Previous   Next   Contents

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.

Previous   Next   Up