wall and ceiling have collapsed. A character who
Bastion of Takhisis’s officiants and servants practiced examines the room and succeeds on a DC 12 Wisdom
their worship here, separate from the public (Survival) check notices a set of bootprints from a Small
Humanoid going north to south. At the midpoint of the
room, the Humanoid tracks stop and a set of rat tracks
begin, leading directly into the rubble.
Exploration. Though the ruined area to the south has
mostly collapsed, cramped passages allow space for a
Medium or smaller creature to squeeze through to
Lorry’s lair.
Lorry’s Lair. Past the rubble is a ruined chamber lit by
black candles surrounding an open stone coffin. The
body of a female kender lies in the coffin, her features
placid and her hands folded over her heart.
Lorry Wanwillow (chaotic evil, kender vampire; her
Shapechanger trait allows her to become a rat instead
of a bat) rests in the coffin. The Humanoid and rat
tracks in the room to the north were both hers. She
appears dead, feigning as much until the characters
draw near, at which point she tries to scare them by
sitting up. Amused with herself, she then addresses the
characters:

Lorry has spent the last several days in rat form,


surveilling the citadel’s new residents. She’ll happily
parley with the characters as she’s been unimaginably
bored.
Lorry chatters at length and eventually provides the
following information, only some of which is useful:
Lorry came to the City of Lost Names about two
hundred years ago, searching for treasure. Alstare
Bellis caught her and turned her into a vampire. Fifty
years later he bricked her up in the chamber, though
she has no idea why (it’s because she’s a chatterbox).
Lorry recently escaped her prison when the temple
rising broke apart the bricks sealing her crypt.
Alstare is a jerk, but he knows a lot about the temple.
He’s afraid of the black rose knight.
 

148 CHAPTER 7
A ghost named Caradoc is lurking around—it seems a successful one. Once the statue has breathed flame, it  
like he’s up to no good. Lorry is thinking about rotates back to face east.
destroying him and putting in for his job. Secret Doors. There are secret doors in the north and
Most of the dragon-people spend their time above south walls. A character can find one by searching that
ground, but some of the higher-ups have been area and succeeding on a DC 16 Intelligence
spending time in the sanctuary (area S12). (Investigation) check, but there’s no clear way of
Treasure. Lorry’s backpack is tucked in the corner of
opening either door until the statue is moved.
the room. Among her possessions are a potion of S13: Treasure Vault
gaseous form, a ring of spell storing with a seeming
spell (save DC 16) stored in it, and a ventriloquist’s
dummy with a sharp widow’s peak and a red satin cape.
Lorry turns hostile if the characters try to take these
items without her permission.
S12: Sanctuary This is the temple’s treasure vault, where offerings and
the recovered goods of enemies were kept.
Treasure. Though some of this room has crumbled,
the characters can easily retrieve 5,200 gp worth of
coins and valuable pieces of art, as well as a potion of
gaseous form, two potions of healing (superior), a +1
greatsword, and the mirror of reflected pasts (see
appendix A).
This chamber’s vaulted ceiling is 50 feet high. Obsidian
columns outline the walls, though a portion of the south S14: Primordial Altar
wall has partially caved in, collapsing two of the {{descriptive Within a cave of dark stone stands a
columns. At the center of the room stands a statue of gleaming altar of black obsidian polished to a mirror
Takhisis in her five-headed form. Statues of the evil shine. Where the light strikes it, bands of color glimmer
gods Chemosh, Hiddukel, Morgion, Nuitari, Sargonnas, within the altar: blue, green, white, and red. }
and Zeboim (detailed in the introduction) form a This chamber holds a primordial altar to Takhisis, a
semicircle behind Takhisis’s statue. A character who is weakening in the fabric of the planes where the Dragon
a cleric of a depicted deity or who succeeds on a Queen’s will bleeds into Krynn. The chamber is
successful DC 12 Intelligence (Religion) check desecrated ground that grants Undead, Fiends, and
recognizes the deity’s statue. worshipers of Takhisis advantage on attack rolls.
Creatures. The aurak draconian Drayan supervises Altar. The first character who touches the primordial
six bozak draconians (see appendix B for both stat altar is stunned until the start of their next turn. During
blocks) in this room. The bozaks are busy dismantling that time, their mind fills with terrifying visions of
the statues of the gods behind the effigy of Takhisis. If a Takhisis’s draconic heads shrieking in triumph, the
fight ensues and the draconians are losing, Drayan uses Dragon Armies marching across the face of Ansalon,
the dimension door spell to flee to area S18, where she and a dark temple rising from broken ground. The
prepares to ambush the characters. character gains the charm Dragon Queen’s Will (a type
Statue. If the characters examine the statue of of supernatural gift detailed in the Dungeon Master’s
Takhisis, they notice depressions spaced along its base Guide; see below).
and a plaque reading, “Yield to Her Will.” A character Creatures. As soon a creature touches the altar, three
who inspects the depressions and succeeds on a DC 14 wraiths emerge and attack.
Intelligence (Investigation) check realizes they serve as
handles to rotate the statue.
Though the statue is designed to move, it’s still
immensely heavy. It can be rotated to a new position by
a character who succeeds on a DC 22 Strength check or
by creatures with a combined Strength of 40 or higher.
If the statue is rotated to face north, the secret door to
area S14 opens. If the statue is rotated to face south,
the secret door to area S13 opens. If it is rotated to face
any other direction, the statue’s heads animate and
breathe flame. Each creature in the chamber must
make a DC 16 Dexterity saving throw, taking 35 (10d6)  
fire damage on a failed save, or half as much damage on

CHAPTER 7 149
S15: Draconian Garrison  

This garrison is occupied by four bozak draconians and


three kapak draconians (see appendix B for both stat Lord Soth’s servants use this room to store junk. Most
blocks). of it has no value, but the bust is of Istarian origin and is
S16: Study worth 1,000 gp to a collector. Characters might recall
seeing hats of similar style to the one the man is
wearing in the City of Lost Names.
Bastion of Takhisis
The City of Lost Names was built on a foundation of
pillaged dragon bones, which gave it much of its magic.
The top drawer of the desk contains Dragon Army The Bastion of Takhisis (depicted on map 7.3) now
reports on troops and supplies on the surface of the carries that magic’s legacy, empowered by the
flying island, as well as a spell scroll of arcane eye. Mourning Flame that burns in the Mourning Sanctum
S17: Library at the temple’s heart.
S21: Ruined Hall
When the characters enter this area, read or paraphrase
the following:

The books here are rotted and worthless, but a


character who spends five minutes searching the library
finds a spell scroll of polymorph.
S18: Draconian War Room

Six sivak draconians (see appendix B) are here This hall connects the stairs leading to areas S19 and
reviewing the battle plan for the assault on Kalaman. On S22.
the table in front of them are rough sketches of Crumbled Wall. The east wall here is weak and
Kalaman’s leadership, including Marshal Vendri, riddled with cracks. The Mourning Sanctum (area S23)
Darrett, and the characters themselves. One of the is visible to creatures that look through these cracks. A
sivaks has a key to the cells in area S19. 10-foot section of this wall is a Large object with AC 17,
If Drayan was encountered in area S12 and escaped, 60 hit points, and immunity to poison and psychic
she is here when the characters arrive. If so, only four damage. If destroyed, the wall topples, providing access
sivak draconians are with her. Drayan has readied an to area S23 and alerting creatures in that area to the
action to use her Noxious Breath as soon as she sees a characters’ presence.
character in range. Soldier. The soldier is a veteran wearing the armor of
S19: Cells a Kalaman soldier—but she’s possessed by Caradoc
These bare stone cells once quartered the temple’s (detailed in chapter 4; stat block in appendix B). When
priests. They are currently empty. she notices the characters, she withdraws up the stairs
to area S22.
S20: Storeroom  

150 CHAPTER 7
 

Map 7.3

S22: Nuitari’s Shrine Caradoc wants to take control of the flying citadel.
He promises to leave Kalaman if the characters help
him do so.
Soth is higher up in the ruins (area S25), where he
controls the flying citadel using a throne linked to the
Cataclysmic fire holding the citadel aloft.
Soth is fantastically powerful. Caradoc urges the
characters to find a way to distract him or otherwise
undermine him without fighting.
A cleric of Nuitari or a character who succeeds on a DC Wersten Kern, Soth’s standard bearer, guards the
12 Intelligence (Religion) check recognizes the moon in brazier containing the Cataclysmic fire. She’s loyal to
the wall carvings represents the god Nuitari. Soth and will have to be disposed of as well.
Caradoc. The soldier the characters encountered in
area S21 withdraws here. This is Caradoc (see Caradoc’s plans are doomed to failure, as the flying
citadel helm in area S25 can be used only by a
appendix B) possessing the body of a veteran in
Kalaman armor. Caradoc is eager to speak with the spellcaster. (Later, when Caradoc realizes he can’t
characters and enlist them in a plot to betray Lord Soth attune to it, he goes into a rage and attacks the
and steal the flying citadel for himself. He doesn’t try to characters.) If the characters don’t ally with Caradoc, he
disguise his identity despite the new body he’s claimed. sends them on their way, then attempts to ambush them
Use the following points to guide the conversation: the next time they’re vulnerable—likely in area S25.
Regardless of how Caradoc interacts with the
Caradoc believes Soth’s alliance with the Dragon characters, use his warnings to reinforce the danger of
Army is folly, distracting him from taking revenge engaging Lord Soth in outright combat.
against the Knights of Solamnia. Captive Soldier. If the soldier Caradoc is possessing
drops to 0 hit points, allow her to make death saving
throws, as the characters may wish to heal her. Her
CHAPTER 7 151
 

name is Amelia Ghallen (neutral good, human veteran). This is the heart of the flying citadel. The magic of the
She remembers being captured during a battle with the Cataclysmic fire here holds the citadel aloft—and it is
Red Dragon Army and taken alongside other prisoners also the forge from which death dragons emerge. The
to a terrifying castle in the mountains. She helps the gates at the south of the room lead from the temple to
characters defeat Caradoc if the spirit is present, but the surface of the flying island, but they’re sealed shut.
she wants nothing more than to return home to Wersten Kern. The figure atop the scaffold is Wersten
Kalaman. Kern (see appendix B), an Undead former Knight of
Solamnia who is now Lord Soth’s standard bearer.
S23: Mourning Sanctum When she notices a character, she salutes them and
demands they either submit and join the service of her
master, Lord Soth, or face her in honorable, one-on-one
combat. Regardless of their response, she begins battle
by using her Terrifying Litany action. Kern fights to the
death and prioritizes attacking foes that seek to damage
the room’s brazier or scaffold.
Lord Soth. If the characters didn’t already paralyze
Lord Soth (see appendix B) with the mirror of reflected
pasts in area S25, he arrives 3 rounds after the battle
with Kern begins and immediately attacks. See area
S25 for more details.
Brazier. Cataclysmic fire fills the room’s giant brazier.
A creature that falls into it takes 70 (20d6) necrotic
damage. The brazier’s flames can be extinguished by
bathing a holy relic of a good-aligned god in the flames,
such as a dragonlance. If the players don’t think of this
on their own, have the characters make a DC 14
Intelligence (Religion) or Wisdom (Insight) check. On a
successful check, a character recalls Leedara said the
152 CHAPTER 7
power of the gods could quell the flames, and they  
remember the dragonlance bears Paladine’s power.
Extinguishing the flames destroys the brazier, as
detailed below.
Scaffold. The scaffold surrounding the brazier rises
10 feet off the ground. Stairs to the west and east climb
to its top. Four floating supports with depressions
holding Cataclysmic fire support the scaffold and the
brazier. These supports are Large objects with AC 18,
40 hit points, and immunity to poison and psychic
damage. If all four supports are destroyed, the scaffold
and brazier topple as detailed below.
Destroying the Brazier. If either the Cataclysmic fire
in the brazier is extinguished or the supports holding
aloft the scaffolding are destroyed, the brazier topples
and the magical flame within goes out. Proceed with
“The Citadel’s Destruction” below.
S24: Sargonnas’s Shrine

Two skeletal knights (see appendix B) stand guard in


this room.
A cleric of Sargonnas or a character who succeeds on
a DC 12 Intelligence (Religion) check recognizes the
images on the walls represent the god Sargonnas.
S25: Lord Soth’s Throne Room
Read or paraphrase the following text when the
characters enter this room:

The throne is the flying citadel helm (see appendix A)


that controls the movement of the flying island. It draws
its power from the brazier in area S23. If the brazier
there is destroyed, the helm ceases to function.
The floor of area S23 is 40 feet below the ledge
bearing the throne. The entirety of that area is visible
from here.
Lord Soth. Unless the characters already
encountered him in area S23, Lord Soth (see appendix
B) is seated on the throne. Soth is fixated on controlling
the movement of the flying citadel and ignores the
characters until they address him. Soth is a terrifying
CHAPTER 7 153
citadel helm in area S25 and destroys all the lesser  
death dragons allied with the Red Dragon Army,
reducing them to inanimate bones.
Any other threats the characters are contending with
remain, but the characters have succeeded in their
primary mission. Now they must escape the shattering
citadel. There’s no set time limit for how long the
characters have until the flying citadel crashes, but don’t
let the players know this. Use the following scenes to
encourage characters to flee the citadel as swiftly as
possible.
Soth’s End
The characters witness Lord Soth consumed by
disaster. If he is in area S23 or S25, the ground opens
beneath the death knight and he falls into darkness. He
doesn’t appear again in this adventure, and it will take
exceptional coercion for Soth to ally with the Dragon
Armies in the future.
Escape Routes
Allow the characters to decide how they’re going to
escape the citadel. If they race through the temple’s
underground levels, they encounter falling rocks as the
structure shakes apart (see “Scenes of Destruction”).
Alternatively, widening cracks in the temple walls allow
the characters to quickly leave the bastion and flee to
the flying island’s edge (see below). The area outside is
depicted on map 7.4 and features the following areas
outside the Bastion of Takhisis:
figure, and his armored corpse crackles with cinders.
Once confronted, he speaks little, preferring concise Cataclysmic Smoke Violet vapor drifts from the
threats like “Submit” or “Die.” If possible, he begins temple, leaving the area it fills heavily obscured.
combat using his Cataclysmic Fire action against a Dragon Army Camps Dozens of Dragon Army troops
group of characters. panic amid rows of tents and dragonnel landing
Distracting Lord Soth. If confronted with the mirror strips.
of reflected pasts (see appendix A), Lord Soth fails all Plaza This raised, 10-foot-high plaza provides a
saving throws to resist its effects. He whispers the name vantage of the surrounding chaos. Stairs descend to
“Isolde” before staring into the mirror, transfixed. So the south.
long as Lord Soth can see the mirror, he is paralyzed for Ruins Ruined Istarian buildings lie scattered across
1 hour or until he takes damage. If damaged while the area.
paralyzed by the mirror, Lord Soth can make saving The hundreds of Dragon Army troops outside the
throws against the mirror’s effects as normal. citadel are largely too preoccupied with their own
The Citadel’s Destruction escape to pay the characters any attention.
Whatever their path, before the characters manage to
If the characters destroy the brazier in area S23, read escape, highlight the flying citadel’s deconstruction with
the following text: events from the “Scenes of Destruction” section, then
proceed with the “Karavarix’s Revenge” section.
Scenes of Destruction
Emphasize the destruction of the flying citadel and the
effects of the extinguished Cataclysmic flames using any
of the following events you wish:
 

With the brazier’s destruction, the magic holding the


flying citadel aloft ends. This disengages the flying
154 CHAPTER 7
A lesser death dragon Escaping the Bastion  
Death Dragon Destruction
(see ) lands near the characters. The The citadel is 300 feet in the air. Before it crashes, the
appendix B
violet flames animating it fade, and the creature characters can escape it using the following options or
collapses into a pile of inanimate bones. Elsewhere, any other approach they please:
the characters can see other death dragons falling, Magic The easiest way off the Bastion of Takhisis is
their flames extinguished as well. magic, such as the feather fall or fly spell.
Falling Rocks Part of the temple collapses. Each Narycrash If the characters obtained extra
character must succeed on a DC 14 Dexterity saving narycrashes earlier in the adventure, these devices
throw or take 27 (6d8) bludgeoning damage. can be used to escape.
Hungry Crevice Six baaz draconians (see appendix Enemy Dragonnels Although most Dragon Army
B) rush toward the characters through a crack dragonnels have abandoned the citadel, a few
opening in the temple walls. A 10-foot-wide fissure in remain trapped in stables across the plaza. If the
the ground opens up, swallowing the draconians in characters free them, the dragonnels help them
darkness. escape to the battlefield below.
Karavarix’s Revenge Clystran’s Dragonnels If the characters can find no

Before the characters escape, they’re confronted by other way off the flying citadel, Clystran and his
Karavarix, the first and most powerful of the death dragonnel friends arrive just in time to airlift the
dragons. Read or paraphrase the following text: characters to the battlefield below.
Dragon Army Rout
The destruction of the citadel is a great blow to the Red
Dragon Army’s morale. Its forces are shaken, but
Highmaster Kansaldi Fire-Eyes seeks to wrest revenge
from the jaws of defeat.
Karavarix is a chaotic evil greater death dragon (see The Sky Is Falling
appendix B) who hasn’t been affected by the destruction
of the brazier in the Mourning Sanctum (area S23). In When the characters safely reach the ground, read the
life, she was the gold dragon Sarlamir slew during his following text:
quest to the flying city of Onyari—and Karavarix still
seeks revenge. Before she attacks, she roars, “Sarlamir!
I won’t be driven from the skies again. I’ll have my
revenge on you and all humans!” Characters who
explored the catacombs beneath Castle Kalaman
(detailed in chapter 4) recall the name Sarlamir, the
dragon he slew, and the statue in his tomb with gold
dragon features. Karavarix then fights until destroyed.
The characters land a quarter mile from Kalaman’s
west wall. There is little risk of the flying citadel
crashing on the characters, but fallen rocks and the
bones of death dragons litter the field. Draconians with
half their hit points flee the flying citadel, making hard
landings on the battlefield. These and other foes scatter,
fleeing the battlefield in every direction and ignoring the
characters.
Clash of Fallen Flames
When the characters start their return to Kalaman, read
the following text:
 

CHAPTER 7 155
 

Agents from the Blue Dragon Army are gathering


other floating pieces of the City of Lost Names. One
way or another, the Dragon Armies will conquer the
skies.
Kansaldi will show the characters mercy for their
audacity—if one character submits to her, she will
spare the others. The one who submits must agree to
be burned to death by Ignia for all to see.
If any among the characters wish to join the Red
Dragon Army, they’re free to prove their allegiance to
This is Kansaldi Fire-Eyes (see appendix B) and her red her.
dragon ally, Ignia. Ignia uses the young red dragon stat Kansaldi and Ignia attack if her demands are ignored
block but is Huge. Kansaldi spotted the characters or rebuffed. This battlefield is represented on map 7.5.
fleeing the flying citadel and now seeks revenge. She’s a See the following sections for details on this battlefield’s
fanatical follower of the Dragon Queen and vents features.
righteous rage on the characters, including the Kansaldi and Ignia start atop the spire, 30 feet above
following topics: the characters. The characters begin amid the citadel
The Dragon Queen’s victory is inevitable. Half of rubble at the south of the map. Both foes use ranged
Ansalon already bows to Takhisis. attacks to keep the characters at bay. They engage in
The characters might’ve delayed Kalaman’s fall, but melee combat only if a creature reaches them atop the
Kansaldi’s troops are a mere fraction of the Dragon spire or if they’re outmatched in ranged combat. Both
Armies’ forces. Her master, Dragon Highlord fight to the death.
Verminaard, will return with greater numbers. Even as she dies, Kansaldi whispers to the characters
that her death is the sacrifice Takhisis wants and that
victory is now assured.
 

156 CHAPTER 7
Fray The 15-foot-wide area marked by the design at  
the edge of the map represents dozens of Dragon
Army troops trying to retreat. This area and the
battlefield beyond the map are difficult terrain. A
creature that starts its turn in the Fray or that enters
the Fray for the first time during a turn must succeed
on a DC 16 Dexterity saving throw or take 10 (3d6)
slashing damage from attacks by opportunistic foes.
Clash of Fallen Flames Events
During this encounter, on initiative count 0 each round,
roll on the Clash of Fallen Flames Events table. The
encounter ends when both Kansaldi and Ignia are
defeated.
Clash of Fallen Flames Events
d8 Event
1– Fragments of flying citadel rain down. Each creature must
3 succeed on a DC 15 Dexterity saving throw or take 22
(4d10) bludgeoning damage.
4– A bozak draconian (see appendix B) with 10 hit points falls
5 from above and crashes toward a random player character.
The character must succeed on a DC 16 Dexterity saving
throw or take 11 (2d10) bludgeoning damage. The
draconian is stunned for a round, then attacks.
6 A siege engine explodes nearby. Its remains crash in a 20-
foot-radius centered on a random player character. Each
creature in that area must either use its reaction to move up
to half its speed to escape the area or take 11 (2d10) fire

Treasure. Kansaldi’s gold-embossed half helmet is damage.

worth 3,000 gp, and a crimson gem of seeing is 7 Low-flying dragonnels flee across the battlefield. Creatures

embedded in her left eye socket. The gem can be on the spire or otherwise above ground level must succeed

removed only if Kansaldi is dead. When used, the gem on a DC 14 Strength saving throw or be knocked prone.

grows uncomfortably warm to the touch. 8 A random player character notices the clouds above the

If Kansaldi is dead, this gem of seeing becomes a battlefield momentarily look like five hateful draconic heads.

sentient magic item of lawful evil alignment with an The character must succeed on a DC 16 Wisdom saving

Intelligence of 16, a Wisdom of 19, and a Charisma of throw or have disadvantage on attack rolls and ability

15. It has hearing and normal vision in a range of 120 checks for 1 round. If the character is wearing the holy

feet. The gem can speak and understand Common and symbol of a good-aligned god, it glimmers and the character

Draconic, and it can communicate telepathically with its gains inspiration instead. This event happens only once. No

wielder. It promises its bearer the Dragon Queen’s favor event occurs if you roll it again.

if they replace one of their eyes with the gem. Aftermath of the Siege
Clash of Fallen Flames Features When Kansaldi is defeated, the Red Dragon Army
The battlefield includes the following features: breaks completely, retreating southeast toward the
Citadel Spire A 30-foot-tall stone shard dominates
Taman Busuk.
the center of the battlefield. A cliff winds up its side, The adventure unfolds in one of two ways from here:
making it possible to walk from the ground to the With Mass Combat If you are using the Dragonlance:
top. There are ample handholds in the rock, making Warriors of Krynn game along with this adventure,
it easy to climb. consult the “Warriors of Krynn: Scenario 12”
Citadel Rubble and Dragon Skeletons The squares sidebar.
with fallen rubble or bones of dead dragons are Without Mass Combat If you aren’t using the
difficult terrain. Dragonlance: Warriors of Krynn game, continue with
the following section.
 

CHAPTER 7 157
Rookledust and Than The gnomes learned they  
work well together, and with such radically different
fields of interest, they’re fascinated by the prospect
of collaborating in the future. They plan to return to
Rookledust’s workshop and begin work on new
inventions.
Use these plans to wrap up the stories of these
characters or to foreshadow future adventures.
Heroes’ Celebration
A week after the siege of Kalaman, the city hosts a great
ceremony in the courtyard of Castle Kalaman to
celebrate the characters and all who perished in
defense of the city.
Heroes alive and dead are honored with medals and
Kalaman Victorious speeches. Governor Thren and Marshal Vendri
personally thank the characters. Before all assembled,
With the defeat of the Red Dragon Army, the characters Vendri pronounces the characters’ commitment to the
return to a heroes’ welcome in Kalaman. Their allies, Kalaman military honorably discharged; they’ve
including Darrett and Marshal Vendri, are among the completed the terms of their involvement with
first to express their awe and thanks on behalf of the Kalaman’s defenders (as set forward in chapter 4).
entire city. Truly, Kalaman wouldn’t have survived were Characters who accept this honorable discharge are
it not for the characters’ daring. The city spends the rest rewarded with platinum medallions bearing the symbol
of the day repairing the city’s fortifications and honoring of Kalaman worth 2,500 gp. Characters who choose to
those who died in the city’s defense, but the night is remain a part of Kalaman’s army receive the same
filled with celebration and song. medallion and are granted a new title: Knight of
An Uncertain Future Kalaman. The responsibilities of this position and future
assignments are for you to determine.
Celebrations and enthusiasm fill Kalaman for days after Additionally, if the characters participated in battles
the Dragon Army’s defeat, and its people begin to make using the Dragonlance: Warriors of Krynn game, dole
hopeful plans for the future. Here are the plans of just a out the campaign rewards from that game as part of this
few of the characters’ allies: celebration.
Clystran Clystran has seen more than enough of the Mysterious Message
city and is eager to return to Heart’s Hollow with his After the characters have received their rewards, a
dragonnels. He invites the characters to visit the next Kalaman soldier delivers a message for them, which
time they’re in the Northern Wastes. was left with a guard at Castle Kalaman’s gate. The
Darrett With the danger of the Dragon Armies past letter is sealed with blue wax bearing the Dragon
for the moment, Darrett plans to travel to the city of Queen’s symbol and reads as follows:
Maelgoth, where he hopes to become a true member
of the Knights of Solamnia.
Marshal Vendri Ever pragmatic, Marshal Vendri is
wary the Dragon Army might soon return, and she
seeks ways to reinforce the city’s defenses. She also
plans to send agents to Maelgoth and Palanthas to
court the Knights of Solamnia and the country’s
other great cities to aid in Kalaman’s defense.
Raven and Vogler’s Villagers With Kalaman’s
support, Raven is leading an initial foray to Vogler.
She hopes to see what can be salvaged and to plan The message bears no signature, but the seal is the
the village’s restoration. Raven is committed to symbol of the Dragon Queen impressed upon blue wax,
hosting a fantastic Kingfisher Festival in the village suggesting an agent of the Blue Dragon Army.
next year. The adventure ends here. Use this message to
foreshadow future conflicts in the War of the Lance or
to continue your adventures in Krynn.
 

158 CHAPTER 7
Appendix A: Gear and Magic Items
his appendix describes new equipment, magic  

T
items, and tinker gnome siege weapons
that appear in the adventure.
Adventuring Gear
This section describes items and weapons
that have special rules or require further explanation.
The following items are presented in alphabetical order.
Fargab
These backpack-sized devices are created in pairs, with
matching numbers engraved on them, and allow
communication over a long distance using radio
frequencies. While wearing a fargab, you can use an
action to speak into the device’s mouthpiece and send a
short message of twenty-five words or less to another
creature wearing the matched fargab while it is within
18 miles of you. The message emits from the speakers
of the device and can be heard up to 10 feet away from
the device. If no creature is wearing the fargab, the
speakers make static noises instead.
Hoopak Gnome Siege Weapons
Martial Melee Weapon This section presents two siege weapons designed by
Cost: 1 gp tinker gnomes.
Damage: 1d6 piercing (melee) or 1d4 bludgeoning Boilerdrak
(ranged) Large object
Weight: 2 lb.
Properties: Ammunition (range 40/160), finesse,
Armor Class: 15
special, two-handed Hit Points: 100
A hoopak is a sturdy stick with a sling at one end and a Damage Immunities: poison, psychic
pointed tip at the other. This wagon-sized device is designed to look roughly like
Special. When you make a melee attack with this
a dragon. Before it can be used, the boilerdrak must be
weapon, you ignore its ammunition property. You can lit and aimed. It takes 1 action to light the weapon, 1
use the hoopak as a martial ranged weapon. If you do, it action to aim it, and 1 action to fire it. When you use
uses the ammunition property, uses sling bullets, and your action to fire it, roll a d20. If you roll a 2 or higher,
deals 1d4 bludgeoning damage on a hit. use the Flames action. If you roll a 1, use the Explosion
action.
Narycrash
Flames. The boilerdrak expels flames in a 60-foot cone.
This backpack-sized device holds a balloon-based Each creature in that area must make a DC 15
parachute. If you fall while wearing this device, you can Dexterity saving throw, taking 27 (5d10) fire damage on
use your reaction to deploy the parachute. Once a failed save, or half as much damage on a successful
deployed, the parachute rapidly inflates, and you one.
descend 60 feet per round and take no damage from
falling. When you are 10 feet away from the ground, roll Explosion. The boilerdrak explodes in a 30-foot-radius
a d20. If you roll a 5 or less, the parachute gives out, and sphere and is destroyed. Each creature in that area
you begin to fall normally. must make a DC 15 Dexterity saving throw, taking 27
(5d10) fire damage on a failed save, or half as much
damage on a successful one.
 

APPENDIX A 159
Gnomeflinger
Dragonlance  
Weapon (Lance or Pike), Legendary (Requires
Large object
Armor Class: 15 Attunement)
A dragonlance is a renowned weapon forged from
Hit Points:100 rare metal with the aid of powerful artifacts. On Krynn,
Damage Immunities: poison, psychic its creation is associated with the god Paladine and
The gnomeflinger is a catapult designed to hurl legendary heroes who fought against the evil of the
creatures, instead of projectiles, in a high arc. The Dragon Queen. Different lances are forged for use by
gnomeflinger was designed in conjunction with the foot soldiers (as pikes) and by riders (as lances), but the
narycrash (see the “Adventuring Gear” section) to magical properties of the weapons are the same.
hasten transportation. The device can hold one Medium You gain a +3 bonus to attack and damage rolls made
or smaller creature. Before it can be used, the with this magic weapon.
gnomeflinger must be loaded and aimed. It takes 1 When you hit a Dragon with this weapon, the Dragon
action to load the gnomeflinger, 1 action to aim it, and 1 takes an extra 3d6 force damage, and any Dragon of
action to fire it. While taking an action to aim the your choice that you can see within 30 feet of you can
gnomeflinger, you set the maximum horizontal distance immediately use its reaction to make a melee attack.
of the Fling Personnel action to 60 feet, 150 feet, or 300 Flying Citadel Helm
feet. Wondrous Item, Very Rare (Requires Attunement by a

Fling Personnel. The gnomeflinger catapults a Medium


Spellcaster)

or smaller creature at least 60 feet away horizontally, The function of this ornate chair is to propel and
with a maximum horizontal distance of 60 feet, 150 maneuver a flying citadel on which it has been installed.
feet, or 300 feet, depending on the option chosen when The chair has AC 15, 18 hit points, and immunity to
the catapult was aimed. During this trajectory, the poison and psychic damage. It is destroyed if reduced to
creature always reaches a height of 60 feet vertically. A 0 hit points.
creature that collides with another creature or an object The sensation of being attuned to a flying citadel helm
during this trajectory takes 3 (1d6) bludgeoning damage is akin to the pins-and-needles effect one experiences
for every 10 feet away from the gnomeflinger it is. after one’s arm or leg falls asleep, but not as intense.
While attuned to a flying citadel helm and sitting in it,
Magic Items you gain the following abilities for as long as you
The following items are presented in alphabetical order. maintain concentration (as if concentrating on a spell):
You can use the flying citadel helm to move the
citadel through the air, up to 80 feet per round, or up to
8 miles per hour. You can steer the citadel, albeit in a
somewhat clumsy fashion, in much the way that a
rudder or oars can be used to maneuver a seafaring
ship. At any time, you can see and hear from the highest
point outside the citadel as though you were at that
location. If no creature attuned to the helm is
maintaining concentration, the citadel remains
motionless in its space.
Transfer Attunement. You can use an action or a bonus
action to touch a willing spellcaster, whereupon that
creature attunes to the flying citadel helm immediately,
and your attunement to the flying citadel helm ends.
Crash. Should the flying citadel helm be destroyed, the
citadel it is installed on loses power and begins to
crumble. If the crumbling citadel is in the air, it
descends at a rate of 30 feet per round, or 300 feet per
minute. Any creature on the citadel or on the ground
within 120 feet of the citadel when it lands must make a
DC 20 Dexterity saving throw, taking 39 (6d12)
bludgeoning damage on a failed save, or half as much
damage on a successful one.
 

160 APPENDIX A
Kagonesti Forest Shroud
 
Wondrous Item, Rare (Requires Attunement)

This cloak appears to be made of autumnal leaves


woven together. While you wear this cloak, you have
advantage on Dexterity (Stealth) checks, and you can
use a bonus action to magically teleport, along with any
equipment you are wearing or carrying, to an
unoccupied space you can see within 30 feet of yourself.
You then have advantage on the next attack roll you
make before the end of the turn. Once this bonus action
is used, it can’t be used again until the next dawn.
Mirror of Reflected Pasts
Wondrous Item, Very Rare (Requires Attunement)

This mirror of elven design allows those who stare into


it to reflect on positive memories. The 3-foot-tall mirror
weighs 25 pounds, and it has AC 11, 10 hit points, and
vulnerability to bludgeoning damage. It shatters and is
destroyed if reduced to 0 hit points.
While holding the mirror upright, you can use an
action to speak its command word and activate it. While
activated, the mirror hovers in the air, and it can be
destroyed but not moved. It remains activated until you
use an action to speak the command word again or your
attunement to the mirror ends, at which point the
mirror harmlessly floats to the ground. Once the mirror
has been deactivated, it can’t be activated again until the
next dawn.
If a non-Construct creature other than you sees its
reflection in the activated mirror while within 30 feet of
it, that creature must succeed on a DC 15 Wisdom
saving throw or become paralyzed until the mirror is
deactivated or until that creature can no longer see the
mirror. A creature paralyzed by the mirror can repeat
the saving throw at the end of each of its turns, ending
the effect on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is
immune to this mirror’s effect for the next 24 hours.
While paralyzed by the mirror, the creature sees
events from their past reflected in the mirror’s glass.
These memories aren’t real, but rather idealized
versions of those occurrences. Nearby observers can
glimpse flashes of these memories if looking indirectly
at the mirror.
 

APPENDIX A 161
Appendix B: Friends and Foes
his appendix describes creatures that  

T
appear in the adventure, presenting them
in alphabetical order. The introduction of
the Monster Manual explains how to read a
creature’s stat block.
The creatures in this appendix are
categorized by creature type below.
Construct
Istarian drone

Dragon
Dragon Army dragonnel
Wasteland dragonnel

Humanoid
Dragon Army officer
Dragon Army soldier
Kalaman soldier
Kansaldi Fire-Eyes
Kender skirmisher
Lohezet
Red Ruin

Monstrosity
Aurak draconian
Baaz draconian
Bozak draconian
Kapak draconian
Sivak draconian

Undead
Anhkolox
Caradoc
Greater death dragon
Lesser death dragon
Lord Soth
Skeletal knight
Wersten Kern

Random Encounters
Red Dragon Army forces threaten the characters and
the lands surrounding Kalaman throughout the
adventure. Roll on the Dragon Army Encounters table
whenever characters might run into a random group of
creatures allied with the Dragon Army. Creatures
marked with an asterisk appear in this appendix.
 

162 APPENDIX B
Dragon Army Encounters
d100 Encounter
1–5 1d6 Dragon Army soldiers*
6–11 1d6 baaz draconians*
12–16 1 Dragon Army dragonnel* and 1 Dragon Army officer*
17–20 1d6 Dragon Army soldiers* battling 2d4 kender skirmishers*
21–26 2d6 hobgoblins and their fewmaster (commander), 1 hobgoblin captain
27–32 1d6 Dragon Army soldiers* and 1 Dragon Army officer*
33–38 1d4 baaz draconians* and 1 bozak draconian*
39–45 2d4 Dragon Army soldiers* battling 2d6 Kalaman soldiers*
46–50 1d6 baaz draconians* and 1 Dragon Army officer*
51–55 2d4 Dragon Army soldiers* with 2d4 mastiffs hunting an escaped prisoner
56–60 1d6 kapak draconians* disguised as travelers
61–65 1 priest of Takhisis seeking to convert a group of 2d6 commoners to the Dragon Queen’s worship
66–71 1d4 flying sivak draconians*
72–76 1d4 sivak draconians* using their Shape Theft reaction to take the form of kender travelers
77–80 1 aurak draconian* and 1d6 Dragon Army soldiers*
81–84 1d4 skeletal knights* on warhorses
85–89 1 aurak draconian* using disguise self to look like the captive of 2 sivak draconians*
90–93 1d6 sivak draconians* transporting a captive, a priest of a non-evil god
94–99 1d6 skeletal knights* led by Caradoc,* who’s using his Possession action to control a noble
00 1 Dragon Army officer* and 1 young red dragon

Creatures  
Anhkolox
Aurak Draconian
Baaz Draconian
Bozak Draconian
Caradoc
Death Knight
Dragon Army Dragonnel
Dragon Army Officer
Dragon Army Soldier
Greater Death Dragon
Istarian Drone
Kalaman Soldier
Kansaldi Fire-Eyes
Kapak Draconian
Kender Skirmisher
Lesser Death Dragon
Lohezet
Lord Soth
Red Ruin
Sivak Draconian
Skeletal Knight
Wasteland Dragonnel
Wersten Kern

APPENDIX B 163
Anhkolox  
Anhkoloxes are vicious undead creatures created from
the bones of bears and other beasts. Their barbed bones
grind and crack, often moving in seemingly impossible
ways. Anhkoloxes are driven by territorial instinct and a
predatory urge to hunt and devour living prey. They run
on all fours and rear up onto their hind legs when they
corner their quarry. When they strike, they wallop foes
about with their claws—they delight in knocking foes
into pits full of jagged bones—and their barbed rib cage
cracks open like a hunting trap to snap closed around a
victim.

Caradoc
Seneschal of Lord Soth and a former Knight of
Solamnia, Caradoc burned when Dargaard Keep was
consumed in the fires of the Cataclysm. As with many of
Soth’s retainers, Caradoc was cursed with undeath.
Being duplicitous and cowardly at his core, the
seneschal didn’t return as a skeletal knight but rather as
an intangible spirit. Caradoc’s Undead form suits him
well, allowing him to possess the living and use
unwilling tongues to spread his lies. However, Caradoc
is tethered to his scorched bones, which collect dust in
Dargaard Keep. He can leave the accursed castle while
possessing the body of a Humanoid, but he’s swiftly
pulled back if caught beyond its walls without a host.
 

164 APPENDIX B
  APPENDIX B  165
Death Dragons
Death dragons are the Undead skeletal remains of
metallic or chromatic dragons, infused with the
lingering fires of the Cataclysm by foul magic. Rarely,
death dragons arise when a dragon meets its end in a
way that torments its soul and consumes it with a need
for vengeance. Regardless of how it arose, a death
dragon retains a shadow of its former personality. The
stronger the death dragon, the more it fights the hate
consuming it, holding on to some vestige of its
memories.
A death dragon’s bones burn with violet Cataclysmic
fire, which it can unleash in a horrific mockery of the
breath weapon it possessed in life. The breath snuffs
out life force and infuses undeath into corpses it
touches. These zombies burn with Cataclysmic fire and
serve the death dragon’s will, typically going on
rampages to destroy all living creatures in sight. ends, all the while amassing and jealously guarding
treasure hoards as they did in life. In battle, they are
Greater Death Dragon deadly foes, channeling the Cataclysmic fire that limns
Some death dragons manage to retain almost all of their bones and fuels their breath. They take cruel
their former selves, albeit twisted by their state of being. delight in snatching foes in their jaws, rushing into the
These greater death dragons scheme to achieve their air, then dropping the snared creatures to their doom.

166
 APPENDIX B  
Lesser Death Dragon remind them of what they once had. These fleeting
moments of lucidity quickly burn away in rage and
Most death dragons are pale imitations of their former anguish, driving the dragons to destroy the would-be
selves. They remember flashes and echoes, and memento.
sometimes things or creatures they encounter painfully

Draconians  
Draconians are bipedal monsters born from metallic
dragon eggs that have been corrupted by a combination
of warped alchemy and the Dragon Queen’s foul magic.
The Dragon Armies closely guard the secret of the
draconians’ creation, allowing Krynn’s metallic dragons
to continue to think their eggs are being held hostage so
they don’t oppose the Dragon Queen’s conquests.
Aurak Draconian
Created from the eggs of gold dragons, aurak
draconians are the most powerful of draconians, their
entire being thrumming with eldritch power. Unlike
other draconians, auraks are wingless. This might lull
foes into a false sense of security, until the auraks
exhale noxious fumes resembling those of their dragon
progenitors. Auraks are masterminds and strategists
that serve as commanders in the Dragon Armies. They
often lead contingents of less powerful draconians.
When slain, aurak draconians unleash their inherent
magic in a deadly burst of lightning.

APPENDIX B 167
 

Baaz Draconian
Baaz draconians are fanatical foot soldiers that emerge
from the eggs of brass dragons. They are the smallest of
the draconians, and their slight wings are incapable of Bozak Draconian
flight, though they do afford the draconians some Bozak draconians are born from bronze dragon eggs
control when falling. These wings are small enough to and wield magic to aid their allies in battle. Their wings
be hidden beneath a cloak or robe, and baaz draconians aren’t strong enough for full flight, but bozaks can use
disguise themselves to spy for the Dragon Armies. The them to glide during a fall. When bozaks die, their flesh
sight of dragons drives baaz draconians into a deadly shrivels away before their bones explode, sending a
furor. When baaz draconians die, their bodies turn to shower of magical splinters in all directions.
stone and unleash clouds of petrifying gas that turn  
their corpses and any nearby creatures into stone.

168 APPENDIX B
 

Kapak Draconian
Sivak Draconian
Kapak draconians are created using copper dragon Sivak draconians are fearsome brutes created from the
eggs. These cunning opponents relish striking foes who eggs of silver dragons. They fly on mighty wings over
are distracted or unaware. Kapaks often coat their battlefields wherever the fighting is the fiercest, making
weapons with their paralytic saliva, making them them effective shock troops. Sivaks can magically
formidable assassins as well. Their small wings don’t change their features to mimic the appearance of those
allow kapaks to fly, but they do help the draconians turn they’ve slain. This allows these cunning soldiers to sow
a fall into a rough glide. When they die, kapaks dissolve confusion and despair among their enemies. When
into acid that can splash onto nearby creatures. sivaks are killed, their crumbling bodies mimic the form
of their killers and shriek in agony.
 

APPENDIX B 169
weapons deal depends on the specific army. The stat  
blocks presented here represent Red Dragon Army
troops with weapons infused by the fire of red dragons.
You can represent followers of other chromatic dragons
by changing the fire damage to match the damage type
associated with those dragons’ breath weapons.

Dragon Army Troops


The Dragon Armies gather fanatical followers to their
ranks. Recruits are indoctrinated to revere the Dragon
Queen and view dragons as her favored servants.
Troops in the Dragon Army wield weapons blessed by
Takhisis to strike with the power of the dragons they
fight alongside.
Dragon Army Weapons
The weapons of Dragon Army troops are blessed with
an infusion of dragon breath. The type of damage these

170 APPENDIX B
 

Wasteland Dragonnel
The Northern Wastes of Ansalon are home to wasteland
dragonnels, draconic creatures closely related to copper
Dragonnels dragons. Wasteland dragonnels are lithe and quick, with
Dragonnels are distantly related to chromatic and scales the color of dull copper. These playful creatures
metallic dragons and resemble them in basic form. defend their territory by flying out of a foe’s reach and
Intelligent enough to understand speech but incapable spitting potent acid, in an approximation of their copper
of speaking themselves, they are willful creatures dragon relatives.
largely motivated by the desire for food.  
Dragon Army Dragonnel
Dragonnels from the volcanic mountains surrounding
Sanction are closely related to red dragons, resembling
them in scale coloration and general shape. They are
cruel and selfish creatures trained by the Dragon
Armies to serve as mounts for trusted officers. While
they lack a red dragon’s destructive breath, these
dragonnels are inured to fire, and their vicious teeth and
claws flare with embers.

APPENDIX B 171
 

Istarian Drone
Istarian drones are ancient Constructs made of marble
and gleaming metal inlaid with crystals that flash with
sparks of electricity. Created to build the fantastic
structures that once marked the glory of Istar, these
drones resemble short, stout mantises. They have four
scuttling insectile legs and barbed, scythe-shaped arms
for carrying and placing building materials. The drones
create a viscous gel that hardens into crystalline mortar,
which they can repurpose to restrain attackers.

Kalaman Soldier
Kalaman soldiers are the rank-and-file troops of the
army of Kalaman. They are trained to fight defensively,
bolstering one another in battle.
 

172 APPENDIX B
Kansaldi Fire-Eyes  
High Master Kansaldi Fire-Eyes leads the Red Dragon
Army’s offensive in Solamnia. A fanatical adherent of
the Dragon Queen, Kansaldi was indoctrinated into the
god’s worship by Dragon Highlord Verminaard. During
a test of faith from her mentor, Kansaldi replaced her
left eye with a gem of seeing. This gem smolders and
glows red whenever Kansaldi uses her magic, and her
followers claim it allows her to see through any lie.
Highlord Verminaard follows visions from the Dragon
Queen on a campaign south. In his absence, he left a
powerful contingent of the Red Dragon Army under
Kansaldi’s command and ordered her to claim the
Kalaman region in the Dragon Queen’s name. Kansaldi
pursues these orders with a fanatic’s zeal. For her, there
is no possibility of defeat—there is only the Dragon
Queen’s will.

APPENDIX B 173
 

Kender Skirmisher
Kender skirmishers are fearless fighters who use
stealth and wiliness to defend their friends and homes.
They excel at disrupting their enemies by sabotaging Lohezet
crucial equipment or by taunting opponents into making A black-robed member of the Mages of High Sorcery,
rash decisions. They wield the signature kender Lohezet is a scholar obsessed with extinct creatures
weapon: the hoopak, a combination spear and sling and fallen empires. He views the Dragon Army as a way
staff. to recreate the glories of Ansalon’s past. During the
Kender Taunts Dragon Armies’ invasions of Khur and Kendermore,
Roll on or choose an entry from the Kender Taunts Lohezet’s investigations of Istarian ruins revealed the
table to determine how a kender skirmisher infuriates location of the flying city of Onyari. He now travels with
an opponent in battle. the Red Dragon Army, intent on finding the City of Lost
Names and restoring it to the skies.
Kender Taunts Lohezet employs the strategies of extinct poisonous
predators in battle. His magical toxins wear down even
d4 Taunt the strongest foes, providing him with the opportunity to
1 “Should I pretend to be scared? You seem like you really escape or reducing his enemies to discolored corpses.
need this.”
2 “I wish I could be like you and just not care how I look… or
 
smell… or dress. So brave.”
3 “Did the Cataclysm have a face? Because I think you might
be twins!”
4 Energetically points at their foe with both hands and loudly
repeats the word “bonk.”

174 APPENDIX B
 

 
APPENDIX B 175
Lord Soth Soth perished during the Cataclysm but then rose from
Lord Soth is the most powerful death knight on Krynn. the ashes as an Undead horror. In his cursed castle,
Once a Solamnic Knight of the Order of the Rose, Soth Dargaard Keep, Soth long ignored the ruined world, but
was a paragon of virtue and justice who allowed his the Dragon Queen’s summons has called his evil forth
pride to lead him down an evil path. The gods gave Soth once more.
a chance at redemption, charging him with confronting In battle, Soth is a terror, wielding the last remnant of
the Kingpriest of Istar and averting the Cataclysm. the Cataclysm’s fires to devastating effect. He usually
However, he was undone by his pride, abandoned his uses his spellcasting ability only as part of his legendary
quest, and allowed the Cataclysm to devastate Krynn. actions.

   

176 APPENDIX B
   

APPENDIX B
177
Red Ruin or “Red Ruin”—a sobriquet earned after razing
Known for her incredible awareness and reflexes, the numerous targets from the air. She rarely removes her
dragonnel-flying ace Red Ruin leads the Red Dragon distinctive dragonnel-shaped helmet, leading to
Army’s airborne forces. Her actual name is unknown, speculation about her actual identity. She also speaks
leading her allies to refer to her merely as “commander” little, relying on sharp hand gestures to direct
dragonnel-riders in flight.

Skeletal Knight  
Skeletal knights are powerful Undead that arise to serve
even more wicked beings—often death knights. Those
who become skeletal knights were typically virtuous in
life but betrayed their oaths and died in disgrace.
Unable to rest, they are now unswervingly loyal to the
villains they serve. Should a skeletal knight’s master be
destroyed, the knight regains its will and is free to
pursue its own ends.
Skeletal knights are relentless in battle and difficult to
destroy. They cling to the sins that curse them, and they
fight until their skulls are reduced to shards. Their
blades deal lingering wounds that sap their victims’ life
force and leave blackened scars even after magical
healing.
 

178 APPENDIX B
 

APPENDIX B 179
Wersten Kern cursed with undeath. In battle, she wields a wicked pike
Wersten Kern is Lord Soth’s standard bearer and that flies Soth’s black rose standard, and her cries can
champion. As with many of Soth’s knights, she died stop mighty warriors’ hearts. Wersten staunchly follows
alongside her liege during the Cataclysm and was Soth’s commands, and she will serve him until she
faces a second doom.

   

180 APPENDIX B
Appendix C: Sidekicks
his appendix presents six sidekicks—special  

T
NPCs who can accompany the player
characters on their adventures. The
following sidekicks are appropriate for a
1st-level adventuring party. Consider
adding one or more sidekicks to round out
your characters’ group if there are fewer
than four players. As the DM, you can play sidekicks, or
players can play them alongside their own characters.
You can read more about sidekicks in Tasha’s Cauldron
of Everything.
If a sidekick accompanies the characters into later
levels, the sidekick also advances in level. This
represents a combination of the adventures the sidekick
has shared with the group and the sidekick’s own
training.
A sidekick’s level should always equal the average
level of the adventuring party, and it should go up
whenever the group’s average level does. Consult the
tables throughout this appendix for guidance on how to
update the sidekicks’ stat blocks when they advance to
levels 2 through 11.
Allies at War
The NPCs here can join the characters as sidekicks.
Each has a background in the lands of Ansalon, but you
can customize these stories as suits your campaign. You
can also play these characters as heroes in
Dragonlance: Warriors of Krynn.

Andir Valmakos
Ayik Ur
Hrigg Roundrook
Iriad
Levna Drakehorn
Tem Temble

APPENDIX C 181
Andir Valmakos of an adventuring wizard, seeking to see the world and
Despite his aptitude for magic and his parents’ being what magic exists beyond dusty tomes. Although his
wizards themselves, Andir completed his travels have only just begun, Andir knows that one day
apprenticeship and chose not to immediately seek out his road will lead him to the Tower of High Sorcery at
other Mages of High Sorcery. Instead, he took to the life Wayreth, where he hopes to be tested and learn what
his future holds.

Andir beyond 1st Level


Hit
Level Points New Features
2nd 16 (3d8 Spellcasting. Andir learns another 1st-level spell: longstrider.
+ 3)
3rd 22 (4d8 Spellcasting. Andir gains one 1st-level spell slot. He also learns another 1st-level spell: Tenser’s floating disk.
+ 4)
4th 27 (5d8 Ability Score Improvement. Andir’s Intelligence score increases by 2, raising the modifier by 1, so increase the
+ 5) following numbers by 1: his spell save DC, the bonus to hit of his spell attacks, and the bonuses in his Skills entry.
Spellcasting. Andir learns another cantrip: mage hand.
5th 33 (6d8 Proficiency Bonus. Andir’s proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC,
+ 6) the bonus to hit of his Quarterstaff and spell attacks, and the bonuses in the Saving Throws and Skills entries.
Spellcasting. Andir gains one 1st-level spell slot and two 2nd-level spell slots. He also learns a 2nd-level spell: knock.
6th 38 (7d8 Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip.
+ 7)
7th 44 (8d8 Spellcasting. Andir gains one 2nd-level spell slot. He also learns another 2nd-level spell: invisibility.
+ 8)
8th 49 (9d8 Ability Score Improvement. Andir’s Intelligence score increases by 2, raising the modifier by 1, so increase the
+ 9) following numbers by 1: his spell save DC, the bonus to hit of his spell attacks, and the bonuses in his Skills entry.
9th 55 (10d8 Proficiency Bonus. Andir’s proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC,
+ 10) the bonus to hit of his Quarterstaff and spell attacks, and the bonuses in the Saving Throws and Skills entries.
Spellcasting. Andir gains two 3rd-level spell slots. He also learns a 3rd-level spell: haste.
10th 60 (11d8 Spellcasting. Andir learns another cantrip: minor illusion.
+ 11)
11th 66 (12d8 Spellcasting. Andir gains one 3rd-level spell slot. He also learns another 3rd-level spell: sending.
+ 12)

   

182 APPENDIX C
Ayik Ur injured by a charging warhorse. Even as he fled, he
The youthful archer Ayik is the consummate survivor. swore to lend his bow in the fight against the Dragon
As the Dragon Armies swarmed over his homeland of Armies. He is defiant and cocky to the point of
Khur, he became a refugee, but not before his leg was recklessness, challenging his enemies to finish what the
Dragon Armies started back in Khur.

Ayik beyond 1st Level


Hit
Level Points New Features
2nd 16 (3d8 + Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this
3) feature, he can’t use it again until he finishes a short or long rest.
3rd 22 (4d8 + Improved Critical. Ayik’s attack rolls now score a critical hit on a roll of 19 or 20 on the d20.
4)
4th 27 (5d8 + Ability Score Improvement. Ayik’s Dexterity score increases by 2, raising the modifier by 1, so increase the following
5) numbers by 1: his Armor Class, his Dexterity saving throw bonus, his Acrobatics and Stealth bonuses, and the
bonuses to hit and damage of his weapon attacks.
5th 33 (6d8 + Proficiency Bonus. Ayik’s proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the
6) Saving Throws and Skills entries (by 2 for Perception), and the bonuses to hit of his weapon attacks. His passive
Perception score increases by 2.
6th 38 (7d8 + Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn.
7)
7th 44 (8d8 + Battle Readiness. Ayik has advantage on initiative rolls.
8)
8th 49 (9d8 + Ability Score Improvement. Ayik’s Dexterity score increases by 2, raising the modifier by 1, so increase the following
9) numbers by 1: his Armor Class, his Dexterity saving throw bonus, his Acrobatics and Stealth bonuses, and the
bonuses to hit and damage of his weapon attacks.
9th 55 (10d8 Proficiency Bonus. Ayik’s proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in the
+ 10) Saving Throws and Skills entries (by 2 for Perception), and the bonuses to hit of his weapon attacks. His passive
Perception score increases by 2.
10th 60 (11d8 Improved Defense. Ayik’s Armor Class increases by 1.
+ 11)
11th 66 (12d8 Indomitable. Ayik can reroll a saving throw that he fails, but he must use the new roll. Once he uses this feature, he
+ 12) can’t use it again until he finishes a long rest.

   

APPENDIX C 183
Hrigg Roundrook From their homeland of Kayolin, the five siblings each
Hrigg is a gregarious dwarf who laughs heartily and
set out on their own path to bring Kiri-Jolith’s message
lives to feast on the finest food and fight the vilest evil. directly to the Dragon Armies. Hrigg’s path brought him
He is one of five siblings, each of whom were chosen by to Kalaman, where he happily finds himself on the front
Kiri-Jolith, the god of war, to receive his divine power. line of an invasion.

Hrigg beyond 1st Level


Hit
Level Points New Features
2nd 16 (3d8 Spellcasting. Hrigg learns another 1st-level spell: bless.
+ 3)
3rd 22 (4d8 Spellcasting. Hrigg gains one 1st-level spell slot. He also learns another 1st-level spell: detect evil and good.
+ 4)
4th 27 (5d8 Ability Score Improvement. Hrigg’s Wisdom score increases by 2, raising the modifier by 1, so increase the following
+ 5) numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his
Medicine and Perception bonuses, and his passive Perception score. Spellcasting. Hrigg learns another cantrip: spare
the dying.
5th 33 (6d8 Proficiency Bonus. Hrigg’s proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC
+ 6) and the bonus to hit of his spell attacks, the bonuses in the Saving Throws and Skills entries, and the bonuses to hit of
his weapon attacks. Spellcasting. Hrigg gains one 1st-level spell slot and two 2nd-level spell slots. He also learns a 2nd-
level spell: spiritual weapon.
6th 38 (7d8 Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip.
+ 7)
7th 44 (8d8 Spellcasting. Hrigg gains one 2nd-level spell slot. He also learns another 2nd-level spell: lesser restoration.
+ 8)
8th 49 (9d8 Ability Score Improvement. Hrigg’s Wisdom score increases by 2, raising the modifier by 1, so increase the following
+ 9) numbers by 1: his spell save DC and the bonus to hit of his spell attacks, his Wisdom saving throw bonus, his
Medicine and Perception bonuses, and his passive Perception score.
9th 55 Proficiency Bonus. Hrigg’s proficiency bonus increases by 1, so increase the following numbers by 1: his spell save DC
(10d8 + and the bonus to hit of his spell attacks, the bonuses in the Saving Throws and Skills entries, and the bonuses to hit of
10) his weapon attacks. Spellcasting. Hrigg gains two 3rd-level spell slots. He also learns a 3rd-level spell: beacon of hope.
10th 60 Spellcasting. Hrigg learns another cantrip: thaumaturgy.
(11d8 +
11)
11th 66 Spellcasting. Hrigg gains one 3rd-level spell slot. He also learns another 3rd-level spell: spirit guardians.
(12d8 +
12)

   
184 APPENDIX C
Iriad began arriving at Southern Ergoth as refugees, she
Iriad is a Kagonesti elf from the lush woodlands of
decided to lend her skills in the fight against the Dragon
Southern Ergoth, where she learned to move Armies before they can invade her homeland. She is a
undetected across the terrain. When Silvanesti elves talented spy and scout who isn’t afraid to bring her
blades to bear if the situation demands it.

Iriad beyond 1st Level


Hit
Level Points New Features
2nd 16 (3d8 Cunning Action. On Iriad’s turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.
+ 3)
3rd 22 (4d8 Expertise. Iriad’s proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival.
+ 4)
4th 27 (5d8 Ability Score Improvement. Iriad’s Dexterity score increases by 2, raising the modifier by 1, so increase the following
+ 5) numbers by 1: her Armor Class, her Dexterity saving throw bonus, her Stealth bonus, and the bonuses to hit and
damage of her weapon attacks.
5th 33 (6d8 Proficiency Bonus. Iriad’s proficiency bonus increases by 1, so make the following changes in her stat block: increase
+ 6) the bonuses in the Saving Throws and Skills entries by 1 (by 2 for Perception, Stealth, and Survival); increase her
passive Perception score by 2; increase the bonuses to hit of her weapon attacks by 1.
6th 38 (7d8 Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to
+ 7) 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the
end of the current turn. The extra damage is the same type of damage dealt by the attack.
7th 44 (8d8 Evasion. When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage,
+ 8) she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn’t
benefit from this feature while incapacitated.
8th 49 (9d8 Ability Score Improvement. Iriad’s Strength and Wisdom scores both increase by 1, raising their modifiers by 1, so
+ 9) increase the following numbers by 1: her Athletics, Perception, and Survival bonuses and her passive Perception score.
9th 55 (10d8 Proficiency Bonus. Iriad’s proficiency bonus increases by 1, so make the following changes in her stat block: increase
+ 10) the bonuses in the Saving Throws and Skills entries by 1 (by 2 for Perception, Stealth, and Survival); increase her
passive Perception score by 2; increase the bonuses to hit of her weapon attacks by 1.
10th 60 (11d8 Ability Score Improvement. Iriad’s Dexterity score increases by 2, raising the modifier by 1, so increase the following
+ 11) numbers by 1: her Armor Class, her Dexterity saving throw bonus, her Stealth bonus, and the bonuses to hit and
damage of her weapon attacks.
11th 66 (12d8 Inspiring Help. When Iriad takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20
+ 12) roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature
can add the bonus to the attack’s damage roll against one target.

   

APPENDIX C 185
Levna Drakehorn sword. After a chance encounter with agents of the Blue
Though a recent inductee into the Order of the Rose, Dragon Army, Levna was left with a distinctive,
Levna is a confident, experienced Solamnic knight. She
branching scar. She claims it came from the breath of a
is brave, decisive, and deadly with her two-handed blue dragon, but few of her fellow Knights of Solamnia
believe her.

Levna beyond 1st Level


Level Hit Points New Features
2nd 19 (3d8 + Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses
6) this feature, she can’t use it again until she finishes a short or long rest.
3rd 26 (4d8 + Improved Critical. Levna’s attack rolls now score a critical hit on a roll of 19 or 20 on the d20.
8)
4th 32 (5d8 + Ability Score Improvement. Levna’s Strength score increases by 2, raising the modifier by 1, so increase her Athletics
10) bonus by 1, and increase the bonuses to hit and damage of her weapon attacks by 1.
5th 39 (6d8 + Proficiency Bonus. Levna’s proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in
12) the Saving Throws and Skills entries, her passive Perception score, and the bonuses to hit of her weapon attacks.
6th 45 (7d8 + Extra Attack. Levna can attack twice, instead of once, whenever she takes the Attack action on her turn.
14)
7th 52 (8d8 + Battle Readiness. Levna has advantage on initiative rolls.
16)
8th 58 (9d8 + Ability Score Improvement. Levna’s Strength score increases by 2, raising the modifier by 1, so increase her Athletics
18) bonus by 1, and increase the bonuses to hit and damage of her weapon attacks by 1.
9th 65 (10d8 Proficiency Bonus. Levna’s proficiency bonus increases by 1, so increase the following numbers by 1: the bonuses in
+ 20) the Saving Throws and Skills entries, her passive Perception score, and the bonuses to hit of her weapon attacks.
10th 71 (11d8 Improved Defense. Levna’s Armor Class increases by 1.
+ 22)
11th 78 (12d8 Indomitable. Levna can reroll a saving throw that she fails, but she must use the new roll. Once she uses this feature,
+ 24) she can’t use it again until she finishes a long rest.

   

186 APPENDIX C
Tem Temble inseparable. She fights the Dragon Armies’ advance,
Tem has the soul of a wanderer, though her feet most
channeling the rejuvenating magic of nature through
often take her deep into the wild and forgotten places of her trusty hoopak to bolster her allies. Tem’s
the world. Early in her travels, she befriended a winged mannerisms are similar to a cat’s, as she disregards
lizard she named Melon, and the two have become personal space and forever seeks to curl up in warm
spots.

Tem beyond 1st Level


Hit
Level Points New Features
2nd 16 (3d6 Spellcasting. Tem learns another 1st-level spell: faerie fire.
+ 6)
3rd 22 (4d6 Spellcasting. Tem gains one 1st-level spell slot. She also learns another 1st-level spell: goodberry.
+ 8)
4th 27 (5d6 Ability Score Improvement. Tem’s Wisdom score increases by 2, raising the modifier by 1, so increase the following
+ 10) numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her Insight,
Medicine, and Perception bonuses; her passive Perception score; and the DC of her Taunt action. Spellcasting. Tem
learns another cantrip: mending.
5th 33 (6d6 Proficiency Bonus. Tem’s proficiency bonus increases by 1, so increase the following numbers by 1: her spell save DC
+ 12) and the bonus to hit of her spell attacks, the bonuses in the Saving Throws and Skills entries, and the bonuses to hit of
her weapon attacks, and the DC of her Taunt action.
6th 38 (7d6 Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip.
+ 14)
7th 44 (8d6 Spellcasting. Tem gains one 2nd-level spell slot. She also learns another 2nd-level spell: enhance ability.
+ 16)
8th 49 (9d6 Ability Score Improvement. Tem’s Wisdom score increases by 2, raising the modifier by 1, so increase the following
+ 18) numbers by 1: her spell save DC and the bonus to hit of spell attacks; her Wisdom saving throw bonus; her Insight,
Medicine, and Perception bonuses; her passive Perception score; and the DC of her Taunt action.
9th 55 Proficiency Bonus. Tem’s proficiency bonus increases by 1, so increase the following numbers by 1: her spell save DC
(10d6 + and the bonus to hit of her spell attacks, the bonuses in the Saving Throws and Skills entries, the bonuses to hit of her
20) weapon attacks, and the DC of her Taunt action.
10th 60 Spellcasting. Tem learns another cantrip: resistance.
(11d6 +
22)
11th 66 Spellcasting. Tem gains one 3rd-level spell slot. She also learns another 3rd-level spell: dispel magic.
(12d6 +
24)
APPENDIX C
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