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Dragon Mountain

Scene One: Into the Fog

The heroes make it up the Stairs of Foghaven into the Vale sacred to Huma.

Overview

As the heroes move through the steam and fog into the Vale, they spy the awesome Dragon Mountain and may not notice that the Dark Knights lie in wait, for them. The most likely outcome is a battle to see who enters the Tomb.

Getting Started

The Narrator, if he has not done so already, should review the sidebar on Foghaven Vale (see the next page).

First Impressions

Climbing the slick Stairs of Foghaven, the heroes move through a thick and surprisingly warm fog. Even Lady Arlena's descriptions of the Vale did not adequately portray what they see: Gellidus's influence has turned this once lush, beautiful valley into a snow-covered, mist-shrouded landscape from a nightmare.

As you climb the stairs, the fog swirls around you. It is an unnaturally warm mist, considering that the temperature of the air itself is well below freezing. Your faces and clothes become damp from the humidity, but you shiver as the water cools and begins to freeze.

The top of the stairs comes into view, and behind it, ruins of some sort - perhaps a castle or a keep. The fog makes it impossible to see much more than twenty yards in front of you. The ruins bring to mind graveyards and haunted castles, and it suddenly dawns on you that the former residents of Foghaven may no longer be happy to have visitors disturb their rest.

Moving through the ruins, the fog begins to swirl and thin. Ahead you see the expanse of Foghaven Vale open up as the ground you're standing on slopes away in a steep ledge. You aren't sure, but the wall of fog at the valley's far end seems to take on a menacing shape, a huge creature rearing back on its hind legs - a dragon!

The Story Continues

Gilthanas can identify Dragon Mountain for the heroes, if they don't immediately realize what they are facing (see sidebar, page 39). However, heroes thus distracted might fail to note the Dark Knights hiding among the ruins. The Dark Knights created the illusion of themselves in Scene Three of Act Two to catch the heroes off guard. The Thorn Knight has used his spectrmancy to disguise their presence at the ruins.

The Knights wait for all the heroes to make it through the ruins at the top of the stairs, then spring their trap:

Your mind snaps to attention as you hear the clanking of metal armor behind you. Turning, you see a group of figures dressed in thick furs mixed with black plate mail cutting you off from the ruins and the stairs. It's the Knights of Takhisis! Somehow they figured out their mistake and returned to find the Vale.

"In the name of Takhisis the Queen, lay down your weapons and you shall not be hurt," the leader says. "Our mission here is to retrieve an artifact, not to kill a group of fools."

The Battle

As in earlier battles with Dark Knights, this group is willing to fight to the death. However, the dark paladins will not dishonor themselves by killing someone knocked unconscious. On the whole, this should be a difficult fight for the heroes, as this well-trained squad may have caught them by surprise.

The Thorn Knight stays out of the fight, hanging back in the ruined keep. Perceptive heroes might note that he seems to be guarding someone.

Atmosphere

At first, this scene should feel very creepy, as the heroes walk through a warm, wet mist in the middle of a glacier field, discover a fog-enshrouded ruin, and see the image of a tremendous dragon barely visible in the distance. It should seem surreal and unnaturally quiet.

When the Knights strike, the pace becomes more frantic. Once again the heroes find themselves in a fight with an unknown number of highly trained warriors. The heroes may win the fight, but they shouldn't feel sure of that fact until after their swords are sheathed.

Actions

The heroes must make their way up the stairs carefully. The warm mist condenses on the ground and freezes almost instantly, requiring from each hero an average Agility action to keep from falling and incurring 1 damage point.

Detecting the hidden Knights is an average Perception (Agility) action. Those who succeed have time to draw their weapons before the attack begins.

The fog swirling around the heroes may be warm, but the temperature in Foghaven is still well below zero. The effect makes metal tremendously brittle and easily shattered. Anyone attacking with cold-forged metal weapons risks breaking them on even the most glancing of blows (hammers and maces are generally immune to this condition). Anything other than the heaviest plate armor also may shatter if struck soundly. Any time the Narrator sees a chance that a piece of metal equipment may break, he should draw the top card of the Fate Deck. If the aura of the card is black, the item shatters.

When the heroes discover this fact, they may switch to secondary weapons such as walking sticks, rocks, or even fists. The Narrator can decide whether the Dark Knights prepared for this situation by bringing nonmetallic weapons.

Characters

The heroes face one Dark Knight for each member of their own party. In addition, the Thorn Knight has knowledge of spectramancy, divination, and summoning, and 36 spell points (he drained a magical item to power his illusions in the last scene). He waits in the ruins, guarding a young Crown Knight captive.

Fiona Quinti: Human young adult female, modest demeanor, Adventurer. Co 6, Ph 6, In 6, Es 6, Dmg 0 (unarmed), Def -5 (plate mail).

Dark Knights: Human adult males of various demeanors, Adventurers. Co 8A, Ph 9A, In 6C, Es 6C, Dmg +7 (long sword), Def -5 (plate mail).

Gilthanas: Qualinesti adult male, capable demeanor, Legend, 4. Ag 8C, Dx 6A, En 7C, St 6B, Re 7A (49), Pe 8B, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -3 (chain mail), also missile weapons (long bow/+6), acute eyesight, sorcery (divination, enchantment, aeromancy), Amulet of Healing Hands.

Outcome

If the heroes win the fight, they must decide what to do with their captives, as well as any wounded heroes and Fiona, who introduces herself shyly as a Solamnic from Castle Eastwatch. This green-eyed young redhead was captured returning to the castle and forced to accompany the Dark Knights on their trek - to carry Huma's lance once they found it, for a true dragonlance will burn the hands of all but the pure of heart. The story continues in Scene Two.

If the group loses the fight, the Dark Knights will take any survivors captive. The heroes awake, bound and gagged, in Scene Two.


Foghaven Vale

In the midst of the Last Gaard Mountains of Southern Ergoth is a small, flat valley that remains one of the most famous sites in all ofAnsalon: Foghaven Vale. The Vale got its name from the thick banks of mountain fog created by two lakes there, one a pool of cool standing water, the other a natural hot spring.

Since the Age of Might, Foghaven Vale has been the destination of pilgrims from across the continent. They come to see the resting place of Huma Dragonbane, hero of the Third Dragon War. Finding the Vale is actually quite easy. The Stairs of Foghaven, carved into the mountain pass through the valley, lead directly to a ruined keep. Several reliable maps exist which detail the location of both these stairs and another entrance to the west, known as Silvara's Path.

The Ruined Keep

Built as a hostel for pilgrims visiting the Vale, the now ruined keep originally consisted of a stable, several private quarters, and a protective wall with three guard towers and two smaller gatehouses. The wall has gaping holes in it now, and the stables and quarters are marked only by ruins, but the towers all still stand. The keep sits at the edge of a steep slope which leads down into the Vale. The hill itself hides a large cavern known as the Dragon's Lair - once the home of the silver dragon D'Argent - which can be accessed through a secret stairwell in the northernmost tower.

Bridge of Passage

Down the slope from the keep is a graceful marble arch that crosses a channel connecting the hot and cool lakes of Foghaven Plain. Treacherous even in prior ages, the wide Bridge of Passage proves even more so today, as it has no railing and is constantly slick with ice. One false step could plunge one into the boiling stream.

Huma's Tomb

Foghaven Vale is an important site because it was the resting place of Huma, considered by many the epitome of Solamnic Knighthood. Today, this figure has very nearly become a religious icon, representing all that is good and fair.

The Tomb itself is a simple rectangular obsidian building resting on an octagonal base. Surrounding it is a circle of nine-foot statues called the Guardians, which take on the appearances of friends to those who approach with good intent but look like fearsome enemies to others. Visitors may enter the Tomb through its bronze double doors to view Huma's bier or pray at a stone altar there. An iron plate in the floor, if lifted, reveals the "windpipe," a magical passage from the Tomb to a room within Dragon Mountain (see page 39).

The Vale Today

Since his arrival in Southern Ergoth, Gellidus the White has warped the climate, creating a great glacier which covers all the eastern parts of the island. Even with a reliable map of the area, the Vale and the Stairs of Foghaven are difficult to locate due to the bitter, howling winds and blowing snow. Heroes who have been here before will notice that the grassy Foghaven Plain is now covered in snow, and the trees in the Woods of Peace below the ruined keep appear barren and wear a distinctly sad look, their boughs weighed down with snow and ice. While Frost derives sadistic pleasure from controlling and denying visitors access to the historic site, he has done nothing to defile the Vale or any of the structures within it.

Recently, researchers from the Academy of Sorcery have discovered that Foghaven Vale is a natural magical reservoir of enormous power. The Vale's ambient energy will provide 10 free spell points for every spell cast by many sorcerers and mystics. If they are pure of heart and seek to cast helpful spells (or destructive ones that target only forces allied with agents of Evil), the Vale often provides all the necessary spell points. (Chapter Four in One Moon, Not Three explains magical reservoirs more fully.)


Scene Two: The Tomb

At last, the heroes approach the Tomb - either on their own or as prisoners of the Knights of Takhisis.

Overview

Assuming the heroes triumphed in Scene One or continue to pursue the Dark Knights, the ghost of Huma materializes before them, urging them to take up his lance and save it from the forces of Evil. If they met defeat, the ghost releases the captives before speaking its message.

Getting Started

The Narrator can refer to the sidebars on Foghaven Vale and Dragon Mountain, as well as the map on the back cover of this booklet.

First Impressions

The heroes make their way down the slope through a small wood to the valley floor. If they were victorious in Scene One, they must first constrain the Dark Knights.

Before you, a beautiful marble bridge arcs across a channel. Steam rises from the hot water below, forming ice on the sheer surface. Beyond the span, you can just make out amid the mist a small rectangular black building surrounded by a ring of immense statues. The question of what to do next seems solved when a ghostly figure in Solamnic armor appears at the bridge and beckons.

The ghost vanishes as they approach, then appears again at the entrance to the Tomb, as if inviting them in.

If, on the other hand, the heroes were captured in the last scene, they awaken among the ruins with their arms and legs bound by strong rope. The Dark Knights have already made their way down the slope into the Vale. The heroes can watch them cross the bridge described above and approach the statues surrounding Huma's Tomb. For a moment they seem to hesitate - some draw their swords. Then one of them gestures impatiently. One harsh word from him envelops the group in a magical glow, and they all vanish.

The ropes that bind the heroes are tight and the knots well made. It will take time for them to extricate themselves. After the Dark Knights disappear, though, a ghostly figure wearing the armor of the Solamnic Knights appears next to the bound heroes. It does not say a word, nor does it look any of them directly in the eyes, but it does pass one spectral hand through the ropes, severing them. The heroes are free! The ghost, however, disappears. If the heroes look around, they see it standing by the marble bridge, beckoning to them as described above.

The Story Continues

The heroes stand before the Tomb of Huma. Ringing it are the Guardians, great statues of Solamnic Knights who keep an eternal vigil over the resting place of the greatest of their Order (the statues look quite different to less virtuous heroes; see "Actions"). The quiet of the Vale gives the place a reverential air.

Inside the simple Tomb, the ghost stands before the bier with its hands crossed and folded over its chest. Obviously, this is the ghost of Huma. Its eyes are open wide and glowing white with no pupils. The ghost speaks directly to one of the heroes, either a Solamnic Knight or the most honorable among them (the Narrator may decide which or select the one with the most appropriate nature).

"Thank you, friend, for coming in my time of need. There are powers at work on Krynn today that ignore the lessons of ages past. Evils that have been banished from the world are about to be recreated by those with more power than wisdom, more intelligence than insight. Only strong, forthright, committed heroes like you and your companions can prevent the terrible patterns of the past from being repeated.

"Inside the mountain there remains one true dragonlance - my own. It is hidden among the lesser lances, seeking safety in numbers. You will know the true lance by its scars, for those with Evil in their hearts cannot touch a true dragonlance without feeling its bite.

"You must take this lance, take it far from this place. Once, this valley was a place of peace, but the Evil that is Gellidus now permeates the land. He is far from the worst of the dragons that plague our world, but he is powerful, especially in the territory he has claimed as his own. To fight him is folly and would only deliver this purest symbol of Paladine's glory into his grasp.

"Save the lance! Let it be a symbol of hope in these dark times!"

With this, the ghost disappears in a flash of light. When the heroes' eyes clear, they see the iron plate in the floor has been moved, revealing the "windpipe" below it: a clear sign of a path into Dragon Mountain (as Gilthanas can confirm).

The three control gems near the opening to the windpipe are no longer required for the transport device to function; Foghaven's ambient sorcerous energy powers the spells now so, unless the pipe itself is damaged, it will function perfectly forevermore. Anyone sliding down into the pipe will be whisked away and deposited at the arrival platform in the Lower Gallery inside Dragon Mountain. (If the Dark Knights disappeared earlier or eluded the heroes in Act Two, they summoned themselves into the Tomb ahead of the heroes and passed into Dragon Mountain this same way, replacing the cover behind them in hopes of throwing off pursuit.)

Inside the Monument of the Silver Dragon, the heroes are free to explore (see the sidebar on page 39). Eventually they move to the Upper Gallery, where the weapons are displayed and the true dragonlance is hidden (see "Actions").

The Battle

Assuming the Dark Knights made it into the Tomb, they went directly to the Upper Gallery and are in the midst of determining which dragonlance is the true one when the heroes arrive. Unfortunately for them, this process involves a low-ranking Knight grabbing each lance until he bums his hand. Wherever they are in the mountain, the heroes hear the Knight cry out in agony as his hand is seared. Once they find their objective, the Knights force their pure-hearted captive, Lady Fiona Quinti, to carry the lance.

The Knights are in exactly the same physical condition as at the conclusion of Scene One, as they have no magical means of healing. These foes will fight the heroes in their normal straightforward way, but Fiona will take care of the Thorn Knight guarding her, if the heroes give her an opening. Just before the battle begins, the senior Knight says:

"You have been worthy adversaries, but we can afford to tarry with you no longer. Know that after we best you this final time, we will execute you. Our misson cannot be interupted again."

Victorious heroes find the lance on the floor near the weapons racks. Its length is scarred with several hand-shaped scorch marks where the Knight (and others before him) grabbed the weapon, only to be singed by its purity.

Atmosphere

The visit from Huma's ghost is meant to be a nearly religious experience. While not a divine figure, Huma is as great a legend as exists on Krynn. His ghost should fill the heroes with hope and bolster their courage. The magnificent task of retrieving his lance from Dragon Mountain echoes the actions of the Heroes of the Lance and gives the heroes a brush with immortality.

Should they fail to comprehend the magnitude of this honor, the Narrator must make the heroes aware of the relevant facts or throw hindrances in their way until they show the proper respect for this historic quest.

Actions

Walking across the icy Bridge of Passage without falling is a challenging Agility action. Those who fail suffer 1 damage point, while a mishap sends the hero tumbling off the bridge to dangle over the boiling water of the hot spring. A hero can pull him to safety with an average Strength action.

Heroes with natures drawn from a card with a black aura must succeed at a desperate Spirit action to move past the terrifying Guardians and enter the Tomb with their companions. Those who fail stand frozen in fear before the Guardians until someone leads them away from the Tomb. On a mishap, the hero flees the Vale in panic. If the heroes watched the Dark Knights vanish at the start of this scene, an average Reason action (easy for sorcerers) lets them figure out that the Knights magically transported themselves directly into the Tomb.

Upon meeting the ghost of Huma in the Tomb, all heroes with a Presence code of less than "C" must make a daunting Presence action or be so overcome by the presence that they faint dead away.

Traveling through the windpipe from the Tomb to Dragon Mountain requires an average Agility action. One person at a time may be transported this way. Failing at this action means the hero has had a bad landing in the gallery and remains stunned for three minutes.

If the Knights were defeated before this scene, the heroes will have to find the true dragonlance from among the dozens of lances stored on the racks in the Upper Gallery. Finding the "scars" the ghost spoke of is an average Perception action. The greater lance is about fifteen feet long and cumbersome to carry. A hero taking it back through the windpipe must succeed at a challenging Agility action to make it through without incident. The lance itself will not break, but in attempting to maneuver it around corners within the pipe at high speed, the hero may sustain a minor injury (3 damage points).

Only heroes with natures drawn from a card with a white aura can touch the lance with no ill effect. Those with natures derived from red aura cards feel an uncomfortable heat emanating from the weapon, while heroes with natures that spring from a black aura card sustain terrible burns: 10 damage points for every minute they touch the lance.

Characters

Fiona Quinti: Human young adult female, modest demeanor, Adventurer. Co 6, Ph 6, In 6, Es 6, Dmg 0 (unarmed), Def -5 (plate mail).

Dark Knights: Human adult males of various demeanors, Adventurers. Co 8A, Ph 9A, In 6C, Es 6C, Dmg +7 (long sword), Def -5 (plate mail).

Gilthanas: Qualinesti adult male, capable demeanor, Legend, 4. Ag 8C, Dx 6A, En 7C, St 6B, Re 7A (49), Pe 8B, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -3 (chain mail), also missile weapons (long bow/+6), acute eyesight, sorcery (divination, enchantment, aeromancy), Amulet of Healing Hands.

Outcome

If the heroes beat the Knights, they may explore the rest of the monument. They should feel a certain amount of pride and closure for succeeding at their quest - this should make the events of Scene Three all the more surprising.

Heroes defeated by the Knights once again awake bound and gagged, this time inside Huma's Tomb. The opening of Scene Three finds their captors dragging them out of the Tomb for execution.


Dragon Mountain

Carved into the northern ridge of Foghaven Vale is a seven-hundred-foot monument in the shape of a silver dragon. This is Dragon Mountain, the complex most adventurers think of when they discuss Huma's Tomb. This is actually a temple dedicated to Paladine, and it is the only place that true dragonlances can be forged.

This Monument of the Silver Dragon is still functional but has not been used in years. Everything is covered with a thick layer of dust and, although there are torches on the walls, none are lit. The only way in or out of the mountain is through the windpipe from Huma's Tomb.

Lower Gallery

The windpipe deposits visitors at the bottom of a horseshoe-shaped, stepped ramp leading to the Lower Gallery. The wall of the staircase is painted with a beautiful mural depicting scenes from the Dragon Wars. At the end of this mural is a cut-away map of Dragon Mountain, allowing heroes who succeed at an average Reason action to determine their location and get an idea of how to get around in the monument. A reproduction of this map can be found on the back cover of this booklet.

The gallery itself is a large, round room with two obvious exits. One is a large staircase leading to the Upper Gallery, and the other is a small spiral stair leading down to the Temple Level.

The Upper Gallery

At the top of the stairs lies a foyer with two Statues of Warning, with the bodies of lions but the heads of silver dragons. If approached, they announce, "The only Evil here is that you bring," and, "One of pure heart can do the tasks of many." The spell on these statues runs off the ambient magical energy of Foghaven Vale.

The main Upper Gallery has racks with dozens of finely crafted dragonlances. This is where the true lance has been hidden, and where the heroes may have their second confrontation with the Dark Knights.

At the back of the gallery is a spiral stairwell and a second windpipe, which both lead all the way down to the Heart Level.

Temple Level

In the days when thousands of pilgrims visited Foghaven every year, Dragon Mountain was home to priests of Paladine who tended the temple and gave aid to needy travelers. They also maintained the Hidden Vale, a natural grove in the mountain wall behind the monument and accessible from the temple itself through a short tunnel.

Heart Level

The most important area in Dragon Mountain, and arguably in Ansalon, this is the site where all true dragonlances must be forged. Although the manner in which to use the equipment to create these mighty weapons has passed into obscurity, the importance of this room is immeasurable.

There are several forges and anvils, including the Great Anvil, and a pool fed by a natural spring for cooling the newly forged weapons. What's more, in a separate chamber is the only remaining pool of Dragon Metal, from which all true dragonlances must be made.

Also on this level is the entrance to Foghaven Tunnel, which connects Dragon Mountain with the Solamnic stronghold. Castle Eastwatch. The tunnel is no longer serviceable (for reasons described on page 26), but it does lead a quarter mile under the mountains before it collapses into an impassable wall of rock and ice.


Scene Three: A Sudden Chill

The heroes arrive at this scene after having left Dragon Mountain in Scene Two.

Overview

The gold dragon Sunrise has been hiding in the Dragon's Lair under the ruined keep (see page 34), observing the group. He seeks to test Gilthanas.

Then Gellidus arrives, likely throwing the heroes into a panic, for they are in no way prepared to face a dragon overlord. Smart heroes will do all they can to avoid his notice. Particularly stupid heroes may die needlessly.

Getting Started

The Narrator can review information on Gellidus in Chapter Two of Dusk or Dawn and the rules about dragons in Chapter Six of the Book of the Fifth Age. This scene may need slight adjustment if the Dark Knights have already escaped with the lance.

First Impressions

As the heroes exit the Tomb, they witness the following scene:

Standing Just outside the circle of Guardians surrounding Huma's Tomb is a strange-looking young man. He appears no more than thirteen years old but carries himself with the bearing of a scholar. He has long, bright red hair tied back in a ponytail and, despite the bitter cold, wears only a long white tunic.

The young man looks at you curiously, then smiles smugly. "You found what you were looking for, I see," he says in a slightly amused tone.

The Story Continues

The young man is the gold dragon, Sunrise, who has been hiding in the cave underneath the ruined keep, monitoring the heroes' progress. As a metallic dragon, he is good in nature and firmly opposed to the machinations of Malystryx, Khellendros, and the Knights of Takhisis. However, he is still only a young adult and would quickly fall to any of the dragon overlords, so he must be very circumspect in choosing how he will obstruct their paths.

This guardian of Foghaven Vale has agreed to help Silvara, who wants to be sure Gilthanas has overcome all his hesitation about their love. She cannot bear the thought of being reunited only to see him leave again. If Gilthanas proves his worth to Sunrise, the dragon will tell him where to find Silvara.

A Reprieve

If the Dark Knights are dragging the heroes from the Tomb to be executed, Sunrise will dispense with his plan to test Gilthanas, immediately changing into his true form and attacking the Knights, whom he defeats easily. After freeing the heroes, he flies away, aware that Gellidus is about to arrive. As he goes, though, he looks back at the heroes and warns:

"Honorable men are hard to find in these troubled times, friends even more so. Still, this world holds dangers that even the bravest heart cannot overcome. Return quickly to the Solamnic castle - you have better friends there than you know."

Sunrise's Test

If the heroes triumphed in the last scene, Sunrise continues with his plan to test them. He has been evaluating them based on their actions, particularly their moral decisions and bravery. The fact that Huma's ghost spoke directly to them counts for a lot. Still, he asks pointed questions about the heroes' actions in the past few scenes, taking every opportunity to twist their motives to the basest possible interpretation (the Narrator will have to improvise these questions based on the events of the adventure). He answers any of the heroes' questions with cryptic quips that reverse the question to put the heroes under scrutiny again. Sunrise stops short of moving the heroes to anger or violence, disarming their annoyance with a sincere, but hasty apology. He particularly asks whether Gilthanas feels satisfied with the results of the quest. After all, he came here to meet Silvara, and she is nowhere to be found. Can she have abandoned him? Gilthanas remains steadfast in his devotion to Silvara, never allowing even the tiniest doubt in her love to creep into his mind. In fact, he gets rather upset with Sunrise for calling her faithfulness into question.

This exchange should not last too long. Sunrise knows that Gellidus will soon notice his presence, and he has one important clue to give the group before he leaves. The Narrator should read or paraphrase the following passage when the heroes are feeling particularly perplexed or if they directly ask him what he knows about Silvara:

The youth throws his head back and laughs mightily, shaking so hard that he seems to go into spasms. The laugh suddenly deepens, though, and as you watch transfixed, his body changes and grows. Standing before you now, still laughing, is a gold dragon at least one hundred twenty feet long!

"Oh, but I am glad to know men such as you! Honesty, integrity, and loyally, too! Silvara was right, there may yet be hope for this 'Age of Mortals!'"

Suddenly the dragon looks up into the foggy sky, alarm clouding his face. He tenses his legs and wings, ready to fly away, then turns back to the heroes. "A force approaches that is greater even than all your brave hearts combined. True warriors know when lo fight and when lo flee. Return to the castle. I will meet you there if I can." Great gold wings beat the air, nearly knocking you over is he takes flight.

"You have better friends there than you know!" he cries as he departs.

The Battle

Although he never threatens them, the heroes may decide to attack Sunrise in his human form. If they do, he dances around the Guardians, hiding behind the huge statues and calling taunting questions from relative safety. He then transforms back into his true shape. He does not retaliate against the heroes, instead giving them time to overcome the shock of his transformation. If they question him. Sunrise acts as described above. Continuing to attack, however, will sorely disappoint him (no matter what, Gilthanas will not attack Sunrise):

The gold dragon beats his wings savagely, knocking you back a step or two, and rises into the foggy sky. He has a sad, disappointed look on his face.

"In these troubled times," he says as the fog swallows him, "you must be able to tell allies from enemies. Not all dragons are Evil. I thought you of all people would teach them that, Gilthanas. Perhaps Silvara is wrong. Perhaps this 'Age of Mortals' means misery for all the races of Krynn."

Frost Arrives

After the heroes have had a moment or two to react to Sunrise's departure, Gellidus the White descends:

Without warning, the fog that moments ago swallowed the gold dragon spits out an even greater behemoth. The temperature drops noticeably, and the ground shudders as a huge, white form crashes through the clouds and lands heavily on the cliff near the mountain.

Well over two hundred feet long and radiating such intense cold that you shiver even through your protective gear, is Gellidus, dragon overlord of Southern Ergoth. He mutters a curse in a language that sounds older than the rocks themselves and looks around the Vale. His eyes pass over you with utter disregard. You know he saw you, but obviously you are beneath his notice.

"I don't know what that damnable gold dragon was up to, but I will brook no trespassing in this valley." His breath is so cold you can hear the very air crackle and freeze as he speaks.

Gellidus's subsequent behavior depends entirely on the heroes' response to his arrival. Running is about the sanest reaction they can have. They stand no chance of defeating a Great Dragon on their own. With the help of two or three smaller metallic dragons, they might be able to drive Gellidus off, but they would surely lose several friends in the process. Narrators can read the following passage if the heroes flee:

Gellidus laughs derisively. "That's right - run, you puny fleas! Don't stop and don't look back! If ever I find you in my realm again, you'll not live to tell the tale!" With that, he launches himself back into the fog, knocking you down with the icy gale from his wings.

The heroes may have their prides bruised, but they will escape with their lives - and the true dragonlance as well. (Frost, not noticing the lance, believes the heroes invaded his realm merely in pursuit of the Dark Knights.) There is no dishonor in running from a foe as powerful as Gellidus ... but there is no glory either.

Simply standing in this foggy Vale and facing down a creature eighty times their size is the bravest reaction the heroes can have, and it will catch Gellidus off guard. No one has stood up to him before, and he does not quite know what to make of it:

Gellidus sneers and growls a sound reminiscent of two great icebergs colliding. "You've more courage than sense! I give you your lives today, only because I will enjoy knowing that your invasion of my realm to pursue your petty feud with the Knights of Takhisis was for nothing. I am Malystryx's chosen mate now. Together we will rule this world, and when we have brought our Dark Queen back to Krynn you will wish I had killed you this day!"

With that, he launches himself back into the fog, the icy blasts from his wings whipping across the Vale but leaving you unbowed.

The heroes have stood tall in the face of certain death and should feel great pride in their accomplishment - especially if they have Huma's lance - but Gellidus has given them very disturbing news. The "Dark Queen" he spoke of is none other than Takhisis, supreme goddess of Evil. Her oath to withdraw from Krynn would mean very little if the Great Dragons summoned her. With no other gods to oppose her, she could quickly exert her influence over the entire world.

Fighting Gellidus

Of course, the heroes might attack. Charging into battle against any dragon is a risky proposition, but doing so against a Great Dragon while already weakened from an earlier battle is foolhardy. Kind Narrators may point this out to players, giving the heroes an opportunity to avoid a meaningless death. However, if they insist on attacking Gellidus, the Narrator can read aloud or pararphrase the following:

Your attack surprises the Great Dragon, but only briefly. For a moment, a smile curls his massive mouth, then his maw opens wide enough to swallow your entire party and the fog around you starts to crystalize and drop around your feet with a delicate chime. A cone of frozen death issues from Gellidus's mouth and surrounds you in an instant. You feel gooseflesh crawl across every inch of your body, the hair on your arms freezes instantly and begins to snap off as it rubs against your clothing. The very tears in your eyes solidify, and you blink reflexively.

The damage of one breath attack may kill the heroes, but perhaps one or two will survive the first strike. If they are not smart enough to break off the attack and flee at this point. Sunrise can return to make a swooping attack on Gellidus. As he passes, he urges the heroes to run. Those who ignore this final warning will soon fall before the angry Great Dragon. Should the heroes manage to survive three or four breath attacks. Frost resorts to using his massive paws to crush the life from them.

In the end, the heroes cannot harm Gellidus. With the dragonlance they may be able to get through his scales and cause him a minor wound, but nothing more. They have failed in their mission and thrown away their lives fighting a battle they could never win.

Atmosphere

This is the climax of the adventure, and it should feel like it. The Narrator should play up the surprise of Sunrise's transformation and the terror the heroes likely feel at the arrival of Gellidus.

Actions

When Sunrise transforms into his true form, the heroes should attempt an average Spirit (Presence) action to keep from succumbing to dragonawe. The difficulty of this action becomes challenging when Gellidus arrives.

Characters

No game characteristics are provided for Gellidus, as the powers of the dragon overlords remain cloaked in mystery.

Suhnrysanti (Sunrise): A young adult male gold dragon, hedonistic demeanor. Co 10B, Ph 51A, In 11B (121), Es 11A (121), Dmg +16, Def -12, also dragon breath, swallow whole, dragonawe, dive attack, sorcery (transmutation) and mysticism (meditation, alteration, sensitivity).

Fiona Quinti: Human young adult female, modest demeanor, Adventurer. Co 6, Ph 6, In 6, Es 6, Dmg 0 (unarmed), Def -5 (plate mail).

Gilthanas: Qualinesti adult male, capable demeanor, Legend, 4. Ag 8C, Dx 6A, En 7C, St 6B, Re 7A (49), Pe 8B, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -3 (chain mail), also missile weapons (long bow/+6), acute eyesight, sorcery (divination, enchantment, aeromancy), Amulet of Healing Hands.

Outcome

Should the heroes leave Foghaven Vale with the dragonlance, the adventure concludes with the Epilogue, Scene Two. If, however, they die or let the true dragonlance fall into the hands of either the Dark Knights or Gellidus, it proceeds to the Epilogue, Scene One.

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