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Bad Tidings

Scene One: Hail the Heroes

This scene is a segue connecting the events of the adventure Storm Over Krynn to the current action.

Overview

The adventure begins when the heroes arrive at the Academy of Sorcery near Solace. With them are Gilthanas, a long-lost Hero of the Lance, and Raalumar Sageth, a scholar they rescued from one of Khellendros's slave camps. The heroes have the following information for Palin Majere:

- The Great Dragons are creating "spawn," a new type of draconian-human hybrid, by implanting draconian spirits in mortal bodies, pushing the mortal spirits out into a torturous limbo.
- Khellendros, the Blue Dragon, has his agents scouring Ansalon for powerful artifacts and magical items for use in a spell that will threaten all of Ansalon. One of them is the famed dragonlance of Huma, located in Southern Ergoth.

Getting Started

The Narrator should have Palin's character card ready. It might also be fun to create several Academy characters to represent other sorcerers who might chat with the heroes in this scene.

If Ulin is present as a hero, the Narrator may need to adjust this first scene slightly.

First Impressions

The heroes are making their way to the Tower of the World, the central building of the Academy, to meet Palin Majere.

It is late afternoon of a beautiful early autumn day in Solace. The Academy of Sorcery is located on a plateau a few miles outside the town itself, but smoke from the homefires can be seen rising from the vallenwood trees, whose leaves are showing the barest hints of gold and orange. The breeze carries on it the scent of delicious dishes simmering in pots as dinner approaches.

The Story Begins

The heroes, who have come to share information they have gotten regarding the dragon overlords, are led into a private dining room where a sumptuous feast awaits. After a few minutes, the founder of the Academy, Palin Majere, enters with his wife, Usha, and his son, Ulin, who is also a member of the Academy. About a half-dozen other sorcerers enter behind them, and the meal begins.

Palin, the other Academy sorcerers, and the heroes discuss over dinner the results of the heroes' last quest. Palin listens, asking for clarification from time to time. He, and the other sorcerers, will want to know details of the heroes' encounters with Khellendros and his minions, the Dark Knights, and the spirits whose bodies have been turned into spawn. The Narrator can have Palin or one of the other sorcerers give the heroes any news of important events that occurred while they were out on their latest adventure.

When the topic turns to Khellendros and his plans, Raalumar Sageth the scholar allows the heroes to tell as much of the tale as possible, even though he was the one who told them much of what they know. The old man supports the heroes' tales, chiming in with additional details and clarifications when they are called for. If asked how he came by this information, Raalumar explains as follows:

"Bad luck, that's my story. I was a scholar at the Great Library in Palanthas, worked with Astinus until he disappeared during the Chaos War. We'll never see his like again. Worst of all, the contents of the Library vanished as well. With things settling back to normal, a few of us remained to try to rebuild the Library, but then Khellendros and the Dark Knights came. They were putting men of learning to the sword - their kind always does - so I fled the city like so many others. I didn't really have a choice if I wanted to keep my head.

"Still, I decided to follow in the footsteps of Astinus. I was going to travel the world, record the history of Krynn firsthand. Unfortunately, the last town I stopped at was raided by Dark Knights and we were all taken captive. Unlike the villagers, I kept my wits about me and paid attention to what the Knights were saying. They complained about getting the detail of gathering 'raw material' for the spawning process. Other Knights, it seemed, were off collecting artifacts and magical items which Khellendros planned to use in some apocalyptic spell.

"I despaired that nothing could be done about this until these brave heroes rescued me. I urge you, sirs, do not let this plan come to fruition. Gather all the old magic you can, lest Skie claim it - and with it, all of Krynn!"

After dinner, Palin thanks the heroes for bringing this news to his attention. He offers them rooms in at the Academy for the night. If they decline, the heroes can easily find rooms in Solace. Either way, he asks to see them again the next morning.

Atmosphere

This scene has the qualities of a small informal gathering. While many functions at the Academy are run in a formal manner, Palin himself does not prefer these. He would rather meet others with as little ceremony as necessary. As such, he will keep the meeting relatively light and informal.

Actions

Dinner should be a fairly sedate affair. The question-and-answer session can refresh the players' memories of what is happening in the world at the time. Most actions in this scene will be likely based on Presence and Reason.

Characters

Raalumar Sageth is actually working for a huldrefolk ally of Khellendros named Fissure. The huldre has some sort of charm over him, but Raalumar was not exactly unwilling to help in the first place. Raalumar feeds the heroes information for his huldrefolk master, who is disguised as a clay tablet the scholar keeps with him constantly.

Raalumar Sageth: Human elder male, eccentric demeanor, Unknown. Co 4, Ph 4, In 8, Es 7, Dmg 0 (unarmed), Def 0 (common clothing).

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.

Usha Majere: Human adult female, optimistic demeanor, Hero, 2. Co 6, Ph 5, In 7, Es 8, Dmg 0 (unarmed), Def 0 (common clothing).

Outcome

If the heroes accept Palin's hospitality or if they get rooms in Solace and return to meet with the sorcerer in the morning, the story continues at the beginning of Scene Two. If, however, the heroes leave the Academy and do not return in the morning, the Narrator should have them run into Gilthanas, either on his way to Solace or there during his trip into town and pick up the action part way through Scene Two.

Scene Two: Abduction!

Plans to meet with Palin fall apart, and the heroes get the chance to explore the town of Solace.

Overview

The heroes have the opportunity to look around the Academy of Sorcery. Alternatively, they may join Gilthanas, who heads into Solace to visit his comrades, Caramon and Tika Majere, at the Inn of the Last Home. That evening, a group of Dark Knights sneaks into Raalumar Sageth's room and takes him captive.

Getting Started

The Narrator should have Caramon and Tika Majere's character cards ready. He might also wish to review the section on Abanasinia in Dusk or Dawn from the FIFTH AGE boxed set and refer to the maps of Solace's Market Square in Act One of Heroes of a New Age (the adventure in the boxed set).

First Impressions

The morning feels more like late summer than autumn. The sun glints off Crystalmir Lake, and the smell of freshly baked bread hangs in the air. Unfortunately, Palin has left word with one of his assistants that he cannot meet the heroes as planned.

"An experiment in the Hall of Transmutation has gone awry," the young sorcerer says, "and Palin will be unavoidably detained most of the day. He begs your forgiveness. He will be happy to entertain you as dinner guests again tonight, if it is convenient. Otherwise, he will try to locate you tomorrow. You are, of course, welcome to stay at the Academy for as long as you like."

The Story Continues

The heroes are left without a plan. Just as they are considering what to do, Gilthanas happens by and mentions that he is heading into Solace for the day to visit some old friends at the famous Inn of the Last Home. He invites the heroes to join him. (If they refuse, the Narrator should go to the "Outcome" section directly.) Whatever the heroes do, however, Raalumar decides to go with Gilthanas.

The proprietors, Caramon and Tika Majere, are Heroes of the Lance, and the legends do not do them justice. Now in their golden years, they still manage to run the Inn of the Last Home with the help of their daughters, Laura and Dezra. Entering the Inn, the heroes see Tika greeting and seating guests. She shrieks with joy when she recognizes Gilthanas, ushers him to a large table in the center of the room, and calls for Caramon to join them. Any heroes with Gilthanas or joining him later are treated like members of the Majere family and offered rooms for the night.

The mid-day meal is warm and delicious, the ale is cool and frothy, every bit the equal of any the heroes have ever had. Caramon and Tika spend hours catching up Gilthanas on the situation in Qualinesti and reminiscing about their days together during the War of the Lance. Raalumar Sageth listens intently, trying to remember every word for his historical writings. Eventually, though, he begins to nod off and goes upstairs for a nap.

About ten minutes later a messenger comes in looking for the heroes with a message informing them that Palin is available to meet with them at their convenience. Suddenly, there is a commotion in the kitchen, and a man dressed as a beggar bursts out into the main room with a loaf of bread under one arm and a whole roast chicken under the other. He runs pell-mell about the room, knocking over tables, and generally making a nuisance of himself.

There are any number of ways for the heroes and characters to stop the beggar, but simply grabbing him and holding him down is particularly difficult. Once subdued, the beggar will tell anyone who asks that "Three knights in black armor paid me five iron pieces to cause a ruckus."

Just as the dust settles, a guest comes running down the stairs screaming that she saw Dark Knights climbing a rope outside her room. Heroes who go outside to look indeed see a rope hanging from one of the upper windows and three men in black armor riding away on horses. Bound and gagged on the back of one horse is the old scholar, Raalumar Sageth.

Atmosphere

The town of Solace is a friendly place. Heroes interested in replenishing their supplies can find stores or vendors selling all types of goods and equipment for reasonable prices.

The atmosphere in the Inn of the Last Home is welcoming. The main room bustles with activity all day and most of the evening. People are constantly talking about the history of the place, and the owners seem always happy to chat about their past.

Actions

The bulk of the day should be improvised to suit the heroes. They can have as eventful or mundane a day as the Narrator sees fit.

In the pandemonium of the Inn, grabbing the beggar is a challenging Agility (Agility) action; he has had so many years of experience dodging the grasping hands of other itinerants and town watchmen that he has become very nimble.

It is slightly possible that the heroes might hear the Dark Knights climbing the side of the Inn during the confusion. This requires success at a daunting Perception (Agility) action. Identifying Raalumar bound to the back of the Dark Knights' horse is an average Perception action.

Characters

Beggar: Human adult male, scheming demeanor, Rabble. Co 8, Ph 5, In 6, Es 5, Dmg 0 (unarmed), Def 0 (common clothing).

Raalumar Sageth: Human elder male, eccentric demeanor, Unknown. Co 4, Ph 4, In 8, Es 7, Dmg 0 (unarmed), Def 0 (common clothing).

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

Raalumar Sageth is gone, apparently abducted by three Knights of Takhisis.

- Should the heroes go after him, the adventure continues with Scene Three.
- If they instead choose to go to see Palin, it moves directly to Scene Four.
- Heroes who turned down Gilthanas's offer in the first place and decided to stay at the Academy go to Scene Four.

Scene Three: Do Not Forsake Me

The Narrator should play out this scene if the heroes went after Raalumar Sageth to effect a rescue.

Overview

Malys suspects that Khellendros the Blue is up to something, but she does not yet know what. However, she knows Raalumar Sageth works for him, so she sent the Dark Knights to find out what his plans. This scene covers an investigation and chase as the heroes try to find where the Knights have taken Raalumar.

Getting Started

The Narrator might wish to take a look at Act One, Scene Four of The Rising Storm in the Heroes of Steel supplement for descriptive information about the wilderness that extends around Solace.

First Impressions

An elf or half-elf hero (or Gilthanas) can see the trail clearly enough to lead the heroes from the Inn and into the woods beyond.

The light of the crescent moon that shone on the raised platforms of Solace is completely swallowed by the vallenwood trees. The darkness envelops you, and leaves and branches brush your faces without you even seeing them.

The Story Continues

To rescue Raalumar, the heroes have to follow immediately. If they wait until morning, the Knights will be long gone and the trail becomes too difficult to follow about ten miles outside Solace.

If the heroes try to rescue the scholar, they can follow the trail along the shoreline of Crystalmir Lake to the Dark Knights' camp in the woods outside Solace. The camp is in a grove near the lake shore. The heroes can get no closer than far missile range before risking discovery. From this range, they can see a few Knights, still in their armor, and several tents. They can hear the whicker of horses. It is up to the heroes to decide whether to fight the Knights openly or try to sneak the old man out from under their noses.

Sneaking closer allows them to see two small tents, a fire large enough to cook over but too small to be visible from any great distance, and a group of horses tethered to a tree near the water. At least two Knights stand guard near the fire, and other voices can be heard in one tent, interrogating the old man. If they watch long enough, the heroes see that their party and the Knights are of equal number. However, three other Knights are on patrol away from camp; they will not return until after dawn.

The Battle

Unless the heroes scouted the camp, they will not know exactly how many Knights they face nor where they all are. Because of the Knights' code of honor, they all fight in the open; they won't attack the heroes from hiding. Even if the heroes catch them off guard, the Knights are armed and armored and can defend themselves adequately. The Knights fight until killed or knocked unconscious. They have no qualms about killing their opponents but will spare the life of anyone who surrenders, taking him prisoner instead.

Atmosphere

The woods are eerily dark and quiet. The crescent moon reflects on the lake, but does nothing to alleviate the heroes' feeling that they are being watched. If they confront the Knights directly, the scene takes on the wild, chaotic feeling of pitched battle. The heroes should never be sure exactly how many Knights are in the camp. If they proceed stealthily, the scene feels suspenseful, as they try to get in and out without being detected.

Actions

At several junctures the heroes must decide which fork in the path the Dark Knights have taken. Listening for galloping horses makes that an average Perception action. Otherwise, the group's scout can make a challenging Perception action to keep from losing the trail.

Sneaking near to the camp requires challenging Agility (Perception) actions, for the Knights expect an attack. After an hour or so, the Knights retire, taking turns standing guard for two-hour shifts. Getting past the guard is another challenging Agility (Perception) action. Raalumar is kept tied up in one of the tents with at least two sleeping Knights.

Should a Knight see Dhamon, he has to make an average Presence (Perception) action or be recognized as a deserter.

Characters

The group faces one Dark Knight for each hero and character. Their breastplates bear a red flame insignia, representing fealty to Malys. One is a Thorn Knight with 36 sorcery points and skill in divination, pyromancy, and geomancy.

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 can either leave them or take them to the constable in Solace. If they sneak Raalumar out, they may return to Solace and report the location of the camp, but the Knights will be gone before a group can return to arrest them. Should the Knights defeat them, the heroes wake up in the morning to find the camp broken. The Knights have taken Raalumar and left no trail. In either case, the Narrator turns to Scene Four.

Scene Four: Enemy Movement

The heroes arrive at this scene if they stayed at the Academy, upon returning from Solace, or after their rescue attempt.

Overview

In this scene, the heroes meet again with Palin, informing him of the results of the attempted rescue of Raalumar, if necessary. They also meet a Solamnic Knight named Lady Arlena Plata, who has traveled from Castle Eastwatch in Southern Ergoth to discuss plans with Palin and the heroes.

Getting Started

The Narrator should have Palin's character card available. For heroes who have spent the day at the Academy, the Narrator should either plan one or two simple encounters. The information in Chapter Three of One Moon, Not Three will help determine what the heroes might encounter as they wander the campus.

First Impressions

If the heroes are returning from an attempt to rescue Raalumar from the Knights of Takhisis, Palin meets them when they return (either at the Academy or the Inn). If anyone has been injured, he sends for one of the two Academy students skilled in the mystic sphere of healing. He wants to meet with the group as soon as possible to determine what happened.

If, instead, the heroes are as yet unaware of Sageth's kidnapping, the Narrator should remind the players, as evening approaches, that the heroes have a dinner appointment with Palin.

The rest of this scene takes place in Palin's and Usha's lodgings in the Tower of the World.

The Majeres' quarters take up the entire top floor of the grand Tower. They are tastefully decorated with comfortable furniture and Usha's own paintings. The many cushions scattered about the thickly carpeted floor give you the impression that Palin often invites large groups of students here for informal lessons. A fine banquet table is set for dinner.

The Story Continues

Gathered in the Majeres' apartment are Palin, Usha, Ulin, the heroes, and Lady Arlena Plata - a Solamnic Knight of the Crown whom the heroes have never met. She is very beautiful, but aloof and distant in a way that is familiar to anyone who has spent much time among high-ranking Solamnics. If this scene takes place after Raalumar's rescue, he and Gilthanas are also present.

Palin speaks very candidly with the heroes and expects the same from them. He will answer any questions the heroes have about him, the Academy, his past adventures, or anything else they would likely know. Usha remains quiet throughout most of the meal, smiling and making polite conversation, but trying to get a feel for the heroes. She has an uncanny ability to understand a person's true nature, and Palin often consults her when deciding how far to trust new acquaintances. Usha reacts to the heroes as they deserve, but she does not like or trust Raalumar.

Both Usha and Palin, gracious hosts, keep the conversation relatively light. Ulin (if not played as a hero) is very interested to hear tales of the heroes' exploits and frequently bemoans the fact that he hasn't participated in any significant quests lately.

After the main course, Lady Plata abruptly launches into a report, unceremoniously changing the mood:

"The news you have brought regarding Khellendros has been very helpful. I've also been looking into his activities and found out that he has recently charged a group of Dark Knights with going to Huma's Tomb in Southern Ergoth to retrieve the blessed dragonlance once wielded by Huma himself. I understand that Gilthanas already plans to travel to the Tomb for personal reasons, and Ulin has pledged to accompany and aid him.

"While they surely could find and track the Knights' movement, I am not certain that a mere two people can prevent the Dark Knights from desecrating that honored site and stealing its most priceless artifact. Unfortunately, most of our complement at Castle Eastwatch is devoted currently to a mission in conjunction with the circles at Qualimori and Silvamori. Will you accompany Gilthanas and Ulin? Your help might make possible the defense of the Tomb. The forces of Evil must be prevented from gaining anything to let them extend their claws over any more of the free realms."

If the heroes ask, Lady Plata tells them that Castle Eastwatch lies in Southern Ergoth not far from Foghaven Vale, site of the Tomb. While she can travel with them as far as the castle, her duties do not allow her to travel on with them.

Although Lady Plata's words are courteous, one gets the feeling that she does not want Gilthanas to go on this journey alone, and that Ulin is not an experienced enough companion to ease her mind. She denies any such suggestions, however.

Assuming the heroes agree to help, Lady Plata tells them that they can charter a fishing boat in the town of Ankatavaka. Gilthanas, Ulin, and she plan to leave for the coast in the morning. The Academy will outfit the heroes with any supplies they might need for the trip, including horses and heavy clothing. Any special items can be picked up in Solace or Ankatavaka.

If Raalumar is with the party at this point, he will tell them that he has no intention of going back into a Dragon Realm. In fact, he says he has business to take care of elsewhere in Abanasinia. He thanks the heroes for all they have done for him, but they will have to finish this quest without him. If they try to force him to accompany them, he will disappear in the dead of night, or some other time the heroes are not looking. He will not be seen again (he and Fissure will report back to Khellendros and await further orders).

Atmosphere

This informal dinner party should feel relaxed and friendly, for Palin wants to make the heroes comfortable at the Academy. He is trying to gather as broad a network of acquaintances as possible so he can keep abreast of events across Ansalon. When Lady Arlena changes the topic to Khellendros's plan, the tone becomes much more serious.

Elf Prince and Lady Knight

The interplay between Lady Plata and Gilthanas in this scene is important. The elf prince is returning to Huma's Tomb to find his lost love, Silvara. The two parted on less than amicable terms after Gilthanas found out the elf maiden he loved was actually a silver dragon, D'Argent, in disguise. This made no difference to Silvara, who loved Gilthanas with all her heart, but the elf could not bear the truth. Gilthanas left to wander Krynn until the turmoil in his heart subsided. His odyssey lasted over seventy years, ending when the heroes freed him from captivity during the adventure Storm Over Krynn. He has realized his love for Silvara is all that truly matters to him and wants to find her to beg forgiveness.

A dream has told him he would find her at Foghaven Vale - the site of one of their greatest triumphs during the War of the Lance - and so it is there he must go. He is too proud simply to tell the heroes this tale, which he sees as a personal flaw. However, if asked directly, he reluctantly tells his story.

Lady Plata is, in fact, Silvara in disguise. She has waited for Gilthanas for all these years, roaming the world from time to time, but always returning to Southern Ergoth. She knew in her heart that her love would return and, through the connection they share, knew he would meet her at Foghaven Vale. Now that he is here, though, she feels the need to test him, to be sure he will accept her for who she truly is.

Actions

Most actions in this scene may rely upon Presence and Reason. Any hero trained in sensitivity who manages to cast a spell to examine Lady Ariena will see a strange aura: vaguely dragonlike features. It suggests nothing but the purest motives, however. Casting such a spell openly at dinner may have negative social consequences, however - Lady Ariena will be offended, as will Palin and Usha.

Characters

Lady Arlena's scores and codes below reflect her identity as the silver dragon D'Argent. However, in her guise as a Knight of Solamnia, she does not enjoy most of a dragon's special abilities.

Ariena Plata: Human adult female, purposeful demeanor, Legend. Co 11B, Ph 48A, In 13B (139), Es 13A (169), Dmg +7 (long sword), Def-5 (plate mail), also mysticism (alteration, healing, spiritualism), sorcery (cryomancy).

Raalumar Sageth: Human elder male, eccentric demeanor, Unknown. Co 4, Ph 4, In 8, Es 7, Dmg 0 (unarmed), Def 0 (common clothing).

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.

Usha Majere: Human adult female, optimistic demeanor, Hero, 2. Co 6, Ph 5, In 7, Es 8, Dmg 0 (unarmed), Def 0 (common clothing).

Outcome

If the heroes were not already aware of Raalumar's kidnapping, a messenger arrives from Solace some time after dinner with the news. Palin waits to see the heroes' reactions.

- If they choose to try to rescue him, Palin offers to send an experienced sorcerer with them, and the adventure continues with Scene Three. If they seem unconcerned, Palin does not interfere, for Usha has already told him the scholar is not to be trusted.
- Should the heroes agree to go to Southern Ergoth (assuming they have already made their rescue attempt or chosen not to), they will leave for Ankatavaka the next morning. Play proceeds with Scene Five.
- If they refuse, they have broken the scenario. The Narrator should not force the heroes to undertake the journey, but the rest of the adventure requires that they do.

Scene Five: Ankatavaka

The journey from Solace to Ankatavaka takes about five days by horse, or nearly a fortnight on foot. The Narrator may simply bypass this journey and have the heroes begin the scene by arriving in Ankatavaka. Alternatively, the Narrator may role-play the trip and, because whatever trail they follow most likely takes the group along the northern edge of the Qualinesti Forest, throw in an encounter with members of the Qualinesti resistence - particularly Porthios, Gilthanas's older brother.

Overview

In Ankatavaka, Lady Plata arranges passage to Castle Eastwatch. As the heroes kill time in town, they find that they are being shadowed by the Dark Knights who abducted Raalumar Sageth from the Inn.

Getting Started

If the Narrator chooses to have the heroes encounter Porthios, he should have his character card available.

First Impressions

Ankatavaka is a small fishing town just north of the border to Beryl's realm. At one time, its people were quite content; the sea provided ample food, the Qua- linesti elves traded with them regularly, and their port was visited by almost every ship sailing the southern trade routes or returning from Thunder Bay. However, when Gellidus turned the island of Southern Ergoth into a glacier, creating the Gale and disrupting sea traffic, the town and her people almost perished. They now eke out a living fishing the treacherous local waters, rarely taking their oceanworthy vessels out of sight of land. It is a sad story, but one that has become too common since the coming of the dragon overlords.

The Story Continues

The heroes arrive in Ankatavaka at midday. Most of the activity in town is understandably near the harbor.

Finding someone willing to risk his ship on the open seas under the lashings of the Gale in the Straits of Algoni ordinarily would be difficult, but Lady Plata leads the heroes directly to one captain, Max Lindak, who periodically sails to Castle Eastwatch to bring supplies to the Solamnic Knights there. His ship, the Ehoss, is not due to go back for a month yet, but a sufficiently enticing payment convinces Captain Lindak to move up his schedule and leave on the next morning's tide.

While she settles matters with Captain Lindak, Lady Plata suggests the heroes get one or two rooms at the town's only inn, the Black Lion. At the inn, the heroes see a group of Dark Knights - the same ones who kidnapped Raalumar. If the heroes failed to rescue him earlier, the scholar is still with them. The total number of Knights in this scene ranges from three (if the heroes captured or killed everyone in Scene Three) to three Knights more than the number in the party (if they failed to capture or kill anyone in Scene Three).

These Knights are not the ones the heroes are racing to the Tomb. They bear a red flame insignia on their breastplates to denote that they work for Malystryx. They have been charged with finding out exactly what the Blue Dragon is up to. They know Raalumar works with Khellendros through an intermediary, but they have not determined that person's identity (nor that he is a huldre). Since the heroes are on friendly terms with the scholar, the Knights assume that they, too, are agents of the Blue.

Although the heroes may attack them on sight, the Dark Knights are willing to sit down and simply talk with them. They are very formal and directly ask about Khellendros's plan. If the heroes claim not to know, or deny being associated with the dragon, the Knights will call them liars. The insults could escalate into a fight. If the heroes convince the Knights they are unaware of the Blue's plans (see "Actions"), the Knights leave the party in peace, although they will give the bit of "friendly" advice that the Blue is not to be trusted and tell the heroes to get away from his influence as soon as possible if they value their honor.

The Battle

If the heroes end up winning a fight with the Knights, the Narrator can add a disturbing twist to the story. The Dark Knight leader has one of Malys's scales embedded in his chest. Because of this connection, the Red Dragon can see through the Knight's eyes and even speak to him telepathically.

If this Knight is mortally wounded in melee or personal combat, his final act will be to rip the scale from his chest and try to implant it on one of the heroes, as described under "Actions." Removing the scale will kill the Knight.

Lady Plata does not arrive at the Black Lion until after the confrontation has concluded. This may cause the heroes to suspect that she set them up, but she will not even address such accusations. She will, however, turn the situation around to chastise the heroes (particularly Gilthanas) for not staying out of trouble.

Atmosphere

The town of Ankatavaka should seem peaceful, if rather depressing. These hardy people cling to life by the merest thread. Even one bad storm that damages the fishing fleet would force them to leave their homes or starve during the winter.

Throughout this scene, Lady Ariena questions Gilthanas constantly to test his character and resolve.

Actions

Combat actions should be handled as described in Chapter Four of the Book of the Fifth Age. However, the Narrator should allow for the possibility that the heroes find a more diplomatic solution.

If the heroes speak with the Knights and try to convince them that they do not work for Skie, they must succeed at an average Presence (Reason) action. Success indicates that the Knights accept their story, but not without the previously mentioned warning. And, should Dhamon allow the Knights to see his face, he must again make an average Presence (Perception) action to remain unrecognized.

If a hero mortally wounds the Dark Knight commander, who has the scale of Malys embedded in his skin, the Knight tears the scale off and slaps it onto the exposed skin of any hero within reach. The scale, if laid on bare flesh, causes a horrible burning sensation and grafts itself to a mortal host almost immediately. The hero must make a successful desperate Endurance action to pull it off before it can attach itself; the immobile scale, like a tick or other parasite, seeks to attach itself to a victim whenever placed on bare skin.

Once Malys's scale has been embedded in a hero's body it cannot be removed by any means without killing the hero. However, as far as anyone can tell, the scale causes no ill effects and is merely a cosmetic nuisance. The power of the scale creates a permanent connection between the host and Malys. When the Great Dragon wishes to, she can see what the host sees, hear what he hears, and get a general idea of his thoughts. When she does this, the host should attempt a daunting Perception action. If he succeeds, he will get the eerie feeling that he is being watched. Should the hero generate an action score of 24 or higher, he not only notices the prying but also recognizes exactly who it is "in his head."

Should Malys wish to risk exposing her connection, she can try to influence the thoughts and actions of the host. Each time she attempts this, the host makes a daunting Presence action. If he fails, the Narrator should pass him a note telling him in what manner Malys is influencing him; he must follow one simple order, but may make additional Presence actions to resist subsequent suggestions. However, attempting to so overtly influence the host makes it much easier for him to notice the dragon's interference; all future Perception actions to detect Malys's prying drop to challenging difficulty.

Characters

Among the Dark Knights is the Thorn Knight from Scene Three. If Raalumar is rescued here rather than in Scene Three, he thanks the heroes, then takes his leave of them, citing pressing business elsewhere in Abanasinia.

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.

Ariena Plata: Human adult female, purposeful demeanor, Legend. Co 11B, Ph 48A, In 13B (139), Es 13A (169), Dmg +7 (long sword), Def-5 (plate mail), also mysticism (alteration, healing, spiritualism), sorcery (cryomancy).

Raalumar Sageth: Human elder male, eccentric demeanor, Unknown. Co 4, Ph 4, In 8, Es 7, Dmg 0 (unarmed), Def 0 (common clothing).

Captain Max Lindak: Human adult male, rash demeanor, Adventurer. Co 5, Ph 7, In 5, Es 4, Dmg 0 (unarmed), Def 0 (common clothing).

Outcome

Unless the heroes are killed by the Knights of Takhisis, they end the scene by getting on the Ehoss in the morning and setting sail for Southern Ergoth. The journey is not an easy one; the trip takes about a week, with rough seas and fierce, frigid winds the entire time. This voyage may be used simply as a bridging sequence between Acts One and Two and need not be role-played. Narrators may opt to adapt Act Two, Scene Five from The Rising Storm, however, to give the heroes a healthy respect for the Gale.

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