dragons...thisis it. this is the ultimate test. tie dwiqueenorlironn is the final battle in...

32
THIS IS IT . THIS IS THE ULTIMATE TEST. Tie Dwi Queen or lironn is the final battle in SSI's award-winning DRAGONLANCE fantasy role-playing trilogy - and the winner takes all! THIS IS YOUR DESTINY . To fulfill it you must draw upon the skill, wisdom, and courage that brought you to this fateful place . You must also make use of all the resources at your disposal, and Tie D,wvi Queen or hrivnn CLUB Boor; is your best and brightest resource . THE DARK QUEEN oF KRYNN CLUE BOOK is much more than a player's guide, it's a powerful ally . And, with the odds against you, your party needs all the help it can get - "? DETAILED MAPS for the entire game, including locations of all major events in the adventure. LISTS of all major magical items and their locations . : " DESCRIPTIONS of encounters and treasures - you won't miss any part of the adventure and you'll find all the loot! THE DARK QUEEN OF KRYNN CLUE BOOK - This is your lucky day. 1n1 1 " t ro ut (,I01~ NOW"', I1K 1('011 % 1(1 ' and th (]K 6u1o dP Iwd"Inarhs onnc.d 1,~ and used un I, Accuse front I',i . Inc . 199_ Sli llrulu Slntul ni o, . Inr 19c7_ Ni .lnc ,lll 1,1l1[srcsirccd . MADE IN U.S.A. A The odds shift strongly , in your favor when you cant' maps that tell you exactly what to expect around every corner! 9 Advanced Dungeons`\Dragons COMPUTER PRODUCT

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Page 1: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

THIS IS IT.THIS IS THE ULTIMATE TEST.Tie Dwi Queen or lironn is the finalbattle in SSI's award-winningDRAGONLANCE fantasy role-playingtrilogy - and the winner takes all!

THIS IS YOUR DESTINY.To fulfill it you must draw upon the skill,wisdom, and courage that brought youto this fateful place. You must also makeuse of all the resources at your disposal,and Tie D,wvi Queen or hrivnn CLUB Boor; isyour best and brightest resource .

THE DARK QUEEN oF KRYNN CLUE BOOK ismuch more than a player's guide, it'sa powerful ally . And, with the oddsagainst you, your party needs all thehelp it can get -

"? DETAILED MAPS for the entiregame, including locations of allmajor events in the adventure.

LISTS of all major magicalitems and their locations.

:" DESCRIPTIONS of encountersand treasures - you won't missany part of the adventure andyou'll find all the loot!

THE DARK QUEEN OF KRYNN

CLUE BOOK - This is your lucky day.

1n1 1"t ro ut (,I01~

NOW"',I1K 1('011 % 1(1 ' and th

(]K 6u1o dP Iwd"Inarhsonnc.d 1,~

and used un I, Accuse front I',i . Inc .199_ Sli llrulu Slntul ni o, . Inr19c7_ Ni .lnc ,lll 1,1l1[srcsirccd .

MADE IN U .S .A.

A The odds shift strongly, in yourfavor when you cant' maps that tell

you exactly what to expectaround every corner!

9

AdvancedDungeons`\Dragons

COMPUTER PRODUCT

Page 2: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

STRATEGIC SIMULATIONS, INC. reserves the rightto make improvements in the productdescribed in this clue book at any time and without notice .

Strategic Simulations, Inc . makes no warranties, express or implied, with respect to this clue book,its quality, merchantability or fitness for any particular purpose. This clue book is provided "as is ."

ADVANCED DUNGEONS & DRAGONS, AD&D and the TSR logo are trademarks owned by and used under license fromTSR, Inc ., Lake Geneva, WI USA.

01992 Strategic Simulations, Inc. ©1992 TSR, Inc. All Rights Reserved .

This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, Inc. Noone is permitted to sell copies of this clue book to any person or institution except as provided for by written agreement withStrategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce to machine-readableform this clue book without the priorwritten consent of TSR, Inc.

Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright violation andsubject to the appropriate civil or criminal action at the discretion of the copyright holder(s).

. . ..

.

..___ . . . . .w. . . M?omm

,^ TABLE OF CONTENTS

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1

JOURNAL ENTRIES (TRUE OR FALSE?) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1

MAJOR MAGICAL ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2

MAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Palanthas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Caergoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Draconian Caves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

Naulidis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

Taladas Overland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11

Hamlet of Hizden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

Luminari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14

Kristophan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19

The Tombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

Hulderfolk Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25

New Aurim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27

Palace of the Thenol King . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29

Hawkbluff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33

Bai'or . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37

Blackwater Glade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39

Aldinanachru . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41

Tower of Flame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45

The Abyss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49

TIPS FOR WINNING BATTLES . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .51

Combat Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51

Preparation Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51

Backstabbing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52

Underwater Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52

Dealing with Humanoid Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53

Dealing with Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53

Page 3: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

`UR°

INTRODUCTION

THE DARK QUEEN OF KRYNN is StrategicSimulations, Inc.'s sequel to DEATH KNIQHTSOF KRYNN and is the third ADVANCEDDUNGEONS & DrACGONS® computer role-playing game set in the DRACGONLANCE -universe . hakes the award-winning systemfirst used in POOL OF RADIANCE and appliesit to the world of Krynn . The group ofadventurers you create in THE DARK QUEENOF KRYNN or transfer from DEATH KNIQHTSof KRYNN, will be responsible for prevent-ing Takhisis, the Dark Queen, from againentering the material plane and wreakinghavoc. Your characters sail to the continentof Taladas, where Takhisis is cultivating anew army. There, your characters formalliances to help destroy these new forces,and they also have to stop the Dark Queenof Krynn.

JOURNAL ENTRIES (TRUE OR FALSE?)The following entries in the DAmQueen or KRVnn Adventurer's Joumal are false :

4, 11, 15, 20, 22, 27, 31, 38, 45, 48, 51, 53, 58, 66

Draconian Caves" white mage scroll (dispel magic,globe of invulnerability, mass charm)

" shield+3" flail+4" necklace of missilesNaulidis" two rings offree action" staffofstriking" scimitar+3" wand of paralyzation" footman's dragonlanceLuminari" long sword -3 (cursed)" red mage scroll (disintegrate,mass invisibility, meteor swarm)

" white mage scroll (delayed blastfireball, otto's irresistible dance,power word kill)

" bracersAC 2" long sword+4Kristophan" helm+3" dagger+4" cloak of displacement" potion ofgiant strengthThe Tombs" cleric scroll (restoration, resurrection,blade barrier)

" eyes ofpetrification (cursed) -petrifies the wearer

" girdle ofgiant strength" eyes ofpetrification- petrifies the enemy" fine long bowHulderfolk Wood

" elfin chain+4" composite long bow+4" twenty arrows+4" potion ofspeed

MAJOR MAGICAL ITEMS =7

New Aurim" cleric scroll (heal, heal, restoration)" short sword+4

Palace of the Thenol King" plate mail+3" red mage scroll (slow, ice storm,iron skin)

" mace of disruption" ring offire resistance

Hawkbluff" wand offireballs" ten darts+4" boots ofspeed" potion ofextra healingBai'or" ring offire resistance" bracers AC 2" scimitar+4" scroll ofprotection vs. dragon breath

Blackwater Glade" wand ofice storm" silver shield+3" ring of wizardry- doubles 5thlevel spells

" vorpal long sword

Aldinanachru" cloak ofprotection+3" hoopak+4" ring ofinvisibility" wand of lightning

Tower of Flame" ring ofprotection+4" elixir ofyouth" 2-handed sword+4

Page 4: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

Palanthas (no map)Synopsis : Theparty arrives inPalanthas after receiving a letter fromGeneral Laurana. After speaking withthe General in the palace, the partyleaves for Caergoth .

Wandering Monsters: None.

Resting: The party is free to rest at theINN .PALACE: The party meets with GeneralLaurana. If they return with information,then they are told to search for thedraconians .

Other (Locations: The party can hearrumors at the PUB. All other locationsprovide standard service.

MAPS

Caergoth

Synopsis : Arriving in Caergoth, theparty discovers that disaster hasbefallen the city . It has been demol-ished and most of its inhabitants aremissing or slain. While searching, theyfind signs of draconians and dragons.At the harbor, the party encountersCaptain Daenor, who lost his sister inthe raid on Caergoth. The Captainexplains what happened, and volunteersto take the party with him in search ofthe draconians .

Wandering Monsters: None .

Resting: The party may rest for only ashort while before vultures descend topeck at them.

MapLocations:

1 The path to and from Palanthas.

2 Shortly after entering Caergoth, dragons discover the party and attack.

3 An old woman and child are buryingtheir relatives.

4 The body of a slain boy. The partymaybury him.

WNWW

Caergoth

a

aw°,~;~°r 'P°

dr?

5 A destroyed home .

6 Vultures feed on the dead .

7 The ruins of a house destroyed bydragons.

8 A vandalized warehouse.

4

Key

Wall

Door

Impassable

ImpenetrableForest

Rubble

Wall ofTrees

9 The burned out Dockmaster's Office.

10 Sailors leap from the ship to con-front the party. Captain Daenor intro-duces himself and describes the eventshe has seen . The party should go withhim in search of the draconians.

Page 5: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

Draconian CavesSynopsis : Soon after beginning theirjourney on the "Silver Shark," the char-acters spot a beached shipwreck. Onceon shore, they spot human tracks lead-ing to a cave halfway up a cliff. As theparty explores the cave with CaptainDaenor, it discovers a horde of draconi-ans camped there . With them are thehostages they kidnapped . The partyalso finds Crysia, the Captain's sister,who has been charmed and turnedagainst the party. She warns the draco-Mans of the party's presence andescapes deeper into the caves . Thecharacters follow the girl down thewinding passages and meet an assort-ment of cave-dwelling monsters beforethey catch up with her. They reach thecave's exitjust in time to see Crysiamount a small blue dragon and flytoward the horizon . Captain Daenorswears he'll find her even if he has tosail all the way to Taladas.

Wandering Monsters: Depending onwhich part of the cave the party isexploring, it can expect to meet: boringbeetles, draconians, otyugh, enormousspiders, whisper spiders and umberhulks.

Resting: The party is able to rest freelyat the entrance and exit of the cave. Ifresting elsewhere, the party may beinterrupted by wandering monsters.

Map Locations:1 Captain Daenor and the party enterthe cave .

2 An elaborate trap blocks the party'sway. A thief has a chance to avoid the trap.

3 Several draconians are sleeping. Theparty may leave safely or pick a fight .

4 The party encounters Crysia and agroup of draconians. Captain Daenor'ssister is under a charm spell. She escapesdown a passage to the north as thedraconians attack.

5 This is a secret chamber filled withtreasure: white mage scroll (dispelmagic, globe of invulnerability, masscharm), shield+3

6 Stone and rubble block the passage .If the characters climb over it they comeface to face with a gas spore . Uponstriking it, each character takes damage.

7 Draconians are guarding prisonerskidnapped in Caergoth. After a fiercebattle, the party may move forward tofree the prisoners at location 18 .

8 The party meets Crysia again, this timewarning the draconians of the party'sarrival. She attacks the party with magicthen immediately runs to the west . Acharacter must cast a dispel magic spellor the party takes damage from the attackThe draconians attack immediately.

9 Piercers fall upon the party, causingdamage .

10 The party disturbs otyugh in their lair.

11 The party battles more otyugh. Search-ing after combat uncovers old weapons.Treasure : Bali+4

12 Boring beetles burst through thewall and attack .

13 A purple worm lair.

14 The party hears a woman's screams,coming from the south.

Draconian Caves

15 The beholders here may prove to bedifficult opponents to beat.

16 Hungry umber hulks attack the party.

17 The party meets an old woman, whohas escaped from her draconian captors .She recounts her story and rewards theparty with a magic item .Treasure: necklace ofmissiles

6

Wall Door Rubble Archway Secret ImpassableDoor

18 The party may free the prisoners andthen speak with the Mayor of Caergoth,who gives them valuable information .19 An old friend of Captain Daenor liesdying. With his last breath he explainswhat happened to Crysia .

'Draconian Caves" continues. . .

Page 6: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

20 Whisper spiders and enormousspiders attack the party in this cell .21 A draconian has fallen victim to spi-ders. Searching reveals a piece ofjewelry.22 Spiders have created a decoy to foolthe party. Once the trap is destroyed, theparty is ambushed from the east .

23 Another lair of otyugh, and sham-bling mounds .

24 Blue and black dragons attack theparty .25 The cave exit. The party arrives intime to see Crysia escaping on the backof a blue dragon . The party now has thechoice of exiting, which leads back to the"Silver Shark" or entering the cave again.

NaulidisSynopsis : The characters are savedfrom drowning by the Dargonesti elvesof Naulidis . They are put underenchantments that allow them to liveunderwater.

Movement and combat are hinderedunderwater, however, and many spellsdon't work or have altered effects.While the party is becoming acclimatedto underwater life, sea dragons attackand the characters are called upon toassist in the city's evacuation anddefense. They then rescue CaptainDaenor, incapacitated in the shipwreck.He tells them he has learned that thetreacherous sahuagin are holding seadragon eggs hostage and forcing themonsters to attack the sea elves. Sincethe eggs are being held in an air pocketin the nearby ruins of Celanost, theparty is assigned to recover them .

The party traverses a long underseatunnel that leads to the Celanost ruin,and rescues the eggs from the merce-nary mages and the fiery creatures thatguard them . When the eggs arereturned to the sea dragons, the drag-ons agree to unite against the sahuagin,and the conspiracy is undone. Theparty helps find the sahuagin leader,Prince Talhook, as he attempts one lastperfidious act: the assassination ofPrince Lyzian of Naulidis . Afterwards,the sea elves take the party the rest ofthe way to the continent of Taladas.

Note: The party must be careful to usethe CRYLOKON only at the air bubble . Itonly works twice . If they use it else-where they may drown .

Wandering Monsters: Until the eggsare returned to the sea dragons, thesepowerful creatures prowl all of Naulidisexcept the safe halls. The corridor toCelanost and the ruined city itself arefull of various ocean predators . The airpocket contains wandering bands offire creatures.

Resting: Rest is most secure in thesafe halls .

Map Locations :1 A locked room where the party awak-ens . The sea elf prince, Lyzian, givesthem a ring which negates the move-ment and combat effects of beingunderwater.Treasure: ring offree action

2 Safe halls . Players receive a variety ofmissions from defenders here and fromelves in need all over the city. If thecharacters heal wounded elves, they

may be rewarded with a magic staff orscimitar. The characters also receive asecond magic ring and a map of the citywhen they agree to fetch a new hingefor a damaged door or rescue Daenor.Treasure: ring offree action, staffofstriking sclmitar+3

8

3 Defense rallying points. Elves attemptto hold these doors against the dragonsoutside .

4 Guardrooms . Irenia, a young sea elf,is hiding in one of these.

Naulidis" continues. . .

Page 7: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

5 Workroom with cold forge. If a hingehas broken on one of the safe hall'sdoors, the party finds a replacement inthis room.

6 The party may encounter elves indistress.

7 Lyzian's Bedroom . After Lyzian tellsthe party to rescue Captain Daenor, theparty finds him here, hiding behind thedoor. Once found, Daenor must bereturned to location 2.

After the sea dragon eggs have beenliberated, the party flushes out PrinceTalhook waiting in ambush .

8 Tunnel. Many wild sea creatures maybe found in the tunnel, including eyesof the deep.

9 Gates into Celanost Ruin . The partymay see sahuagin hauling air down tothe air pocket in sleds.

10 Well into the Air Pocket Rooms atlocation 11 . These rooms were formerlyused to entertain friends from the land .If the characters do not have a CRYLOKoNfrom Lyzian, they cannot breathe air,and cannot survive in the pocket. Theyuse the CRYLOKON to first lift and thenrecast the water-breathing spell uponthemselves.

11 Well back to location 10 .

12 Fire creatures wait in ambush atthese doors. Taking the passage atlocation 22 and attacking the monstersfrom behind foils their ambush.

9

13 Chambers of the rogue mages ofMalgi Hi . Searching reveals gems, awand, and notes that explain the con-spiracy . The mages have fled to therooms to the south. The charactersmust defeat these mages at location 23first if they want to get all of the items.Treasure: wand ofparalyzation

14 This large room is guarded by morefire creatures. Entering the roomthrough the windows foils theirambush .

15 Well containing the sea dragon eggs.

16 Sea dragons confront the charac-ters. They may only pass if they surren-der the eggs. If they fight with thedragons, any eggs are stolen by thecrafty sahuagin.

17 Sahuagin may hide stolen eggs inthis room .

18 Lyzian and his train wait for theparty at the gates until the sea dragoneggs are recovered .

19 Elven guards escort the party tolocation 7 to rest . This triggers anassassination attempt by PrinceTalhook, who has magic weapons.

20 A sahuagin ambush waits here forthe characters, as they head to PrinceLyzian's bedroom to rescue CaptainDaenor.

Naulidis" continues.. .

vi'aWk

R

ci ..okr'

; diC9k # ~c

. . .

Celanost Ruin

To Naulidis

4To Cetanost Ruin

Passageway

Celanost Ruin(underwater)

Air Bubble

10

To Passageway Key

mWall

Door

Archway

mFortDoor

Window

ClawedDoor

Impassable

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21 Sea elf training hall .

22 Side Passageway. If the party takesthis path, it breaks the ambush at loca-tion 12 .

23 A mage is summoning monsters inhis room . He and his minions immedi-ately attack.

24 A common room being torn up bydragons .

25 A temple also being torn up bydragons .

26 After Prince Talhook is defeated,Lyzian meets the party for celebration .He awards it a dragonlance, a gift fromthe Dargonesti Icings . Afterward, theelves take the party undersea toTaladas.Treasure : footman's dragonlance

Taladas OverlandThe overland map is used to travel fromplace to place on Taladas . This mapshows the area covered in the gameand shows many of the major points ofinterest as symbols on the terrain . Manymonsters may be encountered duringoverland travel, providing opportunitiesfor characters to gain additional experi-ence levels. There are also numerouscaravans of merchants, pilgrims, andthe like, who may provide valuable ser-

vices to the party. The party's locationand its terrain affect the kinds of encoun-ters the party has . Different kinds ofmonsters inhabit different locales .Camping is possible almost anywhereoutside Armach territory, but there isalways a risk that monsters or patrolsmay disturb the party's rest .

The party may acquire THENOL ARMYUNIFORMS from some slain opponentsin the southern areas of the map. Theparty automatically puts these on if theytake them . The uniforms make Thenolpatrols much friendlier to the party . Onthe other hand, wearing the uniforms inthe north causes minotaur bands toattack the party more frequently.

1 These are generic towns. At eachtown there is a TEMPLE, a TRAINING HALL,an INN, a PUB, where the party can gatherinformation, and a SHOP, which sellsnon-magical equipment.

2 There is no way the party can reachthese places.

3 After the party has thwarted the DarkQueen's plans, these straits can beforded .

4 This Is the edge of the Elf-Kingdom ofArmach . If the party ventures beyondthese borders, it is showered with arrowsby hidden elves. There is nothing to begained by trespassing in Annach.

14

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Hamlet of HizdenSynopsis: The party awakens in a quietinn, late in the evening . The Hamlet ofHizden is a small town on Taladas pop-ulated by the "Children of the Sea," theoffspring of sea elves and men. Whenthe party speaks to Ezra, as Lyzian hassuggested, the party is told about theLuminari lighthouse and the wizard whocan help them. Before the party canresume its quest, sahuagin who havefollowed the party, attack!Wandering Monsters: The sahuaginattack comes shortly after leaving Ezra .Resting : The party may rest freely atthe inn and the abandoned building .Map Locations:1 The Inn .2 A Training Hall.3 General Store.4 Tavern .

5 Ezra's Bait Shop.6 Town gate .7 Thieves' hangout .8 Fish Market.9 Townsfolk repel the party from theirhome.

Key

Wall

00*11

10 Mislaxa Temple. Healing servicesare available here .11 Mislaxa priest looking for donations.The priest heals any non-elf that giveshim a donation .12 Abandoned building where the partymay rest .13 Ezra is mending nets . If the partygives the CRYLOKON to him, the party isgiven valuable information .

LuminariSynopsis : In the Luminari lighthouse,the characters seek to reach the wizardFastillion, who gives them wise coun-sel, as well as two keys to the innerchambers of the tombs. Alas, Fastillionis quite mad, and has filled his towerwith traps, obstacles, and deadly perilsto keep unwanted visitors out of (what'sleft of) his hair. To make matters worse,he has forgotten all about these defensesdecades ago, and the whole place hasdecayed into ever-greater chaos andconfusion .

The party may make their way up throughthe tower, gaining experience, treasureand magical items along the way, butthe route to Fastillion is ultimately byway of location 30 on the 1st Deep.

14

Luminari LowerReaches

2nd Deep F____j _

1 stDeep

4

Key

[11 U]Wall Door

The SecretPit Door

Stairs StairsUp Down

Archway Impass-able

The strange and powerful vortex ofenergy on level 5 is a turning-point inthe party's ascent of the lighthouse.After this level, it is not entirely safe torest, because of umber hulks roamingthe tower. Also, the battles are tougherin the upper reaches, and the tele-porters are trickier. Finally, on level 11,the party is stopped by a door they can-not open. Returning to level 10, theyencounter a woman of the Hulderfolk.She has been crushed by a gorgon thatshe somehow turned to stone . Beforeshe dies, she gives the party a clue tothe location of the teleporter that leadsto Fastillion .

Luminari" continues. . .

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Luminari Lower Reaches (continued)

Level 1

Wandering Monsters: Huge bats andenormous spiders inhabit this part ofthe tower, but they learn to leave theparty alone after the first few encoun-ters. Boring beetles attack in the 2ndDeep. The vortex keeps the bats andspiders out of the upper reaches, butumber hulks roam this part of thetower (except for the top level) .Resting: Anywhere in the lowerreaches of the tower except the 2ndDeep is safe to rest after the bats andspiders have been scared off. In theupper reaches, the party may restsafely in the "eye" of the vortex,Fastillion's closet, and the teleportercontrol room.

Key

Wall

Door

Archway

One WayDoor

StairsUp

StairsDown

ThePit

NNINImpassable

Map Locations:

6 Ettins and two-headed trolls attack1 The stone porch of the lighthouse.

the party.This is the only entrance to the light-

7a A false stair that secretly teleportshouse .

the party to 7b .2 A poorly-concealed pit, which passes

8 The party finds a small mound ofthrough the floors of each level, down

treasure.to the 2nd Deep. Falling into this pitcauses some damage and leaves the

9 A storeroom full of old building mate-party in the 2nd Deep .

rials .

3 The ettin dangling in an enormous

10 The party finds a strange contraptionweb is bait left by whisper spiders to

in this room .attract prey. If the ettin is freed, it helps

1

11 There is a gnome blocking the stairsthe spiders attack the party.4 A destroyed staircase.5 A destroyed teleporter archway.

with an invisible barrier. The partyneeds to get the strange contraption atlocation 10 and offer it to the gnome.

16

12 The party must give the spectralguardians a gem to pass either of theselocations if it hopes to avoid a fight. Ifthe spectral guardians are destroyed,some of their equipment falls to theground .Treasure: long sword 3 (cursed)

13a - 20a Secret teleporters that movethe characters to the b location, andturn them to make the walls look similar.21 A locked room containing a "To Do"list that Fastillion lost decades ago.

"Luminad" continues. . .

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Luminari UpperReaches (continued)

Level 9

Level 1 o

Key: m ® MWall Door False Stairs

Door Up

22 This area is filled with an incompre-hensible energy vortex that dulls theparty's senses and causes minor dam-age to the party every turn .23 The "eye" of the vortex. A safe placeto rest.24 Heaps ofjewels and gems are piledin these comers of the room.

25 The pit that passes through the vortex.26 The party overhears a group of darkwizards planning an attack on Fastillion .27 A group of dark mages are plottingagainst Fastillion in this room .

28 An umber hulk lair.29 A beholder and an umber hulk fleefrom the party.30a A secret teleporter that moves theparty past the stair to 30b at the one-way door.

31 The steel jaw trap looks scary, butit's broken . The party shouldn't bothertrying to disarm it.

m

Level 11

001Stairs The ImpassableDown Pit

32 Beholders in their lairs.33 A battle between two beholder groups .When they see the party, they attack .34 A locked room containing a heavystone lever that controls the teleporters(except for the teleporter archways.)The party can leave the lever in the onposition in order to use the teleporterat location 37 to rest in the "eye" of thevortex, or it can turn the teleporters off,to simplify navigation .35 The party is ambushed by fire ele-mentals .

36 Fire elementals guarding a chest .Treasure : red mage scroll (disinte-grate, mass invisibility, meteorswarm), white mage scroll (delayedblast fireball, otto's irresistible dance,power word kill)

37 A teleporter that sends the party tolocation 23 .38 Beholders and gorgons assault theparty .39 Iron golems guard the door.

40 This door has been shut with power-ful magic and stonework. The partycannot open it.41 After attempting the false door onLevel 11, the characters meet a Hulderwoman pinned under a stone gorgon . Ifthey move the gorgon, she gives thema clue to the location of the teleporterat location 50 and bequeaths them herbracers and staff. (The fastest waydown to location 50 is tojump into thepit at location 2 .)Treasure: bracers AC 2, long sword+4

42 A large expanse of filth and decay,inhabited by purple worms, otyugh, andboring beetles . If the party falls into thislevel, the filth cushions its fall, but theinhabitants attack with surprise. Thepurple worms and otyugh can be elimi-nated, but the beetles always come back

43 Fastillion counsels the party to seekthe ORACLE OFTENQVR in the tombs onthe edge of the old city of Kristophan ;and he gives them two keys to theinner chambers of the tombs: theGOLDEN KEY and the RVSrED KEY. Theparty also has this encounter withFastillion if they attempt to rest any-where on Level 11 (except location 52) .

18

44 After defeating the monsters, theparty may climb atop this mound andescape up through the pit to location45.45 Climbing up from location 44 bringsthe party here .

46 A teleporter archway to location 5 .

47 Hydras block the passage at thisspot.48 A secret teleporter that tums theparty around . If the teleporters are on,the party should step into this locationand then tum around . When the partysteps forward, it moves in its originaldirection.49a A secret teleporter to location 49bthat tums the party to make the wallslook the same .

50 A teleporter archway to location 51on Level 11 .

51 A teleporter archway to location 50in the 1st Deep.

52 A large unused closet. This is agood place to rest.

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19

KristophanSynopsis : Kristophan is the Capitol ofthe League, a large city filled withhumans and minotauts, who are clearlythe ruling class. The party must be care-ful not to aggravate the arrogant minataurs, since no good can come of this .While here, the party hears about thedisappearance ofthe BOOK OF AMROcAR.Later the book can be recovered in Hawk-bluff, and is needed to complete thegame . Selias, a thief, is found in a pubminutes before marauding evil dragonsattack the town. He leads the party tothe tombs, where they can take shelter .Wandering Monsters: Thieves may beencountered in the east end of town .They quickly learn not to fool with theparty and avoid them. Minotaurs maypick a fight with the party in theImperial City, to the west.Resting: The party can only rest safelyin inns or in the homes of strangers ifthey are invited .Map Locations:1 The party's arrival at the city is inter-rupted by the sound of weeping. Theyarrive before a small house . The partycan then continue into the house, enterthe city, or return to the overland .2 The party meets Eshalla the hag. Theparty should ask her what's wrong, lis-ten to her story, and then comfort her.This entails kissing her until her curseis broken . Once she has been success-fully restored, she rewards the partywith a cloak. Eshalla later looks for thehero who helped her in the east end oftown. The first time she finds him shegives him a helm, the second time adagger.Treasure : helm+3, dagger+4, cloak ofdisplacement

3 The Gates of Kristophan . The partyenters here.4 A group of humans is startled to seethe party. Unless the party leavesimmediately, guards attack.5 Cows House of Fashions . Guardsattack if the party refuses to leave .6 Hooves Polished . Guards attack if theparty refuses to leave this shop .7 The occupants of this house invitethe party to stay for tea . The party hearsimportant rumors ; most notably, thatthe BOOK OF AMRocAR has been stolenfrom the library. Eventually, a mishapbefalls the family and they no longergive the party rumors.8 The City Vault . Items and money canbe stored here .9 An empty house.10 The Watering Trough . A beautifulminotaur pub with very unfriendly cus-tomers .11 The Bullish Gourmet. Guards attackif the party refuses to leave .12 Shackles by Shariskis. Guardsattack if the party refuses to leave.13 Imperial Training Hall of theChampions Guild . The characters cantrain if they lie and say that they aretraining for the Champions Guild.14 Imperial Arena of Kristophan . Thearena is only open when the party isthe featured combatant.15 The Golden Stables . A very highpriced minotaur inn . There are cheaperaltematives, but it may come in handy.16 A safe room to rest .17 Due to rioting the road is blockedand heavily guarded .

M------------------

w

Sristophan

Key:

m Wall

®Door

®Archway

18 An old temple that leads to thetombs . It is only accessible if Selias iswith the party.19 A kind, old woman allows the partyto rest in her house for as long as itwants .

20 The Peoples' Temple. The charac-ters can be healed, free of charge. Ifthey agree that they are faithful toMislaxa, the temple cleric offers to sellthem magic scrolls.

20-------------------------------- -- --------

To overland

Impassable

®Stairs Down

21 Tenderloin Lodge . A cheap and safeplace to rest.22 The party interrupts a group ofthieves dividing their loot . After thecharacters defeat them, they can claimthe thieves' treasure .Treasure : potion ofgiant strength

Kristophan' continues. . .

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23 The Oracle of Tengur. A charlatanfortune teller tells the party about thereal Oracle and gives them a bad div-ination .24 Peoples' General Store . The partycan stock up on basic items in this shop.25 The original entrance to the tombs,now blocked and impassable.26 Entrance to the Imperial City ofKristophan.27 Villa of Arishanolis Ill . The charac-ters cannot enter. If they attempt tofight their way in, they eventually haveto flee from the scores of guards whodefend the Villa.28 Hordes of guards leaving their bar-racks prevent the party from entering.29 Imperial Senate. The party cannotenter.

30 Palace of King Ambeoutin XI . Theparty cannot enter.31 Official Ministries of Kristophan . Theparty cannot enter.32 The Queen's Palace . The characterscannot enter . If they attempt to fighttheir way in, they eventually have toflee from the scores of guards defend-ing the palace .33 Imperial Library. The party mayenter and inquire about books . Whenasked the name of the author of thebook they wish to read, they should sayAMROCAR . The party learns that thebook was stolen under mysterious con-ditions and has not been recovered .34 The party encounters an old mino-taur abusing a human slave . If the partyattacks the minotaur, they are quickly

overpowered . After the party awakensin ajail cell, they are escorted to thearena to pay for their indiscretion . Thecharacters have to defeat powerfulchampion minotaurs, but are able toclaim the minotaurs' magical armor andweapons if they win .35 The Frosty Mug. The party meetsSelias in this cozy bar. He explains thathe is a thief by trade and that he is will-ing to bring the party to the tombs for aprice. The conversation is interruptedby a dragonstrike . Selias joins the partyand tells them to go to the old templeat location 18 . If the party makes it,Selias opens the magic door and leadsthe party into the tombs.

The TombsSynopsis: The tombs are a sprawlinglabyrinth of passages and chamberslinked together by a series of unpre-dictable teleporters. The party encoun-ters thieves, monsters, and undead intheir quest for the ORACLE OF TENC4MThe Oracle is a tiny statue that hasbeen broken into five pieces. Eachpiece gives the party a new clue or bitof advice . Eventually, it becomes clearthat the pieces of the ORACLE OFTENQvR have been scattered about inan attempt to lure unsuspecting adven-turers deep into a lair of vampires .Wandering Monsters: The party mayencounter whisper spiders, enormousspiders, and umber hulks anywhere inthe tombs . Purple worms may beencountered in the first level . Undeadinhabit the catacombs.Resting : Resting is only safe in themain hall, which has a blockedentrance at the east end and a largestatue of the Oracle at the west end .

The Tombs

7

47 29

44

34

NNNI

Map Locations :1 The entrance to the tombs.

17

b

2 The party surprises a group ofthieves . They attack once they recog-nize Selias as an ex-member who stolefrom them .

3 The thieves' stash is stored here.4 Greater otyugh and shamblingmounds reside in these rooms .5 A lair of black puddings.

6 The party finds a scroll .Treasure: cleric scroll (restoration,resurrection, blade barrier).

7 An abandoned Cleric PurificationChamber.

Key :Wall

To Kristophan

Door

SecretDoor

Impassable

StairsDown

8 These teleporters lead to location 29 .9 The original entrance to the tombs,now blocked .

10 The party is teleported to this spotfrom location 54. There is a spiked traphere, like location 56.11 Evil mages are worshipping at analtar to Hiddukel . After dispatching themthe party can steal the statue's eyes.Treasure: eyes ofpetrlricatton (cursed)- petrifies the wearer

`The Tombs' continues. . .

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,,ctaA3.CUA5RR.5eD~GCQ7A3.'

The Tombs (continued)

13

12 This teleporter leads to location 13 .

13 This teleporter leads to location 12 .14 The door is actually a mimic thatattacks the first character that tries topick or bash it .

15 The party is attacked by a group ofvampires and death dragons .

16 Hydras attack the party.

17 This teleporter leads to location 18.

18 This teleporter leads to location 17 .

19 Treasure chests .

20 These treasure chests are mimicsthat attack the first character that triesto open them.

21 This treasure chest contains theHEART SHAPED KEY, which is needed atlocation 32 .22 This chest can be opened with theRv5TED KEY.Treasure: girdle ofgiant strength

23 Another black pudding lair.24 The purple worm lair .

23

3341

25

31

19 20

25 This teleporter leads to location 26 .

26 The party is teleported here fromlocation 25.27 Eshkal, the city tax collector, insiststhat the party pay one quarter of all itssteel . Paying the fee allows the party toproceed to the teleporter at location28 . Refusing to pay leads to a battlewith spectres, wraiths, and death dragons .28 This teleporter leads to location 29 .29 There is a statue commemoratingthe Oracle of Tengur. This is not theOracle the party seeks, and TALK andRUB STATUE do nothing.

30 This teleporter leads to location 31 .31 This teleporter leads to location 30.32 The party meets a spectral guardian,who is seeking the HEARTSHAPED KEY.If the party lies to him or refuses to givehim the key, the party has to face himand his cohorts. Once the party giveshim the key it recovered at location 21,the party is rewarded with anotherpiece of the ORACLE OFTENGVR .

The Tombs (continued)

Key:Wall

Door

One WayDoor

SecretDoor

Teleporter

RNNNMN

Impassable

33 This teleporter leads to location 29.

34 This teleporter leads to location 35.

35 The party is teleported here fromlocation 34 .

36 The party finds magical eyes.Treasure: eyes ofpetrification -petrifies the enemy

37 The party is welcomed to LordDestries' Side Show. Admittance is onequarter of all the party's steel . Refusalto pay leads to a battle with undead .

38 Lord Destries' "Trained Animals."The umber hulks attack39 Lord Destries holds two-headedtrolls in this room. They attack the party.

40 Lord Destries' hydras charge theparty .41 Lord Destries' "Tightrope Walkers ."Spiders assail the party . After combat,

24

searching reveals another piece of theORACLE OFTENGVR.

42 Lord Destries' "Special Attraction" ofdeath dragons, wraiths, and spectres .After combat, searching reveals theCIRCLET OF COLD, which is needed atlocation 46 .

43 This teleporter leads to location 29.Before the party can leave, the partymust defeat Lord Destries and the lastof his followers.

44 This trap door leads to location 45 .

45 This ladder leads to location 44 .

46 The characters meet a ghostly fig-ure, who begs them to return theCIRCLET OF GOLD. Lying or refusing togive him the circlet leads to combat.

"The Tombs" continues. . .

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The Tombs (continued)

Upon returning the circlet to him, theparty is rewarded with treasure, includ-ing a piece of the ORACLE OF TENCGMTreasure: tine long bow

47 This door opens if the party usesthe COLDEN KEY they received fromFastillion at Luminari. If they use theRvsnD KEY, it melts and becomes useless. The stairs lead to the catacombsat location 48 .

48 The entrance to the catacombs.

49 A single Intact coffin occupies thisroom . If the characters open it, they areimmediately set upon by undead.Searching after combat in the upperright comer of the room reveals asecret door in the coffin .

50 This room is the resting place ofholy men. The party should not ransacktheir coffins.

25

51 This broken teleporter used to leadto the "Maze of Columns."

52 Thetomb of the ancient King ofKristophan. If searched, the party findsa piece of the ORACLE OF TENgvR.

53 Vampires descend upon the party. Itappears that the pieces of the ORACLEOF TENGuR have been strewn about inhopes that it would lead adventurersdeep within the catacombs. After com-bat, the party finds another piece of theORACLE OF TENGM

54 This teleporter leads to the "Maze ofColumns" at location 10.

55 The party finds treasure in this room.

56 Spiked traps. If a thief does notdetect the trap the first time the partysteps on it, it becomes active . The sec-ond time it is set off.

Hulderfolk WoodSynopsis: Enchanting perfumes drawthe party through a mountain tunnel,and into asheltered wood. They findthat their food is gone, and hunger gnawsat them. After a while, they stumbleacross Tasslehoff Bunfoot, equally lost,whotells them that they have enteredthe realm of the ttulderfolk elves. Whenthey rest, a single elf whispers to themthe Hulder words necessary to befriendthe archaic elves.

Using the ritual words, the party enjoysa banquet, and is brought before theHulder King and Queen for a ritual ofwords. TheQueen asks the party toswear an oath : never to cut any woodoff her beloved trees, nor cant' off anyof her children.

Huldeifolk Wood

In order to escape more time-consum-ing rituals, the King gives the party atask: count the leaves on the Mother ofTrees before they fall . Despite the Queen'slegal twists, the party solves the puzzle.After a celebration with the elves, theparty rests, only to discover upon wak-ing that the spiteful Queen has causeda whole month to pass. The party meetsthe helpful half-elf Elea as they leave,and she asks a seemingly impossiblerequest: to find her true mother, whodoes not even know she bore Elea .

Wandering Monsters: None.

Resting: The party may rest anywhere .Resting allows the elf changeling Eleato teach more Hulder words to herfavorite in the party.

26

Map Locations:

Key

Wall ofTrees

ImpenetrableForest

Note: Attacking the Hulder people, orfailure in the ritual of words may invokethe dreaded Hulder punishment ofshunning-slow death by starvation .

1 A mountain tunnel that remains hid-den until one day after the party solvesthe leaf riddle.

2 Tasslehoff Burrfoot may be found atone of these locations.

3 Aspring. Drinking water refreshes theparty.

7iulderfolk Wood" continues. . .

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4 The Banquet Meadow. When eligibleto meet the Hulderfolk, a voice chal-lenges the party. The correct response,GEBEIE, reveals a hidden banquet .Many combinations of replies may suc,ceed with the Hulderfolk Queen. Onesuch combination: GEBEIE, SHUNIARA,LIMEIYE, BILBARA, LIMEIE .

rNrnt Z- 9

After the characters fulfill their leaf-counting task, the Hulder King awardsthem with many magic objects. He alsopresents them with the RING OF DECEP--nON, which glows in the presence ofdisguised draconians, and an IRONDRAGON SCAuE necklace made from adragon scale. This necklace provesinvaluable when the party meets Tremor,leader of the evil othlorx dragons .Treasure : elfin chain+4,composite long bow+4, 20 arrows+4,potion ofspeed

I-?.5 The Mother of Trees. Cutting the treeor buming its leaves brings on disaster .Plucking the leaves, which are begin-ning to fall anyway, solves the riddle.Elea may also appear, and use herHulder power over time to cause theleaves to drop . In either case, only oneleaf is left on the Mother of Trees.

Mew AurimSynopsis: On their search for draconi-ans in Taladas, the characters enter thecapital of the Thenol Empire . They dis-cover that the Thenolians are preparingfor war and that there are draconians inthe King's palace. The party is offeredthe opportunity to join the Thenol armyand given THENOL ARMY VmFoRMs. Ifthe characters wear the uniforms, theyare less likely to be attacked and canget into the front or rear entrance ofthe palace with a CLAY PAss . Whileexploring the city, the party hears about

27

rebels being held hostage in the cityprison . If the party rescues them, thensupporters of the rebellion provide saferesting and training, and give valuableinformation and equipment to the party.Wandering Monsters: There are fourThenolian press gangs run by the kithtemple inquisitors. If the party is notwearing uniforms, they attack on sight.There is an opportunity to take theirTHENOL ARMY VNIFORMs after eachencounter.Resting : The best places to rest arewith the rebel supporters. There is aninn but there is one group of Thenolianfanatics that frequent it . All other build-ings are periodically invaded by pressgangs and other local menaces . Theparty cannot rest in the city streets.Map Locations:1 The city gate .

2 Thenol guards ask the characters ifthey want tojoin the Thenol army . Ifthey do, they are escorted to location 3.3 The party can hear rumors fromThenol soldiers . THENOL ARMYUNIFORMS may be gathered if the partyattacks the guards.4 Thenol Anny Quartermaster. Theparty may also get THENOL ARMYVNIFORMs here . As long as the soldiersin the previous room are still alive, thequartermaster sells the party equipment.5 Senators' offices . If searched, lettersare found .6 Pub of the Grinning Dead . The partymay talk with Thenolian soldiers and ahooded baaz draconian.7 Ajunior priest of Kith can heal theparty . If the characters are wearingTHENoL ARMY UNIFORMS, they maypick up their orders here. The SPECIAL

New Aurim

28

26

ZBoom

wQ~iBOBy

'r

BLESSING brings the party face to facewith the gathering of Hithite high priestsand their servants at location 18 .

8 If the party has been to the Hith tem-ple, the Thenol army lieutenant directsthe characters to the Commander'shouse for their CLAY PASS .

9 The private office of the ArmyCommander. Papers tell the party aboutthe recruits being taken to Hawkbluff.10 Home of the Thenol Army Commander.If the party is wearing uniforms and knowsabout the recruit escort trips to Hawk-bluff, he gives the party a CLAY PASS .

11 The Quiet Kender Tavern . A Mislaxacleric tells the party about rebelhostages in the city prison and asks theparty to free them . Upon the party'sretum, he gives them a MISLAXATALJSMAN that identifies the party tofriends of the rebellion .

12 The City Prison. Temple inquisitorsare torturing an old man. If he is res-cued and the party casts a healing spellon him, he tells the party about the"Quiet Kender Tavem.'

"Yew Aurim' continues. . .

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13 The party may free men locked in aprison cell .

14 The party may free an old man lockedin a prison cell .

15 The party may free women and chil-dren locked in a prison cell .16 A rebel sympathizer allows the char-acters to rest in his home after theyhave rescued the hostages. He can alsotrain mages .17 The party is attacked by a Thenolpriest and his congregation of undead .18 The party is attacked by a gatheringof Hithite high priests and their ser.vants.19 A baaz draconian is making swordsfor draconian recruits. The party canfind out what the draconians are doingin the palace .20 Ajunior priest of Hith offers thecharacters a chance to enter the ser-vice of Hith and directs them throughthe next door.21 The party is immediately attacked bya high priest and other followers of Hith.22 A den of vampires .

23 The party uncovers an enchantedaurak draconian magically disguised asa local senator.24 The Mislaxa temple gives healing andallows resting if the party Is not wearinguniforms . If the characters have res-cued the prisoners from location 12,they may rest freely regardless of whatuniforms they are wearing. The priestalso gives them a scroll and a CLAYPASS if they agree to explore the palace.Treasure : cleric scroll (heal, heal,restoration)

29

25 A rebel hideout. After the party hasrescued the hostages from the prison,they may rest and train .Treasure: short sword+4

26 A magic shop friendly to the rebel-lion. It sells magical items and THENOLARMY UNIFORMS .

27 The Home of Senator Pakland . Afterrescuing the hostages, Pakland allowsthe party to rest in his house and givesthe party information about hew Aurimand the palace .

28 Inn . The party can rest but might beinterrupted by a Thenolian press gang .29 Thenol Army Barracks . If wearingtheir uniforms, the party may rest andtrain .30 Thenol Anny Paymaster's Office . Theparty finds a strongbox full of steel .31 An empty office.32 Front entrance to the palace . If thecharacters are wearing THENOL ARMYUNIFORMS and have a CLAY PASS, theymay enter.33 Rear entrance to the palace . If thecharacters are wearing THENoL ARMYUNIFORMS and have a GAY PASS, theymay enter.34 The rear exit from the city .

Palace of the Thenol KingSynopsis: Wearing enemy uniforms,the characters enter the first ring of thePalace-of the Thenol King, seekingmore information about draconians .With a CLAY PASS, they descend to thedungeon, pass by barracks teemingwith draconians, and learn of plans touse the Thenolian army to gather vastnew stores of dragon eggs. The party isgiven draconians to escort to Hawkbluff,but these are soon ambushed and

killed by Thenolian rebels . The partythen ascends to the second ring of thepalace, largely abandoned to monsters,and then to the inner palace. The Thenolking, a puppet of Tyrant Trandamere, isunhelpful, but the Queen tells what sheknows about the draconians' plans, andurges the party to disrupt their opera-tions. The party also meets Grunschka,a dwarf, who joins them against thedraconians. Descending again to thedungeon, the party disrupts a mass cor-ruption of dragon eggs, and the draco-nians abandon the palace .While in the palace, the party learnsthat the BOOK OF AMROCAR, stolenfrom Kristophan by Thenolian agents,could greatly aid the draconians' plans .The book has been sent to Hawkbluffby Trandamere and must be recoveredbefore the Thenol army moves onBlackwater Glade .Wandering Monsters: Draconianpatrols occupy the lower levels andassorted types of monsters wander theupper levels of the palace.

30

Palace o! the Thenol King:Dungeon

Map (Locations:

2 Empty guard barracks .

4 Kitchens .

13

Resting: Rest is impossible on the firstlevel or in the dungeon until the gongthat sounds every few minutes isdestroyed . The party can rest anywhereon the upper levels.

1 Guard Gates. These gates are open,locked, or occupied by draconianguards at various times .

3 Thenol officials may sell the charac-ters THENOL PALACE UNIFORMS orTHENOL ARMY UNIFORMS if they have aCLAY PASS.

5 Draconian guards challenge theparty. After the combat, the party canrecover and reassemble a clay tablet,which reveals that the BOOK OFAMRocAR is in Hawkbluff.

Palace ofthe Thenol Wng" continues. . .

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Palace of the Thenol King: lfist Ring

To NewAurim Side Gate

6 Draconian barracks . Departing fromthe main path brings on a horde of dra-conians .

7 An aurak speaks for the Dark Queen,and tells the Thenol-garbed party toescort a squad of newly-hatched draco-nians to Hawkbluff.

8 Thenol rebels lurking nearby slaugh-ter the draconian recruits that the partyis escorting.9 Abandoned areas. Various undeadand wild monsters may be found inthese areas .Treasure: plate mail+3, red magescroll (slow, ice storm, iron skin)

10 The draconians in these guard postswere overwhelmed by Thenol rebels ontheir way to see the King . Grunschkacan be found here.

11 After the Thenol rebels overwhelmedthe draconian guards at location 10,they left their uniforms in this room .

12 The Inner Palace of the Thenol Kingis dilapidated and almost deserted.After visiting the inner palace, the partymeets Grunschka, a draconian-hatingdwarf, who may join the party. She isencountered at the next guard gate thatthe party visits at location 1 or 10 .Once the party receives Grunschka'swarning about the draconians, theyhave a limited amount of time to findand disrupt the egg corruption ritual atlocation 18 .13 The Thenol King. He listens to theparty, but is unconvinced thatTrandamere or the draconians pose anythreat to Thenol .14 The Thenol Queen. A mysteriousman in black robes has appeared to

Palace of the 7henol King: Second Ring and InnerPalace

her in a dream and urged her to helpthe party. She tells the party about thedraconians in the dungeon, and revealsa secret passage behind the fireplace.She also gives the party her SIQNETRINC/ that identifies the party as a friendto thejeweler at Hawkbluff.15 This temple celebrates the evil Hitehthe Merchant, patron god ofTrandamere .

16 This temple is dedicated to Takhisis.17 Gong of Chaos. The characters candestroy it without mishap if they waituntil the turn of the hour.18 The Corruption Gathering. Waves ofevil servants try to prevent the partyfrom disrupting the corruption ceremony.If the characters persevere, they canprevent a mass hatching of draconians,and the draconians abandon the palace.

34

~FH 13

iTo Dungeon Level

19 The Vault. The party finds that it isempty of dragon eggs.20 Chambers of the Evil Priests. Theparty is attacked by a crazed cleric.Treasure : mace of disruption

21 A death dragon lair.22 Clerics prevent the party from reach-ing Trandamere, who is burning hispapers at the fireplace . Trandamereflees and leaves treasure.Treasure: ring offire resistance

23 Beholders and other assorted mornsters defend their lair.Al-A2, Bi-B2, CO-CI, 02-03 These stair-ways connect the levels.

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HawkbluffSynopsis: The temple to Hith at Hawkbluff is a powerful fortress that containsa labyrinthine network of secret passagesand is also home to the Tyrant Tranda-mere, de facto ruler of Thenol. Movementwithin the fortress is regulated by aseries of guard stations requiring eightdifferent types of passes. The jeweler inthe town outside Hawkbluff aids theparty by forging these passes. The partyalso learns that Davik, the temple'sarchitect, is imprisoned in the lowerlevel . The characters free Davik, who isthen able to guide them through thetemple's maze . The party then finds theroom where generals are plotting theinvasion of Blackwater Glade, using theBOOK OF AmRocAR. After recoveringthe book, the party escapes the templethrough a secret door with Davik's aid.

The fortress of Hawkbluff cannot beentered until the palace in NewAurim has been completed . Theparty should first try to disrupt theegg conversion ceremony there,which causes Trandamere to flee toHawkbluff. If the characters enterHawkbluff before completing thepalace, they are not able to obtain aKEYHOLE PASS, which would gainthem entrance to the fortress .Hawkbluff is a powerful fortress, andcombat with guards or regulars even-tually triggers drastic defense measures.

Important Note: You need Davik to getthrough the secret doors on levels twoand three .

Wandering Monsters: Wandering mon-sters are always a threat in the areabeyond the prison, In the catacombs,and in the secret passageways . The

characters may wander the templeproper without fear of battle unlessthey attack, refuse to leave a roomwhen ordered, or enter the room con-taining the BOOK OF AMROCAR.

Resting : The party may rest withoutdisturbance in rooms containing mon-sters, in the area beyond the prison,and in the catacombs, after suitablearrangements have been made with theinhabitants.

Map Locations :1 Entrance and exit to the town atHawkbluff.2 Thejeweler's. Give the jeweler theSIGNET RING and he forges passes toget into the fortress.

The eight pass types are :1 . KEYHOLE

5. SWORD

2. LANTERN

6. SWAMP3. BATON

7. QUILL4. ZIGGURAT

8. INCENSE

3 A cleric official sells a KEYHOLE PASSto the party for 1000 steel .4 A training hall, which charges 1000steel for training.5 Shops .

7 Side entrance and guard post.Requires the BATON PASS.

8 Side entrance and guard post.Requires the INCENSE PASS .

The first three are most important.When obtaining a LANTERN PASS, thejeweler asks if you want a RELEASE form.When asked what name, say DAVIK.After obtaining several passes from thejeweler, the authorities catch on andkill him .

6 Guard post and main entrance toHawkbluff. Requires the KEYHOLE PASS.

Hawkbluf Catacombs and Dungeon

Ild

Md

0`SSd

29

HawkBluff Dungeon

9 The inn . The party can safely rest inthe room to the east.10 Regular troop barracks . Safe resting,but the party is interrupted every eighthours as the guard changes .11 Kitchen. The BOOK OF AMROCAR isfound here after the battle with the gen-erals on the 4th Level.12 Exit from the temple. The partymust have the BOOK OF AmROcAR andDavik with it to manipulate the lock onthis door.13 Barracks containing undead .14 Guard posts. If the fortress is on alert,they attack immediately, otherwise, theguards just restrict the party's move-ment . The party must have the properpasses to get through these locations .15 Library.

34

HawkBluff Catacombs

Key:Wall

Door

SecretDoor

StairsUp

StairsDown

SecretPassageway

Impassable

16 Armory containing only low-gradeweapons .17 Barracks containing bakali troops . Ifthe party successfully battles them, itfinds a QuLL PASS .

18 In one of these rooms the partyfinds a LANTERN PASS and a DAVIKRELEASE form.19 Treasuries . This room is filled withsteel, gems, and jewelry.20 A functionary mistakenly gives theparty a SWORD PASS.

21 The party encounters a lone priest.Killing the hapless fellow produces aKEYHOLE PASS.

"Hawkbluff continues. . .

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Hawkbluffi- Level One

P1

01

To Overland

Hawkbluffi- Level Two

02

R2

A2 B2 ca

Archway

SecretDoor

10BlockedDoor

StairsUp

StairsDown

SecretPassage

INNImpassable

Hawkbluffi- Level Three

X3 FF3

AA3 B3

Hawkbluffi- Level FourV4

W4 X4

LL4

AM D4 SS4

22 The party finds a ZIGGURAT PASS ona desk in this general's room.

23 The Thenolian Senate .24 Side room where Trandamere andThenolian generals are reviewing theBOOK OF AMROcAR. In the battle whichensues from the party's entry, the bookis thrown on a dumbwaiter to theKitchen at location 11, and Trandamereflees In panic, ordering his bakali body-guard to kill everyone in the fortressuntil the book is recovered.Treasure : wand of fireballs, 10darts+4, boots ofspeed- receivedonly if the party pursues Trandamere

36

Hawkbluff." TopLevel

KK5

JJ5

V5 W5

25 Briefing room packed with soldiersand priests during the day. Starting afight is dangerous.

26 Draconians. If attacked, the partylearns of the draconians' intentions tobetray the Thenolians .27 Main temple to kith.

28 Side altar, where priests are corrupt-ing dragon eggs into draconians.Treasure : potion of extra healing

29 Davik's cell . The party can leave thecell, or request directions from Davik,by using SEARCH or LOOK . Davik can onlypoint out directions to the requestedlocation (his tongue has been removed.)30 The PRIsorv KEYS to release Davikmay be found in this room .

31 These rooms contain monsters andare safe after the inhabitants have beenevicted.

32 The jailer meets the party here andleads the characters to Davik if theyhave the DAVIKRELEASE form .A-TT (C,d,1-5) These stairways connectthe different levels .

Key

Wall 03

DoorP3

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Bai'orSynopsis: The village of Bator has beenoccupied by "Sharkmen," who are forc-ing the villagers to build boats . But theSharkmen are actually working for dra-conians, who took over the town andleft it in the control of the Sharkmen asa staging ground for their conquest ofAnsalon . The boats are intended tocarry a great army back across the sea.The Sharkmen aren't trustworthy allies,so the draconians left a group of evildragons to keep them in line.

The party may gain experience andtreasure by defeating the Sharkmenand the thugs, who are reallyjustSharkmen in street clothes. The leadersof the Sharkmen are in the Town Hall .However, the party cannot defeat theendless hordes of Sharkmen them-selves . They need to find the villageElder, Anthela, in the Library in order toraise the villagers against the Sharkmenin a climactic battle . She also tells themto go to Aldinanachru and wam thegnomes about the draconian threat.Then the party can go to the woodsnorth of town and fight the evil drag-ons . After defeating these dragons, theparty meets a sadly deformed dragon,who was being held captive by the oth-ers . She tells the party that she was cre-ated in a failed attempt to create adragon host through which Erestem canenter the world . If the party helps herrecover, she tells them to go toBlackwater Glade and seek the aid ofthe othlorx dragons.Wandering Monsters: Sharkmenpatrol the town . The patrols keeps com-ing until the party enlists the aid ofAnthela, the village Elder, to raise thetown and help the heroes wipe out theSharkmen.

Resting : Before Sharkmen patrols havebeen eliminated, the party may rest inthe homes of villagers (but not thehomes of Sharkmen/thugs) and in thesecret room in the library. After defeat-ing the Sharkmen, the party may rest atthe inn or in the secret room .Map Locations :1 This is where the party arrives.2 The boat works. These are the loca-tions where boats are assembled .There are always villagers here, butthey are afraid to talk. Some of thesepeople are Sharkmen.3 The sheds where the people of Bai'orstore their boatmaking tools and materials .4 Home of a reclusive village fishermannamed Eric Strongbond . Eric thinks thatOleg Hamhand is the cause of the currenttroubles in Bai'or.

5 The homes of villagers. When theparty meets villagers at home they aremuch more inclined to explain whatthey know.

6 There are Sharkmen living in thesebuildings .

7 Town Square. The party shouldremain inconspicuous unless they arelooking for a fight. (After visitingAnthela, this is the site of the climacticbattle against the Sharkmen .)Treasure: ring of fire resistance,bracers AC 2

8 Town Hall . This building is occupiedby the leaders of the Sharkmen .Treasure: scimitar+4

9 This is the home of Oleg Hamhandand his family. Oleg thinks EricStrongbond is in league with theSharkmen.10 The Library.

Bai'or

38

11 This is the hiding place of Anthela,the village Elder. Anthela tells the partyabout the gnomes of Aldinanachru andthe draconians on the shore of the LavaSea . Because the characters now knowthe whereabouts of the draconian army,they are able to travel to BlackwaterGlade and get the othlorx dragons thereto bring them to the gnome citadel. Ifthe party promises to defeat the evildragons at the north end of town, Anthelahelps the party muster the villagersagainst the Sharkmen. Otherwise, shemusters the villagers after the party com-

Key

EllWall

Door

SecretDoor

Forest

The Edge ofTown / Exit toOverland

The Harbor

pletes the third dragon battle. The partycannot free the village without her help.

12 These are evil dragon encounterlocations, but only after the party hasmet Anthela. In the first encounter atany of these locations, the dragondoesn't take the party seriously . In thesecond encounter the dragon flees. Thethird encounter is a tough one againstmany well prepared dragons. If the

'Bai'or' continues. . .

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WA

characters leave Bai'or after meetingAnthela, but without completing thethird encounter, a large group of drag-ons swoops down on them . In eithercase the party gets a scroll after defeat-ing the third group of dragons. After this,the deformed dragon can be encoun-tered at any one of these locations .Treasure: scroll ofprotection vs .dragon breath

13 This is the inn. After the Sharkmenhave been eliminated, this is a safe placeto rest. The evil dragons do not think tolook for trouble here so this is a goodplace to rest before the dragon battle .14 A magic store after the Sharkmenleave .15 A general store after the Sharkmenleave .

Blackwater GladeSynopsis: The party gives the IRONDRAC,ON SCAU obtained from theHulderfolk to the red othlorx dragon,Tremor, whose lair can only be reachedwith the aid of a secret word writtenbackwards in the BOOK OF AMROCARobtained in Iiawkbluff. Along the waythe party meets a wandering bard,Baldric, who is in reality the silverdragon, Baldranous . Baldric seems toflee in the face of danger, but he actu-ally is evaluating the party's worthiness.Later, he leaves the party to secretlysmash opponents ahead . If the partyallows Baldric tojoin them and doesnot drop him, they are later rewardedwith a magic item . If the party haslearned that the draconians are

39 kamwW

camped by the Lava Sea after the scaleis returned to Tremor, the silver drag-ons fly the party to the gnome citadel atAldinanachru from the lair of Clematra .

Wandering Monsters: The party is con-stantly in danger of meeting swampmonsters and Thenolian patrols .Resting: Only the lair of Clematra, a sil-ver dragon, is completely safe .

Map Locations :1 Entrance and exit to Blackwater Glade.2 Before visiting Hawkbluff, the partymay overhear a swamp leader conclud-ing a deal with a bakali, hiring them inTrandamere's name to aid with the up-coming invasion of Blackwater Glade .

3 The party may encounter a youngbakali undergoing his test of manhood,fighting a crocodile in single combat. Ifthe party does not interfere with thetest, and truthfully testifies on behalf ofthe young bakali, Zarketh, he eventu-ally rejoins the party as a guide. Thisfavorably affects random encounters .

4 Approach to the lair of Baldranous.No gain awaits the party down thispath, merely damage from falling rocksas Baldric/Baldranous protects his lair.5 The lair of the silver dragon,Clematra, who is Baldric's mother.When Tremor and Baldranous have setoff to destroy the Thenol threat, andthe party has learned the whereaboutsof the draconians' camp in Bai'or, oth-lorx dragons urge the party to acceptair transportation to Aldinanachru toenlist the aid of the gnomes .Treasure : wand ofice storm, silvershield+3-received only if the partyhasn't antagonized Baldric

Blackwater Glade

40

6 Approach to Tremor's lair. Tremorendlessly demands more tribute fromthe party. If the party attacks, hecravenly flees inside the cavern. Thesecret word to open the door isIIABOILJX.7 Tremor's Inner Sanctum . If the char-acters are willing to give the IRONDRAC,oN Scram to Tremor, they arerewarded with a magic ring. If they winthe combat with invading Thenolians,

they witness a drama where Tremor'sleadership is impugned by anotherdragon . To prove his bravery, he directsa member of the party to place a vorpalsword lightly on his neck If the charac-ter does so, the party is rewarded withthe blade .Treasure : ring of wizardry- doubles5th level spells, vorpal long sword

Page 23: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

AldinanachraSynopsis: The characters fly to theCitadel of Aldinanachru on dragon-backto enlist the help of the gnome armiesagainst the draconians at the Tower ofFlame . Upon arriving, they find thecitadel in utter chaos. The gnome Kinghas decided that he no longer wants hispeople divided into social classes, andhas mandated a complete transforma-tion of the work structure of the citadel .Gnomoi gnomes, who used to be thedesigners and engineers, are nowmoved to worker positions, and theminoi gnomes, who were always proudof their positions as the builders andcreators, are now in charge of creatingand designing the many contraptions inthe citadel. Once the party realizes thatthe King is actually a draconian, andthat the mayhem taking place in thecitadel is actually a carefully orches-trated plan to prevent the forces ofgood from utilizing the gnomes' fire-fleets and windships, the search for thetrue King begins.Once the true King is restored to histhrone, the characters travel to theTower of Flame to defeat the evil forcesand thwart the Dark Queen's plan.Upon completing this task, they returnto the gnome citadel to celebrate theirvictory. However, during the victory cel-ebration, the evil othlorx dragons, ledby Tremor, burst into the palace andattack the forces of good.Wandering Monsters: None .Resting: Each level of the citadel hasat least one safe room to rest, and theguest quarters also have an inn to restin . Rest may be interrupted in any otherlocation.

41

Map Locations :1 The Palace Waiting Room. Tasslehoffbrings the party to meet CaptainDaenor. The two of them have beenwaiting for an audience with the gnomeKing for several days .2 The characters meet the gnome King,who offers them no help at all, and anyquestioning merely brings about ademand that they leave. The glowing1LNG OF DECEPTION reveals the King tobe a draconian. They defeat the dis-guised monsters while the phony Kingruns away.After the party returns from the Towerof Flame, the victory celebration takesplace here .

3 The "renovated" elevator shaft. Thedrop to the main level damages theparty, so be sure to prepare the partyfor the fall .

4 The main air-lift of the citadel is cur-rently undergoing renovations. Theparty is asked to choose between theWORKSHOPS, GUEST ROOMS, or PALACE .

5 If Grunschka is with the party, shewarns the party that she smells draaconians.6 Storage yard for the gnomes' fire,fleets.

7 The party encounters draconians dis-guised as gnomes . Choosing LEAVE allowsthe party to avoid this encounter.8 The party meets the newest windshipcaptain, Perkelanamord .9 In the largest shipyard, the partyencounters several disguised draconians.After the King has been rescued, thislocation becomes the assembly pointbefore the battle at the Tower of Flame,and the arrival point after the war is won .10 Large pots are filled with cooling lava .

Aldinanachrw

42

IC4round Level

y o

y

y.

w~y"\ME~A

35

Key :

To Overland

® ® MWall Door Archway Secret Blocked

Door Door

11 The party overhears draconians dis-cussing their plans to keep the citadelin chaos . Unfortunately, they see theparty and attack.12 This room is safe to rest in.13 Whispering voices foreshadow anencounter with several aurak draconianspreparing spells . Cast a dispel magic toenter the combat unharmed and gainextra experience.14 Draconians charge down the halland attack15 The draconians have fused this doorshut and sealed off the western wing ofthe citadel .

Quest Room Level

Rubble Teleporter Impassable

16 Minoi gnomes are hard at work repair-ing a hole in the floor as a gnomoi gnomelooks on in frustration .

17 The Temple of Reorx .18 Leonard Minors Bar 8t Grill .19 A thief dressed in black approaches.Handing over all of the party's moneyavoids the combat with gnomethieflords .20 The Hall of Enhancement . This is agood place to train characters .21 A sign informs the party that thewing is closed for renovations.

Aldinanachru' continues. . .

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22 Amagic portal mistakenly openedby a group of experimenting gnomesreleases hydras, iron golems, and a lich.Treasure : cloak ofprotection+3

23 An unfortunate gnome is caught inhis newest invention, a bed that is sup.posed to lull you off to sleep. Freeingthe gnome brings the party extra expe-rience points.24 The party bursts in on several draco-nians taunting a gnome. Thegnome isthe chief magistrate ofthe citadel, andgoes off to warn others of the draco-nian takeover.25 When the characters enter thisworkshop, they see several gnomesexperimenting with colorful liquids. Thetests have not gone well, and onegnome is left holding a bubbling jar.Grab the jar and throw it out the win-dow for bonus experience.26 Entering this room interrupts, andprobably saves the lives of, severalminotaurs conversing with disguiseddraconians. After the draconians aredone away with, the minotaurs decideto scour the citadel and ferret out anyother draconlans .27 Several objects are thrown acrossthe room at the party if it tries to enter.28 An old gnome woman, thinking thecharacters are trying to break into herroom and assault her, fends them offwith her cane. Guards arrive and usherthem out of the room .29 A visiting shopkeeper offers to sellthe party her selection of bolts andarrows . This is a good place to stock upon magical ordnance.30 A small gnome child begs the partyto enter the deserted wing and retrieveher runaway cat.

43

31 When entering, the party finds sev-eral burlap sacks containing the evis-cerated remains of many creatures. Thebodies all have one thing in common:every drop of blood is missing.Once the vampires from location 33have been eliminated, Puddy the catcan be found high up on a shelf.32 After Takh!sis has been defeated,the King delivers his victory speech,and the party is awarded the greatestgift of the gnome people, the RoyalCheese Nutball! Just as the celebrationheats up, Tremor and a large group ofevil othlorx dragons blast through thepalace walls and attack. The partyneeds every advantage to win this bat-tle, so enter it prepared! As the partybattles the horde of dragons inside thepalace, Baldric engages Tremor in amid-air duel outside.After this final encounter, the party isfree to travel anywhere on the map.33 This neatly decorated room is theliving quarters of a group of vampires .Searching the coffins, lifting a lid, andlooking inside reveals a vampire, whotries to trick the lead character intohelping him out of the coffin . Pushingthe man away avoids the unwanted biteto the neck. No matter what happens,the other vampires immediately attack.Treasure: hoopak+4

34 This kennel is actually a room filledwith disguised draconians .35 The Sleepy Siren Inn.36 Apoison needle trap guards thislocked door. Have a thief disarm thetrap or smash the door in.37 The magically-protected door resistsbashing and picking the lock . CAST a dis-pel magic spell to remove the magic,

---------

--- --- --

-- --------- -----

Aldinanachru (continued)

Workshop Level

Key :Wall Door Archway Secret Blocked

Door Door

then PICK the lock, BASH the door downor CAST a knock spell to open the door.38 Draconians are discussing their infil-tration plans . One of the draconians isdisguised as the gnome King.39 Be sure to rest well before enteringthis room, because several mages areanticipating the party's arrival and havespells ready to attack . After the battle,the draconian disguised as the gnomeKing rushes towards the party carryingan innocent-looking weapon . Tell theKing to halt, then dive out of the way toavoid the crystal cube .40 The teleporter in this room bringsthe party to the dungeon at location 41,where the true gnome King is beingheld captive.41 When the King wams the party,select LOOK BEHIND YOU . Once the guards

44

Palace Level

MONRubble Teleporter Impassable

are disposed of, the party is faced withtwo gnome lungs. However, the realKing exposes the fake .42 This teleporter brings the party backto location 40 . Gnome guards arrive toescort the long back to the palace.43 Once the true gnome King has beenrescued, the party is transported to thislocation . The King calls for the WarCouncil and the gnomes prepare theirbattle plans. Baldric and the othlorxdragon army interrupt the council meet-ing to offer their assistance. The Kinggives the party a magic wand and ringto show his gratitude.Treasure : ring ofinvisibility,wand oflightning

44 Various forms of celebration are tak-ing place after the party's victory at theTower of Flame.

Page 25: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

Tower of FlameSynopsis: The party rides a gnomewindship to the Tower of Flame, andleaps through a siege port into the high-est level of the fortress . But whenCrysia appears, Captain Daenor leadsthe party toward his sister over a slen-der bridge . She severs the bridge, andthe party plummets down an air shaftto the lowest level of the Tower, losingCaptain Daenor .

The characters are then challenged tofind their way up to the top again . Asthey proceed, they need to defeatTower defenders to help the gnomeassault.

Level 0: Smash the Tower engines, runby fire giants.Level 1 : Defeat beholders; open thesiege ports to admit a gnomish force .Level 2: Invade a coven of black wiz-ards; destroy the lair where woundedevil dragons are healed .

Level 3: Disrupt the temple where dra-conians bask in radiant power.

The party must walk through flamingwalls and enter the fiery core of theTower to find ways to accomplish allthese feats .

When these operations are completed,the party finds that their windship pilot,Hrumbishnog, has entered the towerairshaft If the charactersjump aboardthe craft, they rise to the Tower's toplevel . There they find Captain Daenorbeing tortured by his sister who is stillunder the control of an aurak. If theparty breaks the charm spell controllingher, the pair escape with Hrumbishnogon the windship .

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The party finds a vast hall filled withservants of evil, who speak the mind ofthe Dark Queen, then attack. Afterward,the party is drawn into the Abyss by awhispering man.After escaping the Abyss, the partyreturns to the Tower of Flame to findthe gnomes have conquered the toplevel and now surround the glowing orb,which they feel is the Grathanich, themystical gem of their creation . Theirworship turns to horror when the orbcracks, and a giant five-headed dragonemerges . The party defeats the beastthat was to hold Takhisis' spirit. Afterthe combat, the true Grathanich risesfrom under the egg and begins to floatthroughout the tower, with the gnomes,draconians, evil dragons and the partyin hot pursuit Eventually the Grathanichfalls into a shaft and is lost .

Mission accomplished, the party thenmeets Hrumbishnog again at an airshaftor siege port, and he sails back to thegnome citadel where everyone is wel-comed as heroes .Wandering Monsters: Beholders andmany types of fire creatures wander theTower.Resting : Some small rooms in theTower of Flame are relatively safe .

Map Locations :1 Upper siege port . The party disem-barks here.

2 Bridge . When the party attempts tocross, Crysia severs the bridge, and theparty rides the bridge down to Level 0at location 3 . When the charactersreturn via airship, they may rescueCaptain Daenor and Crysia here .3 This is where the partyends up, amongthe rubble of the collapsed bridge .4 Fire giants tend the Tower engines.

Tower ofFlame: Level 0

5 The Casting Room.

6 The Tool Room.7 This is where fire giants have beenmaking siege weapons .

8 Fire giants and other monsters defendtheir hall.

9 The Hall of the Salamanders. Manysalamanders lurk among the arches.Knocking down the grisly trophy headsbrings them out

10 The Manacle Room. The party maydestroy the thousands of chains forgedin anticipation of the slavery of Ansalon,but this brings angry giants to the room.11 Refuge of the fire giants.12 Beholder lairs .13 Fire creatures strike, coming throughthe fiery wall at location 16 . Later, agnome bucket brigade pours wateragainst the flame wall at location 16 .14 Arbalest A character can use thegiant crossbow to kill an attackingbeholder.15 Draconians have barricaded thesiege ports against gnome invaders .The party must open the ports to thegnomes to reach the next level.

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Key: 10Wall Impassable

Door StairsUp

Archway

16 The gnomish bucket brigade opensthe wall briefly, and the gnomes invadethe central core of the Tower. The partycan step between locations 16 and 17by moving through the wall .17 Fire creatures move within the fierywalls of the Tower's core and attackfrom time to time .After the party returns from the Abyss,draconians bring a mirror for a parleywith Takhisis. If the party talks with her,monsters surround the party.

18 The gnomes briefly unlimber a fold-ing ladder, which the party can take tolocation 32 on Level 2 .19 Black wizards summon creatures tohelp them attack the party.20 Defeating the wizards in this roomcauses the others to flee the Tower.Treasure : ring ofprotection+4

21 Dragonloft. Evil dragons heal and re-equip after aerial battle in this room.Attacking quickly retains the element ofsurprise .Treasure : elixir ofyouth

"Tower ofFlame" continues. . .

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Tower ofFlame: Level 1

Tower of Flame: Level 2

##

##

###

#

HM

47

Key

Wall

Door

Archway

One WayDoor

StairsUp

StairsDown

SiegePort

SecretPassage

Impassable

FlamingCore

FlamingWall Leadinginto/out ofthe Flaming

Core

Tower ofFlame: Level 3

L C

L L

L

c c c L

C L G L

G G G L L

G G L L

nG 0 L

L

G

L 13m L

y`wARUN

25 D

#

#

Tower ofFlame: Level 4

22 Entrance shaft. Evil dragons returnfrom battle up this shaft. It can beblocked by releasing a steel gate.23 Exit shaft. Evil dragons use it to exitthe tower. It can be blocked with endlessflame if a high-level mage commands aninvisible rune.

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24 Tower Prison . In the farthest cell theparty can free a female mage, Dahmia,the mother of Elea from HulderfolkWood . She shares her escape plan withthe party. The party ends up at location25 on Level 3.

25 Dahmia's escape plan brings theparty here .

26 Experiment Hall . This hall is filledwith the grotesque failures of attemptsto form the perfect beast to accept thespirit of Takhisis .27 Draconian guards try to protect theFont.

28 Draconians bask in enhancingenergy coming from the floor above.Treasure : 2-handed sword+4

29 The Master of the Font and otherdraconians have been cornered in itschamber.30 The Temple of Her Return . The partymust fight two waves of monsters anddraconians to reach the temple. Whenthey do so, Raistlin draws them into theAbyss.When they return, the characters mustfight the five-headed dragon, and thenpursue the Grathanich as it floatsthroughout the Tower.31 The party may fight draconians andevil dragons for control of theGrathanich . Eventually the stoneplunges down a shaft and is lost for-ever. The party can then escape theTower via windship, encountered at asiege port or in the shafts at Y.32 This is where the gnomes drop youoff from location 18 on level 1 .

"Tower of flame" continues. . .

Page 27: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

AO-Al, BO-B1, C1-C2, D2-D3, E3-E4These stairways connect the levels .Gangs of fire giants brick them up withlava blocks, but after the gnomes enterthe Tower, they unblock some of thestairways .F2-F3 The lava elevator.S Mostly safe rooms .X These are shafts plunging to floorsbelow. At these shafts, the party mayget clues about undisrupted operationsin the Tower .

Y These shafts are main ones, extend-ing through almost all the Tower.Hrumbishnog flies his windship upthrough these shafts.Z These sections of floor drop awayand plunge the characters down onelevel if they step in the hole .

The AbyssSynopsis : The characters wander theAbyss until they find a circular room .Moving to the center through illusionarywalls, they find a black mage being tor-tured by Abyss creatures . They destroythe creatures to free the mage . He tellsthem of Takhisis' plan to enter Krynnand lead the draconians to Ansalon,and promises to help them stop theDark Queen and then to use the portal

49

to escape. The party finds Takhisisabsorbed in awakening the form she isto inhabit. Both the party and the blackmage, Raistlin Majere, try to creep pasther to her portal. They attempt to dis-tract the Queen by hurling a rock at theceremonial bell that stands at theentrance of the chamber. The plan suc-ceeds, but not before Takhisis engagesRaistlin in combat . This allows the partyto escape but leaves the mage behind .Wandering Monsters: A bizarre mix ofevil monsters litter the landscape .Resting : Do not rest in the Abyss afterRaistlin is freed, or else the Dark Queenenters Krynn and the game is over!Map Locations :1 After his unsuccessful attempt to suc-ceed her, Raistlin Majere has beenchained here by the Dark Queen .Various weird Abyss creatures tormenthim at her behest. Since the chains thatbind him suppress mage magic, spellsdo not work .2 The Dark Queen waits for her dragonform to emerge from its egg_on Taladas.To have the best chance of emergingunscathed, the party should pick thecharacter with the highest dexterity tothrow the rock at the bell . Remember,the party should leap through the portalonly when the fog has cleared from it.

The Abyss

Cage of Fools

50

Key

Wall

Door

Archway

SecretDoor

Rubble

One WayDoor

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Combat SpellsThere are several mage spells whichare effective for wounding or killinglarge numbers of enemies. Delayedblast fireball is easily the best betagainst monsters which are notimmune to fire damage ; there is nodelay before it is cast, and it inflictssuperior damage . Regular fireball andlightning boltspells are also prettygood. It's especially effective to cast alightning bolt at a target standingagainst a wall so that the bolt bouncesoff the wall and strikes the target twice .Cone ofcold is effective at close range,although take care to avoid catchingfriendly characters in the cone . Meteorswarm is useful for causing damageover a wide area . While its damage isrelatively light, the impact of ice storm(which does not actually do cold dam-age - the damage is inflicted by hail-stones) can be useful, particularlyagainst creatures which are immune tofire damage .Mass charm and charm monster areuseful for encouraging defections fromthe enemy. Hold monsters (or holdperson vs. people) are useful for inca-pacitating several targets. Summonmonsters is great for conjuring aninstant horde, especially if severalmages cast it together. Slow is effectivefor making a group of enemies lesseffective fighters. Power wordstun,power word blind, and power word killspells are really only useful against lesspowerful monsters .

TIPS FORWIIYIYIPIG BATTLES

Against a single monster, magic missilecauses substantial damage with nodelay, although most mages may beinvulnerable, because of shield, minorglobe of invulnerability, or globe ofinvulnerability spells. Disintegrate is ageneric way to eliminate a single oppo-nent, while otto's irresistible dance is agood bet against a powerful mage .Fumble can also be effective against asingle target .For clerics, the combat spell choicesare more limited. Blade barrier,employed against a group of enemieslocked in melee, causes significantdamage. flame strike is a single targetspell, while dispel evil has specializedutility against creatures summonedfrom other planes. Silence, if success-ful, prevents key opponents from cast-ing spells . Judicious use of healingspells can greatly enhance the perfor-mance of a party's fighters . Bothclasses can use dispel magic to breakdown the defenses of enemy clericsand mages. Most other combat spellsare usually somewhat inferior to thespells listed above, but you may findtheir effects better suited to your styleof play .

Preparation SpellsCasting appropriate spells immediatelybefore entering combat is a good tech-nique for enhancing the chances of sur-vival for your party. Clerics, rangers,and mages may cast a number of spellsbefore combat which benefits the party.The cleric spells bless, prayer, protec-tion from evil, and protection from evil10' radius are generally useful spells,

although only the first two protect theentire party; Protection from evil mustbe cast individually on all party mem-bers other than paladins, who arealready protected. The spells resist fireand resist cold are very useful againstmonsters or spells which inflict theappropriate type of damage. Thesespells frequently create a margin of sur-vival for weaker party members sub-jected to delayed blast fireball or whitedragon breath .

The druid spell barkskin aids charactersattacked in melee or by missileweapons . Resist fire is an especiallygood druid spell to cast prior to fightingfire-using enemies .A mage spell which can aid the entireparty is haste; this is a very powerfulcombat aid, but should be used spar-ingly because of its aging side effects .Another spell that can help the party ismass invisibility, which is occasionallyuseful when the party is about to besurprised, but is otherwise of quiteephemeral utility. There are a numberof spells that a mage can use for self-protection prior to battle; these includeshield, detect,invisibility, mirror image,protection from normal missiles, fireshield (COLD is usually better, exceptagainst white dragons), iron skin, andglobe ofinvulnerability (cast this spelllast). Spells that mages can cast on anyparty members include enlarge (this ismore effective than strength), invisibil-ity, fire touch, and mind blank.

BackstabbingBackstabbing with thieves is a fairlyeffective way to inflict massive damageon human-sized monsters. To ensurethe effectiveness of a backstab attack,have a thief and accomplice delay

52

movement until all monsters haveattacked . Then have the accompliceattack the chosen victim, after whichthe thief can backstab the victim byattacking from precisely the oppositedirection .

Underwater CombatFighting underwater requires somewhatdifferent tactics from those used inordinary combat. Missile weapons donot work, party members move veryslowly, and blunt or slashing weaponsdo minimal damage. Furthermore, allfire-related spells don't work underwa-ter, including HOT (but not COLD) fireshield spells . Ice storm does minimaldamage, although the area of effect islarger, and lightning bolt acts like aminiature fireball. A ring offree actionallows a character to ignore the move-ment and combat restrictions of under-water fighting, but it does not affectspell-casting constraints .Generally, underwater combat may bea little more tedious than normal com-bat because of damage reduction andslowed movement . It also proves moredifficult to scatter the party to avoidmassive damage from dragon breath .However, lightning bolt and cone ofcold should provide reasonable substi-tutes for fireball, and strong characterswith magic weapons still do significantamounts of damage, even with thrust-ing weapons. Rings of free actionshould be given to fast-moving, well-armored characters.

'71ps for Winning Battles" continues. . .

Page 29: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

Dealing with Humanoid EnemiesBlack Rogue, GnomeThieffordThese thieves are unlikely to presenta serious challenge to a full strengthparty, although they may inflict somedamage with their slings before beingwiped out.Dark Wizard, Thenol WizardThese human mages don't have a lot ofhit points, but they pack a big punchand come well protected . The renegadewizards of Taladas are not constrainedby the spell selection limits ofthe WhiteRobes, Red Robes, and Black Robes ofAnsalon, and they are generally wellprepared for combat. Globe of invulner-ability, fire shield, and mirror imagespells protect them from many attacks,and they generally cast delayed blastfireball spells at the first opportunity.Magical missile weapons can woundthem at long range. Meteor swarm,delayed blast fireball, and cone of coldmay be effective spells against them,and dispel magic may increase theirvulnerability. If a particular bunch ofwizards is too tough, consider castingpreparatory spells prior to battle, andspread out or mingle with the enemy atthe outset of the battle, to avoid havingthe entire party injured by each delayedblast fireball.

Shark Man, Thenol Fanatic,lbenol Warrior, Thenol WarlordThese human fighters all have substan-tial hit dice and are likely to hit frequently,but they do not do as much damage asthe tougher monsters, they have nomagical arms or armor, and they haveno special protection against magic.

Thenol PriestThese evil clerics only take half damagefrom fire and cold, and they cast a vari-ety of unpleasant spells, if allowed.Delayed blast fireball spells are still agood bet, even with damage halved,although magic missile spells are moreeffective against single opponents. Withlight armor and moderate hit points,these vile priests should not be verythreatening, as long as you keep themfrom casting spells.

Dealing with MonstersBakaliiThese guys are not very much of a threat,although some care should be taken tokeep the shaman from casting spells.BeholderVery tough opponents - they areimmune to magic and do not die veryquickly in melee. Long range archery iseffective, as beholders move slowlyand their special capabilities have alimited range.Black Puddingf7reball, magic missile, and ice stormspells are the way to go with thesedigestive blobs; melee and missileweapons are completely ineffectual,and they are immune to lightning andcold damage . While it is difficult forthem to hit, black puddings can perma-nently damage or destroy irreplaceablemagical armor, so consider removingthe armor from front-line characterswhile you destroy these pests.Boring BeetleNot serious opposition .Disir, Greater DisirDisir are not very tough opponents,although fire attacks do limited damageto them . However, greater disir arecapable of inflicting substantial damage.

DraconiansAurakDraconianThese persistent monsters have to beslain twice before they stop moving,and after they stop moving they are stilldangerous, as they soon explode, dam-aging and possibly stunning anyoneadjacent. Slay them quickly, twice, andthen move away before they explode.Most spells are effective against auraks,although their magic resistance mayprotect them against low-level spellcasters. Auraks can cast lightning boltandstinking cloud spells, so it is best todamage them every round, if they can-not be killed outright .Bozak DraconianBozaks are also spellcasters, andshould be damaged every round untilslain . They have limited magic resis-tance; high-level mages and clericshave no problem with them. Whenslain, bozaks explode, damaging adja-cent characters .Sivak DraconianSivaks are not very tough opponents,but they do have the same limitedmagic resistance as bozaks .Enchanted Aurak DraconianThese are among the toughest adver-saries you face in THE Dmic Quern ofKRmn. They have the same three stagesof mortality as regular auraks, but theyare much harder to kill, do quite sub-stantial damage, and they can cast verypotent spells . While they are notimmune to any particular kinds ofattacks, their magic resistance mayinterfere with spellcasters under 30thlevel, and it's not really worth tryingspells under about 12th level . Once ithas been slain twice, the enchantedaurak soon explodes with very substan-tial fireworks. Move all of your charac-ters away from the aurak if possible.

54

Note that the description of enchantedauraks in the Adventurer's Joumal isnot entirely correct, as an enchantedaurak explosion only affects adjacentcreatures, not all those within theradius of a fireball.

Enchanted Baaz DraconianThese are only moderately tough oppo-nents, but their penchant for stealingweapons in the middle of a battle makesit Imperative that your fighters carryspares, preferably of the +3-or-bettervariety. The magic resistance of theenchanted baaz may interfere with spellscast by characters under 20th level.Enchanted BozakWhile not as dangerous as enchantedauraks, these draconians are verypotent adversaries . In addition to theirimpressive combat and spellcastingcapabilities and their magic resistance,enchanted bozaks enter battle pro-tected by fire shield-cold, whichmakes melee attacks against them haz-ardous to the attacker. When they areslain, they explode with the effect of anice storm. A high-level cone of cold isprobably the best bet against enchantedbozaks, although a high-level delayedblast fireball into a group of them maykill enough for their own explosions todo in the remainder.Enchanted KapakDraconianThese bad guys are somewhat weakerthan enchanted bozaks, but their nastyparalysis attacks and their predilectionfor splashing pools of acid aroundwhen they die makes it desirable to killthem quickly, at long range. Delayedblast fireball is the recommendedmethodology for this task, but the

Dealing with Monsters' continues. . .

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caster should be 20th level or higher toenjoy reasonable odds of defeating anenchanted kapak's magic resistance .Enchanted Sivak DraconianThese are extremely potent, highlymagic-resistant fighters, and they dodevastating damage with backstabattacks if given the opportunity. Whilethey do not cast spells, enchantedsivaks explode with the force of ameteor swarm when they die .

Enchanted 9raag DraconianEnchanted traags are garden-varietyopposition, and their eradicationshould not prove particularly challeng-ing, although their magic resistancemay stymie spellcasters under 20thlevel .

DragonsWhile most dragons can be challengingadversaries, particularly in large groups,proper use of the footman's dragonlance can minimize their hazard tothe party. Alternatively, dispersingwidely and casting powerful fireball(lightning bolt, underwater) spellsshould prevail over most dragonencounters .

Chromatic DragonThe form created to house the DarkQueen's spirit is likely to be the mostchallenging single opponent in the game.The dragon's body is invulnerable, andits five heads, which must be individu-ally slain, are not far behind . The new-born monster cannot move or attackwith its claws, and it lacks the wit to castspells, but each of the heads can breatheand has a potent bite attack Fortunately,there is an opportunity after returning

mfrom the Abyss to cast preparatoryspells before engaging the gargantuanbeast. A single strong, hasted, high-levelwarrior with the footman's dragonlancecan slay four of the five heads in thefirst round of combat, with a little luck .Luck is also required to defeat the chro-matic dragon's magic resistance,although no amount of luck helps aspellcaster under about 25th level .EttinEttin are not a major threat; they haveno special capabilities .

Eye of the DeepThe blinding ray, hold person, and holdmonster spells of these underseacousins of the beholder make themsomewhat difficult to deal with, butthey can be overcome with the use oflightning bolt and cone of cold spells.Fire ElementalThese rampaging flame-creatures areimmune to fire attacks, but other formsof magic should work well to overcomethem.FSre GiantPotent adversaries, these brutes caninflict a great deal of damage, and theirmages and clerics can harass yourspellcasters fairly effectively, if not neu-tralized by missile attacks . They areimmune to fire damage, but other kindsof spells workjust fine against them .Fire MinionPuny relatives of the fire elemental,these creatures are healed by fireballspells and project an aura of fire whichcan damage adjacent characters. Theytake doubled damage from cone ofcold spells and wands ofcold, though,and they die quickly in melee .

s

....

.

. ,e Na On

FtireshadowThese malevolent spirits from the ele-mental plane of fire can be dangerousopponents. They share the fire minion'simmunity to fire and fiery aura, andtheir ray of oblivion and green fireattacks can do serious harm. They takeno damage from non-magical weapons .A mace of disruption is the preferredweapon against fireshadows, as it doesdouble damage and has 50% chance ofdestroying them outright . Non-firespells should also be used to kill fire-shadows quickly. Heal charactersafflicted by green fire immediately afterthe end of combat, as the damage fromthis aura quickly slays any characterwho is not fully cured .

Gas SporeDon't confuse these benign balloonswith beholders, and they won't botheryour party.GhastThese weak undead can be defeatedwith minimal effort.Giant AnemoneThese undersea foes take a lot of dam-age to kill, and they can paralyze foesand do a great deal of damage toattackers, but they are immobile andcompletely impotent against opponentswho are not adjacent, so you candefeat them at your leisure with magicmissile, lightning bolt, and cone ofcoldspells. Giant anemones can regeneratelost hit points, but not quickly enoughto be a serious nuisance .Giant SquidThese vast, fast-moving cephalopodscan attack with a multitude of tenta-cles, and they attempt to wrap tenta-cles around a chosen victim, pinning

56

the victim in place and inhibiting coun-terattacks . Otherwise, giant squid arenot particularly dangerous opponents,and they can be dealt with in the samefashion as any other underwater monster.

GorgonThe carnivorous bulls are not particu-larly ferocious, but their petrifyingbreath makes them respectable oppo-nents, particularly when they areaccompanied by tougher monsters.

Greater OtyughThese filth-wallowers are large andcapable of inflicting significant damage,but they have no special defensivecapabilities.

Spectral MinionThese haunting spirits rarely opposethe party in combat, but they are toughopponents when they fight. They areimmune to attacks by non-magicalweapons, as well as cold, paralysis,charm, or death magic, but fire spellswork quite handily.

Huge BatHuge bats have no special capabilities.

Huge CrocodileThese reptiles do lots of damage withtheir vast maws and slashing tails, butare not otherwise troublesome.HydraThese many-headed beasts attack mul-tiple times and can sustain substantialdamage, but are not otherwise distin-guished .

'Dealing with Monsters" continues . . .

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Iron GolemThese animated statues are unaffectedby all magic except fire, which healsthem, and lightning bolt spells, whichslow them down. They are also unaf-fected by weapons with a bonus lessthan +3 . They are heavy hitters and takea while to kill, but proper tactics over-come them without much difficulty.Prepare your fighters with enlarge, bless,prayer, and haste, if necessary, and thencharge in and slow the golems downwith lightning bolt spells as you gang upand chop them down, one at a time .LichThese undead mages are immune tolightning, as well the forms of magicwhich don't affect other high-levelundead -cold, charm, hold, confu-sion, fear, paralysis, poison, and death.Delayed blast fireball spells shouldwork fine, however, and high-level cler-ics have a fair chance of turning them .Try to keep liches from casting spellson the party .

MinotaurMinotaur warriors are rather tough fighters, especially the champions, but theyhave no special protection from magic.If there are minotaur mages present ina battle, concentrate on eliminatingthem before cleaning up the fighters ;they are not as well protected againstmagic as human wizards, but they havemore hit points, and they can castunpleasant spells on the party.

MummyThe paralysis these shambling undeadcan evoke and the rotting sickness theycan induce do not make mummies ter-ribly powerful opponents. They havethe usual undead magical immunities,but they can be turned fairly easily .

Purple WormThese are large, powerful vermin, andtheir poisonous stings make trifling withthem somewhat risky, but they have nospecial protection against magic andthey are easy to hit.

SalamanderThese fire creatures are immune to fire,charm, and hold magic, but they areespecially vulnerable to cold spells.They are not very fearsome opponents .

SahuaginExcept for their leader, Prince Talhook,these undersea warriors are pushovers,although it is wise to keep their priest-esses from casting spells each round .Prince Talhook is a mighty warrior whocan be dealt with using underwater magicor melee attacks, but he may inflict sig-nificant damage before he is slain .Sea SnakeThese vast serpents are completely vul-nerable to snake charm, but each spellis only likely to immobilize one or twosnakes, so keep a number of the spellsready through the entire undersea por-tion of the game, if possible..Snakecharm is of no use during the rest ofthe game, but resist tire is uselessunderwater, so the two spells can betraded off between realms.Shambling MoundThese hulking, herbaceous horrors areimmune to fire, healed by lightning,take half or no damage from cold, mini-mal damage from blunt weapons, andhalf damage from other weapons.Magic missile and ice storm spells areeffective ways to damage them, andthey succumb to melee attacks eventu-ally. Ganging up on a shambling moundis a good way to keep it from suffocat-ing a character it has engulfed .

--- --------------

Skeleton WarriorThese undead lords have the usualundead magical immunities and cannotbe turned by clerics. Their high magicresistance may interfere with spellsbelow 30th level, they are immune toattacks with nonmagical weapons, andthey take half damage from thrustingand slashing weapons . If your magesare below 20th level, spells won't domuch good, so cast preparatory spellsbefore fighting them, if possible, andgang up on individual skeleton warriorsand arrange things so your thieves canbackstab one every round.

Spectre, Vampire, Wight, WraithThese undead are all nasty becausethey drain experience levels when theyhit, although the experience levels maybe recovered with a restoration spell .They have the usual undead magicalimmunities, and high-level clerics shouldbe able to turn most of them. Vampireclerics and mages can cast spells .Spider (Enormous Spider andWhisper Spider)Poisonous bites make it desirable toslay these scuttling horrors quickly, butthey have no special defenses to makethis task particularly challenging .

58

Two-Headed TrollThese lumbering beasts are very similarto ettins, although they also regeneratedamage, albeit very slowly.

Umber HulkThe gaze of these bulky beasts cantemporarily immobilize party members,but they have no defenses againstmagic and only the weakest of partiesshould have substantial difficulties indealing with them.

WyndlassThese subterranean behemoths can doa great deal of damage with theirspiked tentacles, but they fall quickly todetermined attacks .

ZombieThese weak undead can be defeatedwith minimal effort .

Zombie MinotaurMore powerful than a zombie but lesspowerful than a minotaur, theseundead fighters can easily be turned ordefeated by most parties .

Page 32: Dragons...THISIS IT. THIS IS THE ULTIMATE TEST. Tie DwiQueenorlironn is the final battle in SSI'saward-winning DRAGONLANCE fantasy role-playing trilogy-andthe winnertakesall! THISIS

CREDITS

ProducerGeorge MacDonald

Associate ProducerKen Humphries

WritersMicroMagic Inc.: Herb Perez, Kid Maiman

Other ContributorsMicroMagic Inc.: Ken Eklund, Francis Small, David Arcand,

Stephen Linhart, Wayne Horgan

EditorsSSI Tech Writing

TestingJohn Boockhoidt, Forrest Elam, Cyrus Harris, John Kirk, Zane Wolters

Test SupportKym Goyer

Art, Graphic Design, and Desktop PublishingLouis Saekow Design: David Boudreau, Kathryn Lee, and Chris Mischak

Pre-press ProductionLouis Saekow Design: Kirk IYiichols and Jev Rothe

PrintingAmerican Lithographers, Inc .

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PROPHECY OF THE SHADOW,. is SSI'Sexciting single-character role-playinggame that uses state-of-the-arttechnology to breathe life into amystical fantasy.

Stunning cinematics withover fifty digitized art andanimation sequences, includingcharacters in full costume.

Simple point-and-clickinterface with icon-basedcommands and graphicalinventories makes the gamefast and easy to play. Learn

words andconverse from an icon bar bysimply clicking on the word .0 Over 50 sound effects and a continuous

0 Threeperspective viewpoints : Anadventure view allows you to explore thisexciting world and engage in combat ; anup-close-and-personal mode lets you conversewith Non-Player Characters ; andthroughthe use of magic, an eagle's view of the world.0A large, complex world -both above

and below ground -that you must save!

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