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Discoveries

Introduction: The Best-Laid Plans

After their recent activities, the heroes have come to the Citadel of Light on the island of Schallsea to seek aid and information from two of the leaders of the free peoples of Ansalon: Goldmoon, First Master of Mysticism, and Palin Majere, head of the Academy of Sorcery.

Heroes who participated in the adventure A Killing Frost (from the Heroes of Sorcery dramatic supplement) can use this scene as an opportunity to report the success (or, if necessary, the failure) of the mission to recover Huma's true dragonlance. If necessary, healing and resupply are also available here.

Overview

In a shocking surprise attack, a group of assassins in the employ of Malystryx makes an attempt on Goldmoon's life.

Getting Started

The Narrator should have Goldmoon's and Palin Majere's character cards available for this scene, as well as the Citadel of Light information in Chapter Two of The Magic Within and Chapter Three of Dusk or Dawn in the Fifth Age boxed set.

First Impressions

It is late at night as you approach the Citadel of Light. The huge harvest moon has just set, but lamps from within the Citadel's great crystal domes light the last steps of your way. Armed sentries called Guardians motion you through once they determine your business, and sleepy pages show you to rooms and much-needed beds. They explain to you that Goldmoon has been anxious for news of you and will probably want to see you at your convenience in the morning. But for now, rest.

The sound of thunder in the distance brings a welcome sigh of relief to your lips as you drift off to sleep in a warm, dry bed.

The Story Begins

Perhaps it is the activity of the morning world that awakens the heroes early the next day, or perhaps they have grown too accustomed to sleeping with one eye open, but they find themselves awake shortly after dawn, to the beauty of the red morning sky.

Members of the Citadel staff offer the heroes morning refreshments in a large dining hall in the complex's biggest dome. When they have eaten their fill, a plucky girl with a tangled mop of red curls, a smudged face, and an impudent smile approaches and asks if they are adventurers. She says her name is Mina and asks their names, too. Without waiting for a response, though, she barrages the heroes with all kinds of questions about their adventures. She especially wants to know if they've ever seen a dragon, because, you see, she has ... a big one so black it looked like it was made of night!

As she regales the heroes with her increasingly improbable tale, a Citadel aspirant, or novice, approaches and asks if the group would have time to meet with Goldmoon as she makes her morning rounds among the pilgrims. When Mina complains loudly that she was telling a story, the aspirant rounds on her and shoos her off to do her chores. When he turns his back, the orphan sticks her tongue out at him, then scampers off with a peal of giggles.

The aspirant, a young man named Telmer, leads the heroes out toward the shore. Goldmoon is strolling outside, taking in the sea breeze and speaking with the faithful approaching the mystic capital. In the distance, coming up the road from the port of Schallsea, is a group of twenty or so more pilgrims.

Smiling at the heroes, Goldmoon asks if they are well after their journey, and apologizes if the members of the Citadel disturbed their rest this morning. Despite her polite small talk, however, she seems anxious for information. As the heroes recount the tale of their recent adventure, she listens carefully, hoping to glean new insights about the state of affairs in other realms. If the group retrieved Huma's lance, she offers to place it in a secure room within the Citadel to prevent it from being recaptured by the Dark Knights or other Evil forces.

As you stroll along the New Sea shore with Goldmoon, approaching pilgrims draw near and call out their greetings to her. They have come from the port of Schallsea to the south and are overjoyed to meet her. As she approaches, four of them throw back their traveling cloaks and draw knives, attacking the other pilgrims - and Goldmoon herself!

The Battle

Unless the heroes act very quickly, the attack on Goldmoon succeeds, and she falls to the ground, bleeding profusely from a mortal wound. The fight with the assassins is not an easy one. Despite using only knives as weapons, these skilled combatants manage to wound several pilgrims, whom they attack to sow confusion and clear a path for their escape.

As Palin Majere and several enraged, heavily armed Guardians pour out of the Citadel, the assassins try to break off the combat and escape. They launch a savage attack at the heroes and any others who are in their way, then turn and run back up the road. It will be difficult to capture any of them alive, for they fight poten- tial captors savagely, expecting to be tortured to death if they are taken prisoner.

Should any hero wear the scale of Malys due to a tangle with her Dark Knight minion in A Killing Frost, the dragon seizes control of his mind in this scene and forces him to join in the attack.

The Assassins

The assassins were sent by Malys the Red. They are her personal "trouble-shooters," achieving by stealth and assassination what the Dark Knights loyal to her cannot achieve by their more direct means.

These four come from the Elian Wilds, an island east of Malys's realm. Even before the first Cataclysm, their culture was cut off from the rest of Ansalon, separated both by a mountain chain and the sense of disdain Istarans held toward these "barbarians." Although many of their sect died three decades ago during the Red's invasion of south-eastern Ansalon, the few survivors continue to reside in their ancestral home.

Their training resembles that of monks (see the role description in Chapter One of The Magic Within). While they do not follow the precepts of the god Majere, as do most monks, they have that role's requirements, advantages, and disadvantages. It is not known if they follow the teachings of any of the gods of Krynn. Although these Elians are not specifically trained as assassins, their sect's intense and difficult training - which includes arena combat against minotaur opponents - makes them effective in that capacity. While these harsh tests necessarily make the Elians few in number, those who survive prove formidable foes.

Atmosphere

The mood in the morning should be like that of any morning following a night of too little sleep. The rapid-fire conversation with an overly curious little girl should dispel the heroes' remaining sluggishness, however. The mood turns more serious during the conversation with Goldmoon. If the heroes managed to recover the true lance from Dragon Mountain, Goldmoon gives a sigh of relief. When the attack comes, however, everything turns wild and frantic.

Actions

Little in the Citadel should necessitate the heroes wearing their heavy armor around. Carrying weapons is more acceptable, but only marginally so. If heroes insist on wearing their heavy armor and carrying huge weapons, the Narrator should make any Presence actions they attempt one degree more difficult (for example, from average to challenging). The one exception is a Presence action to resist mystic magic.

Paranoid heroes suspicious of Mina's boundless curiosity may wish to attempt a magical action to determine her "true" motives. Those with access to mentalism may cast a spell to read Mina's thoughts, and those skilled in sensitivity can attempt to gain a sense of her motives. In either case, they find Mina nothing more than an overly romantic, bored little girl.

The approach of the pilgrims presents another opportunity for players to utilize their mystic skills. If a hero who understands the sphere of sensitivity has allocated 9 spell points daily to maintaining his "danger sense," the Narrator should draw a card to determine whether the hero anticipates trouble at the approach of the "pilgrims" (see "Sensitivity" in Chapter Four of The Magic Within). In this case, if the hero succeeds at a daunting Spirit (Spirit) action on the random draw, he receives a warning immediately before the attack. The results of this warning are up to the Narrator and may range from preventing the attack on Goldmoon to warning the rest of the heroes in time to prevent the assassins' escape.

When the attack occurs, the player with the highest Perception score may make a challenging Perception (Agility) action to warn the other heroes of an attack. This alarm may not come in time to prevent the attack on Goldmoon, but it should prevent the assassins from getting in a second counterattack.

A hero who knows the sphere of healing and gets to Goldmoon within a few moments of the attack can save her life with his magic. If the hero cannot cast healing spells, he can attempt first aid: a daunting Dexterity action, due to the severity of her wounds. Either action, if successful, stabilizes Goldmoon enough to move her into the Citadel.

Characters

Citadel staff: Humans of varied age and demeanor, Unknowns. Co 5, Ph 5, In 5, Es 6, Dmg 0 (unarmed), Def 0 (common clothing).

Mina: Human female child, curious demeanor, Rabble. Co 8, Ph 3, In 7, Es 8, Dmg 0 (unarmed), Def 0 (common clothing).

Telmer, an aspirant: Human male young adult, reserved demeanor, Unknown. Co 5, Ph 5, In 6, Es 7 (49), Dmg 0 (unarmed), DefO (common clothing), also mysticism (animism).

Four assassins: Human barbarian male adults, crafty demeanors, Champions. Ag 9D, Dx 7D, En 8D, St 7D, Re 6D, Pe 8B, Sp 7B (49), Pr 7c Dmg +2 (dagger), Def -2 (leather), also one acute sense (eyesight or hearing), mysticism (all have mentalism; one also knows healing and channeling).

Citadel Guardians: Humans and elves of varied age and demeanor, Adventurers. Co 5, Ph 6, Re 5, Es 6, Dmg +6 (long swords), Def -6 (chain mail/target shields).

Pilgrims: Humans of varied age and demeanor, Unknown and Rabble. Co 5, Ph 5, In 5, Es 5, Dmg 0 (unarmed), Def 0 (common clothing).

Outcome

In this scene, the forces of Evil succeed (or nearly succeed) in bringing about a terrible tragedy at the Citadel of Light. Through the quick actions of the heroes, this tragedy can be averted.

However, the attack accentuates even more the need for speed in achieving the quest Goldmoon had set before them - for clearly, someone doesn't like the heroes' efforts to collect artifacts that the Blue Dragon also seeks!

Palin asks the heroes to try to put the tragedy behind them, for the free world needs them now to recover the Crown of Tides, an artifact reportedly hidden in Dimernesti. Meanwhile, he will inform the Academy of Sorcery and Last Conclave of the attack, obtain Dalamar's golden ring of healing from the Tower of High Sorcery, and seek the Fist ofE'li, a scepter hidden in the Qualinesti Forest. (Optionally, the heroes can seek this scepter; see sidebar.) He does not object if the heroes insist on remaining until Goldmoon is out of danger and arranges for them to outfit themselves from the Citadel's stores.

If the heroes managed to capture any of the assassins, interrogating them is no easy undertaking. The four have been conditioned to give little or no information about themselves or their mission. They were assigned this task by their master, whose orders and motives they do not question. All they know is that their master agreed to serve a foreign woman. They do not know what she looks like, for they have never seen her. They do not fear death, only failure. After many unsuccessful hours of questioning, Palin suggests that perhaps Goldmoon would permit someone (either a Citadel mystic or one of the heroes) to attempt a magical interrogation - normally considered an unethical method - but she will not be well enough for several days. By then, the heroes should be on their way.

Palin asks them to journey first to Solace, both to inform the elders of the Legion of Steel what happened at the Citadel - he doesn't want to create a stir as they get information through hearsay - and to find a guide to take them east. The sorcerer gives them a letter of introduction to Legion elders.

The Narrator can now move on to Scene One.


The Fist of E'li

Instead of heading east immediately to recover the Crown of Tides, the heroes can travel south into the Qualinesti Forest to locate the Fist of E'li, an artifact carrying the elves' name for Paladine and once wielded by Silvanos himself.

The Fist is a small mace of polished wood. Emeralds, garnets, and diamonds encrust its bulbous head, and bands of silver and gold inlay decorate its haft. This mace of legend has a damage rating of +17 and a bonus of +10 to attack actions. It also gives the wielder a trump bonus to leadership-related Presence actions.

Palin can tell the heroes that the old fort said to house an item matching the Fist's description lies in a thick wood just west of Ahlanost and north of Wayreth Forest; he ran across the place years ago while helping Speaker Gilthas search for Beryl's lair. However, unbeknownst to Palin, this crumbling tower has become a hideout for draconians opposed to the draconian conscriptions Beryl has instigated in her efforts to create spawn; they favor more "natural" reproduction methods for their race.

Arriving at the fort, the heroes find a force of two Auraks, six Sivaks, and a dozen each of Baaz, Bozaks, and Kapaks. If the heroes don't attack, the draconians tell them they were ambushed just hours ago by a unit of Dark Knights and brutes, most of whom died in the attack. However, two Knights and two brutes made off into the wood with the Fist. If the heroes can convince the draconian leader, General Urek (Aurak, independent demeanor. Master), that they will not reveal him to Beryl - that, in fact, they work for Palin Majere, who actively fights her - he makes them a deal: If the heroes can track the Knights and get the Fist before dark, they can keep it. But at dusk, the draconians will emerge from the fort to seek their artifact, shielded from Beryl's spawning recruitment teams under cover of night.

Creative Narrators might wish to design several scenes to cover this side trip, for the Fist would give the heroes an advantage fighting Brine in Act Three.


Scene One: The First Step

The heroes journey south from the Citadel to the tree-city of Solace, as Palin asked. (This scene takes place before the heroes begin seeking the Fist of E'li, should they take up that option.)

Overview

The heroes update High Elder Silver Claw of the Legion of Steel on the Citadel happenings, secure a Legionnaire guide for their trip, and spend some time at the Inn of the Last Home.

Getting Started

Caramon and Tika's character cards can help in this scene, as can the details on Solace from Act One of Heroes of a New Age, the adventure included in the FIFTH AGE boxed set. Silver Claw is described in the Appendix to Dusk or Dawn.

First Impressions

Approaching the town of Solace, you see its cozy buildings nestled among the tops of great vallenwood trees. Near the edge of the town, you pass by the Tomb of the Last Heroes, a great edifice of obsidian and marble sitting in the middle of a field filled with picnickers.

As you walk through town, locals nod and give you a brief smile as you pass. In addition to these townsfolk and some members of the local militia, a few more heavily armed soldiers patrol the paths through the trees. Their livery proclaims them as soldiers of the Legion of Steel.

The Story Continues

The heroes can learn the whereabouts of Legion headquarters from any of the passers-by. Should they ask instead about food and lodging for the night, most locals direct them to the famous Inn of the Last Home; others might send them to a lesser known inn.

The heroes can locate Legion headquarters with little difficulty. This sprawling structure sits high in a vallenwood overlooking the Last Heroes' Tomb. In addition to serving as the organization's center of operations, it is the home of Silver Claw, Legion High Elder.

Presenting their letter to one of the guards outside, they wait for a few moments, then are ushered up the winding stairs and inside to Silver Claw's office. The middle-aged plains barbarian greets them soberly and is shocked and angered to hear about the attack on Goldmoon. He asks for all available details about the assassins. "This time the Dark Knights have grown too bold!" he exclaims. He snaps out an order to one of the guards outside his door to summon the other Elders to a meeting.

Then he turns back to the heroes and asks about their plans, offering to assist them in any way he can. Should they merely request a guide across the Plains of Dust, he asks their reasons for crossing the Plains. The eastern Plains have grown quite dangerous of late, he says, due to rising hostilities between the local dragon lords: brass Iyesta and Thunder, her volatile blue neighbor. His cells and scouts have told him that a northern route, even one that traverses Sable's domain, would be much safer at this time.

Silver Claw is curious as to the heroes' ultimate destination and the reason for their trip. Assuming they tell him of their quest to recover an artifact from Dimernesti to use in their fight against the dragons, he comments on the difficulty of getting to Dimernesti due to the Silvanesti Shield, which forces eastbound travelers to cross Dragon Realms and has closed off access to much Ansalon's southeastern coastline. Nevertheless, he promises to have his best available scout take them as far as the Bay of Balifor. He will send this guide to meet them the next morning; if they have no accommodations yet, he recommends the Inn of the Last Home, which the Legion used as its headquarters in its early years.

In addition. Silver Claw gives them the name of Karina Duskborn, a Legion sea captain in nearby New Ports who can take them safely across to the Duntollik shore. He also writes them a letter of introduction to Kenat Three-Lives, the commander of the Legion's cell in Ak-Khurman on the Bay of Balifor, who can help them find passage to the realm of the sea elves. In closing, the High Elder offers to supply the heroes with anything they need, within reason, from Legion stores.

Regardless of where the heroes choose to spend the night, it passes quietly. At the Inn of the Last Home, they are likely to hear a tale or two about great deeds of the War of the Lance or the Chaos War - it's never hard to persuade Caramon to relate one. In addition, some of the locals will tease Caramon lightly about a book he is writing about the creatures he encountered in his long life of travels. Various locals, merchants, and travelers have come to sit with a legend and partake of the Inn's famous spiced potatoes and delicious ale.

Relating to him the story of the attack on Goldmoon brings a somber mood to the public room. If informed of their quest, Caramon gives them what advice he can about the Plains of Dust and the situation there (the details from the "Duntollik" and "Iyesta and Stenndunuus" entries in Chapter Two of Dusk or Dawn). Toward the end of the evening, Caramon stands and asks everyone to join him in a toast. "To the memory of dear friends," he says. Tika and the assembled crowd respond, "May they live with us forever."

In the morning, the heroes' guide meets them at the Inn of the Last Home (or wherever they are staying). He is obviously of barbarian heritage. Just shy of medium height, he looks thin but wiry. He carries a few daggers, a wicked-looking short sword with a bone handle, and a great bow and a quiver of arrows slung over his back. The man introduces himself as Hevar Tarn. He has been told of the heroes' need to get to Ak-Khurman, but was given no other details of their journey.

Atmosphere

Although there is a certain urgency to the quest the heroes have accepted, they should take the opportunity of their stay in Solace to prepare themselves, both physically and mentally, for the rigors of the coming journey.

Actions

Most of the action in Solace revolves around role-playing. Unless the heroes initiate it, there is little likelihood of combat in town.

Characters

Solace locals: Humans of varied age and demeanor, Unknown and Rabble. Co 5, Ph 5, In 5, Es 5, Dmg 0 (unarmed), Def 0 (common clothing).

Silver Claw: Human barbarian middle-aged male, determined demeanor, Hero, 6 Ag 7C, Dx 7A, En 8C, St 8B, Re 9C, Pe 8A, Sp 7B (49), Pr 8A, Dmg +6 (battle axe), Def -6 (chain mail/target shield), also missile weapons (great bow/+8), acute sight and taste, mysticism (animism).

Hevar Tarn: Human barbarian male adult, cunning demeanor, Master. Ag 10X, Dx 8A, En 8D, St 5C, Re 6D, Pe 9A, Sp 7A (49), Pr 6c, Dmg +5 (scimitar), Def -2 (leather), also missile weapons (great bow/+8), acute senses of smell and sight, mysticism (sensitivity, animism, healing).

Outcome

With their guide, the heroes can make their way to New Ports and contact Karina Duskborn (minotaur female adult, serious demeanor, Champion), the captain of the Star Wanderer, a small coast-hugger. Karina accepts Silver Claw's letter as payment for the voyage.

After an uneventful two-day sail, the heroes reach the shore of Duntollik late in the night. The next day, Hevar leads them along a merchant trail toward the settlement of Duntol, and the quest continues with Scene Two.

Scene Two: Grandfather

Hevar sets a swift pace through the northwestern Plains and, after a full day's travel, the heroes reach the settlement of Duntol.

Overview

The heroes meet some Plainsfolk and experience dreams of great import at the Grandfather tree, an ancient mystic site.

Getting Started

The Narrator can refer to the "Duntollik" section of Chapter Two in Dusk or Dawn for background on the area.

First Impressions

In the distance to the west, you can see the Kharolis Mountains, part of the great chain that runs, broken by the New Sea, all the way north to the Bay of Branchala. All day yesterday, a sea of grassland lay to the east, with only the occasional copse of trees or plateau to break up the landscape.

Now, however the rough, bustling settlement of Duntol commands your easterly view. Hevar has told you that some eight hundred people live here, but it looks like enough folks come in from the surrounding area to trade to double the population. Most locals are human, but you see a few half-elves, kender, and centaurs as well.

The Story Continues

Hevar easily finds the heroes reasonable accommodations for the evening in this rugged town. He suggests that, from here, they travel cross-country; he knows the route well. If they prefer, he can take them along the Run, the road that rings most of Duntollik. It is generally a safe route, he says, but one that will take them several days out of their way to the north. He explains that he's making for the City of Morning Dew, a Legion outpost between Sable's and Iyesta's realms, at which point they'll strike out across the New Swamp for the mountains of Blode. After they all agree on the route, Hevar bids them good night.

The guide gets the heroes up early the next morning. As they travel, they can see that, despite the name, the Plains of Dust boast a rich ecology with an array of prairie plants and animals. Occasionally they spy the ruins of ancient pre-Cataclysm civilization on the horizon - nothing more than broken heaps of stone.

During the next few days of the trip, the heroes may meet hunting parties from local barbarian tribes, such as the nomadic Ereshu and the more settled Wan-kali, and even the northernmost centaur clan, the Windwalkers. Because Hevar accompanies them, the warriors leave them in peace - unless the heroes act belligerently. The proud Plains peoples will tolerate no insolence or aggressiveness from outsiders. Heroes who pick a fight may find themselves facing up to forty angry and armed hunters.

As the third day draws to a close, the heroes glimpse in the distance an enormous tree. The peoples of the Plains call it Grandfather, Hevar tells them; others call it the World Tree. It is sacred to the god Zivilyn, he explains - some even say it is the god of wisdom himself.

All the next day, the great vallenwood tree looms ever larger on the horizon. When they finally reach it late in the afternoon, the heroes can get a true idea of its enormity. If a hundred grown men spread out their arms and linked hands around the trunk of the tree, they could just barely surround it. No one may ever make a fire from the wood of the tree, Hevar says, for to do so is to disturb the god it represents. Those who are especially quiet and respect the tree as a symbol of life and the ancient ways may be granted a gift from the god. Heroes may scoff at this belief, but it remains very strong among the Plainsfolk.

That night, a vision comes to heroes with a Spirit score of at least 4 and a nature derived from a card with a white or red aura. One hero dreams of a whale with a long horn rising from its head, making it look like a unicorn of the sea. Another hero dreams of a sun rising over a distant calm sea; in the foreground, the sea is turbulent, with much flotsam and jetsam. Other dreams include a dog barking at shadow behind a velvet curtain; and a group of vicious hyenas huddled together against the violence of a magical windstorm, their intended prey disappearing into the storm.

Any mystic hero skilled in animism dreams of a dying glade, at the edge of which stands a tiny green sapling. In the morning when that hero awakens, a single seed from the great vallenwood falls from a low branch to his feet. Hevar seems in awe of this event, for Grandfather seldom offers such gifts.

The Dreams

The visions from Grandfather are not mere dreams but portents of things to come. In each one lies a clue about an event that awaits the heroes. (However, the Narrator should not interpret these dreams for the players - half the fun is the sense of discovery!)

- The "sea unicorn" is a subtle clue to the ship the heroes should take from Ak-Khurman: the Narwhal, so named for the long, sharp bowsprit projecting from its bow.
- The sunrise over the turbulent sea suggests an escape route when Ak-Khurman falls under the Dark Knights' attack: If the heroes head due east, they can avoid the main force of the blockade after the Legionnaires repulse the first attack.
- The dog barking at a shadow behind a curtain hints that the hero should seek a spy in the Legion headquarters in Ak-Khurman (who can warn them about the impending attack).
- The image of the hyenas in the magical storm suggests that using sorcery might allow the heroes to escape when they encounter the Khurrish warriors at the start of Act Two.
- The dream of the dying glade hints that the heroes can slow the rate at which the Silvanesti Shield causes the elven forest to decay (which they will see later in Act One) by planting a Grandfather seed there.

Atmosphere

The mood of this scene is one of discov- ery, both of the Plains and its people and of the magic of Grandfather. If the heroes start a fight with local hunters, however, the mood quickly turns nasty.

Actions

For each day of the journey, the Narrator should ask a different player to make a random draw. If the card's aura is white, the heroes meet a group of centaur hunters that day. On a red aura, they meet human barbarians, and in the event of a black aura, they meet no one.

Characters

Hevar Tarn: Human barbarian male adult, cunning demeanor, Master. Ag 10X, Dx 8A, En 8D, St 5C, Re 6D, Pe 9A, Sp 7A (49), Pr 6c, Dmg +5 (scimitar), Def -2 (leather), also missile weapons (great bow/+8), acute senses of smell and sight, mysticism (sensitivity, animism, healing).

Ereshu or Wan-kali hunters: Human barbarian adults of varied demeanor, Adventurers. Co 5, Ph 6, In 4, Es 5, Dmg +2 (daggers), Def 0 (common clothing), also missile weapons (throwing stick/+2 or long bow/+6).

Windwalkers: Centaur adults of varied demeanor, Adventurers. Co 7, Ph 7, In 5, Es 5, Dmg +3, Def -3, also missile weapons (long bow/+6).

Outcome

Two days after leaving Grandfather (three if the group took the Run), the heroes reach the River Torath, the border with Iyesta's realm. This wide, lazy river is an excellent place to replenish water supplies and rest. After the heroes cross the river. Scene Three can begin.

Scene Three: Friend or Foe?

Iyesta's realm seems little different from Duntollik. As they travel, though, the heroes see evidence of fewer settlements here - even nomads are less common. Windstorms kick up great clouds of dust from time to time, but Hevar hurries the group along, fearful of earning the notice of the brass's enemy. Thunder.

At the Narrator's discretion, the heroes can cover the distance between the River Torath and the City of Morning Dew in a week. After a night's stay at the home of a local Legionnaire, the group presses on into the swamp: the realm of Onysablet.

Overview

This scene shows heroes the cruelty of Sable's "experiments" and gives the heroes an item that will prove valuable in Act Three when they meet the sea elves.

Getting Started

Information on the bakali, a race of lizard men widely considered lost, appears in Chapter Six of the Book of the Fifth Age in the FIFTH AGE boxed set.

First Impressions

The oppressiveness of the dank surroundings weighs on you as you slog through Sable's morass. The mosquitoes are dreadful, but after days of travel through this humid wilderness, you've almost gotten used to them. Dim light filters down through the tangle of trees, and the stench of damp rot fills the air. Throughout most of your journey, the footprints you leave in the muck fill with water the instant you take a step. Sometimes, however, this "dry" land recedes, forcing you to wade through stretches of mire as deep as your chest. Not surprisingly, it's hard to find any kind of trail. All you can do is try to keep yourselves pointed east.

The calls of the unseen wildlife surround you now, as they have throughout your trek. Then, from up ahead, you hear the sounds of a fight: hissing and snarling - and a man's screams.

The Story Continues

Heroes who rush forward toward the sounds see before them four bakali lying unmoving in the stagnant water at the feet of a man. He stands doubled over in pain, grabbing his midriff, his sword arm low. Drawing near to him is a creature the likes of which the heroes have never seen. The humanoid figure looks lizardlike - quite a bit like the fallen bakali, in fact - except that it walks on all fours, has wicked pincers instead of front claws, and drags a long, lobsteriike tail behind it.

From the context of this scene, the heroes may assume that this abomination is preparing to finish off the wounded man who killed its bakali comrades. All is not as it seems, however, for this creature is actually the man's ally. Together, they just defeated the four bakali minions of Sable that had ambushed them. The crustacean lizard man seeks only to help his injured friend, a Legionnaire scout from the City of Morning Dew on a mission north to gather information.

The hybrid creature, Sloss, was born a bakali. This hidden race of lizard men, created at the dawn of the world, have become slaves to Sable, thinking it their duty to worship and serve the Great Dragons as they once served the First Born Five dragons. However, when the Black Dragon, in her love of experimentation on the creatures of her realm, reshaped Sloss into the lobsteriike horror he is today, she forever lost that warrior's fidelity. After escaping the dragon's lair in Shrentak to the north, he sought sanctuary in the long-abandoned Wentil's Tor, not far back. From there, he launched raids on the dragon's hunters and the trustees of her zoo, hoping to fight the chain of horrors that produced him - for Sloss it not the most wretched of Sable's abominations.

It saddened Sloss to see his former kinsmen to turn on him. Outraged at his rebellion, as well as his blasphemous new form. Sable's bakali minions do not suffer him to live. But the sense of honor that runs through all bakali compels Sloss to work toward the day when the Black Dragon can no longer work her horrors on the creatures of Ansalon.

To that end, Sloss has become an inside contact for the Legionnaire, Guy Nightwatcher, who frequently reconnoiters Sable's realm to report her evils to his cell leader in the City of Morning Dew. In fact, he has just received a package from Sloss, which the mutated bakali recovered from a pair of slavers. They had been conducting a sea elf prisoner captured at the Silvanesti shore in to Shrentak but, according to Sloss, the sea elf died before he could become subject to the dragon's cruel experiments. Only his personal effects remain: a pair of shell bracers, with an account of the elf's captivity etched (in the Dimernesti tongue) into the inside surface. Guy planned to deliver these relics to his Legion superiors.

The Battle

If the heroes, seeing the abomination as a threat to the wounded man, move in to attack, Hevar rushes forward as well, shouting a warning to the fellow. Guy glances up, a startled look on his face, and quickly holds out a hand to the group, as if to keep them back. At the same time, he draws out a pendant hanging from his neck. Seeing it, Hevar stops up quick: The man wears the Legion's starjewel symbol. The guide shouts to the heroes to hang back.

Should the heroes fight the pair, Sloss lashes out ferociously with his pincers, fearing that the newcomers also serve the Black Dragon. The wounded Guy tries to shout out to the heroes that Sloss is an ally, but will enter battle to defend his friend if he must. If the heroes cease their hostilities, they can learn the pair's story.

Atmosphere

The scene begins slowly, to match the heroes' slogging pace. However, it quickly shifts to a feeling of horror as the heroes catch sight of the mutant bakali. It may erupt into a frantic and brutal fight or level out as the heroes discover the truth about the Legionnaire and his ally.

Actions

When the party first emerges onto the scene, heroes can make desperate Perception actions to note the lack of malice in the crustacean lizard man's demeanor.

If the heroes ask to return the bracers to the Dimernesti, one hero can attempt an average Presence (Reason) action to convince Guy to part with them. (The action is easy for a Legionnaire hero or one with an "A" Presence code.)

Characters

Sloss has the dark green scales of a bakali, which shade to black on his crayfishlike tail and claws.

Sloss: A monster, obsessive demeanor. Co 4 (7 in water), Ph 7, In 5, Es 8, Dmg +7 (pincers), Def -2 (scales).

Guy Nightwatcher: Human male adult, charismatic demeanor, Champion. Co 6, Ph 3 (down from 6 due to wounds), In 5, Es 5, Dmg +3 (short sword), Def 0 (common clothing), also missile weapons (shuriken/+1).

Hevar Tarn: Human barbarian male adult, cunning demeanor, Master. Ag 10X, Dx 8A, En 8D, St 5C, Re 6D, Pe 9A, Sp 7A (49), Pr 6c, Dmg +5 (scimitar), Def -2 (leather), also missile weapons (great bow/+8), acute senses of smell and sight, mysticism (sensitivity, animism, healing).

Outcome

After the Legionnaire bandages up his wounds, he and Sloss wish the heroes all the best on their trip. They leave to continue their scouting work, and the adventure continues in Scene Four.

Scene Four: The Slow Death

This scene begins as the heroes cross the eastern fork of the Thon-Rishas River, just southeast of the Trueheart Mines.

Overview

Near the river, the heroes are beset by a band of elf thieves - refugees, cut off from Silvanesti when the magical shield around the forest rose. Here, the heroes get a chilling glimpse of the slow death happening inside the shield and have a chance to revitalize part of the land.

Getting Started

If the Narrator wants to extend the heroes' stay in Sable's swamp, he can insert a scene at the Trueheart Mines, described in Chapter Two of Dusk or Dawn, before the action of this scene begins.The heroes might have been captured by Sable's minions and taken to the mines, or perhaps they joined Guy and Sloss in their attempt to liberate slaves from the mines.

Before beginning this scene, the Narrator should refamiliarize himself with the nature of the Silvanesti people by reviewing the elves section in Chapter One of the Book of the Fifth Age.

First Impressions

You have finally put the rigors of Sable's swamp behind you. Now the sight of the majestic Khalkist Mountains ahead fills your field of vision, while immediately before you lies the northernmost tip of the Silvanesti Forest.

Suddenly, an arrow whizzes past your shoulder, narrowly missing you. Your companions jump, similarly startled, as a volley of arrows passes harmlessly through the group. As you turn, you see approaching from a cliffside to the north a band of elves of twice your own number. "Throw down your weapons!" their leader orders.

The Story Continues

These elf bandits are not evil, only desperate. Their leader, a former Silvanesti border guard - Outrider Faetar Lorathalan of House Protector - can see no other way to feed himself and those who depend on him.

Should the heroes fight, the elves battle to win. However, they do not want to kill the heroes, only rob them. They even bind the wounds of severely injured heroes to prevent them from bleeding to death. Faetar and his band take all valuables (including any artifacts and the bracers from the Scene Three), but they leave the horses.

If the heroes throw down their weapons and attempt to talk with the elves, Faetar may very well listen (see "Actions"). Assuming they convince him they are on a mission for the Citadel or the Legion, Faetar orders his men back, saying that he is not one to steal from such groups dedicated to justice.

He explains that he and a group of elves trapped outside the Silvanesti Shield have lived in these plains since the shield went up twenty years ago. They have a small settlement near a bluff overlooking the Thon-Rishas River. Recently, they've had to resort to banditry, however, for the local vegetation started to die, as did their crops. "We are like the forest now," Faetar laments, "dying a slow, painful death."

If the heroes ask him to explain his statement, Faetar offers to lead them to the edge of the Silvanesti Forest, where they can see for themselves. When the heroes reach the wood, a horrible sight confronts them - horrible especially to heroes of Silvanesti origin.

Faetar spoke the truth. Silvanesti is dying.

The shield still stands, solid as ever along Silvanesti's tall defensive hedge. Once, Faetar says, the only way to detect it was to feel the solid surface under one's hand. The touch would send ripples running along its surface, making the forest on the other side look as though one were viewing it through strong summer heat. But now, the land itself shows the presence of the shield.

No longer are the plains bordering the wood a luscious sea of grass as high as a man's waist. Now, they are brown and withered. For ten yards or so out from the edge of the shield, as well as in the fields the elves had tilled nearby, only lifeless dust covers the ground.

The sight of the forest within the shield is even worse. As far as the eye can see, the stately Silvanesti trees are dying. The tall hedge and the trees closest to the shield stand naked, bare of leaves and life. Deeper in, leaves look brown and withered. Beyond, some green boughs might still live, but it's hard to tell. You can neither see nor hear evidence of any animal, elf, or any creature at all within the shield.

Heroes who recall the vision of a green sapling in a dying glade from Scene Two may think to plant the seed from the Grandfather tree here. Once they do so, the grass around the seed revives within seconds, and even the plants farther away seem to improve a bit. By the end of the day, trees inside the shield sprout buds. There is still hope.

Atmosphere

The scene begins with a feeling of desperate brutality in the attack, but it takes on an air of sorrow once the plight of the elves and the forest is known.

Any elf feels a deep sense of horror at the sight of what is happening to this land. The Narrator may even try to make Silvanesti heroes believe the green they see in the distance is only wishful thinking. (It is there, though; the trees are dying only near the shield now.)

Actions

A successful robbery reduces all heroes to temporary wealth scores of 3 (they will revert to normal when the heroes return to their homelands or the Citadel). Their social status remains the same. If the heroes try to talk their way out of the robbery, the party leader can attempt a Presence action to get Faetar to stop the attack: an average action for elves, but challenging for humans and kender, and daunting for all other races.

An average Reason action allows a hero who received the Grandfather seed to plant it here at the shield (the action is challenging for anyone who did not have the dream himself). Heroes with animism who make average Spirit actions when the seed is planted sense a rush of life spilling from the seed and flowing through the ground.

Characters

This scene introduces Faetar and his warrior band of refugee elves:

Faetar Lorathalan: Silvanesti adult male, dogmatic demeanor, Champion. Ag 6A, Dx 8A, En 5C, St 7B, Re 7C, Pe 8A, Sp 6D, Pr 6B, Dmg +4 (long sword), Def 0 (common clothing), also missile weapons (horse bow/+4), acute vision.

Refugees: Silvanesti adults of various ages and demeanors, Adventurers. Co 6, Ph 4, In 5, Es 6, Dmg +2 (daggers), Def 0 (common clothing).

Hevar Tarn: Human barbarian male adult, cunning demeanor, Master. Ag 10X, Dx 8A, En 8D, St 5C, Re 6D, Pe 9A, Sp 7A (49), Pr 6c, Dmg +5 (scimitar), Def -2 (leather), also missile weapons (great bow/+8), acute senses of smell and sight, mysticism (sensitivity, animism, healing).

Outcome

The heroes may be horrified by what is happening to the forest, but Hevar reminds them that he was ordered to escort them to Ak-Khurman in all haste. He guesses that southern Legion cells, studying the shield near the Missing City, are already aware of the problem - assuming it permeates the circumference of the forest.

After bidding farewell to Faetar, the heroes head into the Khalkist Mountains via the Pashin Gap. Narrators can use this time to create scenes of their own suitable for mountainous terrain, or can move right to Act Two, which begins as the heroes emerge in Khur.

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