Act Two: The Mission
Scene One: Schallsea
The heroes' quest truly begins when they
meet Goldmoon in this scene.
Overview
The group's ship has anchored in the port
of Schallsea (it may or may not be continuing farther north, to the Silver Stair).
After the local authorities inspect the vessel, the heroes can travel to the Citadel of
Light, where Goldmoon tells them of a
new danger awakening on Ansalon.
Getting Started
Narrators should have Goldmoon's character card ready, as well as the sections on
Schallsea (Chapter Two) and the Citadel
of Light (Chapter Three) from Dusk or
Dawn in the FIFTH AGE boxed set.
First Impressions
Your ship has anchored ill a snug harbor
surrounded by verdant hills rising steeply
from the water. Earthy scents of foliage and
tilled fields mingle with the salt in the air.
The cobblestone streets of the town of
Schallsea rise from the docks and snake
crookedly though a mass of small stone
buildings that cling to the slope's like barnacles on a rock. A sturdy fort overlooks
the harbor from atop the hill.
As you take in the scene, a boat
approaches. A uniformed man stands in
the prow, while four armored Knights pull
at the oars. "Ahoy!" calls the man. "Harbor
authority coming aboard lor inspection!"
The Story Continues
The inspection is routine: The heroes need
only answer a few questions about their
visit. If they have somehow managed to
come here aboard Locke's ship, the Knights
will gladly take the crew into custody upon
hearing about the heroes' kidnapping.
If Dhamon, Jasper, and company are
with the group, they stay aboard the vessel - they have arranged to be dropped
farther up the coast, closer to to the
Citadel. The heroes must go with them if
they are under Jasper's supervision. They
also stay aboard if they paid the extra fare
to go up the coast. Otherwise, Rig (or
another captain) puts them ashore here.
Once the party goes ashore at the port,
a mystic approaches them and asks if he
can be of any assistance; he can either
direct them to the Silver Stair or lead them
there. If the party goes up the coast, Jasper
may be on hand to guide them.
When the party reaches the Citadel of
Light, Ansalon's major spiritual center,
the Narrator should read the text below:
A grand series ot crystal domes rises before
you. The light glints blindingly off the
crystalline structure, and two fountains
send up jets ot sparkling water that echo
the glittering curves ol the domes.
Goldmoon stands at the entry of the central
dome to meet them - she knew they were
coming. Her appearance varies, depending
on the viewer's spiritual strength (see
"Actions"). Without being introduced, the
First Master of Mysticism greets each hero
by name and tells them she is glad they have
come. She then takes them into a private
chamber for an audience, where she offers
the following information and instructions:
- "I have called out to heroes searching
for a cause and to heroes who have
not yet found their destinies. Some do
not hear my call directly, but curiosity
leads them to me eventually."
- "I fear a new danger threatens Krynn."
- "Even now, Palin Majere and other sorcerers watch over northern Ansalon
from the Lonely Refuge, but they may
be unaware of certain dire happenings."
-"A journey north to Palanthas would
reveal much, I am sure, to help both
the sorcerers and myself."
- "Travel to Palanthas then, my heroes,
and take what you learn there to those
waiting at Lonely Refuge."
Goldmoon knows neither the nature
of the the unseen danger nor the sorcerers' exact activities at the Lonely Refuge.
However, she promises to alert him to the
group's coming.
Then she solemnly presents them with
a wooden box holding a faded pennant.
The slightly tattered bit of cloth used to
grace the true dragonlance ofSturm
Brightblade, Goldmoon tells them. She
and the other surviving Heroes of the
Lance have saved the pieces of this powerful artifact for just such a perilous day as
this. Palin has one of his parents' sections
of the lance - its haft - at the Lonely
Refuge, she explains, adding that this
lance may be the only weapon able to
protect them from the the Blue Dragon.
Finally, Goldmoon can answer questions about Palanthas and its surroundings and offer the heroes a map of the
area, including the Refuge (see this adventure's poster map and Khellendros's section in Chapter Two of Dusk or Dawn).
Atmosphere
Narrators should move the group quickly
through the scene's opening - the real
action begins not in the port of Schallsea
but when the heroes meet Goldmoon.
Goldmoon's variable appearance provides an interesting facet to this scene.
After the heroes attempt their Spirit
actions (at right), the Narrator should
take each player aside privately and explain
what his hero sees when he looks at her.
If the players do not ask many questions, the Narrator can have Goldmoon
offer a short speech, using the quotes in
"The Story Continues" section.
Actions
An aura of peace surrounds Goldmoon
during this scene. Any hero wanting to
attempt a violent or harmful action must
first make a desperate Presence action.
Failing this action means the hero has
forgotten what he was going to do.
Upon meeting Goldmoon, each hero must attempt the action below to determine how he perceives her appearance.
Look upon Goldmoon
Difficulty: Average (8)
Action ability: Spirit
Opposition ability: None
Comments: Each hero's action score suffers a penalty equal to the value of the card
he used to derive his nature. For example,
the Dhamon character described in the
Prologue used the One of Helms for his
nature, so he needs an action score of at
least 9 to succeed, rather than just 8.
Heroes who succeed at this action see
Goldmoon as she truly is: the radiant and
ageless beauty she appeared to be in the
vision described in Scene Two of Act One.
Those who fail, on the other hand, see
her as an aged but well-preserved woman
with sparkling eyes and a brilliant smile that
seems too young for her body.
Mishap: Goldmoon looks like a withered
husk of a woman, so thin and wizened it's
a wonder she's alive.
Characters
Four Knights accompany the inspector at
the beginning of the scene; ten more
serve as guards at the Citadel of Light.
Inspector: Half-elf male adult, methodical demeanor, Rabble. Co 6, Ph 6, In 5, Es 5, Dmg +2 (self bow), Def -2 (leather).
Knights: Humans of various ages and demeanors, Adventurers. Co 6, Ph 6, In 5, Es 5, Dmg +8 (two-handed sword), Def -10 (plate/tower).
Mystic: Human young adult male, open-minded demeanor, Novice. Co 5, Ph 6, In 5, Es 8 (64), Dmg +5 (mitre), Def 0 (common clothing), also mysticism
Outcome
After speaking with Goldmoon, the
heroes depart the island, as described in
Scene Two. (Declining her offer brings
this quest to an early end.)
Scene Two: Which Way to Palanthas?
When the scene opens, the heroes are set
to head from Schallsea to Palanthas. But
first they must decide whether to go by sea
(a feat potentially more difficult than it
sounds) or by the slower overland route.
Overview
The heroes have returned to the port of
Schallsea - the only place on the island to
board a ship to the mainland. If the group
debarked right at the Citadel's private dock
earlier, they must now go back to the port,
as vessels normally do not stop for passengers at the Silver Stair.
Getting Started
Chapter Three of the Book of the Fifth Age
offers some background on traveling in
Ansalon.
First Impressions
You once again find yourselves among the steep, cobbled streets of the port of Schallsea. The town is charming and picturesque. The buildings boast tidy exteriors decorated with quaint blue shutters, and streets are almost impossibly neat.
The locals seem friendly enough, but life is quiet. The population appears to consist of hard-working villagers who fish or farm, a continuous stream of pilgrims and mystics on their way to or from the Citadel of Light, a few resident mystics, and a large cadre of stern-faced Knights of Solamnia. For a busy port, Schallsea doesn't offer much comfort or entertainment. Besides, you've got a job to do now.
The Story Continues
There are several ships in the harbor,
including the Wind Chaser, so getting off
the island shouldn't be too difficult.
If the heroes wish to book passage
directly to Palanthas, they're in for a disappointment. Nobody sails that route.
The Straits of Algoni between Coastlund and Southern Ergoth are whipped up
constantly by the Gale, a tempest created
where the glacial air mass around Frost's
realm meets the temperate surrounding
winds. Few mariners would attempt to
cross the Gale. Beyond this strait, blue
dragons patrol the sea, demanding tribute
for the dragon overlord Khellendros and
sinking some ships just for fun.
However, the heroes do have several
different options:
- They can find passage back to New
Ports or to a harbor in northern
Abanasinia, where they might locate a
ship bound for Palanthas.
- They can sail from Schallsea to any
Southlund port and travel overland to
Palanthas from there.
- Alternately, the group could sail as far
east as the Gale will permit, then dock
and travel overland to a safe port, where
they can resume their sea journey.
The safest quick route would take the
heroes from Schallsea to the port of Hamilton in Southlund. From there, they could
travel overland to Caergoth, avoiding the
Gale, then board a ship to Palanthas.
If Rig and Shaon are with the group,
they cannot help much - the Wind Chaser
is not their own, and it is scheduled to
return to New Ports. In any case, it isn't
seaworthy enough to venture beyond the
New Sea.
Atmosphere
The port of Schallsea is downright boring
for adventurers. Narrators can convey the
mood by playing polka music or the like.
If the heroes ask for passage to Palanthas, the people are amused by their ignorance. Imitating these locals, the Narrator
might laugh out loud as he matter-of-factly
lists their options, like a parent or teacher
reminding a child of an obvious fact.
Actions
Finding passage off Schallsea is automatic: The heroes can take the Wind
Chaser back to New Ports immediately.
Catching a ship elsewhere requires one
week to one month (Narrator's choice).
Heroes need not attempt wealth
actions while waiting, as the citizens of
Schallsea are very generous to travelers.
However, they still must pay a ship's captain for passage off the island. Buying individual passage to any port requires an easy
wealth action, while booking the whole
group aboard ship becomes average.
If the party members wish to sail all
the way to Palanthas, they must go to the
mainland (either Abanasinia or Southlund),
where there is more sea traffic. Once
in port, one hero must make a successful
challenging Reason action to locate a ship
willing to brave the Gale. If he succeeds,
heroes can buy passage for a single person
with an average wealth action or for the
entire group with a desperate one. (They
can haggle for a lower fare as described in
Scene Five of Act One.) However, if the
hero failed in his Reason action, the group
can find no ship bound for Palanthas; the
heroes might try to buy a ship instead. A
mishap means that no vessel to Palanthas
is available for hire or purchase, forcing the
party to go at least partway overland.
Characters
Rig and Shaon accompany heroes who
take the Wind Chaser back to New Ports;
those below can take them elsewhere.
Ship's captain: Human adult female, authoritative demeanor, Adventurer. Co 6, Ph 6, In 7, Es 6, Dmg +3 (teeth chain), Def -2 (leather).
Eight crewmemhers: Various races and demeanors, Adventurers. Co 6, Ph 5, In 5, Es 6, Dmg +3 (short sword), Def -1 (padded silk).
Outcome
From here, the adventure can head in a
number of directions.
- Heroes wanting to buy their own ship
take the adventure to Scene Three.
- If they decide to travel overland for
any part of the trip to Palanthas, the
Narrator should turn to Scene Four.
- If the heroes book passage on a ship
bound straight for Palanthas, the story
continues with Scene Five.
Scene Three: Buying a Ship
If the heroes wish to travel from the
mainland directly to Palanthas by sea and
fail to book passage on a vessel bound
there, they must buy a ship of their own.
Overview
The heroes have arrived at a mainland port
very similar to others they have seen so far.
They can locate a ship for sale simply by
asking around on the waterfront.
Getting Started
This scene requires no additional references or visual aids.
First Impressions
To start the scene, the Narrator can read
players the paragraphs below:
Once again you find yourselves strolling
about a seaport. You've become so familiar with seaside life lately, you hardly
notice the flocks of gulls squabbling over
scraps of fish, the steady lapping ol the
waves against the docks, or the scent ot
salt and old seaweed in the air.
Vessels ot all kinds crowd the harbor:
fishing boats, merchantmen - even a few
yachts and warships.
The Story Continues
Surely one of the many vessels docked
here must be for sale. The action begins
when the heroes start making inquiries.
Most ship owners seem understandably
unwilling to part with their vessels. After
several failed purchase attempts, some
kind soul directs the party to the shop of
Duff Esme, a crusty old shipwright who
always has a collection of vessels for sale
or hire. Heroes who begin the scene by
looking for a shipwright or boatyard
locate Duff right away.
Duff seems happy to sell the group a
vessel, but his good cheer fades when he
learns the heroes want to sail all the way to Palanthas. In fact, he tries to talk them
out of going:
"Have you ever seen what the Gale does to
a ship? Sails shredded like they was made
from wet paper, masts snapped like match-sticks, and every seam in even the best hull
split open like some giant took an axe to
the boat! And there's icebergs to contend
with as well! Foolish lubbers! Even if you
make it through the Straits of Algoni, you'll
have to put into Caergoth for repairs."
If the heroes stand firm in their decision,
Duff shakes his head resignedly and says:
"Ah well, a soon-to-be-dead man's steel is as good as any!"
With that, he leads the party on a trek
through his crowded dockyard. The
heroes spend several minutes ducking
spars and climbing over piles of old rigging before Duff shows them a dilapidated yacht.
"She's not much to look at now," Dull
says, ''but she sails sweet and strong. It'll
take me and m' boys a month to get her
ready lor the trip to Palanthas. That's a
good thing, though, because you're gonna
need time to hire a crew - and may be a
captain - and buy supplies. I'll make you
a list ot the things you'll need."
The party should hire a captain and at
least three skilled sailors, although any sea
barbarian or mariner heroes can serve as
crew or captain.
If the heroes have returned to New
Ports, they can try to hire Rig and Shaon to
crew their ship (if they have not joined the
group already). Rig does not care to leave
his job and risk the trip to Palanthas for
mere money - though he does ask to see
the color of their steel. Rig will sign on with
the heroes gladly, however, if they offer to
turn their ship over to him at the end of
their quest. Shaon follows Rig's lead.
Should the party require additional
crew, or if Rig and Shaon are not available,
the heroes must poke around the inns
and taverns on the waterfront until they
find suitable candidates for the job. Most sailors in the port are relaxing between
voyages and don't really want to talk
about work right now, though plenty of
eager local youngsters want to go to sea.
With Rig, Shaon, or Duff helping to
select crew, the heroes can avoid hiring
inept people. One potential employee that
catches their is a towering half-ogre with a
red-maned wolf named Fury for a companion. The half-ogre is Groller Dagmar;
Duff has seen him working at the docks
and considers him capable. Rig once
served on the same ship as Groller and
would be happy to sail with him again.
Unfortunately, Groller is deaf - the heroes
must find a way to communicate with him
before they can hire him (see "Actions").
Buying supplies calls for no special
efforts from the heroes beyond shelling
out the required steel (see "Actions").
Atmosphere
Most characters the heroes meet in this
scene think the group is intruding - either
getting in the way of work or bothering
them during some well-deserved time off.
To convey this sentiment, the Narrator
should act distracted and impatient when
the heroes speak to a sailor. Sprinkling the
conversation with seafarer's jargon the players don't understand would be even better.
Duff, in contrast, seems delighted to
see the heroes and will talk their ears off.
He is prone to using nautical jargon too.
If the heroes meet Groller, most conversation will have to take place through
gestures. Narrators should make the players actually perform these gestures during
their initial meeting with the half-ogre.
Actions
Buying a ship from Duff requires a desperate wealth action. If the wealth action
fails, the heroes can haggle (as described
in Scene Five of Act One).
Locating crew is automatic if the
heroes persuade Duff or Rig to assist them
with an easy Presence (Presence) action.
Otherwise one hero must succeed in an
average Reason action to locate the kind of
person they need for the job. Failing the
action means the group finds some young
greenhorns instead. If the heroes suffer a
mishap while searching for crew, the locals
become annoyed and start a brawl with
them, attacking to subdue them.
The group can get Groller to join the
crew if they establish communication. Trying to exchange a short message with him
(twenty-five words or less) calls for a hero
to make a successful average Perception
action; a mishap results in some miscommunication. Anyone with a Spirit code of
at least "B" can establish an empathic link
with Groller with a successful challenging
Spirit action. Each eligible hero can
attempt this action only once, though. A
link allows short communication without
a Perception action, but only when the
hero and Groller can see each other.
Characters
The heroes may interact with the characters below during this scene, in addition
to Rig and Shaon.
Ship's captains: Various races and demeanors, Adventurers. Co 6, Ph 5, In 6, Es 5, Dmg +3 (short sword), Def -2 (leather).
Sailors: Various races and demeanors, Adventurers. Co 6, Ph 5, In 5, Es 5, Dmg +3 (teeth chain), Def -1 (padded silk).
Duff Esme: Human elder male, cantankerous demeanor, Adventurer. Co 5, Ph 5, In 5, Es 7, Dmg +2 (dagger), Def 0 (common clothing).
Groller Dagmar: Half-ogre male adult, simple demeanor, Adventurer, 6
. Co 6, Ph 9, In 5, Es 5, Dmg +6 (flail), Def -2 (leather), also deaf but has acute senses of hearing and eyesight.
Fury: Red-maned wolf male. Co 9, Ph 9, In 8, Es 8, Dmg +5, Def -3.
Greenhorns: Various races and demeanors, Rabble. Co 5, Ph 5, In 4, Es 4, Dmg +2 (daggers), Def 0 (common clothing).
Outcome
This scene ends in one of two ways:
- If the heroes fail to buy a ship or
decide to take Duff's advice they must
use the overland route to Palanthas
described in Scene Four.
- If they buy a ship and crew it, the
story continues with Scene Five.
Scene Four: Going Overland
After a short sea voyage from Schallsea or
Abanasinia, the heroes have landed in
Southland, southern Solamnia. From
here, they can travel north all the way to
Palanthas or head to the port of Caergoth
to catch another ship.
Overview
Once the party reaches port, the heroes
can move on whenever they like. Travel
through Southlund is fairly safe and easy,
though the heroes pick up a report of
some recent attacks by brutes.
In this scene, the heroes come across
some fellow travelers who just aren't getting along. Two gnomes have lost a wheel
from their cart. Their stalled vehicle blocks
the road, much to the annoyance of an
impatient human merchant wanting to
pass with his coach.
The heroes can help clear the road
and resolve the dispute, or they can
simply pass by, leaving the hapless travelers to their fates.
Getting Started
The Narrator can refresh his memory of
gnomes by reviewing that section in Chapter Two of the Book of the Fifth Age.
First Impressions
After a few days' travel, the Narrator can
read the players this text:
You have left the port behind only to
journey over yet another sea - the grasslands ot Southlund. A vast expanse of fragrant grain stretches to the horizon, with
an occasional hill rising like an island
above the fields.
The road has a surface of smooth clay,
packed hard from heavy use, though it
shows deep ruts in a few low spots. You
mostly have the road to yourselves, but
you pass a fellow traveler now and then.
Must give you a friendly nod and move
along, intent on their own business. But now you seem to have encountered a few
people who aren't headed anywhere anytime soon.
The road has taken a sharp turn to the
right to avoid a marshy spot, and a
brightly painted wagon sits in the center
of the bend. It leans forward and right, its
left rear wheel hanging in the air.
To the disabled wagon's right, off the
road, a grand coach lists crazily to one
side like a sinking ship. Six magnificent
horses augmented by a pair of mules pull
mightily at the coach - or at least they
would be pulling, if the mules weren't sitting on their haunches. A pair of gnomes
dressed in dirty smocks and leather
breeches lugs mightily at the mules' halters, murmuring encouragingly to them,
but the animals refuse to move. A quartet
of annoyed-looking guards stand ankle
deep in the muck behind the coach, ready
to push if the animals ever get moving.
Looking over the whole scene from
the road is a red-laced human clad in
spotless finery, including a broad-rimmed hat with an emerald green
plume. The man gives your group a baleful look, then calls out, "Hop to it lads,
we've got company!"
At the sound of the man's voice, the
gnomes turnfrom their beasts and wave
cheerfully, an action that seems to annoy
the red-faced man. "You gnomes have no
regard for business!" he cries. "Do you
have any idea how much money I'm losing
while you stand there trying to reason with
a pair of stupid mules?"
The taller of the gnomes pauses a
moment, his lace taking on an expression
of reflection. "Actually, the intellect of
mules has been a topic of some interest
recently. It's a fascinating query, if you...."
He trails off at the sight of the
human's visage, contorted with rage as he
splitters - evidently at a loss for the
proper invective.
The Story Continues
The disabled wagon belongs to the two
thinker gnomes, Murti and Wahly, on their
way to Solanthus to sell some tin ware.
They were rolling right along when their
wagon struck a deep rut and broke a wheel.
As the gnomes examined their vehicle, a fast-moving
coach rumbled up to the bend, headed
south. Its sole passenger, a human merchant named
Albrec, ordered his driver (one of the guards) to steer
around the stranded wagon. The coach promptly got stuck. Being helpful,
friendly people, the gnomes immediately
offered to hitch their mules to the coach
to pull it out. The mules, however, refuse
to move - they can sense that the coach
will fall over if disturbed.
The heroes can just move right on by
the stranded vehicles if they wish, though
if they have mounts the frustrated Albrec
offers to buy one so he can get to Port O'
Call to conclude some business. Albrec
also seems worried about being caught
out on the road at night, because he's
heard rumors about bands of blue-painted
brutes lurking nearby. The merchant has
no details, but frets nevertheless.
If the heroes decide to stop and help,
Albrec stands around, cursing and criticizing. He'll become especially angry if
the coach tips over.
Anyone who inspects the coach sees a
spare wheel attached to the back that
could fit the wagon.
Atmosphere
Narrators should play this scene for
laughs. The mules are the only creatures
involved that actually have any sense.
Albrec is overcome with rage and tends to
shake his fists and shout a lot. The two
gnomes remain completely unconcerned,
though one of them might suggest to
Albrec that maybe he could lift the coach
free or fix the broken wheel if he just
shouted a little louder.
Actions
The mules do not respond to any amount
of coaxing or prodding unless the current circumstances change.
They'll get up on their own and walk away if unhitched from
the coach. If the heroes help right the leaning coach,
the gnomes can then coax the
beasts to pull it. A successful sensitivity or
animisim spell from a mystic would allow the heroes
to speak to the mules and find out what's
wrong, while a sorcerer's divination spell
would let the hero foresee the coach
falling over.
Righting the coach requires a successful average Reason action by one hero, followed by a successful challenging Presence
action to convince Albrec and his guards
that the hero's plan will work. Getting
Albrec to shut up and pitch in to help
proves an average Presence (Presence)
action, as is convincing the merchant to
give or barter the gnomes his spare wheel.
If the heroes threaten Albrec, his guards
leap to his defense.
Characters
This scene involves the following characters as well as the heroes:
Murti and Wahly: Thinker gnome adult males, practical demeanor, Rabble. Co 7, Ph 4, In 7, Es 7, Dmg +2 (baton), Def -2 (leather).
Albrec: Human adult male, egomaniacal demeanor, Novice. Co 5, Ph 6, In 4, Es 4, Dmg +4 (cudgel), Def -4 (scale).
Four guards: Human young adult males, reserved demeanors, Adventurers. Co 6, Ph 6, In 4, Es 4, Dmg +7 (long sword), Def -6 (chain/target).
Outcome
When the heroes finish puttering with the
vehicles, the adventure continues with:
- Scene Six, if the group is heading for
Caergoth to catch a ship north; or
- Act Three, Scene Two, if the group is
bound for Palanthas by road.
Scene Five: The Gale
Now that the heroes have their own ship,
they can sail to Palanthas. Saying they
encounter some bad weather before they
arrive, however, is an understatement.
Overview
This scene's main difficulty lies in dealing
with the Gale, a cold tempest blowing
from the magically frigid interior of the
White Dragon's realm.
Getting Started
Chapter Three of the Book of the Fifth Age
presents some details on traveling by sea.
First Impressions
The shortest sea route to Palanthas
requires about a month of travel, including a stay in Caergoth for repairs. This
journey takes the ship west out of the
New Sea, then north through the Straits
of Algoni, which separate Solamnia and
the realm of Khellendros from the
Ergoths. (The heroes could try a longer,
southern route, but the strait separating
Qualinesti from Southern Ergoth has
Gale weather about as bad as the northern one.)
You enjoy ideal conditions lor the first
week of your voyage. A steady east wind
carries you swiftly along the shore of
Southlund, and soon you enter the deep,
cool waters of the Straits of Algoni.
The wind and water seem more violent here than in the New Sea. A few icebergs appear on the western horizon, and
an icy westerly blast churns the sea into a
mass of white caps that crash over the bow.
As the helmsman begins to tack into
the wind, it's time for you to make a decision. Should you turn north and head
directly toward Palanthas and brave the
infamous Gale you were warned about, or
should yon head south, doubling your traveling time to Palanthas and maybe still get-
ting hit by the Gale?
The Story Continues
No matter which option the heroes
choose, they encounter the full force of
the Gale. (Sometimes the weather on the
southern route is a bit better, but the
heroes run into a storm.) However, if the
heroes take sensible precautions - such as
keeping below deck when they're not
needed to operate the ship and using
safety lines when they venture on deck -
they should ride out the Gale safely.
The Gale tosses the ship for three days.
Each day, the group faces a new problem:
- Day one: The ship pitches and rolls in
heavy winds, which might make the
helmsman lose control. Heroes who did
not secure themselves could fall overboard or be tossed around below deck.
- Day two: The ship begins leaking
badly. Heroes below deck are the first
to notice and must find a way to communicate this information to the deck
crew. In any case, some heroes must
come on deck to help man the pumps.
- Day three: A wave sweeps a sailor
wearing a safety line overboard. (If the
heroes picked up any green crewmen
in Scene Three, one of them falls overboard without a safety line.)
Atmosphere
The Gale fills the heroes' world with constant noise and motion. Narrators might
consider playing a recording of wind and
rain, or other loud background sounds. It
is difficult to hear anyone speak above the
storm's noise and the ship's creaking -
players and Narrators alike might have to
shout. Rocking back and forth while
describing the scene to players simulates
the pitching and rolling of the ship.
Actions
When the Gale hits, the action below determines if the heroes can control the ship.
Maintain the Helm
Difficulty: Challenging (12)
Action ability: Agility
Opposition ability: None
Comments: A hero acting as the captain
should attempt this action. If a character
serves as captain, however, the party
leader plays a card for him, using the
character's Agility score as the action ability. (The action receives a trump bonus if
the captain character is a veteran.)
If the action fails, the ship rolls and
pitches uncontrollably for a moment. All
the heroes must attempt average Agility
actions. The consequences of failure
depend on where they are. Those on deck
fall overboard, while those below deck suffer 10 damage points from falls and collisions with loose cargo. A mishap knocks a
hero unconscious for two hours, in addition to the normal results of failure.
Although the helmsman eventually
regains control, railing this action on the
first day of the Gale means the vessel
remains unsteady throughout the storm,
forcing the captain to repeat the action
each of the next two days.
Mishap: The ship capsizes and sinks, forcing everyone on board to make challenging
Agility actions. Unconscious heroes sink
with the ship unless rescued. Any equipment the heroes are not carrying personally gets lost in the wreck.
When the heroes discover the leak on
the second day, they must alert the captain
to the danger. Climbing out on deck
requires an average Agility action to keep
from being swept overboard. (An easy
Dexterity action lets a hero tie a safety line
around himself.) Shouting through the
hatch requires an average Presence action.
Once the captain understands the danger,
he needs at least two heroes to help man
the pumps. Heroes emerging on deck must
attempt average Agility actions to stay
aboard, then average Endurance actions to
pump well. If the latter action fails, other
heroes must replace exhausted ones at the
pumps. A mishap means a freak wave has
swept the exhausted hero overboard.
When anyone falls off the ship, heroes
involved in the rescue must make average
Agility actions or be washed overboard
themselves. The actual rescue is a simple
matter for victims wearing a safety line: Any
hero can haul a victim back aboard with an
average Strength action. If the unfortunate has no lifeline, the rescuer must first toss
him a rope with an average Dexterity action.
Unconscious heroes can't catch ropes. If the
victim doesn't catch the rope, the ship leaves
him behind; someone must leap overboard
and swim to the rescue.
Swimming in the Gale requires a challenging Strength action. If it fails, the rescuer needs rescuing, too. The ship has a
dinghy, but lowering it takes too long to
help in these rough waters. Any delay and
the victim is lost. Wearing armor imposes
a penalty to swimming or rescue attempts
equal to the armor's defense rating.
Characters
Anyone on board could become a major player in this scene.
Ship's captains: Various races and demeanors, Adventurers. Co 6, Ph 5, In 6, Es 5, Dmg +3 (short sword), Def -2 (leather).
Sailors: Various races and demeanors, Adventurers. Co 6, Ph 5, In 5, Es 5, Dmg +3 (teeth chain), Def -1 (padded silk).
Greenhorns: Various races and demeanors, Rabble. Co 5, Ph 5, In 4, Es 4, Dmg +2 (daggers), Def 0 (common clothing).
Outcome
Should the heroes' vessel sink, the group
washes ashore in the ship's dinghy.
- If the heroes tried the direct, northern
route, they come ashore in Southlund
and can continue their journey overland with Scene Four.
- If they took the southern route, they
land in Qualinesti, where a band of
the Green Dragon's draconians (see
Act One, Scene Four) tries to capture
them. These draconians have laid no
ambush, but the heroes suffer a -1
penalty to all their ability scores, due
to their ordeal at sea. Once they deal
with the draconians, rebel elves help
them escape to Abanasinia. The heroes
must then start off for Palanthas all
over again, as in Scene Two.
- Should the heroes' ship have miraculously survived the Gale, they must
put into port for repairs in Scene Six
(if they took the direct route) or Scene
Seven (if they sailed south).
Scene Six: A Dark Knight in Caergoth
The party has reached the port of Caergoth, either by sea or by land. Here, heroes
who braved the Gale can get repairs and
supplies for their vessel; other heroes can
buy passage to Palanthas from here.
Overview
The heroes will need to spend about a
week here if they wish to obtain sea passage to Palanthas. Quite a few ships ply
the route between Caergoth and the former Solamnic capital, but not many care
to advertise the fact. Heroes who came
here with a ship learn that it will take ten
days to repair and resupply it.
Going about their business in town,
the heroes spy an itinerant sorcerer performing odd tricks and selling "magical"
wares. The fellow has drawn a small
crowd, but a grim-faced Knight of Takhisis elbows his way through theonlookers
and demands to be served first. Should
the heroes intervene, they might be able
to outbid the Knight for some enchanted
oil the sorcerer is selling.
Heroes who never leave their ship or
the docks can skip this scene and move
on to Scene Seven.
Getting Started
Narrators can refer back to Scenes Two or
Three for appropriate descriptions of a
port town's waterfront area.
First Impressions
Once the heroes have wandered into town,
the Narrator should read the text below
aloud to players:
The streets of Caergoth seem as lively and full of bucksters as the festival back in Solace. A lanky man with a bald pate and red and yellow robes catches your eye. You can vaguely remember seeing this man's prestidigitations in Solace. He seems to have drawn a crowd by performing a series of tricks with a few coins.
The bald man concludes his show by
inviting an onlooker to grab a coin. The
man picks up the coin gingerly, and it
bursts into flames - much to the man's
chagrin and the crowd's delight. "A trick
taught to me by the great Raistlin himself," the bald man says as he pockets the
coin. "Now, friends, perhaps my magical
talents can help you in a more material
way. Some rare herbs to ease a cough? A
charm to make a knife slice true? A divination, perhaps? What's your pleasure?"
The crowd around the stall starts to
thin now that the show is over - but not
fast enough, apparently, for a burly man
clad in blackened plate armor. ''Enough
silliness!" the man growls, elbowing his
way through the onlookers. "You have
something for me, yes, sorcerer?" The man
pushes the last few customers aside with
one sweep of a powerful arm, and the
common folk back away.
"Arrogant Dark Knights," one woman
mutters. "Wish Chaos had taken 'em all."
The Story Continues
If the heroes walk away, the scene is over.
However, those who stay and watch witness a brief argument between the Knight
and the sorcerer. The Knight appears
angry at being forced to wait while the
sorcerer performed, and the sorcerer is
annoyed because the dark paladin chased
all his other customers away.
Eventually, the sorcerer produces three
small bottles, and the two begin haggling
over a price. If the heroes inquire about
the bottles, the Knight orders them away,
but the sorcerer explains that they contain bottled dragon's breath. Despite the
Knight's protests, the sorcerer would be
happy to sell them to the heroes - that is,
assuming they can outbid the Knight.
The Knight blusters with fury at the
suggestion, but the sorcerer explains with
a glare that he has just lost a great deal of
business. The turn of events doesn't suit
the Knight at all - he storms away after
the deal is concluded, no matter who
winds up purchasing the bottles. "I'll
remember all of you," he vows.
Once the Knight leaves, the sorcerer
will gladly perform a spell or three for the heroes' benefit. He can sell them any
combination of spellcasting totaling 32
sorcery points or less, but no single spell
with a difficulty of higher than 14.
The bottles of "dragon breath" actually contain a volatile enchanted oil. If
opened, they burst into flame, inflicting
15 damage points on everyone within
melee range. One can throw the bottles
like oil flasks, inflicting 15 damage points
on all targets within melee range of the
impact point.
Atmosphere
Narrators should begin this scene with a
light-hearted tone. The sorcerer really
hams it up, and the crowd loves it. This is
a perfect opportunity to show off with
any sleight-of-hand or card tricks. Once
the Knight appears, however, the scene
takes on a darker tone.
Actions
To bid against the Dark Knight for the bottles, a hero must succeed in an
average Presence (Presence) action, followed by an average wealth
(Presence) action. A mishap
so enrages the Knight that he attacks.
Buying a spell from the sorcerer calls
for an easy wealth action, with the spell's
difficulty applied as a penalty to the
action score.
Characters
The figures below play a role in this scene:
Dark Knight: Human adult male, domineering demeanor, Adventurer. Co 7,
Ph 8, In 5, Es 6, Dmg +8 (two-handed sword), Def -5 (plate).
Sorcerer: Human adult male, charismatic
demeanor, Novice. Co 6, Ph 5, In 8 (64),
Es 6, Dmg +4 (hookshaft), Def -1
(padded silk), also sorcery (enchantment, spectramancy, divination).
Outcome
The heroes have a couple possible paths:
- Deciding to hurry their departure from
Caergoth after meeting the Knight
takes them to Act Three, Scene One.
- Any other action moves the adventure
along to Scene Seven.
Scene Seven: Lady in Distress
This scene takes place in Caergoth if
Scene Six led the heroes there. However, it
occurs in either Silvamori or Qualimori if
the heroes weathered the Gale by sailing
the southern route through the Straits of
Algoni; repairing and resupplying their
vessel takes a stay of about three weeks in
either of these Southern Ergoth cities.
Overview
Before the heroes' ship is ready and they
can leave the port, they witness an argument between a group of Dark Knights
and a Kagonesti elf. Heroes who intervene
can gain an ally - plus they get a rousing
cheer from the commoners nearby if they
defeat or embarrass the Knights.
Getting Started
This scene introduces the character Feril,
whose description appears in the Prologue.
First Impressions
This scene begins on the docks, where the
heroes can hear the argument - either
near their ship or in an area they happen
to wander into during their stay in town.
The Kagonesti elf described below is
Feril; the Knights overheard her
denouncing the activities of the dragon
overlords and took offense.
Narrators should alter the text as
appropriate if Feril has joined the group
as a hero. In that case, the Knights
approach her unexpectedly; the youngest
one remembers hearing one of her tirades
about the Great Dragons and wants to
know whether she's slain any yet.
The stench of overheated pitch briefly
overwhelms your other senses as you go
about your business at the waterfront
today. The acrid smell comes from a
workman's pot left unattended. It seems
that most activity in this part of the docks
has come to a temporary halt. The locals
have put aside their tasks to watch a confrontation between an ell woman and a
group of armored Knighis.
The elf is a lithe beauty with colorful
tattoos adorning her tanned skin. The
Knights wear blackened armor decorated
with skulls and lilies.
"So, wench," says the youngest Knight.
"You hate dragons? I'm sure they're all
quivering in fear! Dragons represent
power, youfool. To defy them is to die!"
The elf places her hands defiantly on
her hips. "Better to die swiftly at a
dragon's claws than die slowly, from the
inside out, after living too long in a
dragon's shadow!"
The statement brings a cheer from the
onlooker "Atta girl!" says one. "Give
them lizard lovers a piece of your mind!"
"Ther's plenty of space insife their
heads for one!" snickers another.
"Who said that?" growls an older
Knight, glaring about. No onlooker replies.
The older Knight begins to lead his
comrades away, leaving the elf woman to
stare at them in stony silence. Just as it
seems the confrontation has ended, the
young Knight you first heard speaking
pauses to look grimly into the woman's
eyes. Abruptly, he clouts the unarmed elf
on the jaw, knocking her to the dock.
The Story Continues
If, upon witnessing this scene, the heroes
do nothing, a few sailors and dock workers move forward to confront the
armored bullies.
While the other Knights brandish
their weapons to keep the crowd at bay,
the older one demands the youth's
sword. After confiscating the weapon, he
leads all his men away from the dock; the
locals let them go.
The Battle
Should the heroes go to the elf's aid, the
crowd falls back - the onlookers sympathize with Feril, but stop short of battling
armored Knights with their tools and
improvised weapons.
The Knights draw their weapons. The
older one apparently does not wish to
fight, but the other nine will cross swords
with the heroes gladly. If combat breaks out, only one Knight responds to each
hero's attack.
The leader resignedly lets the fighting
continue until someone (a hero or character) is killed or rendered unconscious - then he orders his men to withdraw. Feril
urges the heroes to let the Knights go. If
the heroes press the attack, all the Knights
tight to the death.
Feril thanks any heroes who intervene
on her behalf, offering to heal their
wounds. The Kagonesti currently seeks to
organize a mission against Gellidus, the
White Dragon, but a persuasive hero could
convince her to join the party instead.
Atmosphere
The confrontation between Feril and the
Knights should play out like a playground
fight. The young Knight is as loud and
brash as any schoolyard bully. Most of his
comrades look on approvingly. Only the
leader displays any kind of manners - he
knows that Knights of Takhisis never
behaved so dishonorably thirty years ago,
under the leadership of Lord Ariakan.
Actions
In addition to various normal combat
actions, the heroes might try to convince
Feril to join them, an average Presence
(Presence) action.
Characters
In addition to Feril and the heroes, the
following characters appear in this scene:
Ten Dark Knights: Human males of varied age and demeanor, Adventurers. Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-handed sword), Def -5 (plate).
Locals: Humans of varied age and demeanor, Unknown and Rabble. Co 5, Ph 5, In 5, Es 5, Dmg +2 (improvised weapons), Def 0 (common clothing).
Outcome
This scene concludes Act Two. Once the
heroes have finished interacting with Feril
and the Knights, the adventure continues
with Scene One of Act Three.