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Creating Knightly Circles

In the Fifth Age, the two thousand year-old Solamnic Knighthood has spread throughout western

Ansalon. The most important of its circles are described in the Appendix to the Night and Day

sourcebook. But players an Narrators can invent their own Solamnic circles—and Legion of Steelcircles and cells—anywhere in the continent, using the tips and charts here.

In the course of an adventure, a Knight of Solamnia hero may wish to draw funds or obtain

equipment from his Order. The charts below can determine the level of resources available from theKnighthood in the area (or from the Legion). They also show the reputation of the circle's (or cell's)

commander, for use when Knight heroes seek sponsors for advancement.To generate a circle in a given community for either Order, the Narrator should first find the size

of the community on the table below and note its rating. For example, Palanthas is a large city (9).

Community Rating

12

34

5

Community Size

Small village

Medium villageLarge villageSmall town

Medium town

Community Size

Large townSmall city

Medium cityLarge city

Community Rating

67

8

9

After finding the initial community rating, the player adds all appropriate modifiers from the nexttable, below. The first modifier applies to Solamnic circles, the second to Legion circles and cells. For

instance, Palanthas is fortified (+1) but held by a dragon (-10 or -5). These qualities give Palanthas amodified community rating of 0 for Solamnics and 5 for the Legion.

Cond i t ion

Regional capitalNational capitalSmall keepLarge keep/small castleLarge castle

Modifier

+1/+1+2/+2

+1/+1+2/+2+3/+3

Condition

Fortified citySolamnic/allied realm

Dragon rea lmNonhuman rea lm

Dark Knights present

Modifier

+1/+1+4 / -10- 1 0 / - 5No circle (usually)/0No circle (usually)/-10

*Dragon-held territories contain only clandestine circles or cells.

After modifying the community rating, the player makes a random draw and adds the value of thecard to the rating. Finding the result in the third table, below, offers some facts about the circle or cell:its maximum wealth rating and its senior officer's reputation.

Cards from the Suit of Swords are considered trump for this random draw when determiningSolamnic circles; Hearts are trump for Legion circles and cells. If the hero wants to locate a circle in

dragon-held territory, drawing a Dragons card means that the local authorities notice something odd

about him and question him—at the very least.

F ina l Ra t ing

4 or less5 - 7

8 - 1 011-1314-161 7 - 2 021 or more

Maximum Wealth

No circle34

5678

Senior Officer's Reputation

NoneAdventurer

ChampionChampionMas te rMas te rH e r o

Modified community rating plus the face value of the card(s) drawn.

To get a rough estimate of the number of Knights or Legionnaires in a given area, players can

multiply the final rating from the first column of the above table by 2.5 (rounding all fractions up). Afinal rating of 4 or less means the region has no resident Knights or Legionnaires.

Areas with more than 24 members actually hold two or more circles. In such a case, the mostsenior officer of all the local circles has the reputation shown in the table above, and the other circlecommanders have the next lower one. For example, if the final rating is a 21, about 52 Knights orLegionnaires reside in the area—enough for at least two circles. The senior officer has a Hero

reputation, and the head of the other circle has a Master reputation. No matter how many local circlesor cells an area contains, their collective wealth rating is limited to the figure shown on the table. The

two circles from the example together have a wealth rating of 8.

Once players have generated a new circle or cell, the Narrator should record its details for future use.

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NIGHTAND DAY

Ansalon�s Heroes of Steel

By Skip Willams

Editor Sue Weinlein Cook Proofreader Carrie A. BebrisCreative Director Harold Johnson Typographer Angelika Lokotz

Graphic Designers Shan Ren and Dawn MurinCover Illustrator Jeff Easley Map Illustrator James A. Crabtree

Interior Illustrators James A. Crabtree and Allen NunisCartographers Rob Lazzaretti and Dennis Kauth

Art Director Stephen A. Daniele

Special Thanks To Margaret Weis and Tracy Hickman, whose novelsprovided this book with descriptive quotes to begin each chapter,

as well as much background information on the Knighthoods.

TSR, Inc.201 Sheridan Springs Rd.

Lake GenevaWI 53147

U.S.A.

TSR Ltd.120 Church EndCherry HintonCambridge CB1 3LBUnited Kingdom

1150XXX1501

DRAGONLANCE and the TSR logo are registered trademarks owned by TSR, Inc. FIFTH AGE and SAGA aretrademarks owned by TSR, Inc. All TSR characters, characters names, and the distinctive likenesses thereof are

trademarks owned by TSR, Inc. ©1996 TSR, Inc. All rights reserved. Made in the U.S.A.Random House and its affiliate companies have worldwide distribution rights in the book trade for English-

language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to thebook and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws ofthe United States of America. Any reproduction or unauthorized use of the material or artwork contained herein

is prohibited without the express written permission of TSR, Inc.

Permission granted to photocopy or print

this product for personal use.

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Author�s Foreword

Thirty years ago, Krynn shuddered as the hordes of Chaos sought to destroy it. Theworld survived the assault, though the gods had withdrawn and magic had seem-ingly faded. But the continent of Ansalon at least knew peace, and adventuroussouls sought new sources of magic. It was an age of hope.

Then came the Great Dragons.No longer fettered by the gods or opposed by mortal magic, these powerful

wyrms ravaged the land, slaying and devouring almost at will. Without magic toprotect them, the people looked to more mundane means of defense: stout walls,sturdy armor, and strong sword arms. While the sorcerers and mystics of Krynnscrambled to find and master what magic they could, Ansalon’s warriors took upsword, shield, and lance and faced the perils of a new age alone.

Today, with sorcery and mysticism on the rise, the land’s heroes of steel fightalone no longer. Often, however, the fate of races and nations still depends on theirstrength of arms.

In This BookNight and Day describes the warriors of Ansalon in the Fifth Age, those who havetaken up the legacy left by the Solamnic Knight Sturm Brightblade, Hero of theLance Tanis Half-Elven, and even the legendary Dark Knight Ariakan. Players canuse these expansions of the rules and background material from the DRAGONLANCE®:FIFTH AGE� boxed set for any warrior hero—even one who chooses to fight withmagic as much as with the sword.

Hero Roles. Not all warriors are alike. Chapter One provides information forcreating specific types of fighting heroes, from dedicated adventurers like CaramonMajere to woodwise yeomen like Tanis Half-Elven.

Knightly Orders. Chivalry remains a major force in Ansalon today. Chapter Tworeveals the history, ideals, inner workings, and current activities of three great Orders:the Knights of Solamnia, the Knights of Takhisis, and the new Legion of Steel.

Advanced Rules. Intelligent players always test the limits of their heroes’ capa-bilities. Chapter Three offers beleaguered Narrators rules for overland movement,hazardous terrain, and expanded combat options.

New Weapons. Chapter Four presents game statistics for a host of new weap-ons, from the bolas of the plains barbarians to the odds and ends that heroes mightpick up and use in a tavern brawl.

Mass Combat. Every one of Krynn’s Great Ages has felt the clash of armies,and the Fifth Age is no exception. Chapter Five explains how to resolve large battlesand determine what happens to both the victors and the vanquished.

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Table of Contents

Chapter One: Warrior Roles . . . . . .4Playing a Role . . . . . . . . . . . . . . . . . . .4Role Descriptions. . . . . . . . . . . . . . . .5

Standard Role Format. . . . . . . . . 5The Adventurous Warrior. . . . . . .6The Archer. . . . . . . . . . . . . . . . . . .7The Barbarian Warrior. . . . . . . . .8The Cavalier . . . . . . . . . . . . . . . .1 0The Knight of the Lily . . . . . . . . 11The Knight of Solamnia. . . . . . . 1 3The Legionnaire Warrior. . . . . . 1 6The Mariner . . . . . . . . . . . . . . . .1 8The Mercenary Warrior. . . . . . . 1 9The Rider. . . . . . . . . . . . . . . . . . .2 0The Rogue Knight . . . . . . . . . . .2 0The Warrior-Mystic . . . . . . . . . . 2 2The Warrior-Sorcerer. . . . . . . . . 2 2The Yeoman. . . . . . . . . . . . . . . .2 4

Chapter Three: Advanced Rules. . . 54

Role-Playing Action Modifiers . . . . 5 4Combined Actions. . . . . . . . . . . . . .5 5Card Play. . . . . . . . . . . . . . . . . . . . . .5 6Overland Movement. . . . . . . . . . . . .5 6Advanced Combat. . . . . . . . . . . . . .6 0

Chapter Four: New Weapons . . . 72Short Range. . . . . . . . . . . . . . . . . . . .7 2Missile Range. . . . . . . . . . . . . . . . . . . 7 5Mounted Weapons. . . . . . . . . . . . . .7 8Improvised Weapons. . . . . . . . . . . .7 9Shields as Weapons. . . . . . . . . . . . . .81

Chapter Five: Mass Combat . . . . .82Terminology . . . . . . . . . . . . . . . . . . . .82

Changing Roles Standard Armies. . . . . . . . . . . . . . . .83. . . . . . . . . . . . . . . . .2 4Characters and Roles Chart: Standard Armies. . . . . . . 8 5. . . . . . . . . . . .2 5

Mass Combat Resolution. . . . . . . . . 8 6

Chapter Two: Knightly Orders . . . 26Knights of Solamnia . . . . . . . . . . . . . 2 6 Appendices . . . . . . . . . . . . . . . . . . 90

Knights of Takhisis. . . . . . . . . . . . . . .3 6 One: Roles Quick Reference. . . . . . . 9 0

The Legion of Steel Two: Solamnic Circles . . . . . . . . . . . 9 2. . . . . . . . . . . . . .4 5Three: Creating an Army. . . . . . . . . 9 4Four: New Weapons. . . . . . . . . . . . .9 6

Advanced Actions . . . . .(back cover)

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CHAPTER ONEknight clad inarmor thatshone likesilver in themoonlightstepped fromthe shadowsof the grove.The armorwas decoratewith the rose,the crown, thekingfisher. It

was old-fashioned armor,dating back practically to theCataclysm. The knight woreno sword; he had given his tohis son.

This chapter expands on the hero cre-ation rules in Chapter One of the Book ofthe Fifth Age from the DRAGONLANCE:FIFTH AGE boxed set by offering guidelinesfor roles—or character archetypes—awarrior might play.

The knight came to standbefore Steel.

Yiou have promised, on yourhonor, to enter this accursedplace?” Sturm Brightblade asked.

“I so promised, Father,” Steelreplied, his voice steady. Hishand on his sword was steadynow, too.

Sturm’s eyes—careworn, sad,loving, proud—seemed to takethe measure of the living man.Sturm nodded once, solemnly,and said, “Est Sularus othMithas.” . . .

“My honor is my life.”

—At the Shoikan Grove,Dragons of Summer Flame

There are many faces of a warrior. Some,like the Knights in the passage above,pledge their lives to observing honor inthe pursuit of their goals. Other warriortypes achieve their aims though personalphilosophies as unique as the individualsthat hold them dear.

4 C H A P T E R O N E

Playing a RoleAs described in Step Eight of hero cre-ation, a hero’s role indicates something ofhis background: his childhood influ-ences, his cherished beliefs, and his per-sonal interests. This background canoffer players a chance to achieve greaterdepth in role-playing. In addition, play-ers can gain new skills and limitations fortheir heroes through their choice of role,providing even more diversity to FIFTH

AGE campaigns.A hero can have only one role at a

time. Because a role represents knowl-edge, skills, and habits a hero hasacquired during youth, it cannot be read-ily discarded or changed (see page 25).

Because Night and Day is a handbookfor playing the fighting men and womenof Ansalon, this chapter offers role ideasfor warriors. If a hero’s ability scores andcodes do not suggest an athletic, physicaltype (regardless of his other scores), theplayer should not choose a role from thisbook. Other FIFTH AGE supplements willpresent roles more suited to sorcerers,mystics, rogues, and other types of hero.

Of course, players can build their ownroles as well, using the hints offered in theBook of the Fifth Age plus the roles in thischapter as a guide. These requirementsare just recommendations-playerswhose heroes don’t fit the roles mayadjust them as they see fit to create otherentirely new roles all their own.

Exactly what type of role a playerchooses for his hero is up to him, thougha Narrator might rule some roles unac-ceptable in his campaign or for the par-ticular adventure he has in mind.(Mariners might be an illogical choicefor an adventure in the Plains of Dust,for example.)

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WARRIOR ROLESEach role’s name was chosen to help

players quickly grasp the key conceptbehind it—it has no function in thegame beyond player information. Forexample, not every mercenary in Ansalonuses the mercenary warrior role; theranks of a mercenary army might includeadventurous warriors, yeomen, riders,and archers as well.

A summary of each role’s require-ments and limitations is included inAppendix One for quick reference.

Role DescriptionsAs a hero’s role usually has shaped himfrom childhood on, most roles are avail-able only to new heroes during hero cre-ation. However, circumstances may let ahero switch to one of a select few rolesduring the course of his life.

Standard Role FormatEach role description begins with a briefparagraph explaining what kinds ofheroes might play the role. More detailedinformation follows.

Role-PlayingThe next paragraph in a role descriptionexplains how a hero with this role shouldact and how members of Krynn’s variousraces might respond to him. When a raceis not mentioned here, the role has noeffect on the way individuals of that racefeel about those with the role. Of course,the circumstances of a specific adventurecan change the responses of both heroesand characters.

RequirementsBefore he can acquire a role, a hero musthave ability scores and codes within cer-tain limits. In addition, some roles arelogically restricted to certain races.

When a hero’s ability scores or codesare higher than the maximums listed forthe desired role, the player can lowerthem voluntarily to meet the require-

ments. If the hero later abandons the roleor if the role allows for score improve-ment during play, the player must followthe normal procedure for improving thescores or codes, as explained in ChapterOne of the Book of the Fifth Age. He can-not save the lost points from ability scoresor reassign them elsewhere, as he couldwhen he chose his hero’s race.

Should a hero’s ability scores or codesfall short of the role’s requirements, thehero cannot play the role, even if theplayer has lowered some of the otherscores to meet the role’s maximums.

Of course, a player cannot violate hishero’s racial ability score or code require-ments to qualify him for a role.

A hero must maintain his role’s neces-sary scores and codes for as long as hecan. Should some misfortune lower oneof his scores or codes, he can continue inthe role but must attempt to raise it backto the minimum as soon as possible. (Seethe Book of the Fifth Age, Chapter One.)

No hero may attempt to improve abil-ity scores or codes beyond his role’s maxi-mum without abandoning the role. In afew cases, a role requirement limits onlythe starting value of an ability score orcode but allows it to increase during play.

Not all of Krynn’s races can play eachrole. If this section does not list a certainrace as permitted, heroes of that raceshould not play the role.

Any additional role requirements,such as wealth or personality parameters,are presented in this section as well.

AdvantagesEvery role bestows some special ability toa hero. For instance, many roles offer ahero a bonus to his action score for cer-tain types of actions. This sectionincludes any rules needed to use the spe-cial ability in play, along with any specialtasks the hero must perform to receivethe benefit. If the role allows the hero toeventually exceed his initial ability score,code, or other requirements, any specialinstructions for doing so (beyond thestandard rules) are included here.

WARRIOR ROLES 5

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Where applicable, this section alsotells players how their existing heroes canswitch to this role during play.

DisadvantagesEvery role also imposes special limita-tions on a hero, such as penalties to ahero’s action score for certain types ofaction. These hindrances are not neces-sarily bad, though. Players will find thatsuch restrictions-such as a mariner fac-ing penalties to certain actions on land—can lead to some excellent role-playingopportunities.

The “Disadvantages” section mayindicate that existing heroes cannotswitch to this role after abandoninganother one. For instance, Knights ofTakhisis begin their training in theirOrder as youths. Therefore, an adult herocannot acquire that role in midlife.

The Adventurous WarriorKrynn abounds with resourceful individ-uals never content to sit at home andwork a trade for long. The adventurouswarrior role includes wanderers, thrillseekers, gamblers, and freedom fighters.Hero of the Lance Caramon Majere, anadventurous warrior, has always found ithard to resist the call of a quest, despitehis love for his family and the Inn of theLast Home.

Role-PlayingThe adventurous warrior rarely seemssatisfied with things the way they are. Hemight be content to settle down for awhile, but eventually finds himself struckby wanderlust, smitten with the desire fortreasure, or faced with a sudden urge toget out of town. The adventurous warriorhero might have an insatiable curiosity, athirst for action, a personal cause, or justa knack for getting into trouble. Thoughcourageous, such a hero is sometimesfoolhardy. As centaurs and kender oftenadmire this hero’s willingness to followhis heart, this role suits these races partic-ularly well. Dwarves, on the other hand,likely consider the adventurous warriorsomething of a fool.

6 C H A P T E R O N E

RequirementsAn adventurous warrior depends on afinely tuned body to deal with the rigorsof his errant life. Therefore, he must havean Endurance or Strength score of at least5. In addition, either his Agility or Dex-terity score must equal 5 as well. Theremaining score in each pair of relatedabilities must be at least 4.

An adventurous warrior has spentmany years honing his physical skills. Hemust have an ability code of “A” in eitherAgility, Dexterity, Endurance, or Strength.The codes for his remaining Physical abil-ities must be “C” or better.

As the adventurous warrior favors thephysical over the mental and mystical, hisReason and Spirit codes can be no higherthan “C.”

Members of any race can play thisrole. However, an adventurous warrior’swealth score can never exceed 7—thehero’s exploits tend to be expensive.

AdvantagesAs an experienced traveler, the adventur-ous warrior has developed a knack forimpressing the locals wherever he goes.Any card he plays to gain information orsimple favors from a character of guilds-man social status (wealth 5) or lowerbecomes trump automatically. This bonusdoes not apply if the adventurous warriorasks the character to do something dan-gerous or criminal. The hero also can tryto pass as a local wherever he goes, so longas he physically resembles the locals-ahuman could not pass for a kender orminotaur! This feat requires a successfulaverage Presence (Perception) action.

A hero can acquire the adventurouswarrior role during play if he has aban-doned another role; he need only select acause or quirk, as noted below.

DisadvantagesEvery adventurous warrior follows a per-sonal cause or exhibits some behavioralpattern not related to status, power, orwealth. The hero often puts this causeahead of other considerations. Acceptablecauses and behaviors include:

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Safeguarding or caring for a particularperson, item, or place.Defeating a particular villain.Preserving (or defeating) a certaintype of creature.Locating a legendary place or item.Obsessive behavior (personal cleanli-ness, general neatness, correct lan-guage, etc.).Obscure interest (building a collection,studying a lost race or civilization,sampling foods or beverages, etc.).

The hero need not bend his every effort topromote his cause or follow his uniquebehavior, but he should not let an adven-ture pass without having it influence hisactions in some way. If the Narrator feelsthe hero has ignored his cause or quirktoo long, he can require the hero to makea challenging Reason action to avoid a per-sonal dilemma. Should the action fail, theNarrator can require the hero to respondto a problem related to his cause or quirk,as appropriate to the situation.

The player and the Narrator mustagree on the adventurous warrior’s disad-vantage before play begins. The Narratorshould then create scenes that allow thequirk or cause to come into play.

Should the adventurer achieve hiscause during play, or if it becomes moot(the hero actually retrieves an artifact hesought, the place he protects is destroyed,etc.), the player and the Narrator mustagree on a new cause. The hero need notchoose it immediately, but he cannot gainin reputation until he does so: Any questshe completes without a cause are notadded to his total.

The ArcherArchers favor missile combat over melee.This preference is often purely a matterof aesthetics—the hero considers loosingan arrow or hurling a javelin more grace-ful and satisfying than hacking some-thing apart with a sword. Other archerssimply prefer to avoid meeting their foesface-to-face.

This role includes military sharp-shooters, carnival performers, and othertypes of missile specialists. Araji, from

the Heroes of a New Age adventure in theDRAGONLANCE: FIFTH AGE boxed set, is agood example of an archer.

Role-PlayingArchers tend to be cautious by nature.Just as a difficult shot requires a patientanalysis of the target and prevailing con-ditions, any important decision meritsprudent consideration.

Many knights and cavaliers considerarchers a bit cowardly (though most aretoo polite to say so directly).

RequirementsMost archers have spent long hoursdeveloping steady hands and keen eyes.They must have Dexterity and Perceptionscores of at least 5.

Archers practice intensely with theirfavorite weapons, requiring Dexteritycodes of “A.”

Because shields can get in the way,archers do not like to use them. Theseheroes favor standing fast and aimingcarefully rather than dodging about incombat, so their Agility codes must be“C” or lower.

Finally, as archers put more faith intheir weapons than in magic, their Rea-son and Spirit codes must be “C” orlower.

Only humans, centaurs, elves, andhalf-elves can acquire this role.

AdvantagesAn archer can choose one type of missileweapon (such as a great bow, crossbow,hurled dagger, etc.) as his specialty. Anycard the archer plays when attacking withhis speciality weapon automaticallybecomes trump.

Heroes can acquire the archer roleduring play.

DisadvantagesAn archer suffers a -3 penalty to allStrength action scores while attacking atpersonal or melee range.

WARRIOR ROLES 7

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The Barbarian WarriorThe so-called barbarians of Ansalon aremore accurately described as nomads.These people owe allegiance to theirtribes rather than to nations. They oftenhave homelands rather than home-towns, because their tribes stay on themove. Most tribes—such as theQué-Shu—gather in villages or smalltowns at least during the wintermonths. Barbarian villages never growinto cities, as tribe members spend mostof the year migrating with their herdsand flocks.

As opposed to the racial descriptionof barbarian humans in Chapter One ofthe Book of the Fifth Age, heroes don’thave to be human to play the barbarianwarrior role. (Likewise, warrior heroesof barbarian human stock do not haveto play this role just because of theirrace.) This role divides barbarians intosix categories, based on their nativeland: desert, forest, ice, mountains,plains, and sea. Each of these groups hasits own special role abilities, explainedbelow.

Riverwind the Plainsman, a Hero ofthe Lance, is an excellent example of abarbarian warrior.

Role-PlayingBarbarian warriors live on the fringes ofcivilization—literally and figuratively.They roam the land, hunting andgathering, sometimes settling for awhile. They cherish a deep respect fornature and for the traditions of theirtribes. They believe that every animal,object, place, and plant has a livingspirit that deserves respect and honor,especially if the hero draws hislivelihood from it. Like all barbarians,these warriors tend to view city dwellerswith distrust at best and loathing atworst. To them, most “civilized”characters seem unfeeling and evendestructive.

hand when misfortune strikes a com-

Barbarian warriors, however, valueself-sufficiency and personal loyalty.They expect others to take care ofthemselves, yet they willingly lend a

panion. As Tanis Half-Elven oncedemonstrated to Riverwind, anyone whodisplays these two traits, no matter whathis background, can become the friendof a barbarian warrior.

Most humans (except other barbar-ians) regard these warriors as unpre-dictable outsiders with strange customs.Members of Krynn’s other races usuallyfind these heroes indistinguishable fromother warriors of their race. To kender,for example, a human plains barbarianwarrior seems a lot like any otherhuman warrior—only with more inter-esting clothes (especially the feathers).

RequirementsAs a barbarian warrior leads a rigorouslife, all his Physical ability scores mustbe at least 5. His deeply rooted belief inthe spiritual qualities within everythingaround him requires a Spirit score of atleast 5. Because a barbarian warriormust master hunting and survival skills,he needs a Perception score of 5 at aminimum.

Barbarian parents teach theirchildren to use missile weapons almostas soon as they can walk. Therefore, thiswarrior must have a minimum Dexteritycode of “B.” In addition, a barbarianwarrior’s spiritual beliefs and outdoorskills demand considerable strength ofcharacter and sharp senses, requiringSpirit and Perception codes of at least“B,” as well.

Barbarian warriors, normallysuperstitious and distrustful of sorcery,must have Reason codes of “D” atmaximum. As they favor light armor,their Endurance codes are no higherthan “C.”

Members of a number of differentraces consider themselves barbarianwarriors. They include:

Desert: Barbarian human.Forest: Kagonesti elf.Ice: Barbarian human.Plains: Barbarian human, centaur.Mountain: Barbarian human, Neidarand Klar dwarf.Sea: Barbarian human.

8 CHAPTER ONE

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Regardless of where he lives, the bar-barian warrior’s wealth score can neverrise above 6, due to his rugged and mini-malist lifestyle.

In addition, a barbarian warrior’srugged upbringing serves him well. Acard this hero plays for an action in hishome terrain involving survival, shelter,hunting, navigating, moving, or avoid-ing natural hazards becomes automatictrump.

AdvantagesAny card played for a barbarian warriorin combat is considered trump when heattacks with a tribal weapon. Each of thebarbarian groups mentioned on the pre-vious page has its own tribal weapons:

Desert: Death’s tooth kala *, garrote *,scimitar, throwing blades *, weightedsash *.Forest: Long bow, mallet *, sling,war club.Ice: Frostreave *, ice crossbow *, iceflask *, ice grenade*, throwing stone *.Plains: Bolas *, lasso *, teeth chain *,throwing stick *.Mountains: Bear claws *, crook blade *pellet bow *, war pipe *.Sea: Belaying pin *, fang*, hookshaft *,sabre *.

* Indicates a weapon described in Chapter Four.

DisadvantagesUnaccustomed to civilization, barbar-ians never enjoy a trump bonus toattempt Perception or Presence actionswithin a city. They receive a –3 penaltyto all other actions within cities. TheNarrator should decide what constitutesa city—generally any settlement with apopulation of five thousand or more.However, sea barbarians can ignore thisdisadvantage in Sea Reach, their ownsettlement on theBlood Sea island ofSaifhum.

A hero can play the role of a barbar-ian warrior only if born to (or raisedby) a tribe. No hero can acquire this roleduring play.

WARRIOR ROLES 9

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The CavalierArmored knights, mounted or on foot,form the backbone of a military unit.Although members of Orders such as theKnights of Solamnia or Takhisis remainthe best known examples, most rulersand wealthy families sponsor knights oftheir own, known collectively as cavaliers.

The cavalier role includes royal body-guards, military officers, and indepen-dent knights. The Silvanesti elf Samar ofHouse Protector, bodyguard to AlhanaStarbreeze, is a cavalier, as are Jendaronand his green-hooded companions fromthe adventure Heroes of a New Age.

Role-PlayingChivalrous, dignified, and loyal, a cavaliertends to speak the truth and prefers to saynothing rather than knowingly utter afalsehood. He behaves with courtesy andtact and never knowingly gives offense.His honor and bravery stand withoutquestion-he is the first to fight and thelast to retreat. This hero will die beforebetraying his companions or his liege lord.

Cavaliers usually can count on respectfrom members of their own race. Mino-taurs who observe cavaliers in combatoften reluctantly acknowledge them asworthy fighters.

RequirementsCavaliers excel at melee combat; theymust have a minimum Strength score of6 and Endurance score of 5. In addition,only their considerable strength of willallows them to remain dedicated to theideals of chivalry. Therefore, this rolerequires a Spirit score of at least 5. Tomaintain their dignity even in the mostextreme situations, cavaliers also musthave Presence scores of at least 6.

A cavalier’s prowess with heavy meleeweapons calls for a Strength code of “A.” Ashis armor is a cavalier’s badge of honor,human, half-elf, and dwarf cavaliers needEndurance codes of “A,” as well. Becauseelves prefer lighter armor, an elf cavaliermust have an Endurance code of “B”—nohigher due to his race, but no lower toaccount for the role.

The cavalier’s emphasis on physicalcombat skills limits his Reason and Spiritcodes to “C.” As humans and half-elves ofthis role shun missile weapons, their Dex-terity codes must be “X.” Elf and dwarfcavaliers, on the other hand, are expectedto be proficient archers and crossbow-men—they must have Dexterity codes of“A.” Yet these cavaliers disdain shields,which restricts their Agility codes to “C”or lower.

Half-elves, civilized humans, Hylarand Daewar dwarves, and Qualinesti andSilvanesti elves can be cavaliers.

As most heroes of this role are at leastminor members of the nobility (or atleast well paid), their wealth scores mustbe 5 at minimum.

AdvantagesBold and skillful leaders in battle, cava-liers may consider any card played toclose with the enemy automatic trump.

A hero may become a cavalier duringplay if he locates a sponsor to instructhim in the ways of chivalry. The herofirst must succeed in an average Presence(Presence) action to convince this spon-sor of his suitability for training. Thenhe must complete a quest in the serviceof the sponsor before he can begin play-ing the role.

DisadvantagesA cavalier—a flamboyant and honorablewarrior—never receives a trump bonusto achieve surprise before combat.

The cavalier owes direct service to hislord (or must tend his own property) forforty to sixty days a year. The Narratorcan devise a special quest for the cavalierand his companions during this period,or the hero can simply leave the gamefor a time.

If a player wishes, he can have anindependent and landless cavalier hero.Perhaps he is a disinherited knight or asecond son of a landed member of thenobility. Such a hero need not performany period of service, but his wealthscore may not rise above 5.

I 0 CHAPTER ONE

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The Knight of the LilyThe Knights of Takhisis divides itself intothree orders. Each of the three empha-sizes different aspects of the Code (a setof rules defining how a Knight shouldadvance the interests of the Order). How-ever, neither the Order of the Skull�which stresses spiritual power�nor thatof the Thorn-Dark Knight sor-cerers�epitomizes a truewarrior�s role like theKnight of the Lily. Themembers of thisorder of DarkKnights, the deathlily emblazonedon their armor,form the back-bone of theKnighthood�s for-midable militarypower.

While the Dark

Heroes entering the Knighthood mustbegin as squires in the Order of the Lily,demonstrating their loyalty beforebecoming full Knights. (See page 43 formore information on this process.)

All Knights of Takhisis are reviledalmost everywhere except in the land ofNeraka, which they control, and in thevarious Dragon Realms. Nonhuman

races almost universally

Knights model their Orderafter the Solamnic Knighthood, they ded-icate their lives to the Evil goddess Takhi-sis rather than the forces of Good. Eventhough she and the other gods have with-drawn the affairs of Krynn, theseKnights remain committed to world con-quest in the name of their Dark Queen.Their continued brief glimpses of theVision�believed to be her divine plan forher Faithful�help them maintain theirallegiance to the Blood Oath: �Submit ordie.�

The entry-level order within the DarkKnighthood, the Order of the Lilyincludes inducted Knights as well assquires who have yet to petition forKnighthood. Steel Brightblade, fallen heroof the Chaos Urar, was a Knight of the Lily.

Role-PlayingLike all Knights of Takhisis, a Knight ofthe Lily must live according to the Code:Me must obey his superiors, respect allfriends and honorable foes, and willinglysacrifice anything for the Order. TheOrder of the Lily stresses the value ofobedience in particular, as well as thestrength of the group-to be independentis to be weak.

detest the Darkknights. Neverthe-

less, the Knightshave a reputa-tion for hon-esty; some ofthe dragonrulers employthem as merce-naries and con-

stables.Knights of the

Lily usually do notmake good additions to

adventuring parties. However,many of them operate covertly, gatheringinformation for their superiors. Wholeparties of Dark Knights also roam theland, seeking glory and booty.

RequirementsA Knight of the Lily is trained for war, sohis Strength and Endurance scores mustbe at least 6. In addition, heroes withweak wills cannot follow the Code, norcan a Knight prove his loyalty without astrong character. Therefore, this rolerequires minimum Spirit and Presencescores of 5.

As Knights of the Lily must study theart of melee combat in preparation tofight and win any battle, heroes with thisrole must have Strength and Endurancecodes of �A.� However, a Knight of theLily�s emphasis on physical combat skillslimits his initial Reason and Spirit codesto �C� or lower.

Only human and half-elf heroes canplay the role of a Knight of the Lily, asonly these two races may join the Knightsof Takhisis.

Players must pay attention to thecards they select to determine a Lily

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Knight’s personality. The hero’s demean-or must come from a card with a value of5 or lower, while the card describing hisnature must be 4 or higher.

AdvantagesA member of the Order of the Lily leadsboldly and skillfully in battle. Any card heplays to close with the enemy automati-cally becomes trump.

However, a quality unique to DarkKnights is that they despise the Legion ofSteel. After all, not only does the Legiondare to assume the name of one of themost honored Dark Knights, it wasfounded by Sara Dunstan, a traitor to theOrder. Consequently, Knights of the Lilyreceive an automatic trump bonus formelee attacks against Legionnaires.

When riding a mount in a battle, anycard a Knight plays for a melee attackbecomes automatic trump. (This benefitis not cumulative with the previous one.)

If a hero with this role has a reputa-tion below Adventurer when he beginsplay, he starts as a squire in the Order ofthe Lily. After a quest or two, when hisreputation has advanced to Adventurer,he can petition for Knighthood in theOrder of the Lily (see page 43).

A Knight of the Lily can appeal foradvancement again after completing onequest; because all three orders within theKnights of Takhisis are equal, his reputa-tion rating need not improve one cate-gory as does a Solamnic Knight’s. Shouldthe Dark Knight’s appeal succeed, he hasthree options:

He can remain a Knight of the Lilyand immediately attempt to improvehis Presence score, as described at theend of Chapter One in the Book of theFifth Age. A hero receives this benefitonly once.He can become a Knight of the Skulland learn to follow the path of darkmysticism. *He can become a Knight of the Thornand pursue the role of an Evil sor-cerer. *

* Other FIFTH AGE supplements will detail rolesfor Skull Knights and Thorn Knights.

I 2 C H A P T E R O N E

During his attempt to become aKnight of the Lily, a hero receives apersonal version of the Vision, showinghim his part in the future of theKnighthood. In game terms, the playerdraws a random card from the FateDeck; depending on the card, the herocan receive a bonus to certain Presenceactions. A Knight also can, at any time,receive information from his superiorthrough the Vision. The workings of theVision, are described more fully onpage 38.

DisadvantagesA Dark Knight’s honor is his life. Shoulda hero fail in his petition for Knight-hood, the Order immediately puts himto death. In addition, a Knight of Takhi-sis can be called upon to answer for con-duct deemed unbecoming a Knight (seepage 44).

All members of the Order of the Lilyare subjected to a rigorous mental exam-ination by their superiors upon joiningas youths. This experience wrenches themind and drains the spirit, such that amember of this order never receives atrump bonus when resisting mysticism.

All Knights of Takhisis remain sub-ject to a rotating duty roster, whichassigns them forty to sixty days of directservice to the Order each year. As in thecase of cavaliers, the Narrator candevise a “duty” quest for a Knight of theLily and his companions, or the Knightcan simply leave play for a time.

To become a Knight of the Lily, ahero must join the order as a youth. Noolder hero can acquire this role—orjoin the Knights of Takhisis—duringplay. If a Knight of the Lily wishes toabandon this role, he must immediatelybegin playing the role of a rogue knight(see page 20).

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The Knight of Solamnia for more on these orders).

Despite several grim chapters in its his-tory, the Knights of Solamnia remains thepreeminent order of chivalry in Ansalon.The Oath of these Knights, Est Sularus othMithas (“My honor is my life”), is widelyimitated and serves as the standard forknightly conduct almost everywhere.

This role includes Knights and squireswho have entered the Order, as well asheroes seeking admittance. The legendarySturm Brightblade matched the SolamnicKnight role even before his formal induc-tion into the Order.

Role-PlayingA Knight of Solamnia follows the Mea-

Knights of Solamnia can expect at leasta grudging welcome wherever they go,except in areas controlled by a dragon orthe Dark Knights. In regions under theOrder’s protection—Gunthar, Ergoth, andSolamnia—the common folk recognizeKnights as their guardians and in somecases as representatives of civil authority.

RequirementsEver ready to fight for a just cause, aKnight of Solamnia must have Strengthand Endurance scores of at least 6. It takesa strong will to follow the Oath and theMeasure, so he must have a Spirit score ofat least 6 as well. The rigors of knightly lifeand total dedication to the Order’s ideals

tends to create an imposing fig-ure. Therefore, a Knight

must have a Presencescore of at least 6.

A Knight ofSolamnia mustknow the art ofmelee combat,which calls for a

Strength code of “A.”These warriors are

known for their elaborateplate armor, translating into an

Endurance code of “A.”As a Knight’s emphasis on physical

combat skills limits his ability to study

sure, a set of rules that defineshow to put the Oath intoeffect in one’s daily life.The Knight must obeyhis superiors withinthe Order andremain steadfastlytrue to those whohave earned his loy-alty through stationor past deeds. Thiscourageous hero willmake valiant sacrifices onbehalf of the weak, the oppressed,the poor, the falsely imprisoned, and fel-low Knights. He commits his life to jus-tice and compassion.

The three Solamnic orders eachmagic at first, heroes with this role must

emphasize a different aspect of the Mea-begin play with Reason and Spirit codes

sure, though all Knights are still expectedof “C” at maximum.

to embrace this entire doctrine.Only civilized humans and half-elves

The Order of the Crown stresses obe-should play the role of a Knight of

dience and loyalty.Solamnia, as these are the only groups

The Order of the Sword emphasizesthe Order admits. However, if a hero of

courage, honor, and strength of spirit.another race feels inspired to live accord-

The Order of the Rose epitomizes wis-ing to the Oath and the Measure due to

dom, justice and service to the causehis admiration for Solamnic principles, a

of good.Narrators can allow him to play the role.

Players may not select a card with a

A hero entering the Knighthood mustvalue higher than 4 for a Knight of

begin as a squire in the Order of theSolamnia’s demeanor in hero creation,

Crown. Before he becomes a Knight ofnor use a card with a value higher than 5

the Crown (or, once a Crown Knight,to determine his nature. As the Knight-

before he can enter another order), hehood offers its members at least minimal

must demonstrate his commitment tosupport, the hero’s wealth score should

the order’s ideals (see pages 29 and 30be at least 3.

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AdvantagesLike a cavalier, a Solamnic Knight provesa bold and skillful leader in battle. Anycard such a hero bids to close with theenemy is automatically trump.

The Knights of Solamnia also receiveanother, more unusual trump bonus.Solamnics resent both the Knights ofTakhisis and the Legion of Steel for copy-ing their organization and, in the DarkKnights’ case, perverting their ideals. So,if a Solamnic enters combat againstKnights of Takhisis or Legionnaires, anycard he plays for a personal or meleeattack becomes trump.

When riding a mount in a battle, anycard a Knight plays to resolve a meleeattack also becomes trump. However, thisbenefit is not cumulative with the onementioned above.

Each order within the Knighthood hasits own inherent advantages, too:

The Order of the CrownJoining the Order of the Crown andadvancing within (and beyond) it aredetailed further in Chapter Two.

On beginning play with this role, ahero becomes a squire in the Order ofthe Crown. When his reputationadvances one category (or to theAdventurer rank, whichever ishigher), the squire may become aKnight of the Crown.When the Knight’s reputation movesup to the next category, he can peti-tion the Order for advancement. Ifsuccessful, a Crown Knight can eitheradvance to the Order of the Sword orimmediately attempt to increase hisPresence score, according to the rulesat the end of Chapter One of the Bookof the Fifth Age.A hero who remained a Knight of theCrown can repeat the petition againthe next time his reputation advancesone category.

The Order of the SwordAs a Knight of the Sword, a heroenjoys an automatic improvement ofone grade in his Spirit code, to a max-imum of “B.”

I 4 C H A P T E R O N E

The hero can petition the Order foradvancement again the next time hisreputation improves one category.Success means he can either immedi-ately attempt to improve his Presencescore or enter the Order of the Rose.Knights of the Sword can draw onSolamnic funds for their own (mod-est) needs and to further the causes ofthe Knighthood. When in contactwith a local circle of the Knighthood,these heroes can access that circle’sstores; in game terms, they may useone-half their Presence scores insteadof their wealth scores when attempt-ing wealth actions.

The Order of the RoseAs a Knight of the Rose, a hero auto-matically increases his Spirit code byone grade, to a maximum of “A.”When these high-ranking Knightssuccessfully petition the Order foradvancement after an increase in rep-utation, they can immediately attemptto improve their Presence score.When drawing on the Knighthood’streasury (as described above forKnights of the Sword), a Rose Knightcan use his full Presence score insteadof his wealth score when attempting awealth action.

DisadvantagesA Knight of Solamnia’s rigid code ofhonor imparts several drawbacks ontothis role to counter its benefits. First, asan honorable combatant, a Knight neverenjoys a trump bonus to achieve surprisebefore combat. As a Knight’s honor is hislife, his Presence score immediately falls 1point if he should so shame himself as tofail a petition for advancement. Further, ifthe Narrator ever thinks the Knight hasviolated the Measure (see page 35), thehero must attempt a daunting Presenceaction, immediately losing 1 point ofPresence if he fails. Should the Knightcommit a serious breach of conduct, aknightly council can call him to answerfor his actions.

Knights of Solamnia are loath toretreat from or refuse combat with Evil

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foes. No Knight will retreat from a battleonce it has begun or refrain from attack-ing the Order’s foes (see page 31), unlesshe considers the fight foolish or useless.To tear himself away from combat, theKnight must succeed in the action below:

Abandon/Refuse a FightDifficulty: VariesAction ability: ReasonOpposition ability: Presence (only

intelligent foes)

Comments: The difficulty of this actiondepends on the hero’s order:

Crown Knight: Average (8)Sword Knight: Challenging (12)Rose Knight: Daunting (16)

In addition, this action always becomeseasy when an enemy of equal or greaterStrength (or Physique) outnumbers theKnight and his group at least three to one.

If a trusted ally urges the hero torefuse or abandon a fight, the ally addshis Presence score to the Knight’s Reasonscore for this action.

A higher-ranking Knight (one with agreater reputation or official office, as

described on page 28) can order the heroaway from a fight, but the superior mustsucceed in this action himself before hecan issue the order.

As a Knight finds no dishonor in liv-ing to fight another day, he may add hisfoe’s Strength (or Physique) score to hisReason score for this action.Mishap: The Knight’s foe gets a freecounterattack outside the normal combatsequence.

Like cavaliers, Knights of Solamnia oweforty to sixty days of direct service to theirOrder each year. (The rest of the year, aKnight can either continue to serve theOrder or can pursue personal adventures.The Knighthood encourages such questsas a means of strengthening character.)The Narrator can devise a quest for theKnight and his companions during thisperiod, or the hero can simply leave thegame for a time. In the latter case, theplayer must use a different hero. However,Knights take part in many adventures aspart of their period of service.

Knights are expected to donate most oftheir wealth to the Knighthood, including

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extra income from their ancestral estates.Each time a hero’s reputation advances tothe next level, his wealth score falls 1 point,to a minimum of 2. Experienced Knightscan have lower wealth scores than thepoorest Novices. However, they can usetheir Presence scores to access the Order’streasury, as described under “Advantages.”

To become a true Knight of Solamnia,a hero must begin preparing himself dur-ing his youth. Therefore, heroes may notacquire this role during play, thoughmost can join the Order as auxiliaries(see page 33).

The LegionnaireWarriorA third great chivalric Order has arisen inthe wake of the Chaos War: the Legion ofSteel. The first Legionnaire warriors wereKnights of Takhisis who decided that theKnighthoods dedication to solidarity atall times and persistence in all endeavorswas more important than its fanaticdesire to rule the world. In more recentyears, the Legion has also attracted disaf-fected Knights of Solamnia—impatientwith their Order’s attempts at reform—and other stalwart souls with a desire tohelp the world through its troubles. SilverClaw, described in the Appendix of Duskor Dawn, is a Legionnaire warrior—andHigh Elder of the organization.

Role-PlayingGoverning the life of a Legionnaire war-rior is the group’s motto: “All we have iseach other.” Members of the Legion alsofollow a Legacy, derived from both theMeasure of the Knights of Solamnia andthe Code of the Knights of Takhisis. TheLegacy stresses the value of service toothers, self knowledge, personalintegrity, steadfastness in the face ofadversity, loyalty to those to whom loy-alty is due, and justice for both the inno-cent and the guilty.

This role includes full members of theLegion as well as those who aspire to join.Though the Legion is not a covert orga-nization, many members work under-cover. Legionnaire warriors care very

little for pomp and ceremony. This prac-tical breed concerns itself more withdoing the right thing than with personalhonor or glory.

These warriors find themselves gener-ally respected throughout Ansalon,though non-elf Legionnaires in elf landscan still expect the cold shoulder. Mino-taurs find Legionnaires slightly more tol-erable than other nonminotaurs. ManyKnights of Solamnia consider members ofthis group independent upstarts, tooundisciplined to make the grade asKnights. The Knights of Takhisis regardthe Legion as an enemy organization filledwith deserters and traitors. A Legionnairecaptured by Dark Knights can expect aswift trial and execution—at best.

RequirementsA Legionnaire warrior, strong in bothmind and body, has Strength andEndurance minimum scores of 6 andDexterity and Agility minimums of 5.These heroes also must have Presence andPerception scores of at least 5 and a Spiritscore of at least 4.

Expected to be physically fit and tofight when necessary, a Legionnaire musthave codes of “C” or higher in all four ofhis Physical abilities. In addition, he musthave a code of “A” in either Strength orDexterity. The Legion expects vigilancefrom its members, so this role requires aPerception code of “B” or higher.

His strenuous regimen of physicalconditioning leaves a Legionnaire warriorlittle time for arcane studies, so his Rea-son and Spirit codes can be no betterthan “C” as play begins.

Only humans, dwarves, and half-elfheroes generally play the role of a Legion-naire warrior, though a member of anyrace might be moved to acquire it.

A Legionnaire warrior’s wealth scorecannot be higher than 5, as most membersof this group have loftier goals than gain-ing wealth and often contribute excessfunds to the Legion. Finally, players maynot assign cards with values of higher than6 to their hero’s demeanor and nature.

16 CHAPTER ONE

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Advantages card from the Fate Deck. For game pur-

Widely regarded as champions of thecommon people, Legionnaire warriorsalways enjoy a trump bonus when dealingwith a character of Commoner social sta-tus or less, no matter what the hero is try-ing to accomplish. In a city, town, orvillage, a Legionnaire warrior can use his

poses, this character has an effectivewealth of 1, as he depends on the hero forupkeep. The apprentice’s actual wealthscore merely helps determine his socialstatus.

Presence score instead of his wealth ratingto obtain equipment or mounts.

Members of the Legion return theenmity of other Knights. Therefore, anycard these warriors play becomes trumpwhen used to resolve any form of combatagainst Knights of Takhisis. In addition,they enjoy a trump bonus to any cardthey play for a personal or meleerange attack against a Knight ofSolamnia.

As an organization, theLegion concerns itselfwith training itsmembers. A herowho beginsplay as aLegionnairewarrior with areputation ofNovice or lowerbecomes an appren-tice—he must undertake a

A Legionnaire warrior’s apprenticecan be of either gender and any race, pro-vided that the character’s ability scoresand codes meet racial requirements. Heaccumulates quests just as a hero doesand ends his apprenticeship when he hasgained enough quests to move into theNovice reputation category (at whichtime he can undertake an individual

quest for acceptance into the Legion).During his apprenticeship, this

character remains completelyunder the Legionnaire war-

rior’s control, functioningessentially as a second

hero for the player.When an appren-

tice has movedon, the

Legionassigns the

hero a new onwithin a month or

two, at the Narratoroption.As the Legion of Steel

constantly seeks new mem-bers, a warrior-style hero can

begin playing this role at any time.However, a hero with a reputation

playing thislower than Novice must apprentice him-

role, he automatically becomes a fullself to an established member. Unlike an

member.apprentice character, such a hero retain

As a full member, a Legionnaire war-his own unique ability scores and codes

rior receives the services of an apprenticebut must meet all the requirements of

with a reputation of Unknown. Playersthis role. The Narrator should provide a

should consider an apprentice’s abilitymentor character with a reputation

scores and codes each 1 point or ratinghigher than the hero’s. Once the hero’s

lower than the hero’s. For example, if thereputation reaches Novice, he may

hero has a Strength of 6A, the apprentice’sembark on a quest to become a full

Strength becomes 5B. It is entirely pos-Legionnaire.

sible that these scores will not allow theOf course, a hero can become a mem-

apprentice to meet this role’s abilityber of the Legion without actually

requirements—in that case, it’s the hero’sassuming this role (see page 50).

job to train him to make certain he does,in time.

The Narrator secretly determines the

series of quests to prove hisworth to the Legion. Once hegains Adventurer reputation, he canapply for full membership (see page51). Should a hero with a reputation ofAdventurer or higher begin

apprentice’s wealth score by drawing one

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DisadvantagesAs noted previously, the Knights ofTakhisis usually execute any Legionnairesthey capture. Although the SolamnicKnights often ally with the Legion ofSteel, a great rivalry exists nonethelessbetween the rank-and-file members ofthe two organizations. Therefore, aLegionnaire warrior never gains a trumpbonus for a Presence action involvingeither a Knight of Solamnia or a Knightof Takhisis.

Every Legionnaire, including warriorswithin the group, bears the responsibilityfor his apprentice’s safety and well-being.Should the apprentice die in the line ofduty, the Legionnaire suffers great humili-ation: The hero’s player must immediatelydraw one card from the Fate Deck, thenreduce his hero’s Presence score by one-third the value of the card, rounded up.Should the player draw a card from theSuit of Dragons, the hero also drops onecategory in reputation, as well.

In spite of this danger, the Legionexpects its warriors to take their appren-tices along on adventures, so they canlearn what it means to be Legionnaires.Should a hero ever leave his apprenticebehind while he undertakes a quest, hemust attempt an average Presence (Pres-ence) action to prevent the apprenticefrom quitting the Legion. Failure meansthe hero must immediately make a ran-dom draw, just as if the apprentice haddied. Of course, a hero can send hisapprentice to a place of safety during adangerous portion of a quest. However,the Narrator should call for the Presenceaction mentioned above only in the mostextreme cases of overprotection thatcould hinder the character’s training.

The MarinerKrynn’s oceans and coasts remain thickwith traffic even in these dangeroustimes. True mariners adore the sea. Whereothers see and hear towering waves andscreaming winds, the mariner hears asiren’s song.

The role of a mariner includes seaexplorers, fishermen, navigators, pirates,

traders, and common seamen. The ranksof Ansalon’s mariners include Rig Mer-Krel, introduced in the Appendix of Duskor Dawn and featured in The Rising Stormand the novel The Dawning of a New Age.

Role-PlayingMariners are as varied as the ships theysail, sharing only one common trait: theirlove of the sea. Mariners find life on landwearisome. In fact, the farther they getfrom the sea, the more dispirited theybecome. Many mariners also are quick-witted and not prone to take unnecessaryrisks—the sea is not forgiving to thethick-headed or the reckless.

All mariners feel a certain comrade-ship, though stronger feelings engenderedby race, philosophy, or politics tend totake precedence. To a minotaur sea cap-tain, for example, a human mariner is stillan inferior being, but inherently morehonorable and minotaurlike than ahuman landlubber. Dwarves—not fondof deep water themselves—tend to viewmariners as crazy, or at least hard tofathom. Kender generally admiremariners’ adventurous spirits.

RequirementsAs life aboard ship requires deft move-ment, quick thinking, and a sharp eye, amariner needs minimum Agility, Reason,and Perception scores of 5. Most sea voy-ages have their share of physical hard-ships, so a mariner also must have anEndurance score of at least 4.

Knowledge of missile weapons is agreat advantage at sea, so a mariner needsa Dexterity code of at least “B.” However,as mariners favor light armor and weap-ons, they may never have Strength orEndurance codes of “A.”

Human, minotaur, elf, or half-elfheroes can play the mariner role.

It is hard to keep secrets aboard ship—a mariner can never maintain an outwarddemeanor substantially different from histrue nature for very long. Therefore, ahero acquiring this role must assign tothese two personality traits cards whosevalues differ by no more than 2.

18 CHAPTER ONE

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AdvantagesThe sea is home to a mariner. The playerof a hero with this role always enjoys atrump bonus to resolve attacks at sea. Inaddition, any card he plays to resolve anaction regarding a feat of seamanship(riding out a storm, maneuvering a shipor boat, making emergency repairs, etc.)is considered trump as well.

DisadvantagesMariners feel quite out of place on land—so much so, in fact, that they receive a -3penalty to Strength or Agility actionswhile engaged in combat on land.

Mariners must have the sea in theirblood. Therefore, if a hero has had a pastvocation unrelated to a sailor’s life, he maynot acquire this role during play.

The Mercenary WarriorA mercenary tights for pay, either out ofneed or greed. The hero probably hasspent his life selling his services to thehighest bidder or taking on quests thatoffer profits. The role includes bountyhunters, sellswords, fortune hunters,smugglers, and highwaymen. Kitiara uthMatar—the Blue Lady, who killed SturmBrightblade during the War of theLance—started out as a mercenary.

Role-PlayingA mercenary remains always on the look-out for a payoff of some kind. Moneyneed not be such a hero’s only goal—amercenary warrior might seek fame, newskills, or victory over the enemy. Every-thing the mercenary warrior does has adefinite purpose, as this hero has no timeto waste on frivolous activities. Thoughbrave, a mercenary seems unwilling toundertake a task that doesn’t offer a rea-sonable chance of success, unless he seesno alternative.

Dwarves likely will respect a mercenarywarrior’s sense of purpose. Gnomes, too,admire the hero’s dedication to the task athand, though they find his desire to com-plete tasks puzzling. Render and centaursview mercenaries as grim and humorless.

RequirementsA mercenary, accustomed to making aliving through his skill with weapons,counts on his ability to stand up to therigors of combat. Therefore, he musthave an Endurance score of at least 6and a minimum Strength or Dexterityscore of 5. The hero’s remaining Physicalabilities must be at least 4. However, dueto the dispassionate nature of a sell-sword, his Spirit score can be no higherthan 6 at maximum.

Long hours of practice with hisfavorite weapon require a mercenary war-rior to have a code of “A” in either Dexter-ity or Strength. The codes for hisremaining Physical abilities must be “C”better. A mercenary’s worldly outlook lim-its his Spirit code to “C” at maximum,while his Reason code can be no higherthan “B.”

Members of any race can play the roleof a mercenary warrior.

AdvantagesMercenaries are crafty fighters. Once dur-ing any battle, such a warrior can observehis opponents and the surrounding ter-rain and adjust his tactics to maximumeffect. To gain the advantage, the merce-nary must refrain from attacking for oneround and attempt an average Perception(Presence) action. Success means that athe cards he plays for combat are consid-ered trump until the battle ends. Battlemust be joined before the mercenary canuse this ability, however.

In addition, the hero cannot attemptthis action while surprised, while waitingin ambush, or when fighting opponenthe cannot see or cannot reach.

A hero can acquire the role of a mer-cenary warrior during play.

DisadvantagesUnfortunately, a mercenary’s callousattitude always shows through; this war-rior never enjoys a trump bonus for anyPresence action, except to resist mysticmagic.

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The RiderAnsalon’s more arid plains are home toseveral tribes of horse barbarians. Thesemounted wanderers resemble the plainsbarbarian warriors described earlier inthis section, but their way of life revolvesmostly around their horses. The largestgroup of riders lives in northeasternAnsalon and recognizes the overlordshipof King Shredler Kerian of Nordmaar inNorth Keep.

One such rider is Voram Cidroveh,mentioned in the “Mohrlex” entry inChapter Two of Dusk or Dawn.

Role-PlayingA rider’s most valued possession is hishorse, which he cares for as through itwere a member of the family. Not other-wise tied to land or property, the riderremains content with the few meagerpossessions he can place on his mount.

However, this lack of concern withwealth does not prevent the rider fromenjoying the giving and receiving of gifts.In his homeland, his tribe expects toexchange gifts with every visitor, eventhose just passing through. Of course, arider hero need not exchange gifts witheveryone he encounters, but he ought topresent one to every important person hemeets and should exchange gifts with hisclosest friends.

No rider has much tolerance forthieves. The hero gladly shares what hecan with people in need—if they ask—but taking something without asking forit is a serious breach of courtesy. Not sur-prisingly, therefore, riders do not tend toget along well with kender. A rider mightlearn to appreciate a kender’s ability to“find” things, however, if the kenderproves an otherwise trustworthy com-panion.

RequirementsA life spent mostly in the saddle makes arider tough; this role requires a hero tohave Endurance and Strength scores of atleast 6 and minimum Agility and Dexter-ity scores of 5. The need to stay alert tothe condition of his mount calls for a

hero playing this role to have a Perceptionscore of at least 5.

A rider is skilled with all horseman’sweapons, including bows and lances.Therefore, he must have a minimum codeof “A” in either Strength or Dexterity, withthe other code in the pair at least “B.”

As riders tend toward superstition anddistrust of sorcery, their Reason codesmust be “D” or lower. Their knowledge ofcombat and horsemanship leaves themlittle time for spiritual matters, placingtheir Spirit codes at a maximum of “B.”Finally, the light armor riders favor makestheir Endurance “2” or lower.

All riders are barbarian humans.Their nomadic lives keep them fromattaining a wealth score beyond 3.

AdvantagesA rider is born to fight and travel onhorseback. When attacking or maneuver-ing while mounted (including forcedmarches), this hero can play any card astrump. In addition, a rider always beginsplay with a light horse.

DisadvantagesUnderstandably, a rider feels out of placewhen he’s out of the saddle. A hero withthis role receives a -3 penalty to Strengthand Agility actions when fighting on foot.

A hero cannot be a rider unless he wasborn to a tribe of horse barbarians orraised by one. Players can select this roleonly during hero creation.

The Rogue KnightThe Chaos War and the tumultuousevents that followed it shook the veryfoundation of the Knights of Takhisis (asdescribed in Chapter Three of Dusk orDawn). Many Knights took advantage ofthe confusion to quit the Order, whichordinarily would mean death at thehands of their former comrades. Thoughthe Knights have never openly acknowl-edged such desertions, all members real-ize that escape from the Order is quitepossible, though dangerous.

The rogue knight is a hunted fugitivehiding from both his former brethren and

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from the darker episodes of his past. Arogue knight whom the Order recapturescan expect a painful and humiliatingdeath. At the same time, should anyoneelse discover his past, this hero could faceexecution, banishment, or even forgive-ness—depending on how well he haschosen his new friends and neighbors.

Dhamon Grimwulf, introduced in theAppendix of Dusk or Dawn and featuredin The Rising Storm and The Dawning of aNew Age, is a rogue Knight of Takhisis.

Role-PlayingOne might leave the brotherhood ofDark Knights for a variety of reasons.Because applicants who fail the requiredtests of loyalty meet with execution (seepage 43), the hero might have doubtedhis ability to successfully petition forfinal induction to the Knighthood. Orperhaps he suspected he would not bejudged fairly. A rogue knight might havegrown disillusioned with the Order andits ruthless philosophy, or he could havelearned just how much chicanery theKnights currently use to keep their mem-bers loyal. In any case, a hero playing thisrole undoubtedly has experienced anddone things while a member of theKnighthood that he prefers not to talkabout.

To most folk, a rogue knight seemslike any other mercenary or adventurer.People usually are appalled to learn thehero’s true past and will shun him unlesshe has proven himself to them. Elves—particularly the Qualinesti, who havelived under the Dark Knights’ thumb forthirty years—find it hard to trust any for-mer Knight of Takhisis. The fact thatsome Dark Knights operate covertly thesedays often justifies people’s suspicion ofanyone known to have a connection withthat Order.

RequirementsThe rogue knight, as a trained warrior,possesses Strength and Endurance scoresof at least 6. In addition, it takes a strongwill to turn one’s back on an organiza-tion as powerful and dangerous as thisKnighthood, calling for a Spirit score of

at least 5. A rogue knight, while naturallyproud and imposing, remains ever waryof attracting too much notice. Therefore,his Presence score must fall somewherebetween 5 and 8.

This hero’s military experiences havegiven him a good knowledge of armorand weapons, requiring a code of “A” inboth Strength and Endurance.

Though no longer preoccupied withphysical combat, most rogue knights arenot well versed in the powers of theheart or the mind. Therefore, theseheroes’ Spirit and Reason codes shouldnot exceed “C” at the beginning of play.(Narrators may choose to make excep-tions for heroes who were once Skull orThorn Knights.)

As anyone with this role was once aKnight of Takhisis, it is open to onlyhumans and half-elves.

A rogue Knight of Takhisis has both ademeanor and nature based on cardswith values of 5 or lower. In addition,heroes cannot begin playing this rolewith a wealth score higher than 3.

AdvantagesA rogue knight knows his former com-rades well. This background gives him anautomatic trump bonus when combatingKnights of Takhisis; any card he plays isconsidered trump for melee and missileattacks, surprise, and initiative, but notfor artillery attacks. When attempting toimpersonate a Knight of Takhisis, anycard the rogue knight bids for a Presenceaction becomes trump as well.

The rogue retains a benefit from hisdays in the Knighthood: When riding amount in battle, he receives a trumpbonus for any melee-range attack. Asalways, this benefit is not cumulative withthe previous ones.

Heroes with this role become roguesonly after realizing the mistake they madein joining the Knights of Takhisis. Onlyheroes abandoning the role of a DarkKnight can acquire this one during play,immediately after their desertion fromthe Order of dark paladins.

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DisadvantagesThe mental and spiritual scars from arogue knight’s time in the Order painhim still. Consequently, when resistingmysticism, no card he plays is trump.

Players should remember that theKnights of Takhisis never give up search-ing for members of their Order who havedisappeared—even if the rogue knightstaged his own death. This hero faces cer-tain execution if the Knights of Takhisiscapture him and discover his true identity.

Although a hero can abandon therogue knight role, he forever remains afugitive from the Knights of Takhisis, nomatter what he does.

The Warrior-MysticThe discovery of the power of the heart,or mysticism, has given rise to a newbreed of warriors who depend on thestrength of their spirits as much as theydo the strength of their sword arms.Unlike the priests and clerics of previousages, warrior-mystics do not rely on thegods to lend them power and need notlimit their selection of armor and weap-ons, as warrior clerics did.

Role-PlayingThe warrior-mystic values self-relianceand simple living. Many live hermiticlives and spend their time contemplatingspiritual matters. Others wander thecountryside, seeking to further a causethey consider worthy of their attention.

Most folks think of warrior-mystics aseccentric loners who wield strange pow-ers—such as transforming their handsinto claws in an attack, as in the pictureat right. Centaurs shake their heads attheir simple ways, but barbarian humanstend to view them as people touched withspecial wisdom and usually accord themgreat respect.

RequirementsAs a warrior-mystic depends on self-dis-cipline and physical fitness, he must haveStrength and Spirit scores of at least 7. Heneeds a 5 in Endurance and Agility.

A warrior-mystic must have Spirit andStrength codes of at least “B.” His relianceon spiritual power tends to make himshun sorcery, giving him a Reason code of“C” or less. Rather than armor, the war-rior-mystic prefers to rely on his ownbody and spirit for defense, making hisEndurance code “C” or less.

Only barbarian humans, Kagonestielves, half-elves, and Hylar, Neidar, Klar,and Daewar dwarves can play this role.

A warrior-mystic’s magical spheresmust include at least one of the following:channeling, healing, meditation, mental-ism, or sensitivity. A warrior-mystic maynever learn spells from certain otherspheres (see “Disadvantages”).

AdvantagesWhen a warrior-mystic uses a spell incombat, the action is always trump, aslong as the range is near missile or less. Toget the trump bonus, the spell must eitherbe aimed at harming or hindering ene-mies or toward enhancing the warrior-mystic’s own attacks or those of his party.

Though he can use armor and weap-ons, any melee or personal range attack awarrior-mystic attempts becomes trump ifhe is unarmed, unarmored, and shieldless.Heroes can acquire this role during play.

DisadvantagesThe warrior-mystic may never learn spellsfrom the spheres of alteration or necro-mancy.

Combat is a personal matter to a war-rior-mystic—he prefers to meet his foesface-to-face. Therefore, no attack hemakes at far missile range or greater isever trump, even spell attacks.

The Warrior-SorcererThe rise of the art of sorcery in the FifthAge has created a new breed of magesunbound by the restrictions of the Ordersof High Sorcery: warrior-sorcerers. Theold wizards, more powerful magicallythan the sorcerers of the Fifth Age, spentso much time studying musty tomes theycould afford little time to develop theirphysical prowess.

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Sorcery has proven considerably lessdemanding, and many warriors of theFifth Age have discovered talents formagic that can make them even moreeffective in combat.

Role-PlayingThe warrior-sorcerer might act as avari-cious as any mercenary or as idealistic asan adventurous warrior. What truly setshim apart from his fellow warriors is hisreliance on magic to help pull himthrough a fight.

Dwarves, centaurs, minotaurs, knights,and cavaliers might come to respect a war-rior-sorcerer’s combat prowess, but usuallycan’t help considering the hero either aweakling who uses magical power as acrutch or a power-mad killer.

Many elves and afflicted kender seewarrior-sorcerers as skillful, well-roundedfolk who possess useful blends of talents.

RequirementsAs a warrior-sorcerer depends on a keenmind and a finely tuned body, he musthave Strength and Reason scores of 7 at

minimum. In addition, his Enduranceand Agility scores must be at least 5 forhim to qualify.

A warrior-sorcerer needs ReasonStrength codes of at least “B.” Whenforced to fight at a distance, the warrior-sorcerer prefers spells to missile weapons,giving him a maximum Dexterity code of“C” His reliance on sorcery tends tomake him shun spiritualism, requiring ofhim a Spirit code of “C” or less.

Only civilized humans, Silvanestielves, Qualinesti elves, and half-elves canplay this role.

A warrior-sorcerer’s schools of sor-cery must include at least one of the fol-lowing: aeromancy, cryomancy,electromancy, enchantment, or pyro-mancy. A warrior-sorcerer may neverlearn spells from certain other schools(see “Disadvantages”).

AdvantagesWhen a warrior-sorcerer uses a spell incombat, the action is always trump. Toqualify for the trump bonus, the spellmust either be aimed at harming or hin-

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dering his enemies or toward enhancinghis own attacks or those of members ofhis adventuring party.

DisadvantagesThe warrior-sorcerer may never learnspells from the schools of spectramancy,summoning, or transmutation.

No attack he makes with a thrown ormissile weapon is ever trump, as he nor-mally uses spells in missile range combat.

Finally, the warrior-sorcerer likes tohave both hands available to employspells freely in combat. Therefore, regard-less of his actual Agility code, he cannotemploy shields at all.

The YeomanA yeoman is an outdoorsman adept attracking and stealth. He may come froma city or from a barbarian tribe, but hehas made his own way in the world. Thisrole includes explorers, scouts, pioneers,trappers, mountain men, and itinerantdo-gooders. Tanis Half-Elven, a Hero ofthe Lance, was a yeoman.

Role-PlayingThe yeoman has a strong sense of dutyand justice. He usually has no formalobligation to uphold the law or to assistothers, but he seems naturally inclined todo the right thing. The hero may not leapto assist everyone who crosses his path,but he does what he can for those legiti-mately in need. In addition, he appreci-ates nature and its gifts and usuallymakes his home in the wilderness.

Elves likely admire the yeoman for hisskill at woodcraft and his high ideals (ifhe is an elf) or at least recognize the yeo-man as unusually gifted and sensitive (ifhe is of another race). Centaurs anddwarves identify with this hero’s outlookto a point, but find his altruism hard tounderstand.

RequirementsA life out of doors toughens a yeomanhero and requires minimum Enduranceand Strength scores of 6 and Agility and

Dexterity scores of at least 5. A yeomanalso must remain alert to danger, whichcalls for a Perception score of at least 5.

The yeoman’s life of danger makesskill with weapons of all kinds a necessity.This hero must have a code of “A” ineither Strength or Dexterity, with theremaining code in the pair at least “B.”Keen senses often keep a yeoman alive, soa hero with this role needs a Perceptioncode of at least “B.”

Dedication to weapon use and out-door skills limits the yeoman’s ability tostudy the metaphysical, keeping his Spiritand Reason codes at a maximum of “B.”And, as yeomen prefer to travel light,their Endurance codes remain at a maxi-mum of “C.”

Human, elf, half-elf, and Neidar andKlar dwarf heroes can have this role.

Finally, a yeoman’s wealth score can-not exceed 5, and his nature should derivefrom a card with a value of 3 or less.

AdvantagesOutdoors, any card these woodsmen playto avoid or achieve surprise becomestrump. They also enjoy a trump bonusfor outdoor Reason or Perception actionsto follow a path or a creature’s trail.

DisadvantagesWhen out of their element, yeomen sufferdisadvantages similar to those of amariner on land. In this case, every actiona yeoman attempts while indoors orunderground suffers a -3 penalty to hisaction score.

Because a yeoman’s knowledge of theoutdoors takes a lifetime to attain, heroescannot acquire this role during play.

Changing RolesHeroes often develop and change as acampaign progresses. Perhaps recent expe-riences have altered the way a hero thinksand feels, or maybe the player would likehim to acquire a new set of skills.

Assuming the Narrator agrees, a herocan abandon his role and begin playinganother. Because most roles are rooted in

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a hero’s childhood and upbringing, theprocess is never quick or easy. However, itbecomes an option whenever a hero com-pletes a quest. (Heroes normally do notchange roles right in the middle of anadventure.)

Abandoning a RoleWhen a player announces his hero’sdesire to abandon a role, the hero imme-diately drops one category in reputation.His number of quests then falls to theminimum number required for this newreputation category. The loss representsthe hero’s efforts to learn new ways ofdoing things and to shed old habits,which die hard. It also reflects the factthat the hero would garner less respect inhis new role than he enjoyed in his previ-ous one, until he gains standing.

For example, Nika Cozen, a humanmercenary warrior, decides to give up herrapacious and calculating ways. She hascompleted eight quests, giving her aChampion reputation. This reputationimmediately drops to Adventurer, and shenow has only four quests to her credit.

A hero immediately loses all advan-tages from the role he has abandoned, butany disadvantages remain until he com-pletes one quest. Ability score and coderestrictions from the abandoned roleremain in place until the hero’s reputa-tion improves to the next category.

Acquiring a New RoleAny hero free from all the disadvantagesand ability restrictions or a previous rolecan acquire a new one, with the Narra-tor’s approval. Of course, the hero mustmeet all requirements for the new role—race, ability scores and codes, etc. If someof his ability scores or codes are too high,he can reduce them voluntarily to therole’s maximums. Should some of hisscores and codes prove too low for thenew role, the hero must improve them tomeet the minimums before acquiring it.

Once the hero meets all the new role’srequirements, he immediately acquires itsdisadvantages. However, it takes time topick up on the skills of a role that some

people have gained over a lifetime. Therefore, a hero cannot enjoy the advantagesof his new role until he completes at leastone quest, which should allow him toexercise skills or gain experiences theNarrator deems relevant to the new role.For instance, a hero cannot gain theadvantages of the warrior-sorcerer roleunless he has used spells in combat.

The hero is assumed to study with amentor and to practice his new skills inhis spare time. Should the Narratordecide the hero lacks the leisure for studyand practice, the hero cannot begin play-ing the role. If doubt arises as to thehero’s ability to play the desired role, theNarrator can require the hero to make asuccessful challenging Presence action orwealth action—or both. This actionreflects the hero’s efforts to learn the newrole, as well as the cost of doing so.

Note that some roles cannot beacquired during play. In addition, someare more difficult to begin playing thanothers. See the individual role descrip-tions in this chapter for details.

Again, the process of shedding onerole for another is not meant to beeasy.After all, if the legendary Heroes of theLance had changed their attitudes andprofessions like weather vanes swingingin the wind, readers would have foundthem less than believable. However, whena hero switches roles as a response to thedramatic events of a campaign, thechange becomes a vital source of charac-ter development.

Characters and RolesA role is a guideline of how one shouldplay a hero. Therefore, characters techni-cally never acquire roles. Of course, theycan display characteristics of these rolesand belong to the groups the roles repre-sent. For instance,charactersmay bemembers of the Solamnic Knighthood orthey might resemble mariners in theirbehavior and skills. They might evenshare some of the advantages of a rolebut, as characters, they are not bound toall of a role’s strictures.

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CHAPTER TWO

dragons would

ear knottedSturm’sstomach, hisskin grewcold.....Escape!his brainscreamed.

Escape! The

swoop into thecourtyard. Theknights could

not be ready yet, they woulddie.... The Tower would fall.

No! Sturm got hold of himself.Everything else was gone: hisideals, his hopes, his dreams.The Knighthood was collapsing.The Measure had been foundwanting. Everything in his lifewas meaningless. His deathmust not be so....

Raising his sword in the air,he gave the knight’s salute to anenemy. To his surprise, it wasreturned with grave dignity bythe Dragon Highlord.

—At the High Clerist’s Tower,Dragons of Winter Night

The most famous and respected (orfeared) warriors in Ansalon are theKnights of the three great Orders ofchivalry: the Knights of Solamnia, theKnights of Takhisis, and the Legion ofSteel. These Knights–figures such asSturm Brightblade, who laid down his lifefor his beliefs and his friends-inspire thefolk of Ansalon to rise against the newthreats they face in Krynn’s Fifth Age. Inaddition, these knightly characters createsome of the most moving and dramaticscenes in any DRAGONLANCE tale.

Chapter Three of Dusk or Dawnrecounts the history of each of theseremarkable Knighthoods. In addition, thematerial on hero roles in the previouschapter provides a glimpse of each Order.This chapter delves into the nuts andbolts of each Order’s operations, organi-zation, and current affairs.

Knights ofSolamniaThe Knights of Solamnia, the oldest of thethree Knighthoods, arose in the Age ofMight, about two millennia before the Warof the Lance. Founded by a wise andvisionary general named Vinas Solamnus,this Order of warriors emerged from theruin of the decadent Ergothian Empire tobring freedom to many nations. Despitethe persecution this group faced after theCataclysm and the criticism it received dur-ing the Fourth Age for its blind adherenceto a ponderous and outdated Measure, theSolamnic Knighthood remains the mostvaliant and dependable champion forGood that the world has ever seen.

OrganizationThe Solamnic Knighthood comprisesthree separate orders—the Knights of theCrown, the Sword, and the Rose. Thesethree groups operate across most ofAnsalon—even covertly in areas con-trolled by dragon overlords.

CirclesAt the local level, the Knights are organizedinto small units known as circles. Everyonebelongs to a circle, from the lowliest squireto the highest-ranking officer.

A typical circle includes all the Knightsin a particular town or rural area. Mostcircles have forty to eighty members,though circles located in sparsely popu-lated areas have considerably fewer mem-bers and those in densely populated areashave considerably more.

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KNIGHTLY ORDERS

KNIGHTLY ORDERS 27

The number of circles throughoutAnsalon has fluctuated greatly over theyears. However, new ones are formedeach year as the Solamnic Knights solidifytheir position against the Great Dragons.Appendix Two lists the best-known circlesoperating during the Fifth Age.

Knightly OfficesOffices within the Knighthood generallyare assigned by popular vote. Office hold-ers are well respected, but have no specialrights or precedence except in mattersdirectly related to their office. The leaderof a circle, for example, is the master athis own council table, but defers to moreexperienced Knights on other matters.

The High Knights and the Grand Masterare exceptions. These officers, who serve forlife, outrank all others in the Order. Ofcourse, only the most senior Knights canhope to achieve these high offices.

Senior KnightsAll members of a circle defer to a SeniorKnight of at least Adventurer reputation.The more members in a circle, the higherthe Senior Knight’s reputation. This offi-cer usually has one assistant for every tenKnights under his command.

Matters concerning the entire circleare decided by a council consisting of theSenior Knight, representing his ownorder, and one member from each of theother two orders. If a representative fromone of the Knighthood’s three divisions isnot available, the circle’s most experi-enced Knight may sit in his stead.

High KnightsFor most of its history, the Knights ofSolamnia were ruled by a trio of high-ranking officers called High Knights. TheHigh Warrior led the Order of the Crown,the High Clerist was in charge of theOrder of the Sword, and the High Justicegoverned the Order of the Rose.

High Knights gained their poststhrough nomination and election fromwithin their own orders. According to theMeasure, an order may elect only one of

its own members to the office of HighKnight and must conduct the electionwithout interference from the other twoorders. However, in the days after the Warof the Lance, when the Knighthood wasjust beginning to regain respect amongthe populace, there were insufficientexperienced Knights to fill all of itsoffices. At that time only, an order wasallowed to nominate a Knight from a dif-ferent order to a High Knight position.

Warrior LordsThe Knighthood’s normal organizationcan handle most daily affairs and diplo-macy. In times of war, additional officersare appointed or elected as needed.

For example, groups of Knights go intobattle under the command of a WarriorLord. This officer, responsible for choosingbattle plans and directing the fight, iselected by a knightly council made up ofthe heads of circles participating in thebattle. However, a Warrior Lord also canbe appointed by one of the High Knightsor their superior, the Grand Master.

When planning a large military cam-paign, the Knights usually name a War-rior Lord to make decisions and giveorders to the troops. He becomes thedirect authority for that campaign. SturmBrightblade held this responsibility at thebattle for the High Clerist’s Tower duringthe War of the Lance.

A Warrior Lord also commands thegarrison of each castle under the Knight-hood’s control. Usually, this commanderalso serves as the Senior Knight of thelocal circle, but not always.

Grand Master

The Grand Master ranks above all otherofficers and personally commands theGrand Circle of Knights near WhitestoneGlade on Sancrist Isle. Only a HighKnight can be nominated for this office,and only a body of Knights drawn fromall three orders can elect him. Each circlecan send two members to the electingbody; seventy percent of the circles mustsend delegates to achieve a quorum.

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The office of Grand Master remainedvacant from the Cataclysm until 353 AC.

During that dark time, the Knighthoodcould not achieve a voting quorum—many circles had been destroyed or couldnot send delegates due to the rampantpersecution of the Order. Nevertheless,these nonresponsive or defunct circleswere still officially part of the Knight-hood and required official representa-tion, according to the letter of the law.

This difficulty was not resolved untilsome Knights decided to put practicalityahead of tradition and rewrite the rules.

Revising the MeasureIndividually, all Knights of Solamnia arebound by the Measure, a set of guidelinesgoverning proper chivalric behavior. Setdown by the followers of Vinas Solamnusmillennia ago, the Measure serves as theKnight’s creed, body of laws, and rules ofconduct. It touches every aspect of one’sexistence and dictates the Knighthood’sproper hierarchy.

Over the centuries, the original Mea-sure grew as each generation added to it.By the time of the Cataclysm, the docu-ment filled thirty-seven ponderous tomesof three hundred pages each. No singleperson could understand it all.

Immediately after the War of theLance, in 353 AC, a group of Knightsunder the direction of the newlyappointed Grand Master Gunthar UthWistan began an extensive revision of theMeasure. The Knights began to cull orcondense long-winded sections coveringminor details such as courtly etiquette,formal address, protocols for minortasks-the rules for proper saddling of amount ran seventy-five pages long!

Lord Gunthar’s ultimate goal was tocreate a work that would inspire Knightsto emulate their founder rather thanblindly follow an outdated set of rules.

The new Grand Master started mak-ing changes even before his project’scompletion. In 382 AC he inducted thefirst Knights not native to Solamnia.Before then, an obscure technicality inthe Measure prevented Knights fromrecruiting outside of their land of origin.

Unfortunately, Lord Gunthar did notlive to see his reforms completed. Shortlyafter Gunthar’s passing in 9sc (perhapsmotivated by it), his protege Liam Ehrlingrevealed the new Measure and was electedGrand Master—the first elected head of theOrder since before the Cataclysm.

Rank and Precedence

In earlier ages, a Knight’s rank dependedon which of the three orders he served.Knights of the Rose outranked Knights ofthe Sword, who outranked Knights of theCrown. There were numerous exceptions,of course. The High Knights outrankedanyone who was not a High Knight, andthe Grand Master outranked everyone.Senior Knights with reputations ofChampion or higher were called LordKnights and outranked those of lesserstature, even if they belonged to a supe-rior order. For instance, Sir Thomas ofThelgaard, commander of the HighClerist’s Tower during the attack in theSummer of Chaos, was a Lord Knight.

Under the new Measure, however, aKnight’s rank depends solely on hisachievements, reflected by his reputationcategory. Knights still are encouraged tostrive for the spiritual strength and purityrequired to join the Order of the Rose, butmembers of this division of Knighthoodno longer enjoy automatic senior status.

Knightly CouncilsKnights might call a council for a varietyof reasons,including considering appli-cants for knighthood or petitions foradvancement within the Order and deal-ing with questions of honor. Such anassembly ideally includes at least oneKnight with a reputation of at leastMaster from each of the three orders.Minimally, it must contain the SeniorKnight of the local circle (or his desig-nated representative) and two otherKnights.

The High CouncilTogether, the Grand Master and the threeHigh Knights form the High Council thatconducts the Knighthood’s affairs andmakes decisions for the organization.

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High Command

the Order’s Warrior Lords. This cadre ofofficers answers only to the High Councilwith regard to military matters.

Appointed by the High Council duringtimes of crisis or war, the Solamnic HighCommand oversees the performance of

Considered to be, authored by Solamnushimself and certain other works that helpKnights carry his ideals in their hearts.The Knights still keep the bulk of the oldMeasure for study, but they no longerstrain to follow every word to the letter.

Although all Knights of Solamniahold the entire Measure sacred as the def-inition of honor, each of the three ordersdedicates itself to one particular aspect ofthe document.

The Oath andthe MeasureEven after the reforms of the past sixtyyears, the Knights’ Oath remainsunchanged: Est Sularus oth Mithas— Myhonor is my life. For well over a thousandyears, every Knight in the Order hassworn to live according to this simple pre-cept: to sacrifice all for the sake of honor,for without it, life means nothing.

The Measure, on the other hand, hasbeen extensively revised over the centuries,as described earlier. Based on the historicjudgments and councils of Vinas Solam-nus, the Measure ultimately swelled intoan unwieldy attempt to define “honor.”The Measure today is contained in threevolumes that include writings known, or

The Order of the CrownAccording to the new Measure, honorbegins with loyalty and obedience. TheKnights of the Crown exemplify thesetwo traits in all that they are and do.

Loyalty is a Knight’s commitment to ahigher power and authority. Justly given,loyalty becomes a treasure beyond price.Obedience is the practical manifestationof loyalty. A Knight obeys those to whomhe is loyal, regardless of his own opinionor personal welfare.

The Knights remain loyal to Hab-bakuk, Kiri-Jolith, Paladine, and all thegods of Good, even now that they have

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withdrawn from the world. The newMeasure recognizes the three deities aspatrons of the Knighthood who, alongwith their brethren, are entitled to aKnight’s loyalty, just as a Knight remainsloyal to his superiors even in theirabsence. The Knights’ loyalty to departedgods leaves them open to ridicule, butthey remind their detractors that thegods have withdrawn from Krynn oncebefore, only to return. And, even if thegods never return, say the Knights, honordemands that mortals continue to offerthanks for their gifts and pay homage totheir memories.

The Knights of the Crown also pledgeloyalty to all that is Good, to thoseoppressed by Evil, and to those rulerswho govern with justice and compassion.

In days past, the High Council kept alist of approved rulers. This List of Loy-alty compelled all Knights, especiallyCrown Knights, to obey those listed with-out question. Today, the Measureincludes instructions on how to recog-nize deserving rulers, and the HighCouncil provides a List of Honor.Knights owe loyalty to rulers on this list,but not unquestioning obedience.

The Order of the Sword

ism, courage, and spirituality—qualitiesstressed by the Order of the Sword.

The next components of honor are hero-

A strong spirit is the wellspring fromwhich all courage and heroism flows.Courage is the will to strike a blow for thecause of Good, no matter what sacrifice theeffort demands. Heroism involves this samespirit of self-sacrifice, dedicated to defend-ing against the myriad forces of Evil thatstalk the world. The heroic and courageousKnight champions the weak, the poor, theoppressed, the enslaved, and the falselyaccused. He always renders aid to fellowKnights in need and to the defenseless.

Under the old Measure, no trulycourageous and honorable Knight coulddecline combat with or flee from an Evilenemy, no matter how outmatched thefight. The new Measure, however, recog-nizes the value of prudence and thevirtue of living to fight another day.

The Order of the RoseThe final components of honor are wis-dom and justice, ideals embraced by theOrder of the Rose. However, the Knights’definition of wisdom has changed muchthroughout the centuries.

Under the old Measure, knightly wis-dom dictated that a Solamnic willinglyrisk all for the sake of any point of honorand never surrender to an Evil foe. Thenew Measure recognizes a new wisdom:Surrender might create an opportunityfor escape or negotiation, either of whichcould achieve a greater Good. Wisdomalways demands that a Knight work forjustice-whether it be to sacrifice his lifefor another or to ascertain that no life isever given in vain.

The Knighthood TodayThe Knights’ current mission is to protectwhat is left of human civilization fromthe Great Dragons. The task has been nei-ther easy nor entirely successful, as a lookat the current map of Ansalon will show.

Ever since the Chaos War, the Knight-hood has also kept busy trying to rebuildits numbers. In the past thirty years, theOrder has recovered remarkably well, inspite of the Dragon Purge and competi-tion for recruits. Of course, no otherOrder can boast the proud Solamnic tra-dition-nothing makes a mother quite asproud as seeing her son or daughteraccepted into the Knighthood.

The Knights’ land holdings are exten-sive; they control the realms of Gunthar,Ergoth, and Solamnia. In these areas, theSolamnics maintain the government andprovide the civil authority. They have estab-lished their headquarters in Gunthar:Castle Uth Wistan lies not far fromWhitestone Glade, where Vinas Solamnusso long ago received the vision thatinspired him to found the Knighthood.

The Knights also remain openly activein Abanasinia, Schallsea, and those por-tions of Southern Ergoth not firmly underthe control of Gellidus—or Frost, as mencall the White Dragon. They operatecovertly in the realm of Khellendros, theBlue Dragon, especially in Palanthas.

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Allies and EnemiesThe world of the Fifth Age holds manychallenges for the Knights of Solamnia—they face opposition from not only theirtraditional foes, the Evil dragons, but alsofrom the Dark Knights. They are notwithout allies in their struggles, however,and their recent reforms have increasedtheir membership and better enabledthem to fight for the cause of Good.

The Dark KnightsThe Knights of Solamnia have neverforgotten that the Knights of Takhisis wereformed specifically to defeat them andconquer the world in the name of theQueen of Darkness. Nor have theyforgotten the defeats they suffered at thehands of these Knights during the Sum-mer of Chaos. The fact that the Knights ofTakhisis were founded on Solamnic prin-ciples twisted to Evil ends has inspired adeep antipathy among the Knights ofSolamnia for their dark brethren.

In the aftermath of the Chaos War,however, the remnants of the two Knight-hoods buried their differences, literally andfiguratively, at the Tomb of the Last Heroesin Solace. The rival Orders interred the ill-fated Knights who died in the final battlewith Chaos, laying them side by side in thebeautiful marble tomb, along with Hero ofthe Lance Tanis Half-Elven.

At the time, no Knight of good con-science could deny that it had taken theefforts of both Orders to defeat Chaosand save the world from utter destruc-tion. Senior Knights from both Ordersagreed to mutually keep the peace andrespect each other’s territories during thatperiod of rebuilding. At the Council ofthe Last Heroes, the Knights signed atreaty granting the Solamnics their tradi-tional Solamnia, as well as Northern andSouthern Ergoth and Sancrist. TheKnights of Takhisis were ceded the Vale ofNeraka and lands northeast to theMiremier and southwest to the New Sea.

This arrangement deeply divided theSolamnic Knights. One faction waspleased that the Dark Knights would notdispute the Solamnics’ title to their origi-nal lands, much of which had fallen to the

forces of Takhisis prior to the Chaos War.However, another faction found theaccord appalling, arguing that the resi-dents of lands granted to the Knights ofTakhisis should not be abandoned to suf-fer under their yoke. In the end, the dis-senters reluctantly agreed that theSolamnic Knights should take care oftheir own first and worry about savingthe rest of the world later.

the two Knighthoods. Unofficially,though, both sides know they have anuneasy truce. It has become clear to theHigh Council that the Knights of Takhisishave not abandoned their desire forworld conquest. Nor have they forsakentheir Dark Queen—any more than theKnights of Solamnia have abandonedtheir founding gods.

Officially, no hostilities exist between

For now, the Solamnics bide theirtime and watch the Knights of Takhisiscarefully. They have vowed not to be theones to break the truce, but nonetheless,they expect to meet their old enemies inbattle again very soon.

Other FoesThe Solamnic Knights’ greatest enemiesare the Great Dragons, who seized terri-tory during the Dragon Purge. They par-ticularly loathe the White Dragon, whoseterritory includes the Tomb of Huma, oneof the greatest Knights ever to live. Theyalso hate and fear the Blue Dragon, Khel-lendros (whom men also call Skie), rulerof both the former Solamnic capital ofPalanthas and the ruined High Clerist’sTower, once a mighty Solamnic fortress.

In its quest to root out Evil, theKnighthood also seeks to defeat lesserchromatic dragons, aggressive draconi-ans, foul sorcerers, and dark mystics.

Allied GroupsThe Solamnic Knights maintain goodrelations with cavaliers who serve rulerson the List of Honor. They do not auto-matically consider enemies those workingfor other rulers, but generally regardthem with cool suspicion.

The Solamnic Knights consider Gooddragons, of all the creatures and races ofKrynn, their most valued and trusted

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allies—particularly silver dragons.Though most metallics went into hidingat the start of the Dragon Purge, theKnighthood has kept in contact with sev-eral silver, gold, and bronze dragons.Some of them currently masquerade ashuman members of knightly circles onSancrist and Northern Ergoth.

The Solamnic Knights regard theLegion of Steel with a great deal of skep-ticism and no small amount of resent-ment. Although they recognize theLegion as a force for Good, they also seeit as a rival for new recruits and as yetanother organization that borrowed theirideals and now purports to get along inthe world better than they do. Relationsbetween the two Orders are officially cor-dial but privately strained. Both groupshave agreed to aid each other in the eventof an attack by the Knights of Takhisis orthe dragon overlords.

Goals and ActivitiesThough growing stronger with each pass-ing year, the Knighthood today follows apurely defensive strategy, making surethat, above all else, it loses no more terri-tory to the dragon overlords. Knightsactively patrol Solamnia’s current bor-ders, watching for spies and any sign ofan impending invasion.

As their secondary task, the Knightsprepare to carry the fight to the enemy.However, the Knighthood currently hastoo few experienced troops to launch awar against the dragon overlords. TheHigh Council knows it will not be easy todefeat these Great Dragons, each ofwhom is powerful enough to ensure vic-tory on a battlefield he visits personally.

Teams of Knights scour the country-side, seeking magical items from pastages, particularly enchanted weapons andespecially dragonlances. The Order hopesto stockpile these weapons for use in thebattles that inevitably must come.

Operating covertly in the city ofPalanthas, the Solamnics keep a wary eyeon Skie and his minions. Knights therewatch for signs of an attack on Solamniaand help the city resist the dragon’s con-trol wherever they can.

Of all the Knighthood’s ongoing activ-ities, the High Council has deemeddefending Solamnia and containing Khel-lendros its two main objectives. High Com-mand directs all military operations inSolamnia and adjacent territories.

Joining the KnighthoodThe Knights of Solamnia eagerly acceptmembers of knightly families as newrecruits, but seek out other honorablewarriors as well. While the Knighthoodremains a warrior Order, it also embracesmystics and sorcerers as auxiliary mem-bers (see next page).

To join the Knighthood, a hero needsStrength and Endurance codes of “A” sohe can handle the greatest swords andlances and the heaviest shields. TheKnighthood accepts men and women,humans and half-elves as full members.Warrior heroes of other races, or thosewho admire the ideals of the Knighthoodbut do not wish to become full members,can join the auxiliary.

Becoming a SquireThe first step toward Knighthood is to beaccepted as a squire. To become a candi-date, a hero must locate a Knight ofChampion reputation willing to sponsorhim. The sponsor must be in good stand-ing with the Solamnic Knights. As a rule,Knights only sponsor applicants of whosedeeds they have firsthand knowledge.

The sponsor must present the candi-date before a knightly council, as describedon page 28. After vowing allegiance to thehonor and ideals of the Knighthood, thecandidate must submit to an examinationby the council. Players and Narratorsshould act out this interview, called aKnight’s Trial. The assembly considers theapplicant’s deeds and pedigree (the formertaking precedence over the latter under thenew Measure) to determine his worthinessto enter the Order.

Knight�s TrialDifficulty: Average (8)Action ability: PresenceOpposition ability: Presence

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Comments: To be found worthy, anapplicant must succeed at the Knight’sTrial action, the opposition score pro-vided by the Knight on the council withthe highest reputation. The hero alsomust have a demeanor drawn from acard whose value did not exceed 4. If thecandidate has not assumed the Knight ofSolamnia role, he must subtract thisvalue from his action score in order topass the Trial.

If the hero fails at this action, he mayattempt it again after completing a questassigned by his sponsor or the SeniorKnight on the council.

Should the applicant ever haveengaged in any unknightly behavior dur-ing his life, any Knight present can raise aquestion of honor (see page 35) Thecouncil must resolve this matter beforeconsidering the application.Mishap: The hero has suffered a devas-tating setback: He committed some gaffe,a witness revealed an embarrassing fact,or a council member asked an unantici-pated question he could not answer. TheKnight immediately loses a point of Pres-ence.

If the council finds the applicant wor-thy of the Knighthood after this lengthyprocess, he may join the Order of theCrown as a squire to a Knight. Squirescan adventure with their Knights or canundertake missions on their behalf.

Playing the RoleA hero need not assume the Knight ofSolamnia role to join the Knighthood,but it does offer several advantages (seeChapter One), including making it easierfor a hero to pass the Knight’s Trial foradvancement in the Order.

Heroes who select the Knight ofSolamnia role at the start of play auto-matically begin as members of the Orderof the Crown without going through aKnight’s Trial. They serve as squires untilthey either become Adventurers orincrease one reputation category. Otherheroes must locate sponsors and petitionfor membership in the Knighthood, asdescribed above.

Auxiliary MembershipThe Knighthood has always been anOrder for warriors. However, the contri-bution of wizards such as Palin Majereand other nonwarriors to the defeat ofChaos three decades ago showed theKnights the value of divergent back-grounds. Therefore, the revised Measureallows for an auxiliary made up of mys-tics, sages, sorcerers, and rogues who aresympathetic to the Knighthood’s ideals.Warriors unwilling to make a Knight’scommitment to the Order and membersof races not considered for Knighthoodalso may become auxiliary members.

Auxiliary members enjoy the samestatus as squires in the Order of theCrown without officially joining thatorder. The Knighthood recognizes themas members but does not allow them todraw on the treasury, command Knights,or sit in knightly councils. The main ben-efit of auxiliary membership is being rec-ognized as a kindred spirit by the Knights.

Honorary KnighthoodAn auxiliary member can become anhonorary Crown Knight by completingthe requirements for entry into that order(see below). Thereafter, he can expect def-erence from Knights of junior rank andmay find himself invited to sit on knightlycouncils, especially those concerning hisarea of expertise. Honorary Knights haveno special obligations to the Knighthoodand cannot seek advancement. TanisHalf-Elven became an honorary Knightprior to the Summer of Chaos.

In rare cases, the Knighthood grantsimmediate honorary Sword Knight statusto very worthy individuals, even if theyhave not made any special effort to jointhe Solamnic Knights. To receive thishonor, a hero must have repeatedlyaccomplished quests consistent with theKnighthood’s ideals (such as defeatingSolamnic enemies).

To be granted this high honorary status,a Knight of at least Champion reputationmust bring the hero’s accomplishments tothe attention of a High Knight or theGrand Master. The prospective honorarySword Knight must then succeed in a chal-

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lenging Presence (Presence) action, resistedby the High Knight or Grand Master. If hehas performed particularly noteworthydeeds, the Narrator can reduce the diffi-culty to average.

Advancing in the OrderThe Knighthood rewards its memberswho have accomplished worthy deedswith training in the mystic arts.

Becoming a Crown KnightA squire may become a Knight of theCrown after his reputation reaches theAdventurer category (or advances onecategory, if he already had a reputation ofAdventurer or better).

When he feels ready to petition forknighthood, the squire must give anaccount of himself to a knightly counciland perform another Knight’s Trial actionas described earlier. To be deemed worthyof knighthood, the squire must haveeither assumed the Knight of Solamniarole or have achieved a score of 5 inStrength and Endurance. In addition, hecannot have a Reason code higher than“C” and may not voluntarily lower it tobecome a Knight, as he has already dis-played his higher aptitude in sorcery tothe Order. Squires who cannot meet theserequirements can join the auxiliary.

If the hero meets the above conditionsand passes the Trial, the council declareshim worthy and knights him in the Orderof the Crown.

Becoming a Sword KnightA Knight of the Crown can enter theOrder of the Sword after his reputationincreases one category. To be considered,the Crown Knight must have accom-plishedthe following since his knighting:

A journey of at least thirty days thatcovered at least five hundred miles.Restoring something that was lost.Victory in single combat with anequally powerful Evil foe (one with aPhysique score at least equal to thehero’s Strength score).Three tests of wisdom, one of generos-ity, and one of compassion.

When the Knight has met theserequirements, he may present himselfbefore a knightly council and petition foradvancement. He must undertake aKnight’s Trial action. The hero gains a +1bonus to his action score if he can pro-duce a reliable witness to his deeds andaccomplishments (another Knight oranyone with a demeanor drawn from acard with a value lower than 5).

If the hero has assumed the Knight ofSolamnia role, he can appear before thecouncil to attempt to increase his Pres-ence score (according to the rules at theend of Chapter One in the Book of theFifth Age) instead of petitioning for entryinto the Order of the Sword.

A hero can attempt only one Knight’sTrial for advancement or one attempt toimprove his Presence each time he attainsa new reputation category. If the herofailed his action this time, he can tryagain after he reaches a new category.

Upon becoming a Sword Knight, ahero enjoys an automatic improvement ofone grade in his Spirit code (from “D” to“C,” for instance), to a maximum of “B,”representing the spiritual growth hegained through his tests of wisdom, gen-erosity, and compassion. As SwordKnights, heroes who have not assumed theKnight of Solamnia role can draw on theKnighthood’s treasury as described for therole (see page 14), with a -2 actionpenalty (applied after cutting the Presencescore in half for the withdrawal).

Becoming a Rose KnightA Knight of the Sword can attempt toenter the Order of the Rose after headvances to a new reputation category.While a Knight of the Sword, the heromust have accomplished the followingquests, which differ slightly from therequirements for Sword Knighthood:

A journey of at least thirty days thatcovered at least five hundred miles.Restoring something that was lost.Victory in single combat with a morepowerful Evil foe (one with a Physiquescore higher than the hero’s Strength).One test of wisdom, three of generos-ity, and three of compassion.

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When the Knight has met theserequirements, he may present himselfbefore a knightly council and petition forentry into the Order of the Rose. He musthave a reliable witness to his deeds, asdescribed earlier. A witness with a reputa-tion of Champion or higher gives him a+1 action bonus to his Knight’s Trial.

If the hero meeting the above require-ments plays the Knight of Solamnia roleand does not wish to attempt a Knight’sTrial to enter the Order of the Rose, hecan take a free attempt to increase hisPresence score instead.

The Knight can attempt only one ofthese options each time he gains a newcategory of reputation.

Heroes in the Order of the Rose growin Spirit as a result of their tests of wis-dom, generosity, and compassion, just asthey did upon becoming Sword Knights.Rose Knights have a maximum Spiritcode of “A.” Those who have not assumedthe Knight of Solamnia role can draw onthe Knighthood’s treasury as described onpage 14, with a –2 action penalty.

Questions of honorWhenever a Knight engages in behaviorconsidered inappropriate or unbecoming,his honor can be called into question.Uknightly behavior includes spendingthe Knighthood’s funds for personal gain,fleeing the enemy, refusing assistance tothe downtrodden, disloyalty, and anyother situation in which the Knight com-promises the principles of the Measurefor his own personal safety or benefit.

A knightly council resolves all ques-tions of honor brought to its attention by afull member of the Order, either a Knightor honorary Knight. If someone outsidethe Knighthood wishes to have a questionof honor considered, he must ask a Knightto plead his case. Any Knight may questionany other one about a matter of honor—some Knights even choose to have them-selves questioned before a council.

Questions of honor based on hearsayor speculation are themselves considereddishonorable. Therefore, the Knightbringing the matter before the councilmust have witnessed the questionable inci-

dent himself or produce a witness. TheKnight whose honor has been questionedmust be present also.

Questions of honor fall into one ofthe following categories:

Trivial point: The Knight allegedlyviolated a rule of common courtesy,gave offense to a fellow Knight, orfailed to carry out a minor order froma superior through no fault of his own.Minor transgression: The Knight issaid to have shown discourteous orinconsiderate behavior, insulted a fel-low Knight, disobeyed a trivial order,or failed to carry out an importantorder through misjudgment or inat-tention.Transgression: The Knight standsaccused of such egregious behavior asacting rude, cowardly, greedy, or cruel,or willfully disobeying an order or fail-ing to carry one out due to self-interestor the desire for self-preservation.Major transgression: The Knightstands accused of slaying a fellowKnight, telling a damaging lie aboutan innocent person, committing acapital crime, or betraying theKnighthood in some other way.

Once the council has heard the accusa-tion, the Knight must attempt an action todefend his honor, as described below.

Defending One’s HonorDifficulty: VariesAction ability: PresenceOpposition ability: Presence

Comments: The difficulty of defendingone’s honor depends on the severity of thealleged offense, as does the punishment:

Trivial point: Average (8). If the actionfails, the council issues the offender areprimand or word of advice.Minor transgression: Challenging (12).A hero who fails at this action suffersdisgrace, immediately losing a point ofPresence *. He receives a stern lecturefrom the council and may be assignedsome task as penance. If the questionarose during a Knight’s Trial oranother appearance before a council,the hero’s request is denied.

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Transgression: Daunting (16). AKnight failing to defend his honorimmediately loses a point ofPresence. * In addition, the Order ban-ishes him or assigns him some impos-sible task to redeem himself. Until hehas done so, he cannot petition foradvancement or draw funds from thetreasury.Major transgression: Desperate (20). Ifthe action fails, the Knight is impris-oned or executed.

A hero with the Knight of Solamnia role wholost a point of Presence when the question ofhonor arose (see role description) does notlose an additional point if he fails in this action.

If the Narrator considers the chargeagainst the Knight particularly weak(based on a misunderstanding or miti-gating circumstance), he may reduce thedifficulty one degree. However, if he findsthe charge particularly warranted, he maymake the action one degree harder. In therare case where a the charge seemsentirely unwarranted, the Narratorshould make this action easy or notrequire it at all. Anyone making a baselesscharge against a fellow Knight is guilty ofunknightly conduct himself (a majortransgression).

The Presence score of the SeniorKnight on the council serves as the oppo-sition value for this action.Mishap: The hero has suffered a devas-tating setback: He committed some gaffe,a witness revealed an embarrassing fact,or a council member asked an unantici-pated question he could not answer. Notonly has the Knight failed to defend hishonor, he suffers the penalty from thenext worse category of offense.

Knights of TakhisisAn Order of Dark Knights formed sometwenty years after the downfall of Neraka,the stronghold of the dragonarmies dur-ing the War of the Lance and the center ofinfluence for Takhisis, the Dark Queen. Inthe years after the War of the Lance, theKnights of Takhisis quickly emerged as acohesive force of order—and Evil—in aworld still reeling from years of war.

OrganizationFrom the day he founded his Order ofDark Knights, Lord Ariakan—son ofHighlord Ariakas and, bards say, the god-dess of tempests, Zeboim—stood strong asits single guiding force. He ruled theKnighthood through his own personalmagnetism and the Dark Queen’s favor.

Today, Mirielle Abrena—Governor-General of Neraka and the Knights ofTakhisis—maintains the highly militarystructure Ariakan favored. She makeschanges only as necessary to allow for thegrowth of the Order and its holdings.

Divisions and Offices

Like the Solamnics, from whom Ariakangained his inspiration, the Dark Knight-hood is divided into separate groups. How-ever, unlike the Knights of the Crown,Sword, and Rose, these orders all enjoyedequal status within the Knights of Takhisisfrom the beginning. In addition, each divi-sion has a specialty: the Order of the Lilycomprises warriors, the Order of the Skullincludes dark mystics, and the Order of theThorn contains exclusively sorcerers.

Lord KnightsLord Ariakan administered the Knights ofTakhisis with the help of twenty-four LordKnights, and Governor Abrena continuesthis tradition. Lord Knights win their posi-tion by merit, usually through force ofarms; dueling to obtain an office is notonly allowed, it is encouraged.

Three Lord Knights hold responsibil-ity for the three orders. However, thesefigures may issue only those commandspertinent to their individual orders; issu-ing military and other commandsremains the duty of the commanders ofmilitary units within the Knighthood.

For example, the Nightlord—the LordKnight in charge of the Order of theThorn—can instruct the Gray Robes onthe proper way to deal with captured sor-cerers and their magical items. However,individual Thorn Knights must answer totheir military commanders when in thebarracks or on the battlefield.

The other twenty-one Lord Knights,who led the Knighthood’s armies during

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the Summer of Chaos, handle specialassignments, such as administering thecity of Palanthas for the Blue Dragon,handling the daily business of governingthe Dark Knights’ capital, or overseeingrecruitment efforts.

Military StructureAll Dark Knights, regardless of theirorder, assume positions in a talon: a unitof nine Knights of the same order. Histor-ically, talons were grouped together toform larger units, as shown on the chartbelow:

Unit ComplementTalon 9 KnightsWing 5 talons (45 Knights)Compgroup 7 wings (315 Knights * )Shield 5 compgroups

(1,575 Knights)Quadron 4 shields (6,300 Knights)Army 7 quadrons

(44,100 Knights)

* Compgroups also contain between thirty andforty support staff members.

Of course, the decimation the Knightsof Takhisis endured during the ChaosWar all but destroyed this precise militaryorganization. While the Knighthood sur-vived (thoughits ranks were substantiallydiminished) the larger units effectivelydisintegrated due to the deaths of LordAriakan and most of the ranking officers.In the first years of the Fifth Age, thecompgroup Commanders remaining afterthe Chaos War continued to handle theirtroops as they always had, while the sur-viving members of the upper echelongathered the remnants of the Order andreestablished it in Neraka.

Today, as head of the Knighthood,Governor-General Abrena has abandonedthe Knights’ traditional military structureabove the compgroup level. She fills mostmajor administrative posts with LordKnights and with the officers of her ownpersonal compgroup. At this point, theKnighthood remains small enough forindividual compgroups to handle mostdaily affairs and for the Governor-Generalto oversee all their Commanders directly.

These compgroups contain four wingsof Lily Knights, two wings of SkullKnights, and one wing of Thorn Knights.The Knights of each talon remain underthe direct supervision of two junior offi-cers—usually a Knight-Officer and aKnight-Warrior, both of at least Adven-turer reputation. A Subcommander han-dles each wing, while three additionalSubcommanders serve as aides to theCommander of each compgroup. Natu-rally, officers of these higher ranks haveachieved correspondingly better reputa-tions than their subordinates.

The compgroup Commander isresponsible for the close to three hun-dred fifty people under his command:three hundred fifteen Knights plus sup-port staff. The twenty-eight wing officersassist him in running the compgroup.

Decision-making power rests with theofficers at each level; only the Governor-General can make decisions for the entireKnighthood, as Lord Ariakan once did.

Of course, should the Dark Knightstake the field again in force, they wouldrevert back to their traditional structurewith various armies, each once againunder the command of a Lord Knight.

Rank and PrecedenceThough personal reputation remainsimportant, the Dark Knights base one’sstanding within the Knighthood solely onmilitary rank. A talon Knight-Officer out-ranks common Knights, even those of asuperior reputation category. A wing Sub-commander outranks all of his subordi-nates, as well as common Knights andjunior officers from other wings, and so on.

The only exception are Adjudicatorsof the Code (see page 44), who enjoy spe-cial privileges of this unique rank whensitting in judgment on a case.

Dark GuidepostsThough bound to a strict chain of com-mand, individual Knights also follow theVision, the Blood Oath, and the Code, ashanded down from Lord Ariakan. Evenwhen separated from his superiors, aKnight knows what is expected of him.

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The VisionIn simple terms, the Vision is a statement ofthe ultimate goal of the knighthood as itpertains to each individual member. TheVision shows each Knight a subjectiveview of his part in achieving this goal: thetotal and unquestioned domination ofthe entire world of Krynn.

Before the Chaos War, all DarkKnights received a personal version of theVision, which they could consult forguidance when faced with difficult prob-lems. No one knows whether this per-sonal Vision came directly from Takhisisor from her clerics, always in attendanceat the induction of new Knights. It is cer-tain, however, that all Knights of Takhisislost their personal Visions during theChaos War-legend has it the Visionfaded the instant Lord Ariakan died.However, mystics on Ansalon todaybelieve it was the withdrawal of Takhisisfrom the world, not Ariakan’s death, thatrobbed her paladins of the Vision. Beforethe Vision faded, Knights of Takhisisfaced with difficult problems could con-sult their personal Visions for guidance.

Today, the Dark Knights still receive aVision. However, they see it only upontheir induction into the Order and onother rare occasions. The image it pro-vides is vivid but short-lived, and itsmeaning often proves hard to fathom.

Experiencing the VisionWhen he takes what is called a Test ofTakhisis to become a Knight of the Lily (seepage 43), a hero receives a personal versionof the Vision-a brief but intense mentalimage said to convey the will of Takhisis, sothe new Knight might clearly understandthe goals of the Order and his own place init. This message, while never literal ordirect, often provides clues that help darkpaladins make important decisions.

While it might be true that, before theChaos War, the Vision came directly fromTakhisis, its continuation in the Fifth Ageis not what it appears. The Knight of theSkull presiding over a prospectiveKnight’s Test of Takhisis generates a per-sonal Vision for the hero using dark mys-ticism. Thereafter, the Skull Knights cantransmit simple orders and informationto the Knight in the field via the “Vision.”

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Mirielle Abrena took advantage ofGoldmoon’s discovery of mysticism torevitalize the spiritual aspect of her Order.She sent a trio of disguised Skull Knightsto the Citadel of Light to learn the secretsof mentalism and the other mystic arts.Upon their return to Neraka in 15sc, theydeveloped a magical method to resurrectthe Vision—with no assistance from HerDark Majesty—and used it to convincethe Knighthood of their goddess’s plan toreturn. This Vision inspired the rankswith new hope and determination, just asAbrena had intended.

Of course, due to the nature of theVision in the Fifth Age, Knights cannotconsult it at will, as they used to. Instead,they merely receive periodic messagesthrough it, at the Order’s will. The truesource of the Vision is known only to thesenior commanders and the upper eche-lons of the Order of the Skull.

The Vision PlayThe Narrator represents the personalVision each hero receives upon hisknighting by shuffling the Fate Deck anddrawing one card. This Vision card func-tions as a hreo’s secondary nature card:The Knight should consider its inscrip-tion (as well its character portrait) when-ever difficult circumstances arise. Theplayer can note his Vision card’s inscrip-tion on his hero sheet for reference.

In addition to the inscription and por-trait, the card’s suit gives a portent of the

Swords: TheKnight is fated to per-form great deeds of arms: He receives a+1 action bonus to his current Test ofTakhisis (when attempting to enter theOrder of the Lily) and to any adjudica-tion actions while he remains a Knightof the Lily. (See page 44 for details onadjudications of the Code.)

Moons: The Knight is fated to performgreat deeds of Reason: He receives a +1action bonus to his Test of Takhisiswhen attempting to enter the Order ofthe Thorn and to any adjudicationactions while a Knight of the Thorn.Hearts: The Knight is fated to per-form great deeds of Spirit: He receivesa +1 action bonus to his Test of Takhi-

sis when attempting to enter the Orderof the Skull and to any adjudicationactions while a Knight of the Skull.Dragons: The Knight shows the favorof Takhisis: He receives a +1 actionbonus to all Test of Takhisis and adju-dication actions.Other suits: The Narrator can inventsuggestions related directly to hiscampaign or to the adventure at hand.

Communicating through the VisionPeriodically, Knights receive informationfrom their superiors through the Vision.This communication is never under aplayer’s control: A hero cannot consultthe Vision to get information or requestaid. However, the Knight’s commandersmight send simple missives consisting ofa single image of a person, place, or thingand a verbal message of twenty-fivewords or less.

The Blood Oath

A Dark Knight’s second guidepost, theBlood Oath, is simple and straightfor-ward: “Submit or die.” When joining theOrder, each Knight dedicates body andspirit utterly to the cause. He must sub-merge any personal desires in favor offurthering the Knighthood’s mission.Even today, when the Dark Queen seemsmore distant than ever, he knows she willreward him after his death.

Yet, despite this sublimation of will,Dark Knights are expected to think forthemselves at times. The Code guidesthem in their thinking.

The CodeThe Code is complex, yet elegant in itsdetail. According to Ariakan, the strict,unyielding exactitude of the SolamnicKnights’ Measure caused their long fallfrom the glory they enjoyed during theAge of Might. Despite their victory in theWar of the Lance, Ariakan noted, theKnights of Solamnia had a long way to goto bring peace and order to Ansalon.

Knowing the kinds of weaknessesinherent in mortal creatures, Ariakancrafted a detailed set of laws that relateprincipally to military situations, but

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which also can extend to govern the livesof each member of the Knighthood. Herequired strict adherence to the Code, butalways considered each case on its ownmerits and was known to make excep-tions based on circumstances.

After the War of the Lance-duringAriakan’s time as a prisoner, and later astudent, in the High Clerist’s Tower—theKnights of Solamnia under Lord Guntharheld knightly councils to consider revi-sions to their Measure. After observingmany of these council meetings, Ariakandecided they were a waste of time.

Indeed, before Lord Gunthar’sreforms, the Solamnic Knights were proneto endless bickering over trivial points oflaw and honor. Ariakan established hisCode to require no argument over finepoints. The Law was as written. Violationswere obvious and dealt with summarily.

However, Ariakan considered suchrigidity to the letter of the law a flaw inthe Measure of the Solamnic Knighthoodat that time. To allow flexibility as occa-sion demanded, he established a meansto consider an exception to the Code andeither accept or reject it on its own mer-its. This system of adjudication remainsat the heart of Dark Knight operationstoday (see page 44).

Military Code GuidelinesThe bulk of the Code deals with establish-ing and maintaining lines of communica-tion and authority, It explains how a Knightgives an order and dispatches it quicklyThe Code also describes how Knights acton such orders rapidly and efficiently.

However, Ariakan knew that fromtime to time his followers would findthemselves cut off from the chain of com-mand. Therefore, he devoted major sec-tions of the Code to teaching them how toact on the Vision to carry out the will ofthe Knighthood while on their own.

Even within the bounds of the Code, aKnight enjoys a broad discretion in carry-ing out orders. As long as his actions donot violate the Vision, the Knighthood’sstanding orders, or his own specificorders, he is free to act as he thinks best.

Other Code GuidelinesThe rest of the Code covers the basic pre-cepts that guide the three divisions withinthis Knighthood.

Order of the Lily. Independence breedschaos. Submit and be strong. Knights of theLily provide this organization with its mil-itary power. For the common folk of Ner-aka (as well as the realms of Khellendrosthe Blue and Beryllinthranox the Green),Knights of the Lily serve as both policeand judiciary. This order, by virtue of itssheer physical might, became the center ofpolitical power in the Knighthood, thoughall three divisions were theoretically equal.The Knights of the Lily kept the Ordertogether in the wake of the Chaos War, asthey remained the only effective branchleft after the loss of magic.

Order of the Skull. Death is patient,flowing from without and within. Be vigi-lant in all and skeptical of all. As membersof the dark mystic branch of the Order,Knights of the Skull serve as healers, divin-ers, advisers, and Adjudicators of the Code.

Order of the Thorn. One who followsthe heart finds it will bleed. Feel nothingbut victory. Knights of the Thorn remainwholly committed to mastering newforms of sorcery and wielding their magicin support of the Knighthood.

The Dark Knights TodayAt the dawn of the Fifth Age, the Knightsof Takhisis set for themselves a threefoldmission: Rebuild their Order, conquer theworld in the name of Takhisis, and helpher return to Krynn. Of these tasks, theyhave been most successful with the first.

From their stronghold in Neraka, theDark Knights control almost all the thenorthern Khalkist Mountains except forthe city of Sanction. They also have seizedthe southeast portion of the Plains ofThrot and the coastal plain to the north-east. Overall, the Knights control theentire area ceded to them in the Councilof the Last Heroes—except Sanction.

The Knights operate openly in almostall the dragon-controlled lands, providingtroops and security in return for amplepayments of slaves and steel. Teams ofDark Knight adventurers move freely

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through Ansalon, though they find them-selves welcome almost nowhere outsidetheir own borders.

Currently, the Dark Knights arenowhere near conquering all of Krynn, oreven Ansalon. The dragon overlords arefar too powerful to unseat, and the freerealms that survived the Dragon Purge arenot likely to collapse as easily as they didduring Ariakan’s invasion thirty years ago.

As for the third task, returning Takhisisto Krynn, no mortal knows if it is pos-sible. If the Dark Knights do find a way toopen a door for their Queen, there’s notelling whether she would walk through it.

Her Knights believe she would.

Allies and EnemiesSome brilliant alliances have helped theDark Knights come back from the brinkof destruction, which they faced at theend of the Chaos War. Perhaps MirielleAbrena’s smartest move was her associa-tion with several of the Great Dragons.

The DragonsThe Knights of Takhisis are perhaps theonly group of humans the dragon over-lords respect. Not only have the dark pal-adins concluded formal treaties with theBlue Dragon, Khellendros, and the GreenDragon, Beryllinthranox, they maintain aconstant dialogue with the Red Dragon,Malystryx. They enjoy cordial relationswith the other dragon overlords as well.Payment from Skie and Beryl for theirmercenary services generates considerableincome for the Order.

Although they work very hard to forgeand maintain alliances with the dragonoverlords, the Dark Knights understandthat the Great Dragons ultimately willprove their rivals for control of the world.And, while the Knights are prepared forwar with the dragons, they know they willlose if it comes too soon. So they carefullyavoid getting involved in disputesbetween dragon overlords or showing toomuch favor to any single one.

The Knights of Takhisis eagerly seekalliances with other chromatic dragons,too—especially blues, their most valuedallies before and during the Chaos War. An

undiclosed number of young bluedragons (several dozen, at least) live in andaround Neraka, serving as guards, mounts,and advisers. The blue dragons like work-ing and fighting alongside humans, andoften “adopt” their riders, treating them asthey would their mates or offspring.

Numerous small Evil dragons of othertypes also dwell with the Dark Knights,seeking the protection of numbersagainst the larger dragons. These smallwyrms still fear their larger cousins, eventhough the Dragon Purge ended yearsago. They also enjoy the food and trea-sure the Dark Knights provide.

Other Knightly OrdersThe Dark Knights know that some daythey will do battle with the Knights ofSolamnia again. Proudly recalling theirsweeping victory over the Solamnics in383 AC, they seem confident they can besttheir rivals once more, if they choose theplace and time correctly.

Most Dark Knights bear a grudgingrespect for their Solamnic counterparts,however. They believe they faced a weakand soft enemy a generation ago, and thatthe Solamnics will prove a more worthyfoe next time.

The only thing that would please theDark Knights more than beating theKnights of Solamnia a second time isutterly destroying the Legion of Steel.They know the Legion would oppose anyattempt from them to subjugate Ansalonagain-that alone would mark theLegion for destruction. However, the realreason they detest this group is that theLegion’s founder, Sara Dunstan, was aformer Dark Knight herself.

The Knights of Takhisis consider Saraa traitor and deserter and the Legionnothing more than a body of treacherouscowards who ran out on them after theChaos War. Actually, this belief has somebasis in fact; many of the Legion’s firstmembers were deserters from the Knightsof Takhisis, and more rogue knights con-tinue to join the Legion every year.

The Dark Knights also resent theLegion for adopting the name of one ofits most famous Knights, Steel Bright-blade, who led the final assault on Chaos

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during what has become known as theBattle of the Rift. They believe Legion-naires to be dishonorable opponents, notworthy of his name. Any Legionnairesunlucky enough to be captured alive byKnights of Takhisis can expect a shortimprisonment—before execution.

Allied GroupsNew allies of the Knights include thedwarves of Thoradin, with whom Abrenamaintains a trade and military agreement.The dwarves receive the Knights’ protec-tion from the ogres of Blade, in additionto mining rights in portions of Neraka.For their part, the Dark Knights receiveweapons, gems, and manufactured goods.They also use Thoradin as a base for theirimminent campaign against Blade.

Goals and ActivitiesToday, from the point of view of most inAnsalon, the Dark Knights have assumeda largely mercenary role. Talons andwings operate throughout the dragonrealms, serving garrison duty and keep-ing the populace under control. The DarkKnights are ruthlessly efficient in bothroles. Some minor human rulers alsoemploy wings as shock troops in battleand to guard against insurrections. TheKnights actively round up troublemakersin Skie’s territory, marching them away,never to be seen again. Dark paladins alsoact as administrators and liaisonsbetween Beryl and the folk of her realm.

The Dark Knights claim they workonly for “honorable” employers, thoughit isn’t clear exactly what that means. TheGovernor-General handles all negotia-tions with prospective employers, receiv-ing most payments directly at her base inNeraka. To date, only rulers have success-fully hired Dark Knight troops; Abrenaseems unwilling to supply troops toadventurers or revolutionaries.

Though many might wonder whetherAriakan would have approved of suchmercenary activity, it certainly helps fillthe Knighthood’s coffers, seriouslydepleted ever since the Chaos War. And,some would argue that Ansalon func-tioned as well or better under the Dark

Knights’ control than it did before Ari-akahs invasion during the Summer ofChaos. The Knights’ current work merelyputs to good use the excellent militaryand administrative skills they displayed atthe end of the Fourth Age, the Governor-General would explain.

It also gives them a believable coverfor their current espionage activities.

The Dark Knights’ mercenary work isactually an elaborate ruse designed toallow them to rebuild their Order’sstrength without alerting anyone to thedanger they pose. Everywhere they serve,the Knights carefully note local defensesand military organization, storing awaythe information for future use. Theirmercenary duties allow the Dark Knightsto unobtrusively gather the intelligencethey need to conquer Ansalon again.

Invasion PlansThe Dark Knights, aware that dragonsalways desire more territory, keep vigilantwatch on their red dragon neighbors,Malystryx and Fenalysten. In fact, emis-saries from Neraka frequent the lair ofFenalysten, known to men as Cinder. Theyhave told Cinder of their plan to invadethe Estwilde and have offered an exchangeof territory that would give them an over-land route for their armies and give thedragon a slice of the Khalkists.

Ultimately, the Knights hope to seizenot only the Estwilde but also Nordmaar.In preparation for this campaign, theyhave forced the draconians of Teyr tobecome a vassal state of Neraka. In returnfor a reasonable amount of independencefor their adopted country, the draconianshave promised to send units to marchalongside the Knights.

Though the port of Sanction on theNew Sea has resisted initial invasionattempts, the Knighthood has no inten-tion of allowing the city or its ruler, thesorcerer Hogan Bight, to live in peace.The Knights have dispatched an army toblock the passes leading northeast fromSanction Vale, and the troops split theirtime between raiding the valley andbuilding a fortress, which they intend touse as a forward base to launch directassaults on the city.

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Meanwhile, the Knights are on theverge of an invasion of Blöde, takingadvantage of their dwarf allies’ knowledgeof the mountains. Until the attack beginsin force, the Dark Knights continue tolaunch raids into Blade from both Nerakaand Thoradin.

The Knights also hope to obtain thesecret of the dwarves’ fireweapon technol-ogy, but the Daewar Severus Stonehandand his subjects have refused to part withit so far. Dark Knights assigned to tasks inThoradin have instructions to quietlyseize any information about fireweaponsthat they can lay their hands on. TheKnights would gladly break their allianceif they could get the dwarves’ secrets—perhaps from the exiled Zhakar?

Joining the Dark KnightsLike the Solamnics, the Knights of Takhi-sis require candidates for membership tohave a sponsor of at least Champion rep-utation. However, the sponsor’s word isnot enough to get an applicant consid-ered for membership.

Becoming a SquireAll candidates for membership in theOrder must undergo a program of rigor-ous physical training and indoctrination.Most start this training at the age oftwelve, and no candidates are acceptedafter age fourteen.

From the moment a candidate appliesfor entry into the Order, he devotes hislife to training and preparing for the Testof Takhisis, which will determine his wor-thiness to become a Knight of the Lily. Ineffect, he assumes the Knight of the Lilyrole at this time, so a hero who beginsplay with any other role cannot become aDark Knight.

This training lasts about three years,after which the candidate automaticallybecomes a squire in the Order of the Lily.(Anyone who would not qualify tobecome a squire, sadly, does not survivethe training.) Thereafter, his commanderassigns him various tasks to prepare himfor full membership in the Knighthood.

Advancing in the OrderAlthough the three divisions of theKnighthood are theoretically equal, allmembers begin their careers as squires inthe Order of the Lily and prove them-selves as warriors.

When the squire’s reputation reachesthe Adventurer category, he must returnto Neraka to undergo a Test of Takhisis,much like the Solamnic Knight’s Trial.

Difficulty: Average (8)Action ability: PresenceOpposition ability: Presence

Comments: The hero must give anaccounting of himself before three rank-ing Knights (one from each order)assigned to his Test by the Governor-General. The Knight with the highestrank (or the Adjudicator, if present) pro-vides the opposition score.

Test of Takhisis

To be found worthy, an applicantmust have assumed the Knight of the Lilyrole. Those who fail this action faceimmediate execution. There is no appeal.

Should the applicant stand accused ofunknightly behavior, the Adjudicatormust resolve the question of a violationof the Vision or Code (see next page)before the Test can proceed.Mishap: The applicant has unwittinglyblasphemed the name of the Dark Queenor her Order of Knights, which denieshim the honorable funeral due otherapplicants who fail the Test.

Entering the Order of the LilyA squire seeking knighthood prepareshimself by spending the day before hisTest of Takhisis in solitary prayer to theDark Queen. Before three Knights asdescribed above (one of whom must behis sponsor), he takes his dark vows,offering his Queen his body, heart, andspirit. Upon passing the ritual Test, hereceives the skull-shaped helm of a DarkKnight and a breastplate emblazonedwith the death lily.

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Entering the Order of the SkullA Knight can enter the Order of the Skullonce he has completed at least one questas a Dark Knight and demonstrated hisinterest in the workings of dark mysticism.His adventure must have promoted theKnighthood’s interests in some fashion,and he must provide a reliable witness orsubmit tangible proof of his deeds.

Reliable witnesses include other DarkKnights or any individual with ademeanor derived from a card whosevalue is less than 5. Tangible proof mightinclude a prisoner, a treasure won (pre-sented to the Knighthood, of course), ora trophy from a defeated foe.

In any case, the Knight then under-takes a Test of Takhisis, described above.

On entering the Order of the Skull,the Knight begins a period of study withdark mystics, after which he may improvehis Spirit code by one grade but lowerone of his Physical codes one grade.

Entering the Order of the ThornA Knight seeking to wield the powers ofdark sorcery in the name of Takhisis mayattempt to enter the Order of the Thornafter completing one quest as a Knightand satisfying the conditions required toenter the Order of the Skull. A successfulKnight begins a regimen of study with theGray Robes, after which he may improvehis Reason code instead of his Spirit code.

Violations of the CodeShould one Knight accuse another of vio-lating the Vision or the Code, the Orderhandles the matter in much the samefashion as Knights of Solamnia handlequestions of honor (see page 35).

Adjudicating the CodeAccording to the Knighthood’s tradition,the Governor-General selects a Knightfrom a chosen few in command positions(usually of Master reputation) to adjudicateexceptions to the Code when a Knightstands accused of a violation. The outward,visible sign of this Adjudicator is a scepter,presented to the Knight by Mirielle Abrena.

If the Adjudicator decides the Codehas been broken and permits no excep-tion, he metes out punishment to theoffender immediately. Since a Knight whocasts aside the Code is seen to have alsoviolated the Vision and broken the BloodOath, the punishment is generally death.

Unlike the Solamnic Measure, theCode permits Knights of Takhisis to lie,steal, and murder—if such behavioradvances the Vision. No Knight maycommit such acts for personal gain orthrough loss of self-control. Knights ofTakhisis are not prone to looting, wantondestruction, or other capricious acts,deemed adverse to the advancement oftheir Vision of an ordered world.

Execution is carried out by the Adjudi-cator, or by the Knight’s commander, inthe Adjudicator’s absence. Normally, theKnights do not view death as the ultimateend, but rather as advancement to ahigher rank. Takhisis, the final judge of amortal’s life, is believed to reward herKnights upon their deaths for their faith-ful service. However, a Knight foundguilty of breaking the Code could havereason to fear Her Dark Majesty’s wrath inthe aftermath, for she punishes eternally.

A Knight who wishes to appeal theruling of the Adjudicator may do so:Once his spirit is dispatched to Takhisis,she will hear the plea. Before the ChaosWar, the Dark Queen was believed tosend Knights wrongfully judged back toKrynn to correct the error. As the Knightsbelieve that Takhisis will one day return,Adjudicators take care to make their deci-sions based on the facts.

Types of ViolationsAs Dark Knights enjoy considerable leewayin interpreting the Code, particularly whenit comes to personal conduct, their cate-gories of severity differ quite a bit fromthose used by Solamnic Knights.

Trivial violation: The Knight allegedlyviolated a rule of common courtesywhen dealing with a superior (or anemployer, when serving as a merce-nary), gave offense to a fellow Knight, orfailed to carry out a minor order from asuperior though no fault of his own.

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Minor violation: The Knight standsaccused of insulting a fellow Knight,disobeying a trivial order, striking acowardly blow against an honorableopponent, telling an unnecessary lie,cheating or stealing during a quest, orfailing to carry out an important orderthrough misjudgment or inattention.Major violation: The Knight allegedlyhas slain a fellow Knight, lied to supe-rior officer (the Code tolerates lying toenemies and outsiders, but not toone’s superiors), failed to carry out acritical order through misjudgment orinattention, or betrayed the Knight-hood in some other way.Egregious violation: The Knight isaccused of willfully disobeying a directorder of any kind, stealing funds fromthe treasury or from another Knight,divulging the Knighthood’s secrets tosomeone outside the Order, assisting arogue knight in escaping, or commit-ting another blatant act of selfishnessor betrayal.

Once the Knight and his accuser havestated their cases, the hero attempts thefollowing action:

A Knight other than the accuser or theaccused may speak on the case and affectthe verdict. Such an advocate must rank atleast as high in the Knighthood as the per-son he is speaking against. Should he offera statement against an accused hero, theplayer must subtract the advocate’s Pres-ence from his action score. However, if theadvocate supports the accused hero, theplayer adds his Presence score to the actionscore. The Adjudicator will hear only anadvocate who has witnessed the incident inquestion or possesses relevant knowledge.

An advocate who intervenes success-fully on either side receives a free attemptto improve his Presence score. Should hefail in his advocacy attempt, however, hemust make an immediate challengingPresence action. Failing means the advo-cate Knight loses a point of Presence.

or her Order of Knights, which earns himtorture before his execution.

In all cases, failing to defend oneselfbefore the Adjudicator means executionfor the accused Knight, with no appeal.Mishap: The accused has unwittinglyblasphemed the name of the Dark Queen

The Legion of SteelThis new knightly organization aroseduring the Dragon Purge as a force fororder, tempered by freedom, in a worldincreasingly ruled by the ambitious andthe strong without regard for the weak.

Trivial: Average (8).Minor: Challenging (12).Major: Daunting (16).Egregious: Desperate (20).

Adjudication of the CodeDifficulty: VariesAction ability: PresenceOpposition ability: Presence

Comments: The difficulty of defendingoneself before the Adjudicator dependson the severity of the alleged violation.

As with Solamnic questions of honor,the Narrator may adjust the difficulty ofthe action based on the strength of thecase against the Knight. Should thecharge seem entirely unwarranted, theNarrator may make this action easy ornot require it at all. In fact, anyone mak-ing a baseless charge against a fellowKnight has himself committed a majorviolation of the Code.

The Adjudicator’s Presence scoreserves as the opposition for this action.

OrganizationThough the rogue knight Sara Dunstanoriginally conceived the Legion of Steel asa covert Order, it has operated openly allacross Ansalon for almost twenty years.The group continues its clandestineactivity in some of Ansalon’s more haz-ardous realms, however, making theLegion an organization of two parallelgroups working toward the same ends.

Cells

Originally, the Legion comprised a webof covert cells across the continent, whichcontinue to operate in Dragon Realmsand in other areas hostile to the Legion.

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Each cell consists of anywhere from apair of Legionnaires to two dozen of themliving and working in the same area. Inlarger cells, only the leader knows all thecell’s members. Only cell leaders have anyknowledge about other cells and their activ-ities—and even that is limited: They mayknow one or two other leaders, but theyhave no information about their members.In this way, an enemy’s discovery of one cellcould threaten only a few others.

The Legion passes on messages andorders through cell leaders using a systemthat protects their anonymity. A Legion-naire with a message to pass along to acell leader leaves a prearranged signal forhim to notice: a ribbon tied to a tree, acurtain drawn over a shop window, a jarof wine left on a doorstep, or the like.Upon seeing the signal, the cell leadergoes to a prearranged place and picks upthe message, without ever seeing the mes-senger. The leader then disseminates themessage or orders to his cell and may evenpass it on, should circumstances require.

Plenty of Legionnaires prefer remainingin clandestine cells, even in areas that wel-come the Legion. Some of these membersfeel they can be more useful if they remainanonymous, while some of them havesomething to hide. For example, the Legionstill includes a fair number of formerKnights of Takhisis—these Legionnaireswould prefer not to be found or identified.

In any case, the Legion considers itsclandestine arm as legitimate as its publicone. Anonymous Legionnaires have thesame rights and responsibilities as othermembers of the Order and must answerto the senior officers.

CirclesSince the completion of the Legion’sSolace headquarters in 11sc, the Orderhas adopted a more open organizationmodeled after the structure of Solamniccircles (see page 26). Every Legionnairebelongs to a circle, except for anonymousmembers of covert cells.

The head of the local circle often main-tains contact with the leaders of cells in hisarea, seeking to protect them even thoughthey do not fall under his authority.

Senior OfficersA High Elder based in Solace rules theentire Legion, cells and circles alike. APlainsman named Silver Claw was electedto this post only recently.

Three officers called Keepers assist theHigh Elder. These four senior officers areappointed by election, just like the Solam-nic Grand Master and High Knights (seepage 27). Any Legionnaire can vote for aKeeper or High Elder.

The four senior officers officially servefor life, but they often step down in favorof younger and more energetic successors,or simply to taste the freedom of beingrank-and-file Legionnaires for a while.

In times of war or other danger, thefour senior officers often appoint Centu-rions to take charge of specific matters. ACenturion’s rights and responsibilitiesresemble those of a Solamnic WarriorLord (see page 27).

Rank and PrecedenceWhile Dark Knights stress the impor-tance of one’s military rank, the Legion val-ues personal achievement (reputation). Infact, this knightly group does not divide itsmembers into individual orders or ranks.

Of course, heads of circles and cellleaders have the last word on all mattersthat directly concern their groups, whilethe four senior officers hold authorityover all other Legionnaires. Generallyspeaking, however, the Legionnaire withthe highest reputation outranks his lessexperienced comrades.

The LegacyThe Legacy—a code of conduct derivedfrom instructions Sara Dunstan gave herfollowers just before her death—providesthe moral anchor for the Legion of Steel.This ideology resembles the Measure ofthe Knights of Solamnia and the Code ofthe Knights of Takhisis in that it containsinstructions from the Order’s founder onhow members should act. Unlike theother two works, however, the Legacy hasnever been written down, at Sara’srequest. Many Legionnaires have writtenabout it over the years, however.

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All prospective Legionnaires receiveextensive instruction in the Legacy. Men-tors examine them carefully to test theirability to live according to its tenetsbefore accepting them as full Legion-naires (see page 51).

When speaking about the Legacy,every Legionnaire offers a slightly differ-ent variation. The most widely acceptedversion contains six key points.

Have the Courage to Do RightThe right thing to do is seldom the easything to do, Sara told her followers, anddoing right often entails suffering. ALegionnaire must prepare himself to sac-rifice wealth, pride, and personal safetyfor the greater Good. When trying todetermine the right thing to do, a Legion-naire should remember the following:

Personal preferences carry noweight—no task is beneath a Legion-naire’s dignity if it brings a Good end.When faced with two alternatives,choose the plan most likely to succeed.Sometimes one must harm another toachieve a right and Good result.

Know YourselfA Legionnaire must understand his ownweaknesses, limitations, and foibles. Toattempt a task for which one is not suiteinvites failure, Sara said, and failure leadto unnecessary suffering. In addition:

Self-deception is more dangerousthan any sword or serpent’s tooth.A Legionnaire should never choose acourse of action out of greed, fear,ignorance, or laziness.The difference between heroism andvillainy lies in how strongly self-inter-est guides one’s thinking.

Respect VirtueLegionnaires should respect virtue, andonly virtue, wherever they might find it.Station and power do not commandrespect, Sara pointed out, wisdom andgood character do—in anyone whopossesses them.

She also warned that Legionnairesshould beware the power of misdirectedvirtue: An enemy with courage, loyalty,cunning, and persistence is deadly, andoften underestimated.

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Stay AlertFailure through adversity is a shame, Sarasaid, but failure through inattention is adisgrace. Related advice includes:

Be skeptical, but consider what truthsmight hide within every lie.Live every moment as though it couldbe your last.

Everyone Deserves JusticeAll beings have an equal right to justice,Sara told her followers, challenging themto make justice their primary goal.

Justice is a two-edged sword. It pun-ishes the thief, the murderer, thecheater, the liar, and the glutton.However, it also brings compassion tothose who have been robbed, injured,cheated, misled, or deprived. Justicemust seek to heal wounds as vigor-ously as it seeks to bring vengeance.Justice is as generous as it is ruthless.

Never Give UpOnly death ends a Legionnaire’s struggle,said Sara. The world will always holdbattles to be fought for justice.

A Legionnaire may set aside an unfin-ished task, but never forget it.Patience and wisdom can win the dayafter passion and ingenuity have failed.

The Legion TodayLegionnaires stay busy across Ansalonperforming feats both grand and humble:Patching a hole in an old widow’s roof isjust as important in the eyes of theLegion as bearing arms against a minionof one of the dragon overlords. Everymember of this Order dedicates his life torestoring freedom, justice, and prosperityto Ansalon in any way he can.

The Legion owns very little in its ownright. It controls a few businesses andowns some buildings in towns and citieswhere it operates actively, but it dependson individual Legionnaires to make theirproperty available as necessary.

Nevertheless, circles and cells of Legion-naires operate everywhere there are peopleto serve, from Sancrist Isle to Nordmaar.

The Legion exists openly where it can andcovertly where it must—including areas likeSancrist, Solamnia, and the fringes of Sil-vanesti, where local rulers, while not hostile,look askance at Legionnaires.

The Legion’s headquarters in Solace isa rambling edifice perched high in a largevallenwood tree. The building, whichoverlooks the Last Heroes’ Tomb, servesas the administrative center for the orga-nization and residence for the High Elder.

Allies and EnemiesSome groups, such as the Solamnic Knight-hood, consider the Legion of Steel bothfriend and foe. Others, such as the DarkKnights, bitterly oppose its very existence.

The Knights of SolamiaThe Legion seems a natural ally to theKnights of Solamnia. Both Orders requireupright behavior from their members,and both stand against the darker forcesstill active on Krynn. To date, the Legionhas never interfered with any activity theSolamnic Knights have undertaken, andindividual Knights and Legionnaires havecome to each other’s aid numerous times.

Still, a great rivalry exists between thetwo Orders. The Knights respect Legion-naires for their strong character and senseof justice, but resent them for borrowingtheir best traditions. In the same vein,Legionnaires respect the Knights for theirdeeds and ideals, but consider them over-burdened with meaningless traditions.

Usually, friction between Knights andLegionnaires comes to nothing more thanharmless gibes. Sometimes, the rivalryproves beneficial, such as when the twogroups seek to outdo each other in deedsof chivalry. At times, however, the rivalrycauses problems: Brawls break out occa-sionally between Knights and Legion-naires, even though both groups prohibitsuch hot-headed behavior and offendersfrequently find themselves disgraced orassigned to onerous duties. Of course, thispunishment only exacerbates the hardfeelings between the combatants.

Knights and Legionnaires sometimeslet their desire to outdo their commonrivals override their better judgment,

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which has led them to take joint risks thatend in tragedy, One of the most infamoussuch incidents occurred not long ago,when several Legionnaires and Knightsmet in Sanction and resolved to sally forthagainst the Knights of Takhisis besiegingthe city. The entire group was slain, forc-ing both Orders to abandon their clandes-tine activities in Sanction and start anew.

Allied GroupsThe Legion stays on good terms withmost rulers of free realms. Overall, theorganization regards cavaliers with thesame general sense of competition that itholds for the Solamnic Knights.

The Dark KnightsThe Legion’s greatest enemies are theKnights of Takhisis. Legionnaires suspect(correctly) that the Dark Knights’ reneweddedication to Takhisis is based on the cleveruse of mortal sorcery and mysticism. Theyalso have no doubt that the Dark Knightseven now are enacting a plan to conquerAnsalon again—except that this time thereis no Lord Ariakan to hold them to theirstrict code of honorable behavior.

Goals and ActivitiesAlthough smaller than the other twoknightly Orders, the Legion remainsactive over a larger area than both ofthem combined. Every major town inAnsalon holds at least a pair of Legion-naires working at one task or another.

Western AnsalonIn the realms of Sancrist, Ergoth, Solam-nia, and Abanasinia, the Legion keepstabs on strangers and aids the poor.

A few Knights of Solamnia in this areaalso belong to the Legion. These people,who take care to follow both the Measureand the Legacy, keep the High Elderinformed about the Knights’ plans andtry to steer their fellow Solamnics towardcourses of action more in accord with theLegion’s emphasis on practical tactics.

This distrust alone would make thetwo Orders enemies, but the DarkKnights also make it their business tohunt down and execute Legionnaires (seepage 42). Members of the Legion wouldnever surrender to a Knight of Takhisis—they would prefer to die fighting ratherthan suffer the pain and indignity of exe-cution at the Dark Knights’ hands. (Theyalso worry they might reveal vital infor-mation during the “interrogation” thatusually precedes an execution.)

Legionnaires avoid negotiating with theDark Knights whenever possible, but havebeen known to do so when left with noother choice. However, they assume thatany such agreement will be broken as soonas the Dark Knights find it convenient.

Overall, the Legion believes Krynnwould be better off with the Knights ofTakhisis destroyed. They think the Solam-nics made a foolish and dishonorableagreement by ceding land to them in theCouncil of the Last Heroes, and they gladlywould join Sir Liam Ehrling, the SolamnicGrand Master, in an invasion of Neraka.

Other EnemiesThe Legion also seeks to contain or elimi-nate the dragon overlords. They believethat defeating Malystryx, the most pow-erful of the Great Dragons, would loosenthe wyrms’ hold on Ansalon.

In addition, the Legion generallyopposes any attempt to consolidate polit-ical power or conquer territory. TheOrder recognizes that strong governmentbrings security to common folk, but dis-trusts the concept of empire.

The Legion also works to eliminatebrigands, pirates, and other forces thatprey on the innocent.

Beryl’s RealmIn Qualinesti, the Legion actively assistsGilthas, the Speaker of the Sun, in hisunderground trade with Thorbardin andhis refugee smuggling (see Beryl’s entryin Dusk or Dawn, Chapter Two). WithGilthas’s blessing, the Legion smugglesgoods to elf refugees in Southern Ergotand the isle of Cristyne.

The Legion also assists Porthios inguerrilla war against Beryllinthranoxthe elven Senate. Though there is no lovelost between Porthios and Gilthas, theLegion sympathizes with them both.They see Gil doing as any good Legion-naire would: Swallowing his pride and his

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honor to save lives. At the same time,they consider Porthios and his wife,Alhana Starbreeze, unjustly exiled fromthe elf community. They ensure that Por-thios’s raids do not upset Gil’s activitiesand have pledged to help the dark elfplace his son, Silvanoshei, on the thronewhen the time is right.

Silvanesti and SurroundingsThe Legion works covertly to end Sil-vanesti’s isolationist policies. Operativesfrom brass Iyesta’s realm reconnoiterMalys’s territory, help small groups ofslaves escape from Takar in Sable’s realm,and smuggle goods into the strugglingcommunities along the Bay of Balifor.The elves resent this activity, which theyfear might provoke Malystryx and Onys-ablet. Despite the magical shield of pro-tection around their forest, the Silvanestiseem none too comfortable with theirproximity to three Great Dragons.

Legionnaire champions of elven unifi-cation constantly attempt to penetrate theelves’ shield, hoping to remind the Sil-vanesti of the desperate plight of their Qua-linesti brethren. The effort has produced noresults so far, but the Legion is patient.

Members of this Order also keep incontact with Iyesta, or Splendor, as theyknow they can count on her to provide aneverending stream of information aboutlocal happenings.

The EastIn spite of the considerable danger, theLegion maintains several covert cells inNeraka and Thoradin. Legionnairesposted to these areas generally confinethemselves to espionage and helpingrogue knights escape—bolder actionscarry too much risk.

The Legion knows about the DarkKnights’ desire to steal dwarven technol-ogy. Members in Thoradin keep all DarkKnights entering the city under closewatch. Should any of them learn thesecret to fireweapons, the Legion will slayor expose them.

The Legion also maintains a presencein most Dragon Realms, where membersassist displaced residents in addition tospying on the dragon overlords.

Joining the LegionIts devotion to secrecy notwithstanding,the Legion offers aspiring members aclear method of applying to the Order.

Heroes with the Legionnaire warriorrole are already assumed to have completedthe initial interview necessary to join theOrder. Those with this role who started playwith a reputation of Novice or lower areapprentices working under a mentor, whileheroes of Adventurer or higher reputationhave been fully inducted into the Legion.

Heroes who have not assumed theLegionnaire warrior role but want to jointhe Order need to take a trip to Solace.

Joining OpenlyA hero can approach the Legion’s head-quarters in Solace openly for an interviewwith a member of the High Elder’s staff.This interview usually requires the appli-cant to consider a number of moral dilem-mas and answer a series of seeminglyinnocuous questions. From his answers,the interviewer determines how readily thehero could learn to live by the Legacy.

To pass the interview, a hero musthave a demeanor and nature drawn fromcards with values of 6 or less. In addition,he must succeed at the following action:

Initial InterviewDifficulty: Average (8)Action ability: Reason and

PresenceOpposition ability: Presence

Comments: The hero must succeed atboth a Reason action and a Presenceaction to pass the interview. The exam-iner provides the opposition value.

If a Legionnaire sponsor of at leastChampion reputation vouches for theapplicant, the hero receives a +5 actionbonus to each action. Those who fail theinterview may try again after a year.Mishap: The applicant has demonstratedcontempt for the ideals of the Legacy soclearly that he may never attempt anotherinterview again.

Successful candidates with a reputa-tion of Adventurer or above should be

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treated as experienced heroes seeking tojoin the Order (see next page). Thosewith a Novice reputation or lower whopass the interview are turned over to amentor for training, as described below.

Joining AnonymouslyApplicants who wish to join the Legionanonymously should come to Solace andstay the night at the Inn of the LastHome. A brief word with the staff alertsthe Legion to the candidate’s presence. Ifan applicant comes recommended by ahigh-ranking Legionnaire sponsor, thesponsor will have given him a star-shapedjewel—reminiscent of the Legion’s star-jewel symbol—to pass to the Inn staff.

In any case, the anonymous applicantcan expect to be interviewed within twodays. Those who pass the interview willreceive a mentor, as described below, ifthey have a reputation of Novice or less.

MentorsIn the Legion’s early days, Sara Dunstanoften reflected on the inspiring words heradopted son Steel Brightblade reportedlyspoke to the Chaos god during the Battleof the Rift: We still have each other.

The Legion that bears Steel’s nametakes these words to heart. Its membersteach and support each other, though therest of the world might stand againstthem. To accomplish this goal, every heroof Novice reputation or lower who suc-ceeds at the initial interview actionbecomes apprenticed to a mentor.

A mentor refines a hero’s understand-ing of the Legacy and provides any othertraining he might need. Those who jointhe Order anonymously are assigned adiscreet mentor willing to keep the hero’sidentity secret. To avoid the risk offavoritism, an apprentice’s sponsor (if hehad one) cannot act as his mentor.

Narrators can either create a mentorcharacter who assigns quests to theapprentice or can assume the hero hascompleted his work with his mentor andwas sent forth to quest on his own, as atest of his independence.

An apprentice must obey and serve hisassigned mentor to the best of his ability.

He learns humility by cooking, cleaning,and performing other chores for thementor. He hones his heart and mindthrough long discussions of the Legacywith his mentor, followed by solitarymeditation. He faces constant tests hismentor springs on him unexpectedly tochallenge his mind. Further, he accompa-nies the mentor on quests to observe aexperienced Legionnaire in action andgain real-world experience before hisown formal induction into the Legion.

Formal Induction

Narrators creating an induction forhero should base these questions on thedescription of the Legacy offered earlier,in addition to references directly relatedto the hero’s recent quests. The heroshould find it somewhat discomfiting thatthe examiners seem to know things abouthim that they shouldn’t be able to know.

Induction ExaminationDifficulty: Average (8)

To satisfy the examiners, the heromust succeed in the action below:

To be inducted, the apprentice mustfirst explain to the examiners what he haslearned about the Legacy and describequests in detail for them. They will cer-tainly ask him many questions, as theytry to fathom how he thinks and feels.

The three Legionnaires review theapprentice’s performance and decidewhether to admit him to the Order. Fre.quently, these examiners are anonymouThey might be robed, hooded, concealein shadows, or disguised in another way

Once the apprentice’s reputation reachesthe Adventurer category, his mentorarranges for an induction ceremony. Aninduction can be held anywhere, but atleast three Legionnaires of Master reputa-tion or higher must be present, notcounting the hero’s mentor.

Action ability: PresenceOpposition ability: Presence

Comments: The examiner with the high-est reputation provides the oppositionvalue. If the apprentice has not assumedthe Legionnaire warrior role, he receives a-5 action penalty. However, a reliable

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Examiners must resolve matters of theLegacy (see next page) before concludingthe induction.

witness—a Legionnaire other than thementor or anyone with a demeanordrawn from a card with a white aura—provides a +1 action bonus per witness.

Those who fail the examination caneither withdraw from the Legion or tinue working toward full membership.Heroes who choose the latter are treatedas any experienced hero seeking entranceinto the Legion (see below).Mishap: The applicant is dismissed fromthe Legion with no chance of everbecoming a member. If he has informa-tion damaging to the Order, he might bedetained, at the Narrator’s choice.

Experienced ApplicantsIf an applicant has a reputation ofAdventurer or higher when he seeksentry into the Legion, or if he fails hisexamination after an apprenticeship, hemust wait for an invitation to join.

After his initial interview (or failedexamination), various Legionnairesobserve the applicant covertly. After thehero’s reputation has increased one cate-gory, they ask him to present himself inSolace for examination, as previouslydescribed. The applicant’s recent questsmust have included the following criteria(which the Legion based on Solamnicadvancement requirements):

Restoring something that was lost.One test of wisdom, three of generos-ity, and three of compassion.Rescuing an innocent.Discovering information of impor-tance to the Legion and previouslyunknown to the Order.

In rare cases, the Legion immediatelyinvites very worthy individuals to join,even if they have not made any specialeffort to enter. The procedure is similarto obtaining an honorary membership inthe Knights of Solamnia (see page 33),except that a Legionnaire of at leastChampion reputation must bring thehero’s deeds to the attention of the HighElder or one of the Keepers.

The sorcerer Palin Majere, veteran ofthe Chaos War and friend to Sara Dun-stan, reportedly received an honorarymembership for his work in saving manyQualinesti elves from the Green Dragon.

ApprenticesOnce formally inducted into the Legion, ahero receives his own apprentice. Trainingthese applicants remains an importantpart of any Legionnaire’s efforts. As thedescription of the Legionnaire warriorrole in Chapter One shows, an apprenticeis at once a great responsibility and agreat liability: The hero mentor is simul-taneously responsible for keeping theapprentice safe and for making sure helearns something—preferably thoughactual experience.

In most cases, Narrators should allowplayers to treat their hero’s apprentices assecond heroes. However, if the player getsinto the habit of abandoning the appren-tice while the hero undertakes excitingand dangerous adventures-always leav-ing him at home, posting him to guardduty, or sending him off on routinetasks-the apprentice likely will becomefrustrated and bored.

The Narrator can take control of anapprentice in this instance, should thehero fail a challenging Presence (Presence)action opposed by the apprentice’s Pres-ence score. The apprentice charactermight secretly follow his mentor, engagein some form of mischief that gets himinto trouble, or attempt some other actionthat causes complications for the hero.

On the other hand, a hero shouldnever foolishly place his apprentice atrisk. If such action leads to the appren-tice’s death, the hero suffers the penaltyon page 18, and stands guilty of a majorviolation of the Legacy (see next page).

Should a hero decide to dismiss hisapprentice, perhaps to see how the char-acter can get along on his own, the Narra-tor should shuffle the Fate Deck and drawone card. Drawing a Dragons card meansthe apprentice has died on the mission,and the hero suffers accordingly. Anyother result indicates that the apprenticesuccessfully completes the quest.

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When an apprentice dies, is dismissed,or becomes a full Legionnaire, the heroreceives another one to train.

Enforcing the LegacyThe Legion keeps order in its own house.All Legionnaires are expected to watchtheir comrades for signs of personal ambi-tion, cowardice, cruelty, or other forms ofbehavior considered contrary to the Legacy.

The Legion handles violations of theLegacy much like the Solamnic Knightstreat questions of honor (see page 35). Atrio of Legionnaires of Master reputationor higher examines the accused. Because,like Dark Knights, Legionnaires enjoyconsiderable freedom to act, they differfrom the Solamnic violation categories:

Trivial violation: The Legionnaire isaccused of failing to carry out a minortask assigned by a superior, taking alife that might have been spared,refusing to render aid to another indi-vidual in a dangerous situation, orcommittedsome other act or omis-sion that led to a bad end.Minor violation: The hero allegedlymade an unprovoked attack ananother, was caught brawling with aKnight or cavalier, failed to completean important mission through mis-judgment or inattention, or allowedfellow Legionnaires or innocents underthe Legion’s protection to come toharm through some error or omission.Major violation. The Legionnaireaccused of telling a damaging lie,failing to complete a critical missionthrough misjudgment or inattention,using his position in the Legion for per-sonal gain, killing an innocent, orbetraying the Legion in some other way.Egregious violation. The accused hasallegedly slain a fellow Legionnaire,failed a mission due to concern for hisown safety or self-interest, or commit-ted some other blatant act of selfish-ness or betrayal.

After hearing the charges against him,the hero has an opportunity to prove tothe examiners that he has upheld theLegacy in his actions.

Upholding the LegacyDifficulty: VariesAction ability: PresenceOpposition ability: Presence

Comments: The difficulty of provingthat one has upheld the Legacy dependson the severity of the alleged offense, asdoes the punishment:

Trivial violation: Average (8).Minor violation: Challenging (12).Major violation: Daunting (16).Egregious violation: Desperate (20).

As with Solamnic questions of honorand the Dark Knights’ violations of theCode, the Narrator may adjust the diffi-culty of this action based on the strengthof the case against the Legionnaire. Shouldthe charge seem entirely unwarranted, theNarrator may make this action easy or notrequire it at all. Because the Legion isfounded on the importance of its mem-bers supporting each other, anyone mak-ing a baseless charge against a fellowLegionnaire has committed an egregiousviolation of the Legacy. The examiner withthe highest reputation opposes this action.

Failing in this action generally calls forexpulsion from the Legion. For trivial vio-lations, the examiners might merely issuea reprimand. Legionnaires found guilty ofcapital crimes or causing irreparable dam-age to the Legion are executed. In rarecases—when the Legionnaire’s judgmentis in question, not his character—theexaminers may assign him to a hopelessand probably fatal mission. Should hecomplete the mission and survive, theLegion vindicates and reinstates him.Mishap: The offense shows such disre-gard for the Legacy that the guilty partyfaces immediate execution.

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CHAPTER THREEeave the bod-ies.” Tanis’smind wasworkingquickly. “Andhack up thedoor. Sturm,knock over afew tables.We’ll make itlook as if webroke in hereand got into a

fight with these fellows....”

—Following a fight with goblins,Dragons of Autumn Twilight

Heroes can face some tricky combat-related situations in the DRAGONLANCE:FIFTH AGE game. As players become famil-iar with the SAGA rules and as their heroesgrapple with ever more devious foes inever more desperate situations, they aregoing to want to improvise a little.

They might want to know, forexample, just how quickly they can travelfrom Palanthas to Solanthus if they reallyhurry. A hero backed into a corner duringa barroom brawl might become inter-ested in taking a swing on that chandelieroverhead. With a little common sense andthe advice presented in this chapter, Nar-rators can handle just about anythingplayers might want to attempt.

Role-PlayingAction ModifiersSometimes, players get so caught up in thedetails of their actions or in the specificsof combat that they forget they’re sup-posed to be role-playing.

So any time the Narrator wishes toencourage players to exercise a little morethought and imagination in their heroes’actions, he can assign a modifier to their

action score based on how well the playerhandles the situation. These role-playingmodifiers, applied to the value of theaction card, can help resolve any actionin which the Narrator considers playerinput important.

–4 points to the action score if theplayer makes no attempt to role-play ordescribe his hero’s action. For example,the uninspired player might say:

“I ask the Knight to sponsor me,” or“I knock down the guard.”–2 points to the action score if theplayer makes only a feeble attempt torole-play the scene or is repeating anold trick:

“Gee, Sir Colfax, that’s really niftyarmor you’re wearing. How about spon-soring me for Knighthood?” or

“I grab the carpet and yank it outfrom beneath the guard’s feet.”+2 points to the action score if theplayer makes a reasonable effort atrole-playing or tries an unexpectedmaneuver:

“Greetings, Sir Colfax. I, who lastweek brought you the news that theKnights of Takhisis were sending freshtroops to Palanthas, humbly requestthat you sponsor me for membership inthe Solamnic Knighthood,” or

“I squint and look at the ceiling and,when the guard looks up, I yank thecarpet out from under him.”+4 points to the action score if theplayer makes a truly outstanding role-playing effort or invents a clevermaneuver on the spot:

“Good morrow, Sir Colfax. For sixmonths I have labored on behalf of theKnighthood. I hope now to become aKnight myself; if you would honor meby becoming my sponsor,” or

“I put out the torches and draw thecurtains so it is really dark, then Icrumple up the paper from the desk andscatter it all over the poor. I’ll wait in ashadowy corner for the guard to comealong. When I hear the guard lightingthe torch or stepping on the paper, I’llyank the carpet out from under him.”

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ADVANCED RULESCombined ActionsIn the FIFTH AGE game, just like in reallife, groups working together can accom-plish feats far too difficult for any singleindividual. When not engaged in combat,spellcasting, or magical item use, two ormore heroes can work together to accom-plish an action.

The difficulty, action ability, opposi-tion ability, and mishap of a combinedaction vary according to what the heroesare attempting.

Combined ActionDifficulty: —Action ability: —Opposition ability: —

Comments: For fairly simple tasks-suchas two or more heroes trying to lift a heavyobject—the hero with the highest applica-ble ability score performs the action, andeach helper adds his relevant ability scoreto the action score.

For example, say Rig (St 7), Dhamon(St 8), and Shaon (St 6) all try to heave astuck wagon out of the mud. Since thewagon is fully loaded, the Narrator con-siders this an impossible action. Together,however, the above group has an actionscore of 21 before Dhamon’s player evenplays a card from his Hand of Fate:7+8+6. Should Dhamon play a Five card,the group achieves an action score of26—quite enough to succeed.

Groups performing an impossiblecombined action do not automaticallygain one quest, as an individual would(Book of the Fifth Age, Chapter Three).Mishap: Any mishap in a combinedaction usually affects the entire group,though the Narrator can call for an inter-pretive or random card play to see if any-one escapes. (In such cases, any card witha white aura might let the hero avoid themishap.) For example, if the group push-ing the wagon suffers a mishap, someonesuffers an indignity, such as slipping andfalling in the mud.

Coordinated ActionDifficulty: Average (8)Action ability: PresenceOpposition ability: Varies

Comments: Complex or dangerous tasksrequire planning and leadership. Heroesfaced with the task of repairing theirdamaged ship, for example, can’t justapply sheer muscle to the job. And heroestrying to scale a mountain probably willfail unless they coordinate their efforts.

A party leader performs the coordina-tion action. If he must rely on another forknowledge to complete the task, the diffi-culty goes up to challenging. For example, ifDhamon, a rogue knight, leads his group inthe construction of a siege engine, he facesan average task. If however, he tries todirect his party to repair a damaged ship,he’ll have to rely on the skills of Rig, amariner, making his task harder. (Or Rigcould become temporary party leader andtry an average Presence action himself.)

If the coordinating action succeeds,the hero with the highest relevant abilityscore (or the required knowledge)attempts the intended complex action,adding one-half the combined abilityscores from his helpers to his actionscore. Players should round fractionsdown after adding the scores together.

For example, say Rig (Dx 6), Dhamon(Dx 6), and Shaon (Dx 5) all attempted torepair their damaged ship. In this case,Rig gains a +5 bonus to his action score(6 + 5 = 11 ÷ 2 = 5.5, rounded down to 5).

The leader (or acting leader’s) Pres-ence code determines how many peoplehe can coordinate in a complex action:

Presence Number ofA Crowd (25 people)B Large group (10 people)C Small group (5 people)D Couple (2 people)X None

Mishap: Mishaps usually affect the wholegroup, though a Narrator can call for aninterpretive card play to see if anyoneescapes, as described for combined actions.

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Card PlayIn general, Narrators should use thegame’s action-score-based resolution sys-tem when heroes are attempting dra-matic actions with a significant chancefor failure, especially if the action’s resultcan affect the course of play. When play-ers attempt inconsequential actions, theNarrator should simply declare whetherthe action succeeds or fails, based on theheroes’ abilities, a random draw, or evenan aura-based resolution. This decision-making speeds up the game and discour-ages players from executing a series ofnonsensical actions in hopes of riddingtheir hands of bad cards.

Several of the rules presented in thischapter and elsewhere in this book usethe random draw action resolution tech-nique, introduced at the end of ChapterThree in the Book of the Fifth Age. Narra-tors should use a random draw not onlywhen the rules specifically call for onebut also in any situation where the herodoes not entirely control his own Fate.

Random draws also keep players fromstalling while they build up their hands inpreparation for a key event in their hero’slife. A Solamnic Knight’s player, forexample, might break off a quest andreturn home to petition for advancementthe minute he draws a Nine of Crownscard. That’s manipulating fate too much.

Overland MovementChapter Three in the Book of the Fifth Agepresents standard daily movement rates forcross-country travel in miles per hour andmiles per day (assuming about eight hoursof travel each day). These numbers arealready generous, but even that’s not alwaysfast enough for heroes with a mission.

On the other hand, these standardmovement rates assume ideal conditions.Natural hazards and accidents can slowmovement or halt a group altogether.

However, when determining base traveltimes, Narrators should remember that inthe FIFTH AGE game, the rules take a backseat to the story. Therefore, the heroes canmove as quickly as the story demands.

If the players insist that their heroescan make a trip in less time than the Nar-rator says it takes, or if the Narrator wantsto add a sense of urgency to the trip, hecan use the following rules.

Quick MarchHeroes can reduce their travel time bypushing themselves hard, skipping restbreaks, or simply spending a little extratime each day on the trail.

Quick MarchDifficulty: VariesAction ability: EnduranceOpposition ability: None

Comments: The difficulty of a quickmarch depends on how much time theheroes want to save.

Average (8): The party saves about fiveminutes off an hourlong trip, onehour off a daylong trip, or one day offa weeklong trip.Challenging (12): The heroes cutabout ten minutes off an hourlongtrip, one and a half hours off a day-long trip, or a day and a half off aweeklong trip.Daunting (16): The group saves abouttwenty minutes off an hourlong trip,three hours off a daylong trip, or twodays off a weeklong trip.Desperate (20): The heroes cut aboutthirty minutes off an hourlong trip orfour hours off a daylong trip. How-ever, no mortal can maintain this pacefor more than a day.Impossible (24): The heroes save aboutforty-five minutes off an hourlongtrip, but they can keep up this impos-sible rate only over a short distance.

The heroes must declare how long theywill quick march and at what rate. Eachhero involved in a quick march attemptsthis action at the end of the march(weaker heroes are supported andencouraged by the others). The marchends when the period the heroes havespecified elapses or when they stopmarching to pursue some other action(such as combat).

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If a hero succeeds in this action, heloses a point of Endurance at the end ofthe march. Failing makes his Strength andEndurance scores drop 1 point for eachpoint by which he missed his target score.

These losses persist for the sameamount of time after the march as thehero spent marching. If the hero rests, herecovers lost ability score points at twicethis rate. Should a quick march reduceany of his ability scores to zero or less, hesuffers a mishap (see below). If a hero hasbeen quick marching for several days, hecan attempt an average Endurance action(at his reduced score) at the end of eachfull day of rest. If he succeeds, the herorecovers all his lost points immediately.Mishap: The hero collapses from exhaus-tion when the quick march ends. He losesall his cards and falls unconscious untilhe receives care, just as if he had lost allhis cards through combat wounds.

Quick March ExampleSay that Petrick has an Endurance scoreof 7 and attempts to jog about a milealong a mountain trail in thirty minutes.According to the Book of Fifth Age, a

hero can move about five miles throughmountains in a day, or about one mile anhour. Moving the same distance in thirtyminutes makes this action desperate.

Petrick plays the Seven of Helms,which gives him an action score of only14. Fortunately, the Suit of Helms istrump for Endurance actions, so Petrickgets to turn over an extra card from theFate Deck. He draws the Four of Swordsfor his trump bonus, giving him a finalaction score of 18.

Because he needed a score of 20, Pet-rick fails the action and temporarily loses2 points of Strength and Endurance. Hesuffers this reduction for thirty minutesafter his quick march—or for fifteenminutes, if he rests.

Other Effects of Quick MarchesHeroes cannot surprise opponents unlessthey end their quick march first. If anopponent tries to surprise the heroes,they receive a –4 action penalty to theirattempt to avoid surprise.

Groups traveling with vehicles ormounts can attempt quick marches. Anycard a mounted hero plays for this action

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becomes automatic trump; he still has toattempt the action, though, as riding amount requires some physical effort, anda long trip on a mount still involves somewalking. The player of the mounted heroalso uses a card from his hand to attemptthe quick march action for the mount,sing its Physique score as its action abil-ity with a -3 penalty (carrying a rider ishard work).

If the heroes are all riding in a vehicle,only the driver must attempt this action;any card the driver plays is trump. If ateam of creatures pulls the vehicle, theteam makes one action attempt with acard from the driver’s hand, using thegroup’s average Physique rating as theaction ability.

ShortcutsHeroes moving overland upon anythingbut a road or clear terrain can save timeby surveying the path ahead and choosingthe shortest possible route. Shortcuts usu-ally prove less demanding than quickmarching, but they generally don’t save asmuch time and they can lead to danger-ous mishaps.

Take a ShortcutDifficulty: VariesAction ability: ReasonOpposition ability: None

Comments: Like quick marches, the diffi-culty of finding a good shortcut dependson how much time the heroes want to save.

Challenging (12): The heroes cutabout five minutes off an hourlongtrip, one hour off a daylong trip, orone day off a weeklong trip.Daunting (16): The group saves aboutten minutes off an hourlong trip, oneand a half hours off a daylong trip, ora day and a half off a weeklong trip.Desperate (20): The heroes cut abouttwenty minutes off an hourlong trip,three hours off a daylong trip, or twodays off a weeklong trip.Impossible (24): The group saves aboutThirty minutes off an hourlong trip orfour hours off a daylong trip.

After the heroes declare how muchtime they hope to save with their short-cut, the party leader or scout attemptsthis action. Failure means the group can-not find a favorable route and saves notime in the journey.Mishap: The Narrator can select one ofthe following mishap effects:

Accident: Each player draws one cardfrom the Fate Deck. A Dragons cardmeans the hero met with some kind ofaccident. Affected players then drawanother card; the hero loses 1 pointfrom the ability score associated withthe suit of the card selected. Turningup another Dragons card means thehero has suffered a catastrophic acci-dent and loses all his cards. Heremains unconscious until tended.Ability score losses persist for one day,or half a day if the hero stops to rest.Circle march: Instead of finding ashorter route, the heroes walk in a circleand wind up back where they started.Detour: The group strays off courseand winds up somewhere other thanintended. The heroes know theirapproximate location, but instead ofsaving time, they have made the triptake twice as long as normal.Lost: The heroes stray off course andhave no idea where they are. To gettheir bearings again, they must travelfor at least an hour. Then the leader orscout attempts a challenging Reasonaction. Failure means the groupremains lost. While lost, the partytravels in a random direction of theNarrator’s choice.Terrain hazard: The group stumblesinto dangerous terrain. (See the nextsection for hazard effects.)

Other Effects of ShortcutsUnlike a quick march, taking a shortcuthas no effect on the group’s ability toachieve surprise. However, heroes follow-ing a shortcut (even a failed shortcut) areconcentrating on their route so much,they suffer a 4 action penalty to anyattempts they make to avoid surprise.

Groups traveling with vehicles cannotattempt shortcuts unless they abandon

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their vehicles. Mounted groups canattempt shortcuts, but accrue a 4 actionpenalty, as mounts might encounter ter-rain hazards that would prove less of anobstacle to those on foot.

Used once successfully, a shortcutbecomes a known route. Heroes wishingto use this path later need not attemptthis action again.

Combining Quick Marcheswith ShortcutsGroups willing to assume a risk can quickmarch while taking a shortcut. The heroesinvolved must play the appropriate cards,with a –4 action penalty for combiningthe two actions. If both succeed, the play-ers may add the time savings together.However, a combined shortcut/quickmarch cannot reduce the total travel timeby more than three-quarters.

For example, Petrick decideshis party on a shortcut though a heavyforest and decides the heroes should pickup the pace as well. Their ultimatenationlies about sixty miles away,roughly a six-day trip. Petrick decides tocombine a challenging shortcut and anaverage quick march. If both actions suc-ceed, the party will save about two days.As party leader, Petrick attempts a chal-lenging Reason action with a 4 penaltyfind a shortcut. Then every hero in thegroup makes an average Endurance actionwith a –4 penalty.

Of course, if the shortcut fails, theentire group could be quick marching intosome sort of trouble. Should the partyencounter a terrain hazard in the shortcut,the quick march ends, and the heroes mustattempt their quick march resolutionactions before dealing with the hazard.

Terrain HazardsHeroes who wander off clear terrain orroads might stumble onto ground thatproves dangerous or inconvenient.

The Narrator can refer to this sectionwhen the heroes encounter a terrainhazard due to a shortcut mishap, or hecan place these hazards in their path forthem to overcome. A hazard can figure

bling right into thehazard.Common hazards are described

prominently in an adventure scene asobstacle for the group.

If a group encounters a hazard as partof a scene, the leader or scout canattempt a challenging Perception action toavoid running headlong into the hazard.(For quick marching groups, the actionbecomes daunting.) However, the groupmust detour around the hazard or dealwith it in some other way. Failing the Per-ception action brings the group stum-

below. Each description begins with aparenthetical list of the general type ofterrain where it occurs, followed by itsgame effects. In each case, the Narratormay choose to allow heroes with the yeo-man or an appropriate barbarian role anautomatic trump bonus for actionsrelated to their home terrain.

Brambles or Tangle(Forest, swamp, hills)The group encounters dense vegetationthat obscures vision and slows move-ment. Though not dangerous itself, thevegetation might hide an enemy oranother hazard. Visibility within thetangle never extends beyond near missilerange. The heroes find their Agility, Dex-terity, and Perception scores reduces by 2points when they move or fight in theundergrowth. This hazard could delay aparty anywhere from ten minutes to oneday, at the Narrator’s option.

Cave-In or Rockfall

(Mountains, subterranean)When falling rock endangers the heroes,they first attempt to avoid surprise.surprised, they mustimmediately defendthemselves from two missile attacks fromfalling rock; those not surprised sufferonly one. The attack’s severity varies withthe size of the rockfall, which the Narra-tor selects from the table below:

Difficulty of Escape4 Average8

Severe

Size DamageMinorMajor Challenging

12 Daunting

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Adjustments for armor and shields donot apply to a hero’s defensive action, nordo they reduce damage.

A mishap means debris buries theunlucky hero. He can escape on his ownwith a challenging Reason action, followedby a Strength action whose difficultydepends on the rockfall’s size. If eitheraction fails, the hero must be rescued.

To accomplish a rescue, a hero mustsucceed in the action below:

Rescue a Cave-in VictimDifficulty: VariesAction ability: PerceptionOpposition ability: None

Comments: One hero attempts the res-cue, adding a +1 action bonus for eachperson assisting. The difficulty of theaction corresponds to the chart above.A search for a buried hero takes tenminutes. Victims lose 1 point ofEnduranceeach hour from a minor rock-fall, 1 point per ten minutes from a majorone, and 1 point per minute from a severerockfall. A buried hero reduced to zeroEndurance points loses all his cards anddies if not rescued within an hour. Oncerescued, the hero stays unconscious untilsomeone tends his injuries.Mishap: A cave-in of the excavated areaaround the buried individual injureseveryone involved, forcing them each tolose a card and start the rescue over.

Crevasse or Dust Pit

(Snow, desert)The ground under the heroes’ feet seemsdry, but too soft or weak to hold anyweight. Upon encountering this haz-ardous terrain, the hero in the lead (mostlikely the scout) must make a dauntingPerception action. (If he has taken precau-tions, such as probing the ground aheadwith a walking stick, the action becomeschallenging.) Failing the action means thehero falls into the crevasse or dust pit.

Anyone so unfortunate should imme-diately attempt a challenging Enduranceaction. Those who fail plummet to the bot-tom, suffering a one-card injury. Heroeswho succeed manage to grab a handhold

on their way down. They suffer no injurybut must succeed in an average Strength orAgility action to climb out again.

A hero who falls into a dust pit mustmake a challenging Spirit action. Failuremeans the hero panics and sinks to thebottom, where he lies buried just asthough caught in a major rockfall. Hiscompanions can rescue him as thoughrescuing a cave-in victim (see above). Suc-ceeding in the Spirit action lets a heroattempt a challenging Agility action toescape the dust pit on his own. Otherwisehis friends can rescue him automatically.

In the event of a mishap, the hero(es)next in line must make challengingEndurance actions to avoid falling in, too.

Precipice or Canyon(Mountain, hills)The heroesencounter a sheer drop orwall, too steep to scale, which forces themto either follow or detour around it.While near the cliffside wall, the groupmay by subjected to rockfalls, at the Nar-rator’s discretion. A group at the top ofsuch a precipice remains in no particulardanger unless faced with poor visibility.In such cases, the person in the lead mayfall off the edge, according to the proce-dure under “Crevasse or Dust Pit.”

Quicksand or Bog(Swamp, forest)The group encounters a soggy area wheregroundwater makes the footing treacher-ous. The hazard’s effects resemble thoseof a dust pit, except that a hero sinking tothe bottom finds himself buried asthough by a severe rockfall or cave-in.

Advanced CombatPlayers who crave truly dramatic combatscenes do more than just trade blows withthe enemy-they approach combat with asense of flair and daring.

This section broadens the selection ofcombat options available to heroes. It’shelpful before reading further to reviewthe standard terms at the beginning ofChapter Four in the Book of the Fifth Age.

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All the action descriptions includedhere assume a fairly even fight, with nei-ther side having any significant advantageover the other. When this isn’t the case,Narrators should refer to “CombatAdvantages” on page 68.

Some of the actions below have noindicated difficulty, action ability, oropposition ability, because they apply tothe action the hero just attempted-theplayer does not play another card.

While reading these sample actions,players should think of creative ways tocombine or alter them to form newactions. Some examples are provided.

Offensive ActionsWhen attacking a foe, the hero has anumber of advanced combat options.Some examples of creative attacks follow,arranged alphabetically.

ChargeDifficulty: Easy (4)Action ability: AgilityOpposition ability: Agility

Comments: A hero speeds toward theenemy across an open space, using hismomentum to help launch a melee attackagainst one opponent. Heroes can attemptthe charge action only when the group hasjust closed to melee range with a foe. Thehero must select an opponent to chargebefore playing a card.

Even if the group successfully entersmelee range, charging becomes an optiononly for heroes who can move in a fairlystraight line through open terrain. Charg-ing is not possible up steep inclines orthrough dense undergrowth. However,any unusual condition that allows rapidmovement in a straight line makes acharge possible: A hero might swing on avine or chandelier while making a charge,to avoid obstacles that would otherwiseprevent this action.

A hero who successfully charges canattempt an immediate melee attack with a+3 bonus to his Strength score. However,the hero must face a penalty of -3 indefending against the foe’s counterattackin the next exchange: The hero’s momen-

tum either carries him past the foe ormakes him stop short; either result createsa moment of instability or vulnerabilityfor the hero after the charge exchange.

Individual heroes can attempt tocharge, or the leader can direct the wholegroup in a charge. In the latter case, thedifficulty becomes average.Mishap: The foe gets a free counter-attack. If a single hero was charging, hisintended target can make this assault. Ifthe entire group was charging, however,every opponent within melee rangefree counterattack.

Cut or SmashDifficulty: Average (8)

Strength orDexterity

Comments: A hero can cut or smashobject to destroy it. He uses Strength

Action ability:

Opposition ability: Endurance orAgility

action ability if applying a melee weaponor natural weapon (claws, etc.) to an objector Dexterity if using a missile weapon.

Missile attacks against objects at farmissile range have a difficulty or challeng-ing rather than average. If no creatureholds or guards the object, the action goesunopposed. The action’s difficulty alsoassumes the hero is trying to cut or smasha fairly small object that is neither excep-tionally sturdy nor particularly fragile.such items include taut ropes, metal flasks,torches, and chairs. Smaller or tougherobjects make the action harder, whilelarger or weaker objects make it easier.

In some cases, the Narrator mightassign an object a Physique score, forcing ahero to inflict that many damage points todestroy it (see Appendix Four). Of course,common sense also must apply: A heroarmed with a mace cannot chop through arope or destroy a book easily. And, whilesomeone could smash a gem with a sword,it would be much easier with a mace.Mishap: The hero must defend himselfagainst an immediate counterattack fromthe creature guarding or holding the item.If the object is unattended, he must defendhimself against an attack from his ownweapon, due to an unexpected fumble.

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DisarmDifficulty: Challenging (12)Action ability: Strength or

DexterityOpposition ability: Endurance

Comments: A hero can attempt a disarmaction to make a foe drop his weapon (oranother item in his grasp). Of course, hecannot force a foe to drop an item he iswearing, such as a ring or backpack.

At melee range, a hero uses hisStrength to disarm a foe. At fartherranges, Dexterity becomes the actionability, as he tries to shoot an object fromhis foe’s grasp.

Normally, a successful disarm actioncauses the opponent to drop his weaponbut inflicts no damage. Should the hero’saction score exceed the difficulty ratingby at least 5 points, however, the oppo-nent suffers normal damage in additionto dropping his weapon.

A hero can attempt a disarm action incombination with a charge or recklessattack (see below), or both.Mishap: The hero must defend himselfagainst a free counterattack from his foe.

Fast AttackDifficulty: —Action ability: —Opposition ability: —

Comments: Wanting to land a blow extraquickly, a hero must leave himself open tocounterattacks. A fast attack works justlike any other attack at personal, melee, ormissile range. A hero making a fast attackresolves his action, including resultingdamage, before his opponent counterat-tacks. In this way, he has a chance to inca-pacitate or kill his foe before he can react.

However, since a hero concentrating onspeed cannot pay equal attention to self-protection, he can offer no defense againstcounterattacks during this exchange, if hisfoe survives the fast attack; armor andshield defense ratings still apply.

Heroes cannot combine this optionwith a charge, great blow, or recklessattack (see below), nor can they use it fora free attack gained as the result of amishap or surprise.Mishap: The hero faces an immediatecounterattack from his opponent and canoffer no defense.

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GrabDifficulty: Average (8)Action ability: StrengthOpposition ability: Strength

Comments: A hero fighting at personalrange can grab something his foe holds orwears and tear it away. A hard-to-grasp orwell-anchored object makes the grabaction challenging. Heroes cannot grabvery small or dangerous items, such asrings or daggers, unless they successfullygrapple the foe first (see below).

A hero can attempt a grab action thesame minute as he successfully closes topersonal range or grapples, but the combi-nation increases the difficulty one degree.Mishap: The hero has to defend himselfagainst an immediate counterattack.

GrappleDifficulty: Challenging (12)Action ability: StrengthOpposition ability: Strength

Comments: A hero fighting at personalrange can immobilize his foe instead ofattacking. To attempt a grapple, the heromust have both hands free. If it succeeds,he inflicts damage points equal to hisStrength score and holds the opponentimmobile, unable to counterattack. If theattempt fails, the foe can counterattack.

In subsequent exchanges, a successfulhero can maintain the grapple and inflictdamage with an easy Strength (Strength)action. He inflicts damage points equal tohis Strength score for each minute thegrapple holds. If this maintenance actionfails, the foe escapes his grasp and cancounterattack normally.

Only after releasing his foe can the herocan attempt another action, such as a grabor a normal attack. A hero can attempt agrapple during the same combat minute ashe successfully closed to personal rangewith no difficulty adjustment. However, ifthe grapple action fails, the hero faces a -3action penalty when defending against theopponent’s counterattack, just as if thehero had been charging.Mishap: A mishap while attempting ormaintaining a grapple forces the hero todefend against a free counterattack.

Great BlowDifficulty: —Action ability: —Opposition ability: —

Comments: Should a hero wish to landan extra-devastating blow in combat, heleaves himself vulnerable to counterat-tacks. A hero attempting a great blowcan double his Strength score for onenormal attack at personal, melee, ormissile range. However, because he putsall his effort into this attack, he can offerno active defense to his foe’s counterat-tack during this exchange of blows(defense ratings from armor or shieldsstill apply).

A hero can combine this option with acharge, adding the +3 action bonus fromthe charge before doubling his Strengthscore. (Charging gives the opponent a +3Strength bonus when counterattacking inthe next exchange.) A free attack cannotbe a great blow, as such a blow requiressome advance planning.Mishap: The hero suffers an immediatecounterattack from his opponent. Hecannot offer any active defense againstit.

Reckless AttackDifficulty: —Action ability: —Opposition ability: —

Comments: A hero can produce someextra offensive punch in a time of greatneed-but he leaves himself open tocounterattacks to get it. A reckless attackallows a hero to attempt an extra attackduring one exchange of blows. However,the extra attack prevents him fromdefending against counterattacks duringthis exchange; defense ratings from hisarmor or shield still apply.

When combining this action with acharge; heroes may apply the +3 Strengthbonus from the charge to both attacks. Areckless attack takes some forethought, soit cannot be used as a free attack.Mishap: The hero suffers an immediatecounterattack from his opponent andmay attempt no defense.

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Rush The hero cannot use his shield defen-

Difficulty: Average (8)Action ability: AgilityOpposition ability: Agility

Comments: Rushing the enemy can letheroes engaged in melee or personalcombat slip past their opponents.

sively during an exchange in which heattempts a shield slam.Mishap: The hero cannot use his shield’sdefense bonus against a free counterat-tack by the enemy.

TackleDifficultyAction ability:Opposition ability:

Challenging (12)StrengthStrength

If no one is involved in combat at per-sonal range, the heroes’ leader canattempt a rush for the whole group; oth-erwise, this is an individual action.

Normally, heroes cannot attack whileattempting to rush. When they try torush the enemy and attack at the sametime, their foe gets a counterattack. Theycannot defend themselves against thisassault, except with the defense ratings oftheir armor and shields.

Comments: In a tackle, the hero tries tograb his opponent and bear him to theground. If he succeeds, the enemy fallsdown, the hero on top, and may notattempt a counterattack.

Combatants can combine a rush witha shield slam (see below) or with a nor-mal melee attack, but they must treat thecombined action as a reckless attack.

A hero can attempt a tackle in thesame combat minute as he successfullycloses to personal range. But, if the tacklefails, the opponent gains a +3 Strengthbonus for his next counterattack, just asifthe hero were charging.

A Reminder: When a group encoun-ters foes at near missile or greater range,they can avoid the enemy by moving outof visual range and escaping (see rangeactions in Chapter Four in the Book of theFifth Age). A group of heroes wishing tofight their way past their opponent musteither defeat the enemy in combat orclose to melee range, successfully rush theenemy, and then open the range and

The tackle inflicts no damage, but itdoes let the hero act first automatically thefollowing combat minute. He can performany action possible at personal range andenjoys a +3 action bonus as well. If he fol-lows up the tackle by grappling his foe, theopponent cannot regain his feet until hebreaks free.

No matter what the result of the hero’stackle attempt, the foe cannot try tomaneuver the combat range or attempt arush action. Usually, a hero will stay on topof a tackled foe, in which case the proneopponent can counterattack only at per-sonal range. Should a hero choose to getoff the foe, this opponent can stand upagain automatically. However, that’s all hecan do during this minute—he cannotcounterattack the hero, for instance.(Attempting to prevent a character fromgetting up is considered a grapple action.)To counterattack-at personal rangeonly—the foe must remain prone.

escape.Mishap: The enemy gets a free counterat-tack against the group or hero whoattempted the rush. If the heroes wereattacking at the same time, the enemygets two counterattacks, and the heroescannot use their Endurance or Agilityscores to defend against either of-them.

Shield SlamDifficulty: Average (8)Action ability: StrengthOpposition ability: Endurance

Comments: In a shield slam, a hero useshis shield as a melee weapon. Whendetermining the action’s success or fail-ure, a player adds the shield’s defense rat-ing to the hero’s action score. The shieldchart in Chapter Four indicates its dam-age when used in a slam.

If several heroes try to tackle a singlefoe together, the leader attempts theattack as a combined action.Mishap: The hero or group falls downinstead of tackling the enemy. The oppo-nent can make a free attack with a +3action bonus (and remain standing) orautomatically tackle a single hero.

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Defensive ActionsSometimes a hero finds himself facedwith one of the attacks described in theprevious section. The specific defensiveactions that follow illustrate how tocounter them.

Avoid Being DisarmedDifficulty: Average (8)Action ability: Endurance or

AgilityOpposition ability: Strength or

Dexterity

Comments: A hero can attempt to pre-vent someone from muscling his weaponfrom his grasp or even shooting an objectfrom his hand. The action ability isEndurance at melee range or Agility atgreater ranges. A successful hero retainshis weapon or other target item, whileanyone who fails drops it. (See page 70 fornotes on recovering dropped items.)Mishap: The hero not only drops hisweapon or other item but suffers normaldamage from the counterattack as well.

Counter a GrabDifficulty: Average (8)Action ability: StrengthOpposition ability: Strength

Comments: A hero can try to stop anopponent from grabbing something fromhim. Hard-to-grasp objects or those thatseem particularly well anchored make thisaction easy. Foes cannot grab very smallor dangerous items, such as rings or dag-gers, unless they first grapple the hero(see below).

A foe can attempt a grab action dur-ing the same minute as he successfullyclosed to personal range or grappled thehero. However, the combination makes itone degree easier for the hero to avoidthe grab (his action’s difficulty decreasesfrom average to easy or from easy toautomatic).Mishap: The hero not only loses the tar-geted item, he also suffers damage fromthe grab as though it were an attack atpersonal range.

Evade a GrappleDifficulty: Average (8)Action ability: StrengthOpposition ability: Strength

Comments: When a hero successfullyevades an enemy’s attempt to grapple him,he suffers no damage and can make a nor-mal attack. In addition, if the foe tried tograpple during the same minute as heclosed to personal range, the hero receivesa +3 Strength bonus for his next attack.

Should the hero fail in this action, hesuffers damage equal to the attacker’sStrength (or Physique) score and cannotattack until he breaks the grapple with asuccessful challenging Strength (Strength)action. Each minute he remains grappled,the hero automatically suffers damageequal to the attacker’s Strength score.When the hero gets free, he can attempt apersonal range attack.Mishap: A mishap while evading orattempting to break a grapple forces thehero to defend against a free counterat-tack from the opponent.

Hold or DelayDifficulty: Average (8)Action ability: AgilityOpposition ability: Agility

Comments: During personal or meleecombat, a hero must attempt to hold ordelay foes to make sure they don’t slip pasthim or open the encounter range. If hesucceeds, opponents currently at personalor melee range stay there. This action hasno effect on foes at other ranges.

If none of the heroes are involved incombat at personal range, the group’sleader can attempt the action for thewhole party. Otherwise, a hold or delayaction is performed individually. Nor-mally, heroes cannot attack whileattempting this action. Should a herowish to hold the enemy at close or meleerange and attack as well, he may do so;however, the enemy gets a counterattack.The hero can offer no opposition to thiscounterattack, though defense ratings forarmor and shields still apply.Mishap: The enemy opens the range, aftermaking a free counterattack against the

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group or hero who earned the mishap. Ifthe heroes were attacking when they suf-fered the mishap, the enemy gets twocounterattacks, and the heroes cannot usetheir Endurance or Agility scores todefend against either one.

Prevent a TackleDifficulty: Average (8)Action ability: StrengthOpposition ability: Strength

Comments: A hero who keeps an oppo-nent from tackling him suffers no damageand can make a normal attack against hisfoe; if the foe attempted the failed tackleduring the same combat minute as heclosed to personal range, the hero receivesa +3 Strength bonus to this attack.

If the hero fails in this action, he goesdown under his foe and may not attemptan action in the next combat minuteuntil after his opponent has resolved his.The tackler can perform any action pos-sible at personal range and enjoys a +3Strength bonus. If the opponent success-fully grapples the hero at this time, thehero cannot regain his feet until hebreaks free of his grasp.

Attempting to get up after beingtackled is equivalent to avoiding agrapple. A hero can get up automaticallyshould the tackler shift his weight offhim, but can attempt no other actionduring that combat minute.

Regardless of whether the hero suc-cessfully avoided the tackle, he cannot tryto maneuver the combat range orattempt a rush at this time. When thetackler gets off him, the hero may get upautomatically as his only action thatminute. If he remains prone, he canattack, but only at personal range.

If several foes try to tackle a singlehero together, the hero must attempt toavoid the tackle under a -1 penalty foreach foe beyond the first.Mishap: The hero must defend against afree counterattack from his opponent. Ifhis foes were attacking as a group, thegroup penalty applies to the hero’sdefense from this counterattack.

Total DefenseDifficulty: —Action ability: —Opposition ability: —

Comments: The total defense action is theopposite of a reckless attack. The hero par-ries and dodges, giving up all possibilityfor an attack to gain a defensive benefit.

A hero using the total defense actiondoubles his Agility or Endurance score forpurposes of defense only during the cur-rent exchange at personal, melee, or mis-sile range. Alternatively, he can attemptthis action to double his armor or shielddefense rating when resisting damagefrom a single enemy assault. He mustselect one of these two options beforeplaying any cards.

If the hero chooses the second optionand finds himself subjected to more thanone counterattack in the current combatminute, he must declare which one willreceive the damage reduction. However, ifhe avoids that counterattack altogether,he receives no benefit from his totaldefense action. Should the hero fail in histotal defense action, he suffers either theblow or the damage normally.Mishap: The hero suffers an immediatecounterattack. His ability scores are notdoubled when defending against this freeattack (nor against subsequent attacks,due to the defense failure).

Other Combat ActionsThe combat actions in the previous sec-tions provide merely a few examples ofthe types of maneuvers heroes can accom-plish. Clever players can attempt all sortsof other unusual actions, and the Narratorshould always encourage them to do so.

When a player declares an action notincluded anywhere in the FIFTH AGE gamerules, the Narrator should first lookthrough the published actions for anequivalent already in print, to use as abasis for the player’s suggestion.

For example, if a hero tries to slideunder a giant’s legs and stab the creaturein the back, that’s like a reckless attack ora charge combined with a reckless attack.

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When a hero attempts a maneuverwith no published equivalent, the Narra-tor can create a combat action on thespot. Of course, every action must have adifficulty rating and an action ability. Anyaction involving another creature alsomust have an opposition ability.

Determining DifficultyA combat action’s difficulty depends onits impact; actions with superficial effectsare easy, while those that could changethe course of a scene should be harder.(Chapter Three of the Book of the FifthAge offers guidelines for determining thedifficulty of noncombat actions.)

AutomaticMany combat actions are so simple, ahero can succeed automatically if hemeets no enemy resistance. A Narratormight require no card play if the herofaces no obvious chance of failure or cangain no clear advantage for success.

Blowing out a candlePicking up or setting down an objectThrowing an itemBreaking into a runLeaping over a puddle

Easy (4)Frequently, a hero attempts an easy com-bat action mostly for show. In other cases,the action would normally be so simpleeven a child could do it (automatic),except that the hero faces opposition orsome slight risk of failure.

Putting out a candle by hitting it witha swordBreaking a window or large mirrorThrowing mud or food onto a foeKnocking off a foe’s hatLeaping onto a tabletop

Average (8)

A combat action of average difficultyproves no more complex or significantthan wounding somebody in an evenfight. The action requires a certainamount of skill or luck, or both.

Carving one’s initials in somebody’sclothing with a sword

Cutting a button off a foe’s shirt witha daggerPutting out a candle by slicing the wickLeaping onto a waiting horseBlinding an opponent by throwingdust into his faceCatching an item thrown by a com-panion from near missile range

Challenging (12)A challenging combat action often has anunusual effect that lasts into the nextcombat minute. It requires considerableskill or luck or both.

Cutting of all a foe’s buttons at onceLeaping onto a galloping horsePicking an unattended object off theground while riding a galloping horseLeaping off a roof onto the back of awaiting horseScooping up a comrade and liftinghim to the saddle while galloping

Daunting (16)When a combat action will affect morethan one opponent or has the potential tochange the course of a fight, the Narratormust consider it daunting-somethingonly an expert or a fool would try.

Tripping or knocking down an entireunit of guardsPicking up a struggling enemy and lift-ing him to the saddle while gallopingChopping through a candle so cleanlythat the two pieces look undisturbedLeaping off a roof onto the back of agalloping horseShooting an apple off the top ofsomeone’s head

Desperate (20)A combat action with the potential toend a fight immediately should be con-sidered desperate. It is so difficult thateven fools and experts pause beforeattempting it.

Knocking a whole pirate crew over-board with one attackShooting a grape off the top of some-one’s headCatching a weapon thrown by anenemy

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Impossible (24)Some combat actions carry the potentialfor a permanent effect or seemimpossible. Succeeding would be a once-in-a-lifetime occurrence for most mor-tals. Examples include the following:Shooting a grape off the top of some-

one’s head while blindfoldedSnatching an arrow right out of the airMaiming an opponent with one blow

Combat AdvantagesOf course, not all fights are even. Some-times one side will have the advantage ofsurprise, terrain, or size over a foe. Chap-ter Four in the Book of the Fifth Agedescribes conditions regarding surpriseand related disadvantages. This sectiondescribes advantages (or disadvantages)for other common conditions.

Condition Off./Def. ModifierCover for hero —

MinimalPart ialFull

Cover for opponentMinimalPartialFull

ElevationHigher or mountedLower position

Prone or supine heroProne or supine foeRestricted movementSize

SmallerLarger

Visual conditionsInvisible or concealedUnseen opponent

Unsteady

0/+10/+20/+3—

+1/0+2/0+3/0—

+1/+1-1/-1-3 / -3+3/+3-1/-1

—-1/-1+1/+1

+4/+4-4/ -4-2/-2

The table above lists various condi-tions and their associated combat modi-fiers. The modifier before the slashapplies when the hero is attacking (or

attempting a combat-related offensiveaction) under the listed condition. Thenumber after the slash applies to a heroperforming a defensive combat actionunder that condition.

For example, if the hero Nika ismounted and her opponent is on foot,she would enjoy a +1 action bonus to herattack. If she were defending herself whilemounted, she would gain the +1 bonus toher defense action score.

Brief descriptions of each type of con-dition follow.

CoverThe cover modifier usually applies to mis-sile attacks. Minimal cover obscures lessthan half the defender, while partial coverhides about half the figure. Full coverobscures more than half the defender.Cover conditions might also apply tocombat at melee range, when two oppo-nents are sword fighting across a fence, forexample, or even through an open window.

ElevationWhen a hero fights from a higher eleva-tion than his enemy, or while astride ahorse against a foe not similarly mounted,he enjoys the indicated action bonus.However, if his attacker enjoys a higherelevation, the lower hero gets the penalty.

Prone or SupineA prone figure has been tackled orknocked face down, while supine individ-uals are lying on their backs. In eithercase, individuals suffer various limitationsdue to their vulnerable position.

Restricted Movement

When the acting character or hero is notfree to move normally, he suffers restrictedmovement. Typical conditions includewading or swimming, becoming mired,getting tangled in undergrowth, or findingoneself confined in a restrictive space.

SizeSize modifiers can apply to combat atpersonal range; to rushes, hold or delay

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actions, cut or smash actions, and disarmactions; and to targeting missile fire. TheNarrator should decide the amount ofsize difference required for an advantagebased on the circumstances at hand.

Visual Conditions

An invisible hero may be the subject of anenchantment or spectramancy spell. Aconcealed hero is as good as invisible tohis foe, due to the opponent’s completeblindness or a blindfold, the hero’s totalconcealment, etc. The acting hero faces anunseen opponent when physical condi-tions (such as utter blindness or a blind-fold) or invisibility prevent him fromdetecting his opponent visually.

UnsteadyWhen the acting hero finds himself unsureof his balance or footing, he is consideredunsteady. Such conditions include fightingon icy ground or a slippery floor or whilebalancing on a narrow beam or spar.

Special Combat SituationsSome types of combat require specialtreatment-especially when heroes haveattempted (or come face-to-face with)one of the special actions detailed earlier.

Group CombatNot all combat scenes involve one-on-onefights. Some of the actions described ear-lier in this chapter do allow the heroes toperform them as a group. However, whena party is specifically trying to worktogether to achieve a combat goal, Narra-tors should refer to the following action:

Coordinated AttackDifficulty: Easy (4)Action ability: PresenceOpposition ability: Perception

Comments: When a group faces a larger,stronger opponent, the leader can attemptto direct a mass attack. If the above coor-dinated attack action succeeds, he can trymaking a single attack at melee or missilerange on behalf of the entire group.

To resolve this second action, theleader chooses his method of assault andtotals up the action score. Then he turnsover one additional card for each extrahero or character involved in the attackand adds their values to his action score.If successful, this group action inflictspotential damage points equal to one-half the total combined Strength scores ofthe group, plus the damage value of theleader’s weapon.

For example, Petrick and five Knightsof Solamnia encounter a hill giant. If Pet-rick successfully launches a coordinatedmelee range attack against this giant, theentire group can make one attack, whichPetrick must resolve. He has a Strengthscore of 6 and plays the Two of Swords forthe attack, giving him an action score of8. Because Sword cards are trump formelee attacks, Petrick turns over anothercard, the Five of Hearts, increasing theaction score to 13. And, as the five Knightsattack in unison with him, he turns overfive more cards, adding another 31 points,for a final action score of 44—enough fora successful assault on the giant.

To calculate damage, Petrick adds theKnights’ Strength scores (8 each) to hisown (6), yielding a group Strength scoreof 46. As Petrick wields a long sword inthe attack, the group inflicts 30 potentialdamage points upon the giant: one halfthe group’s combined Strength (23), plus7 points for the sword’s damage rating.

Only heroes with Presence codes of“D” or higher can attempt to lead a coor-dinated attack. The leader’s code limitsthe number of individuals who can con-tribute to the action:

Presence Number of PeopleA Crowd (25 people)B Large group (10 people)C Small group (5 people)D Couple (2 people)X None

If the coordinated attack—the firstaction—fails, the leader loses his oppor-tunity to attack, but can defend. Those hewas attempting to lead can still attack asindividuals or attempt other combatactions.

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Heroes can combine a coordinatedattack with a charge, tackle, or recklessattack. In a reckless attack, the leadermust attempt a separate coordinatedattack action for each of the two assaultshis recklessness granted him.

The Narrator must decide when coor-dinated attacks are possible; they requireenough space for everyone involved inthe assault to reach the opponent moreor less simultaneously. Space concernswould prevent a group of humans fromlaunching a coordinated attack against agiant on a trail, but the same group couldlaunch one upon a kobold on that trail.Inanimate objects, such as a door, can besubjected to coordinated attacks.Mishap: If a mishap occurs during acoordinated attack, everyone contribut-ing to it loses the opportunity to act, butcan still defend.

Heroes faced with a coordinatedenemy counterattack should rely uponthe following defense action:

Evade a CoordinatedCounterattack

Difficulty: Challenging (12)Action ability: PerceptionOpposition ability: Presence

Comments: A hero can try to counter acoordinated enemy assault when a groupof smaller creatures attempts to mobhim. The attacking creatures pool theirStrength (or Physique) scores and launchthemselves at the hero. Should he fail inthis action, they inflict damage pointsequal to one-half the group’s combinedStrength (Physique), plus the lead foe’sracial damage rating.

For example, if Petrick cannot evade acoordinated melee range attack by tenkobolds, the action difficulty for hisdefense increases from 12 (action diffi-culty of 10 plus a kobold’s damage ratingof +2) to 30 (action difficulty of 10 plus20 for the kobolds’ combined Physiquescores). If the attack succeeds, thekobolds inflict 12 points of damagepoints-half their combined Physiquescores is 10 plus the leader’s racial dam-age rating of +2.

Mishap: The opponents win a free coun-terattack against the hero, at theirincreased Strength (or Physique) score.

Fighting While DisarmedCombatants who have been disarmed(as described earlier) must changeweapons or pick up their dropped ones.They have no time to attempt any actionother than defense while picking up adropped weapon or changing to a newone.

The hero or character automaticallyrearms himself unless a foe tries to pre-vent it. Retrieving a weapon (or changingto another one) or preventing such amaneuver requires an average Agility(Agility) action. Stopping a foe fromrearming counts as a melee attack.

Nonlethal CombatNot every battle need be fought to thedeath. If a hero or character wishes tosubdue or vanquish a foe without slay-ing him, Narrators should simply usethe normal combat procedures, butimpose a -3 Strength or Dexterityaction penalty upon the attacker. Thismodifier reflects the difficulty of strik-ing only at nonvital areas and of“pulling punches” so they carry less riskof causing lethal damage.

Should a nonlethal attack sap all acharacter’s Endurance points, he fallsunconscious just as he would in normalcombat and stays out cold until tended.(See “Resolution of Battle” in ChapterFour of the Book of the Fifth Age.)

If a hero loses all his cards as a resultof a nonlethal attack, he blacks out asdescribed in Chapter Four of theBook of the Fifth Age. He remains uncon-scious for ten minutes for each excessdamage point he has suffered. Normalhealing or first aid does not shorten thetime spent unconscious, but mysticalhealing can.

For example, One-Ear the Giantdecides to capture the hero Petrick andmakes a series of nonlethal attacks withhis cudgel. Petrick quickly runs out ofcards from his wounds. He is reduced toone card, the Five of Crowns, when he

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suffers 25 damage points. Petrick mustdiscard 25 points worth of cards andcannot do so, since he has only 5 points.He applies his card to the wound; then,because the attack was nonlethal, heblacks out for just over three hours(200 minutes).

Wrestling, Boxing, and BrawlingCombat such as wrestling, boxing, andbrawling takes place at personal range.Should both sides in the fray wish to fightthis way, they may automatically close topersonal range and conduct attacks usingnormal combat actions or those intro-duced in this chapter.

Fighting While Prone or SupineIn addition to the advantage modifiersnoted on page 68, combatants who havebeen knocked to the ground cannotattempt to change range or rush. If theprone or supine hero or character canstand up (and chooses to), he cannotmake any attacks at the same time.Should he remain down, he can attackhis foe at personal range with no

penalty. Attempting to stand up whileunder the weight of an opponent(instead of attacking) is a challengingStrength (Strength) action, just likebreaking a grapple.

Mounted Combat

Heroes riding trained mounts not onlyreceive a +1 bonus to most combatactions when fighting unmounted ene-mies (see chart on page 68), they alsomay use their mounts’ ability scoresinstead of their own when charging,changing range, rushing, and avoidinggrapples and tackles.

Trained war mounts also fight alongwith their riders. A hero with a fightingmount plays cards from his hand toresolve the mount’s attacks and defenses.Wounds the mount suffers, however,come off its Physique score, not from theplayer’s hand. Typical Physique valuesfor common mounts appear in ChapterSix of the Book of the Fifth Age.

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CHAPTER FOURam Theros

Ironfeld,” theman calledout in a deepvoice. “Andfor the lastmonth I havebeen forgingthese!” Heshook theweapon in hishand.... “Withthe silver arm

given me by the gods, I haveforged the weapon as legendforetold. And this I bring toyou—to all the people ofKrynn—that we may jointogether and defeat the greatevil that threatens to engulf usin darkness forever.

“I bring you—theDragonlance!”

-At the Council of Whitestone,Dragons of Winter Night

The honor of wielding an ancestral sword,the ethnic pride of using a racial weaponwith skill—even whimsically improvisingwith a skillet in a tavern brawl—can add alot to the style of a combat scene. Playersand Narrators should never overlook thevalue of a unique weapon in battle.

This chapter contains information onnew weapons that can add variety toFIFTH AGE games. Different sections focuson a short range weapons (personal andmelee), missile range weapons (thrownand missile), mounted weapons, andimprovised weapons. Even shields havetheir place in this chapter, as warriors canuse them offensively also.

Each section includes a chart of vitalweapon statistics arranged by weaponclass—from very light to very heavy — soplayers can find one suited to their heroes’Strength or Dexterity codes. Unless stated

otherwise, the weapons can be used onlyat the range their section title indicates.(These weapon charts appear together inAppendix Four, with notations indicatingfavored weapons of the hero races.)

Following each chart appear brief,alphabetized weapon descriptions,including special properties and racialaffilations. The descriptions illustratehow a hero would use the weapon as wellas how he would defend himself from it.

Short RangeThe personal and melee range weaponsbelow can supplement those offered in theAppendix Two of the Book of the Fifth Age.

WeaponBear claws †**Belaying pin †*Garrote †*Death’s tooth kala †Mallet †*War pipe †Weighted sash †Whippik †***Bolas †*Fang †Throwing stick †*Caff †Soris †Teeth chain †Hookshaft ‡Hoopak ‡****War club †Gnome pick †Sabre †Crook blade †Frostreaver ‡Tessto † VH

ClassVLVLVLVLVLVLVLVLLLLLLLMMMMMH

V H

Dmg+1+1+1+2+2+2+2+2+2+2+2+3+3+3+4+4+4+5+5+6+8+9

Italic type indicates a weapon described in the“Missile Range” section.

† The weapon requires only one hand to use.‡ The weapon requires two hands to use and

cannot be used with a shield.* The weapon also can be thrown at near missile

range (throwing stick at far missile range).** The weapon can be used at personal range

only.* * * The weapon also can hurl missiles.

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NEW WEAPONSBear ClawsA personal range weapon, bear claws con-sist of a pair of heavy leather gauntletsstudded with iron spikeson the palms. They add a+1 bonus to all Agilityand Strength actionsinvolving climbing sur-faces such as ice, wood, and packed dirt.

Belaying PinMost ships use short, thickwooden pegs called belay-

ing pins for tying off linesfrom the rigging. They make

handy (and inconspicuous) clubs.

Caff

The three-foot-long caff, a dwarven toolor weapon, combines the functions of ashort pick and a gaff hook.Its head features ahalf-pick while theother end has aleather thong, mak-ing it useful notonly for probing and prying but also inmelee combat—typical of dwarves’ inge-nuity.

Ice barbarian mystics fashion heavy meleeweapons called frostreavers from

dense ice carved fromthe hearts of polar glac-iers. These big,enchanted axes offerthe wielder a +4 actionbonus in combat.

However, if exposed to warm weather,frostreavers begin melting, losing 1 pointof combat bonus each hour. Due to theirrarity, even among the Ice Folk, frost-reavers are not normally sold or traded.

Crook BladeA machete-like melee weapon, the crookblade doubles as a chopping and digging

tool. The crook inthe blade gives the

wielder extra leveragefor prying and cutting.When used as a tool

(not a weapon), a crookblade grants a +2 Strength action bonus.

hiding it under a loose garment, such asdesert robe, makes it next to invisible.

FangA fang is a potential iron rodwith a hook set belowthe point. It resem-bles a gaff, a toolused to retrieveobjects from the water. The wielder canuse a fang as a normal melee weapon, orhe can attempt to trip his opponent withit instead. To trip an enemy, a hero mustmake a successful average Strength(Agility) action. To avoid being trippedrequires an average Agility (Strength)action.

The hook also adds a +1 bonus toAgility actions for a hero climbing a ship’srigging or other area with abundanthandholds, such as vines or smallbranches.

Frostreaver

GarroteA personal rangeweapon, the garrote is

If an attacker positioned behind hisopponent has gained surprise, a success-ful attack lets him loop the garrote over

merely a thin, stronglength of cord or wire,or a strip of knottedcloth. However, this simple weapon canprove deadly under the right circum-stances.

Death’s Tooth KalaA tooth resembles adagger with a short, woodenhandle and a thin, flexibleblade. This melee weapondoubles as a trowel or hoeand is easily concealed—

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his foe’s neck. Once he has it in place, hecan hold on, inflicting damage automati-cally each combat minute. To hold on, anattacking hero must make a successfulaverage Strength or Agility (Strength)action. Freeing oneself from a garroterequires an average Strength (Strength orAgility) action. In either case, the attackerchooses whether to focus on Strength orAgility during each combat exchange.

Sabre

A short, curved sword, the sabreproves handy for meleecombat at sea.

Soris

Gnome PickA gnome pick looks muchlike a normal hammer,with a curved fluke usedto pierce armor andtopped with a spike.Many tinker gnomes add attachments totheir picks, such as long chains or spring-loaded pincers. These additions oftenhave disastrous results—Narrators shouldtreat any failure in an attack with them asa mishap.

The soris, an elven weapon, is a two-partjointed staff frequently used by scouts.The weapon’s lower half is five feet longand features a metallic spiked tip. Theupper portion is one and a half feet longand ends in a loop of ropeand four collapsible hooks. Ahinged lock-joint connectsthe two portions and canfix the upper portion ofthe staff at any angle.Elves can use thisstaff to aid them in climbing (a +2 actionbonus) or fold it in half to use as ahooked club.

HookshaftA hookshaft is awooden pole,

six feet long, with athree-pronged rake set

at the end. Heroes can use itmelee combat, to trip their foes,

or as a climbing tool. (See the fangdescription for details.)

HoopakA traditional kenderweapon, the hoopak isa five-foot ironwoodstaff with a spikedtip. A laced fork atthe other end functionsas a sling.

Teeth Chain

A teeth chain is a length of barbed chainwith a handle. When the attacker flails at

his opponent, the barbs rend thetarget’s flesh. After striking a

foe with a teeth chain, ahero can attempt an aver-age Strength (Endurance)

action. Success means that thepain from the attack hampers the oppo-nent, imposing a -2 action penalty for twocombat minutes. Heroes struck by teethchains can avoid this disability by makingsuccessful average Endurance (Strength)actions.

MalletKagonesti mallets—

short-handled ham-mers with stone ormetal heads—weigh

less than a pound.They can be used in

Tessto

A minotaur melee weapon, the tessto is amean-looking six-foot spikedclub. The wielder can use theloop of rope at its hilt tosnag an opponent’s head,hands, or feet, as with thebolas (next page).

melee or thrown.

War Club

A Kagonesti melee weapon, thecarved wooden war club is

weighted with stones and carefully

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Class DmgVL

An unusual melee weapon, this sash is a

it in the opponent’s neck, arms, orlegs (incurring the -5 actionpenalty and the chance for entan-glement described under “Bolas”).

melee weapon or attempt to tangle

disoriented,

blowpipe. The pipecan propel a thorncoated with blackroot juice at meleerange; in addition to the projectile’s dam-age rating of +1, the blackroot juicerequires a hero victim to make a challeng-ing Endurance action. Should the actionfail, the hero must succeed in a challeng-ing Agility action or become

Belaying pin †* VL +1Ice flask † VL +1Mallet *† VL +2Whippik *† VL +2Bolas *† +2Pellet bow ‡ L +2

Heroes who hit an opponent with a Throwing stick † L +2Ice grenade † +2Throwing stone † L +2Throwing blades † L +3Oil flask † L +3Hoopak *‡ M +4Ice crossbow ‡ M +4Singing bow ‡ VH +9

Italic type indicates a weapon described in the“Short Range” section.

The weapon requires only one hand to use.The weapon requires two hands to use and can-not be used with a shield.

* The weapon also can be used at melee range

unable to change range or attack. Amishap at either action causes the hero topass out. Both effects last one hour.

thorn attempt an easy Reason(Endurance) action to determine whetherthe dangerous juice affected the target asabove. If the hero achieved an actionscore at least 4 points higher than theminimum needed for success, his foepasses out for an hour instead.

Only mountain barbarians can usethe war pipe to fire thorns.

Weighted Sash

band of silk with metal weights concealednear missile range only.

inside. Wearing it as asash makes it indistin- Bolas

guishable from a Bolas are made from three leather-normal garment.The wielder can useit as a normal

Mountain barbarians usuallyswing this weapon like aclub, but they also use itas a short range

War PipeThe war pipe, an iron melee weapon,doubles as a smoking pipe. Mountainbarbarians use it to smoke blackroot, amild intoxicant that outsiders find alto-gether vile.

Whippik

length of catgut at the

Kender frequentlymake use of the whippik,a thin wand of iron-wood with a short

end. A loop at the end of this whip allowsfor many other functions, such as snaringgame or forming a “whip bow” that canfire small darts.

shaped to deliver maximum impact whenstriking an opponent. Kagonesti elvesoften decorate them with shells orfeathers.

Missile RangeUnless stated otherwise, all the entries inthe chart below are thrown or missileweapons that can be used at either nearor far missile range.

WeaponLasso † —

L

L

†‡

covered stones attached to astone ring with short

leather thongs. Thewielder can flail oppo-

nents with the stones inmelee combat or hurl

the weapon as missile byswinging it several times

overhead and releasing it.

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Throwing the bolas is a normal missileattack. Attempting to strike at a foe’s head,arms, legs, or other specific area imposes a-5 Agility penalty to the attack (or a +5bonus to a hero’s defense against it).

Successful bolas combat actions inflictnormal damage and can entangle thevictim; a hero must make a challengingAgility (Strength) action to avoid entan-gle-ment. To entangle a foe with thebolas, a hero must succeed in an averageStrength (Agility) action. Entangling theneck strangles a target as in a garroteattack (see garrote description). Heroeswith entangled arms cannot attack, andthose with entangled legs cannot moveor maneuver; they also cannot attemptmissile attacks, and they suffer a -5modifier to melee attacks. The penaltiesremain until the victim gets free.

To free themselves, heroes must suc-ceed in challenging Strength actions; ahero’s successful easy Strength (Strength)action prevents a character from gettingfree. A victim attempting to free himselfcannot do anything else during that com-bat minute.

Bolas cannot entangle opponentswhen used as melee weapons.

Ice CrossbowThe ice crossbow, a missile weapon

actually made ofwood and bone,can hurl both ici-cles and ice bullets.

In addition toinflicting normal

missile damage againstthe target, the icy missile

shatters on impact, sending up a spray ofshards onto everyone within melee rangeof the point of impact.

A target that is hit by the missiledirectly suffers normal damage. Anyonewithin melee range of this target alsomust defend against a missile attack witha +4 damage rating due to the shards;armor and shield defense ratings reducethe damage.

This weapon’s icy missiles melt inwarm climes. To increase its usefulness,the crossbow also can hurl pebbles or clay

pellets, which affect only one opponent ata time.

Ice FlaskA character or hero can fill an iceflask— a missile weapon of hollowbone—with ash, salt water,and oil. When struckwith the flask, a heromust make an averageAgility (Agility) action or suffer a blow tothe face, which blinds him for three com-bat minutes.

After striking an opponent with an iceflask, a hero should attempt a challengingAgility (Agility) action. If successful, hehas blinded his opponent as above.

In very cold weather, the liquid fromthe ice flask soaks into the target’s cloth-ing and chills him, inflicting 2 damagepoints every minute until he dons warm,dry clothes. Creatures adapted to coldand damp, such as ice bears, suffer nochilling damage.

Once the oil in the flask has soaked in,the attacker can set it alight with a torchor other suitable source of flame. The oilburns for four minutes, inflicting 4 dam-age points each minute. Armor and shielddefense ratings do not block this damage.

Ice GrenadeA metal sphere filled with water, the icegrenade is useless in anything but a sub-

zero environment. Whenexposed to extreme cold

for one minute, thesphere bursts, show-ering everyonewithin melee rangewith shards of ice

and metal. If hurled, the sphere bursts onimpact.

Every creature in the shower becomessubjected to a normal missile attack.Spheres simply left to burst on their ownoppose heroes’ defense actions with a scoreof 10. Armor and shield defense ratingsreduce the damage.

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LassoA lasso is a simple length of rope with aslip-knotted loop at one end. In a success-ful attack with this weapon, theloop settles around the tar-get’s body, In the nextcombat minute,the attackinghero canattempt topull thetarget offhis feet with an easy Strength (Strength)action. Heroes can avoid this maneuverwith a challenging Strength (Strength)action.

An assailant can attempt a normalmissile attack to lasso a target or he cantry to attack the target’s head, arms, orlegs (incurring the -5 action penalty andthe chance for entanglement describedunder “Bolas”). A mounted attacker canuse his mount’s Physique score instead ofhis own Strength to pull the target off hisfeet.

A lassoed target suffers 5 damagepoints when pulled off a mount or mov-ing vehicle. In addition, he receivesanother 5 damage points for each minutehe is dragged from the end of a lasso overmost types of terrain. (Soft, smooth, oryielding terrain, such as a beach or snow-field, inflicts less damage, while particu-larly rugged terrain inflicts more, at theNarrator’s discretion.) Armor and shielddefense ratings do not reduce this dam-age.

Oil Flask

A glass or ceramic con-tainer filled with flam-

mable oil and fitted with awick can prove a danger-ous weapon. When litand thrown, an oil flask

breaks and douses one targetwith flaming oil. Players should treat thetoss as a normal missile attack.

When the flask hits, the target suffers 8damage points every combat minute forthree minutes. Armor or shield defenseratings do not reduce this damage. In theevent of a mishap during a combat actioninvolving an oil flask, the flask lands nearthe defender, but does not break. Thedefender then has a free attack to toss theoil flask back at the attacker, or he can useanother missile weapon.

Pellet BowA mountain barbar-

ian pellet bowlooks like a stan-dard self bow: ashort length of

seasoned wood fit-ted with a string. The

string has a pouch for holding smallstones. This bow cannot fire arrows.

Singing BowA large recurved bow, thesinging bow is a beautiful tolook at as it is powerful.Its ornately carvedwood appeals to thecentaur fondness forthe aesthetic. The bow’s string and armsthrum melodiously with the release of anarrow or in time to the centaur’s gallopwhile he wears the bow slung across hisback.

Throwing Blades

Three hinged blades fold up to form amissile weapon about the size of an axeblade. When thrown, the blades open into

a sleek shape that cansail quite a distance

(across far missile range). Ahero attacking withthrowing blades can useeither his Strength or his

Dexterity score to resolve the attack. Thedefender still opposes with his Agilityscore. Characters attacking with throwingblades oppose a hero’s Agility defenseaction with either their Strength or Dex-terity scores, at the Narrator’s option.

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Throwing Stick Mounted WeaponsKnights, cavaliers, and other cavalry war-riors make use of certain mounted weap-ons not available to infantry.

Some barbarians know how to carefullytwist curved, flat throwing sticks to helpthe weapons soar longdistances. A plains bar-barian who misses inan attack with thisweapon can attempt anaverage Agility action to determinewhether the stick returns to his hand, in

Weapon Class DmgLight lance † H +9Heavy lance † VH +10Aerial lance † VH +11

boomerang fashion. Some throwing sticks† The weapon requires only one hand to use.

can collapse for use in melee or personalcombat. Lance

A lance— whichThrowing Stone resembles a long,Ice barbarians can hurl specially shapedits of stone a considerable distance effective only as a(across far missile range). These folk usethrowing stones as cores for hardenedsnowballs that can knock out theiropponents.

An ice barbarian hero who

heavy spear—is fully

mounted weapon. Any type oflance listed here, when wielded by

a footman, functions as the lancelisted in Appendix Two of the Book of

the Fifth Age (damage rating of +6). Evenwhen mounted, the lance wielder gets fullbenefit from the weapon only if hismount is strong enough to handle it:

strikes someone with a snowmissile should then attempt an averageStrength (Endurance) action. If he suc-ceeds, the target’s Strength and Agilityscores both drop by 1 point until the endof the following combat minute. If a hero

succeeds with an action score 4or more points higher than the

minimum needed forsuccess, the attack

Lance Mount’s Required PhysiqueLight 10Heavy 15Aerial 20

knocks out the targetfor ten minutes.

On the other hand, a

If the mount’s Physique proves insuffi-cient, the weapon functions as the nextweaker lance type. For example, a heavylance used from the back of a steed with aPhysique of 10 would function as a lightlance. Any lance wielded from the back ofa steed with a Physique of less than 10functions as though wielded by a footman(see above).

When a mounted character or herocharges with a lance, he can use his steed’sPhysique score instead of his Strengthscore when calculating combat actionscores and damage.

hero struck by a snow missile can avoidthese special effects with a successfulaverage Endurance (Strength) action.Should he fail, he incurs temporary abil-ity score reductions as noted above. If hesuffers a mishap, he is knocked out forten minutes.

Only ice barbarians can use the throw-ing stones’ special snow missile ability,and then in freezing weather only.

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ImprovisedWeaponsWhen heroes feel the need to grab what-ever implements are handy and use themin a combat scene, Narrators should referto the items listed on the improvisedweapons chart on this page.

Though this table lists specificobjects, such as chairs and torches, eachentry actually represents a general classof similar items, allowing Narrators toextrapolate values for almost anythingthe heroes happen to grab. Unless other-wise noted, the items come into play inmelee combat only.

As the items on this chart were neverintended to be used as weapons, they usu-ally break upon striking an opponent—the item itself suffers as much damage asit inflicts. For the purpose of determiningdamage to an item, the table contains aPhysique score for each item. (Damagepoints are applied to an item’s Physiquescore until it reaches zero and is consid-ered destroyed.)

Weapon Class PhCup/Mug †* VLBottle †* VLLantern †* VLTorch †* VLPlatter/Tray † LTankard/ Jug † LPoker/Candlestick † LStool † MSkillet †* MTable leg †* MChair ‡ HTable ‡ HBucket/Keg ‡ HBench ‡ VHSmall strongbox ‡ VHChandelier ‡ —Bookcase ‡

Dmg+0 (+2) 5+1 6+1 6+1(+4) 8+3 21 °+3 9+4 36 ¥+4 16+2 25 ¥+4 12+5 15+5 18+5 20+6 18+7 4210 15

— 15 20

† The weapon requires only one hand to use.‡ The weapon requires two hands to use and can-

not be used with a shield.* The weapon can be used at melee range or near

missile range only.° Suffers no damage when used as a weapon,

breaks only when attacker suffers a mishap.¥ Suffers no damage when used against unar-

mored opponents.

BenchAny fairly large and bulky piece of furni-ture can be treated as a bench. This cate-gory includes extra-large tables, heavyarmchairs, crates, and stepladders. Beforeattempting his attack with a bench, thewielder must succeed at an averageStrength action to pick it up and swing it.While human-sized creatures can swing abench at a foe, they lack the strength toactually throw it.

BookcaseThe bookcase category includes any large,immobile object that one can drop orpush over onto an opponent. The attackermust make an average Strength action tomove or topple the case, after which hemay attempt a standard missile attack todetermine his aim. If this attack succeeds,the opponent suffers 15 damage points.Armor and shield bonuses do not reducethis damage.

Bottle

Any fairly small containers, includingvases and flowerpots, can be treated asbottles (although a full bottle should beconsidered a tankard/jug). A broken bot-tle remains useful as a cutting weapon, aslong as it has a neck the wielder can hold.A bottle’s neck usually proves sturdyenough to last through an entire combat.

Bucket/KegAny large, sturdy container made fromlightweight metal or seasoned wood maybe treated as a bucket or keg. When full,Narrators should consider them smallstrongboxes. If the contents are hot, theweapon’s damage rating gains a +2bonus. An empty bucket or keg usuallycan withstand two or three hits beforefalling apart, while a single hit breaks afull bucket or keg apart.

ChairAny large but lightweight piece of furni-ture qualifies for the chair category:Examples include kitchen chairs, tallstools, hat racks, and so on.

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ChandelierWhile a chandelier technically consists ofa metal or wood frame suspended from arope or chain, other large hangingobjects—such as planters—can belongto this category as well. To make anattack with a chandelier, a hero firstmust cut the rope or chain, whichrequires a successful average Strengthaction. Afterward, he attempts a normalmissile attack action against everyoneunder the chandelier. Chandeliers hold-ing oil lamps also douse everyone theystrike with flaming oil (as an oil flask,described on page 77).

Cup/MugCups or mugs include any small, open-topped containers made from glass, tin,clay, or wood. If filled with a hot bever-age, the damage rating of this improvisedweapon increases to +2. If thrown, thecontentsspills out but inflicts no extradamage.

LanternAny small item made of glass and metal,such as a hand mirror, fits into the cate-gory of lantern. If lit and filled with oil, alantern becomes the equivalent of an oilflask.

Platter/TrayA platter or tray can be any fairly light-weight, flat object, such as a plank orlarge book. An attacker can wield thisobject repeatedly, but it breaks if he suf-fers a mishap in any attack with it. (Theattacker also has to defend against a freecounterattack due to the mishap.)

Poker/CandlestickAny short, heavy metal rod or bar fallsinto the category of poker or candlestick.Soft items, such as gold or silver candle-sticks, get bent and useless after a fewhits, while hard metal objects—such asfireplace pokers—sustain no damage atall when used against an unarmoredopponent.

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SkilletA skillet (Tika Majere’s favorite weapon) isa cast-iron frying pan about seven to nineinches across. If heated or filled withsomething hot, a skillet gains a bonus of+2 to its damage rating. Skillets suffer nodamage when used against unarmoredopponents. Any similar metal item, from ahelmet to a kettle, belongs in this category.

TorchA torch is a lightweight chunk of resinouswood. Any heavy stick or small piece offirewood falls into this category. A herocan wield a lit torch like a club or use theflame to inflict 4 damage points. Assaultswith a flame ignore the attacker’sStrength rating, but also ignore shieldsand armor. If a mishap occurs during anattack with a lit torch, the attacker notonly suffers a free counterattack from hisfoe, but the torch goes out as well.

Shields as WeaponsThis section refers to the shields listed inthe Book of the Fifth Age. As noted inChapter Three, an attacker using a shieldas a weapon adds the shield’s defense rat-

Small StrongboxAny sturdy, portable container fits intothe category of small strongbox. A strong-box can stand quite a bit of punishment,but it breaks if the attacker suffers amishap (in which case he must alsodefend against a free counterattack.) Nar-rators should treat a full or large strong-box as a bookcase.

The shield table below translates thatvalue into a damage rating. The numberin the last column on the shield tablebelow indicates the attack bonus for eachtype of shield. Note that a shield providesno defensive bonus when used as aweapon.

Otherwise, shields work like any otherweapon, though their damage ratings aresignificantly lower than other weapons intheir classes. While an individual’s Agilityscore determines how large a shield hecan carry, it is his Strength rating thatdetermines how large a shield he canemploy as a weapon. If a hero or charac-ter has an Agility score higher than his

Weapon Class Dmg Att. BonusBuckler *† VL — 1Kite *† L +1 2

345

opponents. The shield requires only one hand to use.

ing to his action score when determining

Stool the success of his attack action. Sue

A stool can be any footstool or other light, attacks are permitted at melee range

compact wooden item, such as a box or unless otherwise noted.

night table.

TableAny piece of furniture between aboutthree and five feet square is considered atable. Narrators should treat smaller itemsas chairs and larger items as benches.

Any short, thick piece of wood can belikened to a table leg: heavy chunks offirewood, bed posts, and tool handles allapply to this category.

Table Leg

Tankard/ Jug Strength score, he might carry a shieldThe tankard or jug entry includes any too large for him to use as a weapon.

fairly large, sturdy container made fromglass, tin, clay, or wood. If full, a tankardor jug should be treated as a bucket/keg.If filled with a hot beverage, the damagerating increases by an extra +2. When Target shield † M +2thrown, the contents usually spills out butHorse shield † H +3inflicts no extra damage. A corked jug will Tower shield † VH +4not lose its contents when thrown but *will shatter on impact with armored

The shield can be used as a weapon at meleerange or near missile range only.

NEW WEAPONS 8 I

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CHAPTER FIVE

Knights stoodupon thebattlements ofthe Tower,

The sunclimbed highin the sky. The

staring outacross theplains untiltheir eyesached. All theycould see was

a great tide of black, crawlingfigures swarming over the fields,ready to engulf the slender spearof gleaming silver that advancedsteadily to meet it.

The armies met. The Knightsstrained to see, but a misty grayveil crept across the land. Theair became tainted with a foulsmell, like hot iron. The mistgrew thicker, almost totallyobscuring the sun.

—Lord Derek rides forth fromthe High Clerist’s Tower,Dragons of Winter Night

Sometimes a Narrator will want to create acombat scene that concerns more than justa few heroes battling a handful of foes.When whole armies go on the march, as inthe above passage, the information in thischapter can help decide the outcome.

TerminologyPlayers conduct combat between armiesin more or less the same way as they han-dle combat between individuals: Armiesattempt attacks and counterattacks andsuffer wounds, just like heroes.

Those familiar with the combat rulesfrom Chapter Four of the Book of the FifthAge already know most of the terms and

methods used in this chapter. However, asthe battle alters a bit when armies fight,players and Narrators need to learn a fewnew terms, too, many of which appear inthe table of Standard Armies on page 85.

RangesMass combat can take place at four of thesix range categories used in individualcombat: melee, near missile, far missile,and artillery. Personal range is too closefor the scale of mass combat, and visualrange is too distant.

TimeMass combat is a ponderous affair. Eachexchange of attacks between armies takesone hour. (Most instances of individualcombat, by contrast, include an exchangeof blows each minute.) Heroes involved ina mass combat may freely attempt otheractions while the opposing armies maneu-ver. Mass combat always proceeds in one-hour increments, regardless of range.

SurpriseAn unexpected maneuver at the begin-ning of a battle might catch one side orthe other unawares. Therefore, armiescheck for surprise before combat, just asindividuals do.

DutiesAn army’s commander functions as itsscout/sentry and leader. Of course, thecommander does not stand guard overevery soldier, nor does he lead eachattack. However, the plans he makes andthe orders he issues determine how wellhis army functions. For the sake of sim-plicity, an army as described in this chap-ter has only one commander.

Army Base PowerAn army’s base power depends on thecombined abilities of the individuals in it.The more creatures in the army (and themore powerful they are), the more formi-dable it becomes. When two armies clash,

8 2 CHAPTER FIVE

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MASS COMBATtheir relative levels, of power determinehow easily they can harm each other.

Average CoordinationAn army’s ability to maneuver in the fielddepends partly on the quality of its com-mander and partly on the mobility of itstroops. An army mounted on griffins isquite mobile compared to an army ofkobolds. In mass combat, an army’s aver-age Coordination works just like a crea-ture’s Coordination score.

Average PhysiqueIt’s no surprise an army of ogres tendsto be meaner in battle than the aforemen-tioned army of kobolds. In mass combat,an army’s average Physique functions just asa creature’s Physique score does in individ-ual combat.

Command ScoreArmies are generally only as effective astheir commanders. While it is possible forhighly skilled or powerful troops to fightwell despite inept command, it is rare. Anarmy’s command score is equal to its com-mander’s Presence score.

Command HandThe army commander conducts allactions for his army by playing cardsfrom a hand he draws at the beginning ofthe battle. If the commander is a hero, hemust discard his Hand of Fate to draw hisCommand Hand.

A hero’s Command Hand is based onhis reputation rating, just like his Hand ofFate. Therefore, a commander with aHero reputation would have a CommandHand of seven cards.

Army Final PowerAs noted above, an army’s effectivenessdepends greatly on the capabilities of itscommander. The presence of defensivefortifications also can make an armymore powerful. Both these elements fac-tor into an army’s final power.

Standard ArmiesDeveloping an army’s scores from scratchwould require a great deal of arithmetic.That’s why the table of standard armieson page 85 provides game informationfor most of Ansalon’s military forces.Players and Narrators can select the armythat best applies to the situation at handand move quickly into mass combat.

using the method described there.

Those who want to create armies fromscratch can refer to Appendix Three. Thebase power, average Coordination, andaverage Physique that appear in the chartfor each standard army were calculated

Using the ArmiesEach army’s command score is based onthe Essence rating of the creatures in it. Inmost cases, the command score is 1 pointhigher than the Essence rating for therace, as exceptional individuals tend tobecome army leaders.

CommandersThe Presence code of the above comman-der dictates how effectively he can lead hisarmy. Therefore, the final power for eacharmy on the chart includes an adjustmentfor the commander’s Presence code (usu-ally assumed to be a “B”).

Players or Narrators can adjust thecommand score listed for a standardarmy, if they wish. Skilled leaders improveeffectiveness and poor leaders reduce it asfollows (round resulting fractions down):

Presence ModifierA One-quarter more than

base power (X 1.25) *B Same as base powerC One-quarter less than

base power (X .75)D Half of base power (f .5)X One-quarter of base power

(x .25)

* An “army” consisting of a single powerfulcreature, such as a Great Dragon, alwaysenjoys this modifier.

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FortificationsThe final power of the standard armiesassumes they enjoy no fortifications. Ofcourse, an army defending a castle orwalled city has a tremendous advantageover attackers outside. Narrators canadjust an army’s final power based on thetype of fortification it defends—if any—according to the points below. As largearmies often have more troops than canbe effectively deployed along a fortifica-tion’s walls, each type includes a maxi-mum number of points an army can gainfrom it.

Small keep: One-quarter more thanbase power (multiply by 1.25). Thebonus can add no more than 1,000points to base power.Large keep or small castle: One-halfmore than base power (multiply by(1.5) The bonus can add no more than1,500 points to base power.Large castle: Double base power(multiply by 2). The bonus can add nomore than 2,000 points to base power.Fortified city: Two and a half timesbase power (multiply by 2.5). Thebonus can add no more than 10,000points to base power.

Command HandsPlayers and Narrators should assign theselected standard armies a CommandHand according to the commandinghero’s reputation category, which shouldbe at least Adventurer (four cards).

Of course, as with normal combatactions, all mass combat actions takeplace from the hero’s point of view. Inother words, no one holds a CommandHand for the army opposing the heroes—unless that army contains heroes as well.Usually, though, the Narrator decides theopposing army’s intent (or determines itthrough random draws or interpretivecard play), then allows the heroes’ armythe appropriate defense action. Wheneach army in a mass combat contains atleast one hero, the player of the hero withthe highest Presence plays the CommandHand for his army.

Army DescriptionsThe following section offers a few addi-tional details on the standard armies.

RaidersGroups of raiders consist of twenty-five totwo hundred individuals bent on plunder.Some of them also employ mounts or waranimals. The brute raider army, forexample, includes one hundred brutesand five mammoths; goblin raidersinclude one hundred of the creaturesmounted on worgs.

CavaliersA cavalier army is a force of one hundredheavily armed and armored warriors onwar horses. Most human and elf rulerscan field several such units at once.

DraconiansMost draconian units contain severaltypes of creatures, though Baaz andKapak predominate.

Any army that inflicts a wound on adraconian force must attempt anEndurance action or suffer 1 damagepoint itself, to reflect the various magicaleffects that occur when draconians die.The action’s difficulty is determined bythe relative sizes of the armies, just likeother combat actions (see page 88).

The draconian army listed is thenational army of Teyr. These individuallypowerful creatures comprise a formidableforce. The rulers of Teyr opt for a defen-sive posture however, reserving theirstrength to defend their adopted home-land—and to fight alongside the DarkKnights, according to treaty.

Elite draconian units include one hun-dred creatures, usually evenly dividedbetween Bozaks and Sivaks. These unitsguard Teyr’s borders and occasionallyserve as mercenaries or freebooters.Auraks usually command.

Draconian militia consists of mixedunits of Baaz and Kapaks. Within Teyr,several militia units stand ready to back upevery elite unit. Outside of Teyr, these unitsusually act as mercenaries or brigands.

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Standard ArmiesArmy Type Base

PowerAverage Command FinalPhysique Score Power

AverageCoordination

Brute raiders 8,175 6 11 9 8,175Cavaliers 18,000 9 11Centaur elite

7 22,5006,400 8 8 7 8,000

Centaur militia 4,900 7 7 6 4,900Draconian army 258,000 8 6 9 322,500Draconian elite 12,120 11 11 9 12,120Draconian militia 4,800 8 6 7 3,600Dwarf elite 4,800 6 8 8 6,000Dwarf militia 2,400 4 6Elf Elite

6 2,4004,800 8 6 9 6,000

Elf griffin riders 18,150 1 5 13 9Elf militia

22,6872,400 6 4 7 2,400

Gnome elite 5,700 8 3 6 7,125Gnome militia 2,100 7 3 5 2,100Gnoll raiders 4,550 5 7 6 4,550Goblin army 315,430 5 5 6 394,287Goblin raiders 9,600 7 7 6 9,600Goblin horde 14,528 5 6 6 14,528Hill giant raiders 11,400 6 3 8 5 11,400Hobgoblin raiders 14,000 12 7 6 14,000Human elite 4,900 7 7 8 6,125Human militia 2,500 5 5 7 2,500Kobold raiders 2,550 3 3 6 2,550Knights of Solamnia

Mountedpatrol 18,600 9 11 8 23,250Dragon raiders 20,670 9 13 8 25,837Pegasus riders 240,000 1 3 11 8 30,000Foot patrol 4,200 6 7 8 5,250Small garrison 22,800 7 10 8 28,500Large garrison 83,910 8 1 0 8 104,887Solanthus garrison167,820 8 10 9 209,775Gunthar garrison 251,730 8 1 0 9 314,662Field army 213,120 10 11 9 266,400

Knights of TakhisisMounted patrol 18,600 9 11 8 23,250Dragon riders 20,670 9 1 3 8 25,837Foot patrol 4,200 6 7 8 5,250Small garrison 22,800 7 10 8 28,500Large garrison 64,460 7 11 8 85,575Palanthus garrison136,920 7 11 8 171,150Neraka garrison 162,950 8 1 5 9 203,687Field army 213,120 7 11 8 266,400

Minotaur raiders 4,000 4 1 0 6 4,000Ogre raiders 3,250 5 13 7 3,250Troll raiders 7,200 6 24 8 7,200Undead horde 9,120 6 5 8 9,120

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EliteAn elite force consists of about a hundredexceptional individuals usually of thesame race. An elite unit of elves, for,example, consists strictly of elf heroes andcharacters. These armies serve as royalbodyguards and garrisons for importantlocales. They tend to be tightly organizedand well led.

MilitiaMilitia forces are made up of one hun-dred typical members of a particular race.They represent groups of common citi-zens called together for war. An older,experienced warrior usually serves as thecommander.

HordesAll horde armies contain a mixture ofcreatures, though one type usually pre-dominates. A goblin horde, for example,contains mostly goblins, but also a smat-tering of worgs, hobgoblins, ogres, andhill giants. Hordes tend to be looselyorganized but led by some ambitiousindividual.

Knights of SolamniaMost Solamnic Knight units consist pri-marily of armored warriors mounted onwar horses.

Foot patrols contain no mountedtroops and usually number about onehundred strong. They frequently serve assentries, guards, or constables.

Mounted patrols contain one hundredKnights astride war horses. They’re usuallyput to work guarding borders and roads.

Pegasus and dragon rider unitsresemble large mounted patrols butinclude a small detachment (ten dragonriders or twenty-five pegasus riders)replacing some of the horsemen. Theseforces serve as scouts, shock troops, andreserves.

Garrison units contain a mixture ofmounted and foot Knights, plus detach-ments of elves and dwarves. Larger gar-risons also include dragon and pegasusriders.

86 CHAPTER FIVE

A field army includes one thousandKnights, most mounted on war horses.The force also contains dragon and pega-sus riders, plus detachments of elves,dwarves, and centaurs from the auxiliary.

Knights of TakhisisThe various Dark Knight units resemblethose of Solamnics but usually employbrutes and draconians instead of elves,dwarves, centaurs, and pegasus riders.Various monster armies form the Min-ions of Dark, independent troops allied tothe Knights of Takhisis.

Combining the ArmiesBecause most of the units shown on thestandard army table are fairly small, Nar-rators or players may wish to combineseveral armies into a larger force. To doso, a player just adds up their final powernumbers, using the best command scorein the combined group and the averageCoordination and average Physique ofthe most numerous group.

For example, a combined army madeup of a mounted patrol of Knights ofTakhisis, two groups of brute raiders, anda group of draconian militia would havean average Physique of 11, an averageCoordination of 6, a command score of 9and a final power of 43,200.

For a more accurate estimate of thisarmy’s battlefield abilities, see AppendixThree.

Mass CombatResolutionOnce players have selected their armies,they can begin the battle. The order ofaction is as follows:1. Determine initial range (first hour of

battle only).2. Determine surprise (first hour of

battle only).3. Attempt range maneuvers.4. Resolve combat actions.5. Check for routs (final hour of battle

only).

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Step One:Determine Initial RangeThe initial range between the opposingarmies depends on the terrain and thecircumstances that brought about themeeting between the forces, just as withsingle combat (see Chapter Four of theBook of the Fifth Age).

Step Two:Determine SurpriseThe heroes’ army (and the attacking one,if both sides contain heroes) performsactions to see whether it is surprised.

This action works just as it does inindividual combat (see Chapter Four ofthe Book of the Fifth Age), except that theplayers use the commander’s Presencescore as the action ability.

As for all Perception actions, the Suitof Orbs is trump.

Step Three:Range ManeuversJust as in personal combat, either or bothsides can attempt to maneuver the com-bat range before the battle begins. In masscombat, the commander’s Presence scorebecomes the action ability. In addition,the army with the higher average Coordi-nation adds the difference between thetwo scores to its action score.

For example, closing range in singlecombat usually requires an average Agility[Agility] action. If Commander Nikadecides to order her force of SolamnicKnights to close with an army of goblins,however, she attempts an average Presence(Agility) action. The opposition score isthe goblin army’s average Coordination(5). As the Knights have a superior aver-age Coordination score (9), Nika’s actionscore receives a bonus of +4.

Cards from the Suit of Shields aretrump for range maneuvers.

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Combat ActionsStep Four:

Mass combat uses the same attack andcounterattack procedure as single combat.

AttackingTo launch a mass combat attack, a com-mander uses Presence as the action abil-ity, The opposition ability becomes thedefending army’s average Physique score(for melee combat) or average Coordina-tion score (for missile or artillery com-bat). The difficulty varies according tofinal power of the attacking army relativeto the defending army, as follows:

Easy (4): If the attacking army’s power ismore than twenty-five percent strongerthan the defender (power ratio * of 1.25or more), the action is easy.Average (8): If the attacking army’spower is within twenty-five percent ofthe defender’s (power ratio * of lessthan 1.25 but more than .75), theaction is average. This is the difficultymost battles will use.Challenging (12): If the attackingarmy’s power is between twenty-fiveand fifty percent weaker than thedefender’s (power ratio * of at least .75but more than .5), the action becomeschallenging.Daunting (16): If the attacking army’spower is between fifty and seventy-fivepercent weaker than the defender’s(power ratio * of at least .5 but more.25), the action is daunting.Desperate (20): If the attacking army’spower is seventy-five to ninety percentweaker than the defender’s (powerof at least .25 but more than .1),the action is desperate.Automatic failure: If the attacker hasless than one-tenth the power of its foe(power ratio * of .1 or less), no masscombat is possible—the defenderautomatically defeats the attackingarmy. Narrators could handle such anencounter better through role-playingthan mass combat, leaving the largerbattle in the background.

* Divide the attacker’s final power by thedefender’s final power to get the power ratio.Outmanned forces have a more difficult timeattacking and defending.

DefendingWhen the heroes’ side is the defenderrather than the attacker, the army’s averagePhysique score (for melee battles) or aver-age Coordination score (for missile andartillery range battles) becomes the actionability to evade enemy counterattacks. Theopposing commander resists this actionwith his Presence score. The action’s diffi-culty varies according to the relativepower of the two armies, as above.

final

Note: The range between the armieshas no effect on the attack difficulty, as itdoes in personal combat.

Army WoundingIf an attack (or counterattack) succeeds,the defending army suffers injury, just asa hero would in individual battle. Thiswound is equal to the attacking army’saverage Physique score (for melee battles)or average Coordination score (for mis-sile and artillery range battles), plus itscommander’s Presence score. An armywound forces the commander to discardcard from his Command Hand, just as aplayer discards them from his Hand ofFate when his hero is struck in combat.

Heroes attached to the army—notcommanders—sustain the same numberof damage points as their army suffered.This injury represents the active roleheroes play on the battlefield. Armor andshield bonuses reduce the damage, as theywould for any normal attack.

Players and Narrators should rememberthat mass combat proceeds by the hour,giving wounded heroes plenty of time toheal magically between combat exchanges,unless they engage in other activities.

A hero serving as an army’s comman-der does not resolve personal woundsuntil the battle concludes (see “Endingthe Battle,” next page). After all, a com-mander’s fate lies with his army.

Attack ModifiersThe situational modifiers in ChapterThree apply to mass combat as well assingle combat. An army hidden in thewoods, for example, is harder to hit withmissile attacks than is one out in the open.

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Step Five:Ending the BattleWhen a hero’s Command Hand runs outof cards, his army is defeated. A defeatedarmy is routed off the field unless thecommander opens the range. The playeracting for the commander draws a newHand of Fate and plays a card for thisaction, as a last-ditch personal attempt tosave his army. If the action fails, the cardused is not replaced; players should treatthe loss as a normal wound.

The losing army is routed automati-cally if the damage points left over afterits commander has discarded his last cardexceed the army’s average Physique score.

When a hero’s army proves victorious,the commander must keep the enemyfrom routing by preventing the defeatedcommander from opening the range. Avictorious commander cannot play cardsfrom his own hand to cause a rout.

Routed armies suffer increased casual-ties, as noted below.

CasualtiesAfter the battle, each army must check forcasualties. Each army attempts anEndurance action with a random draw(according to the rules in Chapter Threeof the Book of the Fifth Age), using itsaverage Physique. For the victoriousarmy, the action is easy, while thedefeated army finds it daunting.

The actual casualties depend on theaction’s result. A victorious army suffersten percent casualties if the action suc-ceeds, twenty percent if it fails, and thirtypercent casualties if a mishap occurs. Thedefeated army incurs the same results,except it suffers fifty percent casualties inthe event of a mishap. A routed army suf-fers twenty percent of its original total asadditional casualties, no matter what theresult of the Endurance action.

About one-third of the winning army’scasualties die in battle, with the remainderbadly injured and unsuited for campaign-ing for about a month, barring magicalhealing. A mishap at the Endurance actionfor the victorious army means that tenpercent extra casualties are taken prisoner,

spirited away from the field by fleeing ele-ments of the defeated army.

In the defeated army, half the casualtieslose their lives in the battle, while a quar-ter of them are wounded as above, butescape the field. The remaining twenty-five percent become prisoners—half arewounded and half are not.

Commanders’ and Heroes’ FatesAfter a battle, commanders and heroesalso must determine their fate throughEndurance actions.

The VictorsThe victorious commander’s action is aneasy random draw; if it succeeds, thecommander has escaped unharmed. If itfails, the commander suffers a woundequal to one hit by the enemy army (aver-age Physique/Coordination + opposingcommander’s Presence). Armor andshield bonuses reduce the damage. Amishap forces the victor to draw anothercard—its suit determines his fate:

Dragons: The commander dies.Swords: The commander is knockedunconscious, as through he lost all hiscards in individual combat.Shields: The commander suffers twowounds, each equal to one hit by theenemy army.Crowns: The commander is capturedby the enemy army.

Narrators can decide how to interpretother suits based on the circumstances intheir individual games.

Heroes in victorious armies mustattempt this Endurance action, too, eachplaying a card from his own Hand of Fateinstead of making a random draw. (Thisoption applies even for the hero whocommanded the winning army.) Mishapconditions apply, as above.

The DefeatedThe commander of the defeated army—and any attached heroes—must attemptan average Endurance action. The heroesuse cards from their Hands of Fate, whilethe commander makes a random draw.The results are as outlined above.

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APPENDIX ONE

Other Req’s Advantages DisadvantagesAny race with Trump bonus for Unique quirk or cause.acceptable dealings withscores and codes;common folk;wealth 7 max. can acquire role

during play.

Adventurous WarriorAbility Scores Ability CodesAG or Dx 5 min. AG or Dx “A”EN or ST 5 min. ST or EN “A”(other score (all Physicalin each pair codes “C” min.)is 4 min.)

ArcherAbility Scores Ability CodesDX 5 min. AG “C” max.PE 5 min. Dx “A”

RE “C” max.SP “C” max.

Barbarian WarriorAbility Scores Ability CodesPhysical scores DX “B” min.all 5 min. RE “D” max.PE 5 min. PE “B” min.SP 5 min. SP “B” min.

Other Req’s Advantages DisadvantagesHuman, centaur, Trump bonus for -3 action penalty forelf, or half-elf. specialty weapon; ST attack actions at

can acquire role melee or personalduring play. range.

Other Req’s Advantages DisadvantagesHuman, Klar, Trump bonus -3 action penaltyNeidar, centaur, for home terrain in city; no trumpor Kagonesti; actions and attacksbonus to PE or PR

wealth 6 max. with tribal weapon. actions in city; cannotacquire role during play.

Ability ScoresEN 5 min.ST 6 min.SP 5 min.PR 6 min.

Ability CodesVaries by race

Knight of the LilyAbility Scores Ability CodesEN 6 min. EN “A”ST 6 min. ST “A”SP 5 min. RE “C” max.DR 5 min. SP “C” max.

Knight of SolamniaAbility ScoresEN 6 min.ST 6 min.SP 6 min.PR 6 min.

Ability CodesEN “A”ST “A”RE “C” max.SP “C” max.

Legionnaire WarriorAbility Scores Ability CodesAG 5 min. AG “C” min.Dx 5 min. DX “C” min.EN 6 min. EN “C” min.ST 6 min. ST “C” min.PE 5 min. Dx or ST “A”SP 4 min. RE “C” max.PR 5 min. PE “B” min.

SP “C” max.

Other Req’s AdvantagesHuman, half-elf, Trump bonus toHylar, Qualinesti, close range; canor Silvanesti; acquire roledemeanor 5 max.; during play.wealth 5 min.

DisadvantagesNo trump bonus togain surprise; owes40–60 days’ service.

Other Req’s Advantages DisadvantagesHuman or Trump bonus to Death if fails to advance;half-elf; close range, in no trump bonus to resistdemeanor 5 max.;melee attacks vs. mysticism; owes 40–60nature 4 min. Legionnaires, and days’ service; cannot

for mounted melee acquire role during play.attacks; advancement.

Other Req’s Advantages DisadvantagesHuman or Trump bonus to No trump bonus to gainhalf-elf; close range, in surprise; PR falls 1 pointdemeanor 4 max.;melee attacks vs. if fails to advance; mustnature 5 max.; Dark Knights and make an action to refusewealth 3 min. Legionnaires, and a fight or retreat; owes

for mounted melee 40–60 days’ service;attacks; also by donates wealth; cannotorder; advancement. acquire role during play.

Other Req’s Advantages DisadvantagesAny race with Trump bonus to Death if captured by aaccptable deal with common Dark Knight; no trumpscores and codes;folk and in combat bonus to deal with Darkwealth 5 max.; with Dark Knights; Knights or Solamnics;demeanor 6 max.; use PR to acquire apprentices.nature 6 max. goods in city; can

acquire role duringplay; apprentices.

90 APPENDIX ONE

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ROLES QUICK REFERENCE

MarinerAbility ScoresAG 5 min.EN 4 min.RE 5 min.PE 5 min.

Ability CodesDX “B” min.EN “B” max.ST “B” max.

Other Req’sHuman, half-elf,elf, or minotaur;demeanor andnature may differby no more than 2

DisadvantagesAdvantagesTrump bonus foractions at sea orrelated to ships.

-3 ST or AG actionpenalty in land combat;cannot acquire roleduring play withoutsea background.

DisadvantagesNo trump bonusfor PR actionsexcept to resistmysticism.

Disadvantages-3 ST and AG actionpenalty when fightingon foot; cannot acquirerole during play.

Mercenary WarriorAbility Scores Ability CodesAll Physical All Physicalscores 4 min. codes “C” min.Dx or ST 5 min. Dx or ST “A”EN 6 min. RE “B” max.SP 6 max. SP “C” max.

Other Req’sAny race withacceptablescores and codes.

AdvantagesAction to gaintrump bonusin battle; canacquire roleduring play.

RiderAbility ScoresAC 5 min.Dx 5 min.EN 6 min.ST 6 min.PE 5 min.

Ability CodesDx or ST “A”(other codein the pairis “B” min.)EN “B” max.RE “D” max.SP “B” max.

Other Req’sBarbarianhuman only;wealth 3 max.

AdvantagesTrump bonusfor mountedmaneuvers andattacks; beginsplay with lighthorse.

AdvantagesTrump bonuswhen fighting

Disadvantages

Dark Knights,

for mounted meleeattacks; can acquire

for PR actions

role during play.

to impersonate aDark Knight, and

No trump bonus toresist mysticism; deathif captured by DarkKnights; must havebeen a Dark Knightacquire role during

Rogue KnightAbility Scores Ability CodesEN 6 min. EN “A”ST 6 min. ST “A”SP 5 min. RE “C” max.PR 5 min. but SP “C” max.PR 8 max.

Other Req’sHumanor half-elf;demeanor 5 max.;nature 5 max.;wealth 3 max.

Warrior-MysticAbility Scores Ability CodesAC 5 min. EN “C” max.EN 5 min. ST “B” min.ST 7 min. RE “C” max.SP 7 min. SP “B” min.

Other Req’sHuman, half-elf,Kagonesti, Hylar,Klar, Neidar,or Daewar;1 required sphere

DisadvantagesForbidden spheres;no trump bonus forattacks at far missilerange.

AdvantagesTrump bonus forcombat spells andunarmed attacks;can acquire roleduring play.

Warrior-SorcererAbility Scores Ability CodesAG 5 min. DX “C” max.EN 5 min. ST “B” min.ST 7 min. RE “B” min.RE 7 min. SP “C” max.

YeomanAbility Scores Ability CodesAC 5 min. Dx or ST “‘A”DX 5 min. (other codeEN 6 min. is “B” min.)ST 6 min. EN “C” max.PE 5 min. RE “B” max.

PE “B” min.SP “B” max.

Other Req’s AdvantagesHuman, half-elf, Trump bonusSilvanesti, or for combat spells;Qualinesti; can acquire role1 required school during play.

DisadvantagesForbidden schools;no trump bonus forthrown/missile weapons;no shield allowed.

Other Req’sHuman, Neidar,elf, or half-elf;nature 3 max.;wealth 5 max.

AdvantagesTrump bonus togain or avoidsurprise outdoorsand for RE and PEactions to followa path or trail.

Disadvantages-3 action penaltywhen indoors orunderground;cannot acquire roleduring play.

ROLES QUICK REFERENCE 9 I

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APPENDIX TWOAs described in Chapter Two, the Knights ofSolamnia have members assigned to posts acrossmuch of Ansalon. Basic information on the bestknown circles of Solamnic Knights appears inthis appendix. Each circle’s entry includes a briefdescription of its Senior Knight, its wealth score,and a note about the local situation. The Solam-nics establish circles only in settled areas, andthere are none south of Haven or east of Lemish.

Castle Eastwatch (Wealth 5)Castle Eastwatch was the Knights’ outpost whereSturm Brightblade and Sir Derek Crowngardbrought the Dragon Orb recovered from the Ice-all during the War of the Lance. Currently, thiscircle’s garrison keeps watch over the WhiteDragon and stands ready to aid Silvamori andQualimori should the need arise.

Riva Silverblade: Human elder female, impul-sive demeanor, Champion.

Location: West coast of Southern Ergoth,Gellidus’s realm.

Castle Uth Wistan (Wealth 9)The Knights stationed at the Order’s head-quarters—Castle Uth Wistan and nearby White-stone Glade—form the Grand Circle. The UthWistan family still owns the castle proper, but aseries of extensions and outer works have sprungup around the ancient fortress to provide admin-istrative space.

Liam Ehrling: Human elder male, command-ing demeanor, Hero 2 .

Location: Southwestern Sancrist Isle, realmof Gunthar.

Gwynned (Wealth 6)The Knights have made Gwynned into a fortifiedport town with a large garrison capable ofdefending against a siege of almost any length.This force can move quickly by land or sea to anytrouble spot along the coasts of western Ansalon.Sir Creigh Markward is quite young to head sucha key circle; his Knights are very proud of him.

Creigh Markward: Human young adult male,motivated demeanor, Master.

Location: Southwestern portion of NorthernErgoth, realm of Ergoth.

Hargoth (Wealth 3)The circle in Hargoth operates clandestinely tosupport Knights in Palanthas by gathering infor-mation, shipping supplies, and providing anescape route for those in danger of capture. Har-goth has no actual outpost, just several tempo-rary dockside hideouts. Robinia Rauxnuur andthose under her command move frequently.They know every inch of Hargoth’s waterfront, aswell as secret overland routes to Palanthas.

Robinia Rauxnuur: Human young adultfemale, cautious demeanor, Champion.

Location: Northern Coastlund, realm ofKhellendros.

had previously been occupied by several wings ofKnights of Takhisis. While the common folk defi-

Haven (Wealth 5)Rumor has it that Sir Ancell Brightblade, leaderof the circle in Haven, is the illegitimate son ofSturm Brightblade, a Hero of the Lance. In fact,Ancell’s grandfather was Sturm’s cousin—Ancellis much too young to be Sturm’s child. TheKnight endures gossip about his family withgood humor, however. His circle has built a smallcastle, from which the Knights watch the Qua-linesti border and guard the road to Solace.

Ancell Brightblade: Human adult male, calmdemeanor Champion.

Location: Just north of Qualinesti, realm ofAbanasina.

Lemish (Wealth 4)The Knights established an outpost in Lemishshortly after the Council of Last Heroes. The city

nitely prefer the Solamnics, a substantial minor-ity advocates complete independence fromSolamnia. The garrison and fortifications hereform the Knights’ main defense against invasionfrom the goblins of Throt to the east.

Genia Castlemore: Human adult female, can-tankerous demeanor, Champion.

Location: East of Kaolyn, west of Throt,realm of Solamnia.

Merwick (Wealth 3)A small castle in the port of Merwick helps theKnights at Castle Eastwatch patrol the straitbetween the isle of Cristyne and SouthernErgoth. The garrison stands ready to supportCastle Eastwatch if Gellidus or his minionsattack. The Knights of Merwick also help theKagonesti fend off attacks from the giants andogres living in the mountains. The Senior Knightserves as the Knighthood’s chief diplomat to theKagonesti elf exiles living on Cristyne.

Ginervra Northwell: Human adult female,compassionate demeanor, Adventurer.

Location: East coast of the isle of Cristyne,realm of Gunthar.

North Keep (Wealth 3)The Solamnic circle at North Keep is the heredi-tary demesne of the Mantilla family. OwenMantilla—while not yet the warrior his father,Gustave, was—has a cheerful and open mannerthat makes him far more popular than his sire.(Nordmaar’s capital is also called North Keep.)

Owen Mantilla: Human middle-aged adultmale, gregarious demeanor, Adventurer,

Location: North coast of the New Sea, realmof Abanasinia.

Palanthas (Wealth 4)The circle at Palanthas is the largest, most activeclandestine Solamnic group. Acting on informa-tion supplied by Palin and Usha Majere, theKnights have carefully insinuated themselves into

92 APPENDIX TWO

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SOLAMNIC CIRCLES

every aspect of the occupied city’s life. Sir EbenColfax, its commander, poses as a wealthysocialite who could care less about who controlsPalanthas, so long as the city is spared destruc-tion. The Knights use the city’s sewer system tomove about secretly—much to the chagrin oflocal thieves—and have either disrupted or co-opted most of the underground network theKnights of Takhisis once maintained in the city.

Eben Colfax: Human adult male, courageousdemeanor, Master.

Location: On the Bay of Branchala, realm ofKhellendros.

Qualimori (Wealth 2)The Knights have maintained a small outpost inthe elf city of Qualimori ever since the close ofthe War of the Lance to keep up diplomatic tiesand help protect refugees moving between Qua-linesti and Southern Ergoth. With the occupa-tion of Qualinesti by Beryllinthranox and herDark Knight agents, relations between the elvesand the Solamnics have grown strained. The gar-rison’s chief duties are assisting the elves withdefense and keeping an eye on Gellidus.

Buiron Orne: Human adult male, demandingdemeanor, Adventurer.

Location: On Thunder Bay in SouthernErgoth, realm of Gellidus.

Ravenshadow’s Keep (Wealth 4)The Knighthood’s mountain fortress of Raven-shadow’s Keep guards the Kaolyn dwarves’underground city of Garnet. Patrols from theKeep guard all the key mountain passes to keepthem clear in the event of an invasion. TheKnights and the local dwarves also organize cara-vans that keep steel, silver, and copper flowingfrom Garnet to Solamnia and Abanasinia. Couri-ers mounted on pegasi maintain regular contactwith Solanthus and Lemish.

Heall Molton: Human middle-aged male,reserved demeanor, Champion.

Location: Garnet Mountains west of Lemish,realm of Solamnia.

Sanction (Wealth 4)The clandestine circle at Sanction is the Order’seasternmost outpost, established during the Warof the Lance, when Whitestone forces occupiedthe city. As the Solamnic Knights ceded Sanctionto the Dark Knights at the Council of Last Heroes,they are not to interfere when the Knights ofTakhisis take the city. Several years ago, however, agroup of hot-headed young Knights joined agroup of equally impetuous Legionnaires andattempted a raid on the Dark Knight army sur-rounding the city. All the raiders were killed, andthe Grand Master was forced to declare that theKnights had disobeyed their orders. Since then,the Knights have returned to Sanction secretly,ostensibly to keep watch on the dark paladins.

Karine Thasally: Half-elf young adult female,confident demeanor, Champion.

Location: In the Khalkist Mountains on theeastern shore of the New Sea.

Schallsea (Wealth 5)The Knights have charged Camilla Weoledge, aself-made adventurer who won her spurs duringthe Dragon Purge, with the defense of Schallseaand the safety of Goldmoon and the Citadel ofLight. She has taken to her duties with relish.

Camilla Weoledge: Human adult female,stubborn demeanor, Master.

Location: Port on Schallsea’s western shore.

Silvamori (Wealth 2)The Knights founded their Silvamori circle afterthe War of the Lance to foster goodwill andcooperation with the Silvanesti. The elves, how-ever, have never been anything but aloof andcoldly polite to them. The garrison keeps a look-out for any hostile moves from Gellidus and triesto stay out of the elves’ way as much as possible.

Terrye Pontuwurt: Human adult female,merciful demeanor, Adventurer.

Location: On Thunder Bay in SouthernErgoth, realm of Gellidus.

Solace (Wealth 4)The Solamnics consider Solace a city of greatimportance, as it is the childhood home of SturmBrightblade—one of the most renowned Knightsin recent memory—and the site of the Tomb ofthe Last Heroes. The Knights of Solace guard theTomb around the clock and assist the city watchwith defense and security. Undoubtedly, they alsomonitor the activity at the Legion of Steel head-quarters, also located in Solace. Brawls betweenrowdy young Legionnaires and quick-temperedyoung Knights once were fairly frequent, buttoday the Knighthood takes care to post only sea-soned, level-headed Knights to this circle.

Clive Ocre: Human adult male, seriousdemeanor, Champion.

The circle at Solanthus is second in importanceonly to the Grand Circle at Castle Uth Wistan.However, the Knights remain painfully awarethat Solanthus, the capital of Solamnia, has fallento enemies twice: once during the War of theLance and again to Lord Ariakan. Vowing not tolet the capital fall again, they raised new fortifica-tions that rival any on Ansalon. Solanthus is thebase for the Knighthood’s defenses on mainlandAnsalon, and this circle’s Senior Knight—aWarrior Lord—commands Solamnia’s defense.

Location: In the Sentinel Peaks north ofHaven, realm of Abanasinia.

Solanthus (Wealth 9)

Matelda Bretel: Human elder female, imperialdemeanor, Hero.

Location: North of Garnet range inHeartlund, realm of Solamnia.

SOLAMNIC CIRCLES 93

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APPENDIX THREEWhen a player or Narrator doesn’t want to use the standard armies in Chapter Five, he cancreate custom armies. All he needs is paper and pencil, though a calculator will help speedthe process and reduce arithmetic errors.

Base PowerTo figure a new army’s Base Power, first determine how many creatures are in the army andtype of creatures they are. Then multiply the Coordination and Physique scores ofevery individual creature in the army and add all the values together. (To find a hero’sCoordination, figure the average of his Agility and Dexterity ability scores; Physique is theaverage of a hero’s Endurance and Strength.) Round all fractions down after multiplying.

For example, say Zuzaan, a Knight of Takhisis, is a hero and army commander.Zuzaan: Human female adult, brutal demeanor, Master.AG 6C, Dx 5c, EN 7A, ST 8A, RE 5C, PE 7A, SP 6C, PR 7A.

Zuzaan would contribute 41 points to her army’s base power:AG 6 + Dx 5 = 11 + 2 = 5.5 Coordination.EN 7 + ST 8 = 15 + 2 = 7.5 Physique.6 CO 5.5 x PH 7.5 = 41.25, rounded down to 41.

If Zuzaan led the army of Dark Knights, brutes, and draconians used as an example in Chap-ter Five, the base power calculations would be as follows:

Creatures Scores CalculationsZuzaan CO 5.5, PH 7.5 5 × 8 × 1Zuzaan’s war horse CO 9, PH 16 9 × 16 × 1100 Dark Knights CO 6, PH 7 6 × 7 × 100100 war horses CO 9, PH 16 9 × 16 × 100200 brutes CO 6, PH 11 6 × 11 × 20010 mammoths CO 6, PH 45 6 × 45 × 1050 Baaz draconians CO 8, PH 6 8 × 6 × 5050 Kapak draconiansCO 8, PH 6 8 × 6 × 50

========

Total41

1444,200

14,40013,2002,7002,4002,400

39,485 Base power

Average CoordinationTo determine an army’s Average Coordination, add up the Coordination scores of all thecreatures in it who are maneuvering and divide by the number of creatures. Only individu-als actually involved in movement contribute their values; troops riding mounts into battleare not included in the calculation, only their mounts are. Round all fractions of .5 or lessdown, round fractions of more than .5 up.

The calculation for Zuzaan’s sample army would be as follows:

Creatures ScoresZuzaan’s war horse CO 9100 war horses CO 9200 brutes CO 610 mammoths CO 650 Baaz draconians CO 850 Kapak draconians CO 8

Total 411

Calculations9 × 19 × 1006 × 2006 × 108 × 508 × 50

Total9

9001,200

60400400

2,969 CO scores

Then, find the average (total Coordination divided by number of creatures):

2,969 + 411 = 7.22, rounded down to 7.

Average Coordination 7.

94 APPENDIX THREE

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CREATING AN ARMY

Average PhysiqueTo determine an army’s average Physique scores of all the creatures init and divide by the number of creatures. Round all fractions of .5 or less down, and roundfractions of more than .5 up.

The calculation for the sample army would be as follows:

Creatures Scores Calculations TotalZuzaan PH 7.5 7.5 × 1 (rounded) = 7Zuzaan’s war horse PH 16 16 × 1 = 16100 Dark Knights PH 7 7 × 100 = 700100 war horses PH 16 16 × 100 = 1,600200 brutes PH 11 11 × 200 = 2,20010 mammoths PH 45 45 × 10 = 45050 Baaz draconians PH 6 6 × 50 = 30050 Kapak draconiansPH 18 18 × 50 = 900

Total 512 6,173 PH scores

Then, find the average (total Physique divided by number of creatures):

6,173 ÷ 512 = 12.06, rounded down to 12.

Average Physique 12.

Command ScoreAs noted in Chapter Five, an army’s command score is equal to its commander’s Presencescore. The sample army’s commander, Zuzaan, has a Presence score of 7, giving the army acommand score of 7 as well.

Command HandChapter Five explains that the player of the army commander discards his hero’s Hand ofFate at the start of a mass combat and draws a Command Hand equal in size to his normalHand of Fate. Due to her reputation of Master, Zuzaan earns her player a Command Handof six cards to resolve the actions of her army.

Final Power

As described in Chapter Five, the army commander’s Presence code modifies the army’sbase power. Because Zuzaan has a Presence code of “A,” her army receives a bonus of one-quarter its base power. In this case, multiplying the base power by 1.25 yields the finalpower rating (round all fractions down):

Base power 39,485 × resence modifier 1.25 = 49,356.25, rounded down to 49,356.

Final power (no fortification) 48,168.

An army’s base power is also adjusted if it enjoys the benefits of a fortification. If Zuzaan’sarmy occupied a fortified city, it would gain a bonus of 10,000 points to its base power (seethe description on page 84).

49,356 + 10,000 = 59,356.

Final power (with fortification) 59,356.

CREATING AN ARMY 95

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NEW WEAPONS

ShortWeapon Type ClassBear claws † Personal VL

Range Garrote † Personal VLBelaying pin † Melee * VLDeath’s tooth kala † Melee VLMallet † Melee * VLWar pipe † Melee VLWeighted sash † Melee VLWhippik † Melee *** VLFang † Melee LCaff † Melee LSoris † Melee LTeeth chain † Melee LHookshaft ‡ Melee MHoopak ‡ Melee *** MWar club † Melee MGnome pick † Melee MSabre † Melee MCrook blade † Melee HFrostreaver ‡ Melee VHTessto † Melee VH

Missile Lasso † Thrown VLRange Ice flask † Thrown VL

Bolas † Thrown ** LThrowing stick † T h r o w n L

Ice grenade † T h r o w n LThrowing stone † T h r o w n LThrowing blades † T h r o w n LOil flask † T h r o w n LPellet bow ‡ Missile LIce crossbow ‡ M i s s i l e MSinging bow ‡ M i s s i l e V H

Mounted Light lance † Mounted HHeavy lance † Mounted VHAerial lance † Mounted VH

Improv. Cup/Mug † Melee * VLBottle † Melee * VLLantern † Throw ** VLTorch † Melee * VLPlatter/Tray † Melee * LTankard/ Jug † Melee * LPoker/Candlestick † Melee * LStool † Melee * MSkillet † Melee * MTable leg † Melee * MChair ‡ Melee * HTable ‡ Melee HBucket/Keg ‡ Melee HBench ‡ Melee VHSmall strongbox ‡ Melee VHChandelier ‡ Melee —Bookcase ‡ Melee —

Shields Buckler † Melee * VLKite † Melee * LTarget † Melee MHorse † Melee HTower † Melee VH

Dmg+1+1+1+2+2+2+2+2+2+3+3+3+4+4+4+5+5+6+8+9—+1+2+2

+2+2+3+3+2+4+9+9+10+11+0 (+2)+1+1+1 (+4)+3+3+4+4+2+4+5+5+5+6+7+10+15—+1+2+3+4

Special RaceNoneNoneSea barbarianNoneKagonestiMtn. barbarianNoneKenderSea barbarianDwarfElfNoneNoneKenderKagonestiGnomeSea barbarianNoneIce barbarianMinotaurNoneIce barbarianNonePlains barbarian

Ice barbarianIce barbarianNoneNoneMtn. barbarianIce barbarianCentaurNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNone

OtherN/A

N/A

N/A

N / A

N / AN/A

N/A

N/AN/A

N / A

N / A

N/A

N/A

N/A

N/A

N / A

N/A

N / A

N/A

N / A

N / A

N / A

N / AAlso thrown atfar missile rangeN / A

N/A

N / A

N / A

N / A

N / AN/A

N/A

N / A

N / APH 5PH 6PH 6PH 8PH 21 ºPH 9PH 36 ¥PH 16PH 25 ¥PH 12PH 15PH l8PH 20PH 18PH 42PH 15PH 20ATT. BONUS 1ATT. BONUS 2ATT. BONUS 3ATT.BONUS 4ATT.BONUS 5

† Requires only one hand to use. ‡ Requires two hands; no shield allowed. * Also can be thrown.** Also usable in melee combat .*** Also can hurl missiles. ¥ Suffers no damage when used against unarmoredopponents. ° Suffers no damage when used as a weapon, breaks only when attacker suffers a mishap.

96 APPENDIX FOUR

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HEROES OF STEEL ADVANCED ACTIONS

Action Diff. AbilityCombined action — —

Coordinated action Avg (8) Pr

Quick march

Take a shortcut

Rescue cave-in victimCharge

Cut or smash

Disarm

Fast attack

Grab

GrappleGreat blow

Varies En

Varies Re

Varies Pe

Easy (4) Ag

Avg (8) St or Dx

Chal (12) St or Dx

— —

Avg (8) St

Chal (12) St— —

Reckless attack — —

RushShield slam

Tackle

Avg (8) AgAvg (8) St

Chal (12) St

Avoid being disarmed Avg (8) En or Ag

Counter a grab Avg (8) St

Evade a grapple Avg (8) StHold or delay Avg (8) AgPrevent a tackle Avg (8) S tTotal defense — —

Coordinated attack

Evade a coordinatedattack

Easy (4) Pr

Chal (12) Pe

Opp.—

Varies

None

None

None

Ag

En or Ag

En

St

St—

AgEn

St

St or Dx

St

StAgSt—

Pe

Pr

CommentsLeader performs the action butadds others’ scores to action scoreLeader attempts to organize agroup for a complex action;success adds half the total of theothers’ scores to the next action.Difficulty depends on how muchtime the hero wants to save.Difficulty depends on how muchtime the hero wants to save.Difficulty depends on rockfall size+3 bonus to melee attack but-3 penalty to next defenseOpposed only if target itemis held or guarded.Success by more than 5 pointsinflicts normal attack damage, too.Resolve attack immediately withno defense to the counterattackMust grapple first to grab smallor dangerous thingsEasy action to maintain a grappleDoubles Strength score for attackbut with no counterattack defenseAllows an extra attack butno defense to the counterattackSlip past the enemy in combatUse shield as a weapon instead ofusing it to defendTackled foe gets no counterattackbut foe gets a +3 Strength bonusin counterattack if the tackle failsEn/St for melee rangeAg/Dx for missile or artillery rangeEasier if the target object is smallor dangerousSuccess allows a normal attackKeep a foe from slipping pastSuccess allows a normal attackSacrifice an attack to doubleAgility or Endurance for defenseSuccess lets leader attack for thegroup, drawing an extra card foreach attacker’s scoreDefense against a group attack

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THE RISINGSTORM

Dragons of a New Age, Part One

By Skip Williams

Editor Sue Weinlein CookProofreader Carrie A. Bebris

Creative Director Harold Johnson Typographer Angelika LokotzGraphic Designers Shan Ren and Dawn Murin

Interior Illustrators James A. Crabtree and Allen NunisCartographers Rob Lazzaretti and Dennis Kauth

Art Director Stephen A. DanieleSpecial Thanks To Jean Rabe, for story concepts and the Heroes of the Heart

The Fifth Age authors gratefully acknowledge the original pioneers of Krynn:Larry Elmore, Jeff Grubb, Harold Johnson, Douglas Niles, Carl Smith,Michael Williams—and of course, Margaret Weis and Tracy Hickman.

TSR, Inc.201 Sheridan Springs Rd.

Lake GenevaWI 53147

U.S.A.

1150XXX1502

TSR Ltd.120 Church EndCherry HintonCambridge CBl 3LBUnited Kingdom

DRAGONLANCE and the TSR logo are registered trademarks owned by TSR, Inc. FIFTH AGE and SAGA are

trademarks owned by TSR, Inc. Al l TSR characters, characters names, and the dist inct ive l ikenesses thereof,

trademarks owned by TSR, Inc. © 1996 TSR, Inc. Al l r ights reserved. Made in the U.S.A.

Random House and i ts aff i l iate companies have worldwide distr ibut ion r ights in the book trade for Engl ish–

language products of TSR, Inc. Distr ibuted to the toy and hobby trade by regional distr ibutors. Distr ibuted to the

book and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of

the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein

is prohibited without the express wri t ten permission of TSR, Inc.

Permission granted to photocopy orprint this product for personal use.

Page 106: Dragon Lance - Heroes of Steel

Author�s Foreword

The Rising Storm is the first DRAGONLANCE®: FIFTH AGE™ adventure of a five-part

series called Dragons of a New Age. This story arc takes place concurrently withthe events in the first series of FIFTH AGE novels. Of course, these adventures donot parallel the novels’ plotlines perfectly—your heroes undoubtedly will choosedifferent paths than the Heroes of the Heart do in the novels. In addition, somescenes from the books must be omitted due to space concerns and to enhanceplayability. However, in true DRAGONLANCE tradition, the Dragons of a New Ageadventures give you the chance to role-play the characters from these books orhave your heroes interact with these figures while pursuing their own pathsthrough the story.

This adventure, best suited to a party of four to six heroes of approximatelyAdventurer reputation, links with the novel The Dawning of a New Age by JeanRabe and draws from the material about warrior heroes presented in Night andDay. Players may select the novel’s main characters, described in this adventure’sPrologue, as their heroes or create new ones. They also can choose heroes fromthe character cards included in the FIFTH AGE box set or continue playing withthe ones they created for the adventure, Heroes of a New Age, included in theFIFTH AGE boxed set.

Adventure SynopsisThe heroes begin their quest in Solace, where people from all over Abanasiniahave gathered to celebrate the Festival of the Heroes, a holiday commemoratingthe end of the Chaos War thirty-one years ago. In Act One, The Call, the heroesreceive a vision from Goldmoon, the First Master of Mysticism, who has broadcasta mental message to everyone with the will to fight Evil. To answer the call, theymust journey to the island of Schallsea, where Goldmoon tells them somethingwicked is afoot near Palanthas, the capital of the Blue Dragon’s realm.

A journey to Palanthas in Act Two, The Mission, provides challenges for theheroes as they attempt to skirt the realm of the White Dragon or evade the suspi-cions of Dark Knights along the way. In Act Three, The Revelation, the heroeslearn that Dark Knights and brutes have been kidnapping scores of people—ifthey’re not careful, they might be next! Investigating the disappearances leadsthem to abandoned village-turned-prison camp, where they might free somecaptives and gain a clue to the sinister goings-on. Before their mission ends, theyalso tangle with a frightening new type of monster—the dragonspawn.

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Table of Contents

PrologueHeroes of the Heart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Act One: The CallScene One: The Celebration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Scene Two: The Vision. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Scene Three: In Jail. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Scene Four: The Wilderness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Scene Five: The Wind Chaser. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Act Two: The MissionScene One: Schallsea. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Scene Two: Which Way to Palanthas?

Map: The Western New Sea. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Scene Three: Buying a Ship. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Scene Four: Going Overland. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Scene Five: The Gale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Scene Six: A Dark Knight in CaergothScene Seven: Lady in Distress. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2425262830

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3234

Act Three: The RevelationScene One: Palanthas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36Scene Two: Brutes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Scene Three: Spawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40

Sidebar: Dragonspawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 1Scene Four: The Camp. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

EpilogueThe Lonely Refuge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

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P R O L O G U Ehe gods are gone, andthe threat of thedragons is greaterthan ever before.And you’re lookingfor a cause, DhamonGrimwulf, thoughyou may not realizeit.... It seems a causehas found you.”

-Goldmoon�s words to a hero,The Dawning of a New Age

The unique challenges of the Fifth Age ofKrynn call to a set of heroes born in theAge of Mortals, new companions willingto journey into danger unknown to safe-guard Ansalon. Though Fate may havethrown them together, they soon come tocare about each other, bound by theirshared struggles against the Evil of theGreat Dragons.

These are the Heroes of the Heart.

Heroes of the HeartThe personalities in this Prologue repre-sent not only warriors but also users ofmagic and a couple of sneaky types aswell. Many appear on cards of the FateDeck, and all are featured in the FIFTH

AGE novel The Dawning of a New Age.Players can use these characters as theirheroes for the series of adventures thatbegins with The Rising Storm. Or theycan serve as allies to the heroes thatplayers have already created or will cre-ate for this adventure.

The best choices for heroes in thisadventure are Blister, Dhamon, Feril,and Rig. Other personalities can aug-ment the party, for larger playinggroups.

Regardless of whether these person-alities become the heroes for this adven-ture or sideline characters that interactwith the heroes, Narrators should famil-iarize themselves with them beforebeginning to play The Rising Storm.

4 P R O L O G U E

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PROLOGUEBlister NimblefingersDescription

DemeanorNatureReputation

Social status

Agility SDDexterity 7BEndurance 5DS t r e n g t h 4 C

Female kender(afflicted)Cautious (4 )Resourceful (2 )Adventurer(Quests 4, Hand 4)Tradesman(Wealth 4)

Reason 5CPerception 6ASpirit 4CP r e s e n c e 6 B

Melee weapon Bear claws (+l)Missile weapon Bolas (+2)Armor Leather (-2)Shield None

“I wear gloves nearly all the timebecause when I was a girl I was foolishand let a trap spray acid all over myhands. (That’s how I got my nickname,Blister. Before that, everyone called meVerae.) Now, my hands don’t work quiteright. I can’t always grasp a weaponproperly, and tine work, like pickinglocks, really hurts. Of course, if my com-panions need me (and who doesn’t needa kender now and then?), I ignore thepain and get the job done.

“About thirty years ago, I struck outfrom my home in Kendermore on animportant mission for the Hero of theLance Riverwind—I was the one whowarned the Knights of Solamnia of thecoming of Malystryx, the Red Dragon!

“Of course, I’ve never been back toKendermore—there’s not much worthseeing there these days, except Malys. I’venever seen a red dragon, let alone one bigenough to destroy my whole country.

“I’ve spent most of my life in Hylowith other kender who managed toescape Malystryx. But now that I’mapproaching middle age, I’ve decided toventure out into the world again. I’dforgotten just how much there is to see!

“Anyway, I’m not like what mostpeople expect when they meet a kender.Oh sure, I’d like to see what’s insideevery wrapped parcel, behind everylocked door, or inside each padlockedchest. But I’ve got discipline. I almostnever go poking my nose into someplaceunless there’s a really good reason todo so.

“I have a friend, Raph, who is moreof a traditional kender. I’ve made it myjob to keep him alive at least longenough to see his next birthday.”

Game InformationAs an afflicted kender, any card Blister(4 ) plays is trump if it involves stealthor graceful, careful movement. Thekender carries an assortment of glovesand tools to help her with simple tasks.She has a studded pair that serve asweapons, a pair covered with beeswax tohelp her pick things up, and a pair fittedwith picks to help with fine work.

She also carries a magical net-well,she thinks it’s magic. If Blister closes topersonal range, she can automaticallytrap a creature smaller than a cat insidethe net. To capture larger creatures, shemust attempt an average Agility (Agility)action. The net can hold a creature aslarge as a horse.

This kender has acute senses of hear-ing and eyesight.

Appearance

“When my curiosity overrides mycommon sense—umm, I mean when Ihave to confront the unknown-I’mcareful. I’ll prod a suspected trap from asafe distance with a spear, or maybe I’ll

Blister has graying blond hair and aruddy complexion. Her hands and fingersresemble a bird’s feet: thin, twisted, andscaly from her injury.

just throw a rock at it. I can snagpouches and other small objects with afishing line. I have a spyglass I use topeer into campsites. I like to be careful,just like Uncle Tas did: He always knewexactly what he was doing.

PROLOGUE 5

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Dhamon GrimwulfDescription

DemeanorNatureReputation

Social status

Agility 8ADexterity 6CEndurance 7AS t r e n g t h 8 A

Melee weapon

Missile weaponArmor

Shield

Male human(civilized),rogue knight roleIndependent (5 † )Brave (1 )Champion(Quests 7, Hand 5)Commoner(Wealth 3)

Reason 7DPerception 6BSpirit 5CPresence 7A

Long sword ofrenown (+11)Crossbow (+5)Chain mail ofdistinction (-5)Target (-3)

“When I was twelve, I caused quite a stirin my hometown by joining the DarkKnights. I came from a noble but poorfamily that had never been popular; itpleased me to see the shock in the faces ofmy neighbors when I rode out of towncarrying the Knights’ banner.

“After several years of training, Ibecame a full member of the Order. Mypride swelled when I became a dragonrider, paired with the blue dragon, Gale.

“During an attack on the city of Sanc-tion about five years ago, I became sepa-rated from Gale, but fought on. I lookedfor a worthy foe, and my eye settled on aSolamnic Knight. Knowing that a victoryover another Knight would win me evenmore glory, I pressed the attack, pausingonly to salute the older man. The Knightgravely returned my salute, and weexchanged blows. The old fellow was goodwith a sword, but I was stronger. Ipounded the Knight to his knees anddemanded his surrender. That was a mis-take: I had left him an opening, and hiscounterattack nearly killed me. As I feltmy life draining away, I prayed that HerDark Majesty would give me the strengthto land one final blow to slay this accursedKnight. Only blackness answered.

6 PROLOGUE

“I was taken prisoner and brought toSolamnia, where my opponent tended mehimself. Surprisingly enough, I came toadmire the man. While I recovered frommy battle injuries, I listened eagerly to hisstories about Huma, Sturm Brightblade,and other famous Solamnics. His talesand his kind manner toward me made merealize slowly that, although the DarkKnights had taught me honor, they hadnever taught me compassion. In night-mares I began to see the faces of everyman I had ever killed. It made me shud-der to realize that, while I was battling forglory, they had been fighting to defendtheir homes.

“When I became well, I resolved toleave the Knights of Takhisis. I realizedthey had taken advantage of a bitteryouth, twisting my anger to their ownends. I had barely made my decisionwhen my fellow Dark Knights came to my‘rescue.’

“I shouldn’t have been surprised thatthey tracked me down, but I didn’t wantto be rescued. In fact, I joined my captor-turned-mentor in defending his home.

“Only I survived that battle. When Iburied the dead, I buried my old armorand weapons, too—and my old life.

“My one option, as I saw it, was tobecome a sellsword. True, the mercenarylife isn’t honorable. But it’s a better onethan I deserve.”

Game InformationAs a rogue knight, Dhamon (5 † )receives a trump bonus when fightingKnights of Takhisis or trying to imper-sonate a Dark Knight. When fightingfrom a mount, he also can play any cardas trump. However, he never receives atrump bonus to resist mysticism, thanksto the grueling “training” his old Orderput him through as a youth. If theKnights of Takhisis ever capture Dha-mon, they will kill him.

This rogue knight has acute eyesight.

AppearanceLean, muscular Dhamon turns the headsof many young ladies. This young manties his long, wheat-blond hair back in apony tail and wears old, plain clothes.

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Ferilleeagh DawnsprinterDescriptionDemeanorNatureReputation

Female Kagonesti elfCurious (2 )Wild (6 )Adventurer(Quests 6, Hand 4)Commoner(Wealth 3)

Social status

Agility 6D R e a s o n 7A (49)Dexterity 6B Perception 5AEndurance 4D Spirit 6A (36)S t r e n g t h 7 B P r e s e n c e 6 C

Melee weaponMissile weaponArmorShield

Broad sword (+6)Long bow (+6)Leather (-2)Kite (-2)

“I try not to let my grim task keep mefrom enjoying the wonders I see aroundme, however. There is beauty almosteverywhere you look, from the simplegrace of a butterfly to the crisp geometryof a dwarven building. Whenever I findmyself somewhere I haven’t been before, Icant help stopping to drink in all thesights, sounds, and smells.”

Game Information

“I’m usually not one to take sides in anAs an elf, Feril (6 ) is skilled with a

argument. Even among my ownsword and perceptive in woodland set-

people, the wild and indepen-tings. Any card she plays to resolve

dent Kagonesti, I’ve alwaysan attack with a sword or to

been a loner. I enjoy solitude,resolve a Perception action

and I admire—even envy—in a forest environment

wild creatures. They livebecomes automatic

free of the constraints oftrump. However, like

society. Animals have pureothers of her race, Feril

motives: They are nevercan seem haughty to non-

treacherous and kill onlyelves. Therefore, she never

for food, taking just whatenjoys a trump bonus to

they need. And, for all theirresolve a Presence action

involving a non-elf. (Cardspurity, animals also know how toenjoy simple pleasures. Overall, I wouldprefer a solitary life in the wilderness withthem to just about anything else.

similar havoc in the territories they haveclaimed. Where are the metallic dragons?Why aren’t they playing their role inmaintaining the balance on Krynn?Everyone in Ansalon wants these ques-tions answered. I have made it my job toseek those answers—and a way to thwartthe chromatic dragons’ schemes.

“Now, however, I’ve gotten myselfinvolved with one of the greatest strugglesever to face Krynn: the battle betweenmortals and the Great Dragons. I knowhow to pick enemies, don’t I?

“I love the wilderness and would sac-rifice anything to save it—even my life,fighting those affronts to nature, theGreat Dragons. The White Dragon, Gel-lidus, has transformed my home isle ofSouthern Ergoth into a vast glacier: All ittook was the touch of Frost to turn a landof temperate plains and forests into apolar desert. I have nothing against polardeserts, but I want them to stay wherethey belong: at the poles!

“Other colored dragons have wreaked

played to resist magic are an excep-tion.)

As a Kagonesti shaman, Feril canemploy three schools of sorcery: pyro-mancy, geomancy, and aeromancy. Shealso can cast spells from three mysticspheres: animism, alteration, and heal-ing. Her two acute senses are sight andhearing.

AppearanceFeril is beautiful, tanned, and wildlyexotic. Her brown hair falls in waves toher shoulders, like a lion’s mane. Eventhough she has not recently been amongher people, the Kagonesti, she proudlywears the strange and colorful tattoos ofthis race of wild elves. Feril bears a tattooof an orange and yellow oak leaf on onecheek and another of a red lightning boltacross her forehead.

PROLOGUE 7

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Rig Mer-KrelDescription Human male

(barbarian),mariner role

DemeanorNatureReputation

Roguish (7 )Clever (5 )Adventurer(Quests 5, Hand 4)

Social status Guildsman(Wealth 5)

Agility 8C Reason 5DDexterity 6A Perception 5AEndurance 9C Spirit 4CS t r e n g t h 7 C P r e s e n c e 4 B

Melee weaponMissile weaponArmorShield

Sabre of renown (+9)Fang (+2)Padded silk (-1)None

“Rig is just a nickname, but it suits me. Ipicked it up as a kid doing oddjobs on the docks in SeaReach. I’ve been a sailorever since I celebratedmy twelfth birthdayby stowing away on aship. The home I leftwas not a happy one,but I joined a muchlarger family—thebrotherhood ofsailors. Now I’m inmy mid-twenties and the helmsman on theWind Chaser, which runs between NewPorts in Abanasinia and the island ofSchallsea.

“Steering this overgrown ferry in therelatively calm waters of the New Seadoesn’t entirely suit my tastes—I’d muchrather sail the open sea—but at least it’s ajob that involves seamanship. I’m at mybest when I have salt water in sight.

“About two years ago, I was secondmate on a pirate ship. We’d board otherships, steal them, and put the crewsashore. It was a lucrative business untilour captain became overcautious. Hebegan avoiding vessels that might bearmed, and he started limiting our staysin port because he was afraid the author-ities would recognize us. The lack of

action and the lack of loot made thecrew restless.

“I should have quit then, but I agreedto be part of a mutiny. I was to be firstmate after we had seized the ship andbeached the captain. I liked the captain,but I, too, was bored, and I didn’t seemuch difference between stealing the cap-tain’s ship and what we’d been doing allalong.

“The mutiny was bloodless, but whenwe rowed the captain ashore, the crewkilled him—on orders from the new cap-tain, they said. I never got over seeing aman I had once admired lying dead inthe sand; it made me wonder what hadhappened to all those other sailors wehad ‘put ashore.’

“I jumped ship at the first opportu-nity. Shaon, a bright-eyed lass I had takenunder my wing, tagged along. I’ll go backto the sea some day, but not as a pirate.Perhaps I’ll become a smuggler—I

wouldn’t mind depriving a dragonoverlord of a few steel in taxes.”

Game InformationAs a mariner, Rig (7 )enjoys a trump bonus forany action he attemptsinvolving combat at sea oran act of seamanship. Whenengaged in land combat,however, he suffers a –3action penalty.

Rig is always ready for a fight. Besideshis two primary weapons, he wears sev-eral concealed weapons: a weighted sashthat looks like normal clothing, two dag-gers in his boots, and two more hiddenunder his shirt. He wears a fancy hat witha garrote tucked into the headband andconceals razor-sharp blades in the soles ofhis boots. He even wears a dagger-shapedearring that doubles as a lockpick.

Rig enjoys acute eyesight and taste—no one will ever get a poisoned meal pasthim.

AppearanceTall and muscular Rig has brown skin andshort, dark hair that mark him as anErgothian. He favors bright, flashyclothes.

8 P R O L O G U E

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Jasper FireforgeDescriptionDemeanorNatureReputation

Male Neidar dwarfDecisive (3 )Honest (2 )Champion(Quests 7, Hand 5)

Social status Gentry(Wealth 6)

Agility 6B Reason 6DDexterity 5C Perception 5BEndurance 7B Spirit 8A (64)S t r e n g t h 7 A Presence 7B

Melee weapon

Missile weaponArmor

Shield

Battle axe of fame(+12)Crossbow (+5)Scale armor ofrenown (–8)Horse shield ofdistinction (–6)

“I’m Flint Fireforge’s nephew. That’sright: Flint Fireforge, Hero of the Lance,was my uncle. It seems that fate has castthe Fireforges as saviors of Krynn, or atleast of Ansalon. Now it’s my time to be ahero, and I’ll do my best to fill the roleFate has cast for me.

“I’ve inherited my uncle’s tolerancefor other races, particularly elves andkender. Don’t laugh—Uncle Flint’s bestfriends were Tanis Half-Elven andTasslehoff Burrfoot. I know elves are abit full of themselves, so I just let themwalk around with their noses in the air.Why should I let myself be offended bytheir behavior? I also don’t understandwhy other people get so upset whenkender are around—can’t they appreci-ate a kender’s quick wit? I’ll admit that Iseem to ‘lose’ things more often whenthere’s a kender nearby, but that’s never aproblem, because the kender always findmy things for me. It would be rude tocall a kender a thief or demand my prop-erty back: Harsh words are for enemies,not friends.

“That’s a truth I learned from Gold-moon, First Master of Mysticism. I’m astudent of hers at the Citadel of Light onSchallsea. Not only is she my spiritualinstructor, she’s a personal friend of

mine. She even saved my life once, backduring the Dragon Purge, before anyoneeven knew what mysticism was. I justmight be the first person in Ansalon everto benefit from mystic healing.

“The world is lucky to have Gold-moon around—she’s brought the gift ofhealing back to a world that has lost ittwice now. The power of her spirit hasmade her an ageless beauty, at least tomy eyes (I understand that less enlight-ened folk see her differently). Goldmoonis a wonderful teacher, and I never tire ofworking under her guidance. I couldhappily spend all my days studying withher, but, she has reminded me that Ihave more important work to do andought not spend all my time at theCitadel.”

of a trump bonus to any actions tocounter a poison or block a sorcerousattack.

Game InformationAs a dwarf, Jasper (2 ) enjoys resis-tance to poisons and sorcery in the form

Jasper can employ three spheres

sitivity. In addition. he has an acute senseof smell.

mysticism: healing, mentalism, and sen-

AppearanceThough well into his middle age, Jasperhas a jovial nature that makes him seemmuch younger. He keeps his reddish-brown hair and beard neatly trimmedbefits a dwarf of his station.

PROLOGUE 9

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Shaon of IstarDescription

Social Status

A g i l i t y 6 A

DemeanorNatureReputation

Dexterity 5A

Female human(barbarian), barbar-ian warrior roleHedonistic (2 )Rash (6 )Adventurer(Quests 4, Hand 4)Commoner(Wealth 3)

Reason 5DPerception 5B

Endurance 5C Spirit 5BS t r e n g t h 6 C P r e s e n c e 4 C

Melee weapon Sabre (+5)Missile Weapon Arbalest (+9)Armor Leather (-2)Shield Tower (-5)

“Since the time of the first Cataclysm, my

ships (that’s how my ancestors were savedpeople have sailed the seas, living on our

from destruction when the land of Istarsank beneath the waves). A few years ago, Idecided to explore the world outside myown clan, so I signed on as a commonsailor on a series of ships.

“I’ve joined treasure hunters plumb-ing the still waters of the Blood Sea ofIstar, gone searching for the fabledDragon Isles, and seen the distant Ice-wall. By far my most exciting experi-rices, though, arose during my stint as apirate. I joined a group of scalawagsprowling the north coast of Ansalon,capturing smaller ships. We’d beach thecrews, then sell the ships and cargoes. Itwas a good life.

“I suppose I might have enjoyedthings a little less if the ship’s secondmate, Rig, hadn’t become my men-

as though it could be my last. Why botherplanning for the future? It’s foolish—death can overtake any man or woman inthe blink of an eye. So I spend my moneyas I get it and enjoy myself whenever Ican. I’ve never lost a fight, and I never runfrom one. Maybe that’s because at seathere’s nowhere to run. Your blade is theonly thing that stands between you and awatery death. You either fight to win oryou feed the sharks.

“Unfortunately, my life feels a littleshort on excitement right now. About twoyears ago, the pirates on my ship all prettymuch agreed that our captain had gonesoft, so we mutinied. We took over thevessel without shedding any blood, andRig and some of the crew put the captainashore. For some strange reason, though,Rig jumped ship at our next port. He’djust been promoted to first mate, too. Iguess he didn’t like the job.

“I was curious about where Rig washeaded, so I went with him. I don’t muchlike going ashore, but I’ve found that any-place can be tolerable when I’m in Rig’scompany. The big galoot won’t tell me so,but I know he loves me just as I love him.

“We’ve settled down for awhile in aplace called New Ports on the easterncoast of Abanasinia. We crew a vessel fer-rying passengers to the island ofSchallsea, where there’s some kind of bigtemple. It’s a reasonable job, but prettyboring. At least we spend most of ourtime on the water.”

Game InformationAs a sea barbarian, any card Shaon playsis trump if it involves an attack with thesabre (or other nautical weapons listed inChapter Four of Night and Day) ormaneuvering or surviving at sea. Shaon

suffers a -3 action penalty to all actionstor, of sorts. Not when visiting any city but Sea Reachthat I needed any on her home island of Saifhum.

Appearancehelp learning to be asailor, but a pirate’s lifecan be rough if youdon’t choose theright friends.

“I liked that inde-pendent, carefree life.Even now, I live each day

Shaon possesses an ever-present,infectious grin. She hasdusky skin and brilliantlywhite teeth and keeps her

dark hair short and curly.

I0 P R O L O G U E

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Raph TanglemopDescription Male true kenderDemeanor Careless (1 )Nature Impulsive (1 )Reputation Adventurer

(Quests 4, Hand 4)Social status Commoner

(Wealth 3)

Agility 9D Reason 4CDexterity 7B Perception 6AEndurance 5D Spirit 4CS t r e n g t h 5 C Presence 3B

Melee weaponMissile weaponArmorShield

Hoopak (+4)Dagger (+2)Leather (-2)None

“People seem to get pretty mad at mewhen I’m around. I don’t mean to beannoying or anything, it’s just that I findanything just beyond my reach infinitelymore interesting than what’s within mygrasp.

“My friend Blister fusses over me a lotand says I’m all fingers and pockets. I likethe sound of that. She’s also always sayingstuff to me like, ‘Be careful,’ ‘Keep out ofthere,’ and even, ‘No!’ I don’t care somuch for that. She fusses over me anawful lot.

“I have to admit, though, that thingslike overturned carts, angry peddlers,broken furniture, spilled ale, and suchseem to pop up a lot more often aroundme than other folks. I guess you could sayI’m a typical kender.

“My home is in Hylo, but I’ve left itto see the world. Wanderlust, Blister says,So far, I’ve seen tidal waves (but no seamonsters yet), a glacier (where one isn’tsupposed to be), the vallenwoods ofSolace (I’ve even climbed ’em!), DarkenWood (but no unicorns), and oh, lotsmore. I haven’t even been traveling verylong, and I’m eager to see and do all Ican every day.

“See, there are many, many things Ihaven’t come across yet, like a realdragon (even a small one would do forstarters), a ghost (I think I saw a zombieor something in Darken Wood), a

giant.... Gee, I guess the list of what I

It’s even longer than the list of what Ihave seen. Sitting round making listsreally isn’t much fun. Actually it’s boringafter awhile. I hate being bored. Fortu-nately, I usually can find something elseto do. No matter where I go, it seems Ican always find a locked door to open(it’s nice of people to give me little chal-lenges like that) or something else to getinto. Life is good.

“I can’t say that I like angry peoplevery much, though, and the world seemsjust full of people who get angry way tooeasily.

“Hmm... I wonder what it would belike to get really angry?”

Game InformationAs a true kender, Raph receives a trumpbonus for actions involving sleight-ofhand. Like most kender, he has a collec-tion of pouches stuffed with odds anends he’s picked up. When a pouch getsfull, Raph simply drops a few things andfinds something new to carry around.

In addition to acute eyesight, Raphhas an excellent sense of smell.

AppearanceRaph Tanglemop, young by kender stan-dards, looks something like a bright-eyed little human boy. However, a closerlook reveals an adult’s lean face andbody. His reddish hair is loose andunkempt, which gives him his name.

P R O L O G U E I I

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ACT ONE

Scene One:The CelebrationThe heroes have come to the city of Solacefor the annual Festival of the Heroes, aweeklong fair commemorating the end ofthe Chaos War thirty-one years ago. Thecelebration culminates with a twilight pro-cession past the Tomb of the Last Heroes,a black marble edifice where many heroesof the Chaos War have been laid to rest,including Tanis Half-Elven and SteelBrightblade. It is also a monument to thekender hero Tasslehoff Burrfoot.

The crowd at the fair is thick withkender who have come to pay theirrespects at the Tomb and to immersethemselves in the excitement of the fair.

OverviewIn this scene, the heroes have the oppor-tunity to display their skills in archery,wrestling, magic—even a joust.

Getting StartedMany famous characters live in Solace,most notably the Majere family. Althoughthe master sorcerer Palin Majere is not intown now, the heroes might meet Tikaand Caramon serving patrons at the Innof the Last Home. Therefore, the Narratorshould have their character cards fromthe FIFTH AGE boxed set handy.

First ImpressionsIt is late spring in Solace and eveningapproaches. The mood is festive, thoughplenty of guards stand duty, watching fortrouble. After all, this city has seen its shareof woes since the Chaos War, from invad-ing armies to dragon battles. The citizensare happy but prepared for anything.

Solace is bustling on this warm springlate afternoon. It’s the last day of the Festi-val of the Heroes, and the city has been thesite of a lively fair for the past week. Thestriped tents of traveling minstrels and

peddlers dot the fresh grass beneath thestately vallenwoods. The air is full of deli-cious smells and the sounds of merriment.

The citizens of Solace are out in forcetoday, taking in the pleasures of the fairbefore the performers and merchants packup and move on. Housewives haggle withmerchants over bolts of cloth from Palan-thas, wide-eyed farm boys gawk at dancinggirls (when they think their local sweet-hearts aren’t looking), and adventurerssuch as yourselves stop to examine weap-onry from dwarf smiths or lounge near thepaddock where an archery contest andjoust will take place before sundown.

Bright-eyed children, curious askender, stop to admire your equipment.In fact. some of them are kender.

The Story BeginsUnwary heroes are almost certain to losea few small things, with all the kenderaround (see “Actions”). Of course, if theheroes make trouble, they may arouse thesuspicions of the watchful city guard.

Anyone wishing to get involved in thefair has several opportunities to do so.Any hero can join the archery contest,and Knights and Legionnaires withtrained war horses can enter the joust,too. Heroes looking for other competi-tions can find a wrestling match, a spell-casting display, and a greased pig contest.

Some characters stage impromptuperformances: juggling, magic, feats ofstrength, and the like. On a makeshiftstage beneath a vallenwood, some comicperformers reenact the Battle of the Rift.

AtmosphereAnyone who has ever attended a carnivalor fair knows how to play this scene.Solace is crowded and noisy. Merchantsshout or sing loudly and eagerly as theytry to call attention to their wares:

“Step right up, my friends, and try out aknife or dagger as sharp as a dragon’sclaw! These beauties are made fromdwarven steel—none better on Krynn!”

I2 ACT ONE

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THE CALL

“A trinket sir? I have rings and allkinds of things to charm a lady’sheart. C’mon—a dashing fellow likeyou must have a lady to impress!”“Flatbreads! Get your flatbreads here!Fresh from the oven and stuffed withyour favorite goodies!”

ActionsEvery hero must make an average Percep-tion action during the afternoon. (Forthose who were keeping an eye on thekender, the action is easy.) A hero whofails this action has “lost” some coin tothe local kender: He suffers a -1 penaltyto his next wealth action. A mishap mightmean he has lost something particularlyvaluable.

Heroes who enter any of the competi-tions at the festival must make three suc-cessful actions or be forced out. Jousting orwrestling requires average Strength actions.To stay in the archery competition, heroesmust make an average Dexterity actioneach round. The greased pig contestrequires three average Agility actions.

Heroes suffering a mishap in any ofthese competitions have injured them-selves, suffering a wound equal to thevalue of the card they just played.

Anyone who makes it through threerounds of a competition can attempt twomore actions, one challenging and onedaunting, to continue. If both these suc-ceed, the hero enters the final round andmust make a desperate action to win. A vic-torious hero receives a garland of flowersand a purse of coins from Solace’s mayor.He may then enjoy a +3 action bonus to asingle wealth action of his choice.

The Narrator should help heroesentering contests role-play their attemptsbased on the outcome of their actions.Heroes have time to participate in onlytwo contests or performances.

Heroes staging their own impromptuperformances must make average Presenceactions to get the crowd’s attention, thenattempt the following action to impressthe assembly with their performance:

Impress the CrowdDifficulty: Challenging (12)Action ability: VariesOpposition ability: None

Comments: Once a hero has an audience,he must attempt an action to impress thecrowd. Singing or reciting poetry, forexample, requires another Presenceaction, and juggling a Dexterity action.action, and juggling a Dexterity action.Sorcerers and mystics can impress thecrowd with their displays of magic bysuccessfully casting a spell, then making aPresence action with a +1 action bonusfor every spell point spent.

Successfully impressing the crowdyields enough coin to give the hero a +1bonus to any single wealth action.Mishap: During his unimpressive perfor-mance, a kender steals something frothe hero, causing a -1 wealth actionpenalty until he retrieves the item.

CharactersThe information below for Solace localsalso can represent merchants or contestjudges. Guards will appear in groups ofeight to arrest anyone that becomes dis-ruptive during this scene.

Solace locals: Humans of varied age and

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

demeanor, Novices. Co 7, Ph 6, In 5, Es 5,

Dmg +6 (long bow), Def –4 (scale).

OutcomeThe festival ends at dusk, when virtuallyeveryone in Solace quiets down for a pro-cession to the Tomb of the Last Heroes.

Joining the procession or trying toavoid it takes the heroes to Scene Two.Heroes who get into a fight at the fairare thrown in jail. The adventure con-tinues with Scene Three.If the group decides to leave Solace,the story moves on to Scene Four.

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Scene Two:The VisionAs the festival ends, the heroes see thatthe crowds expect everyone to join thesolemn procession paying respects at theTomb of the Last Heroes.

OverviewThis scene is intended to get the partystarted down the road to a heroic questby offering one or more of the group avision at the Last Heroes’ Tomb. If theheroes refuse to visit the Tomb, however,they find that the cheerful and friendlyresidents of Solace can get unpleasant.

Getting StartedThe Narrator should have Goldmoon’scharacter card available to show the play-ers when the heroes receive their vision.In addition, he may want to refer back tothe Prologue for descriptions of Blisterand Dhamon, who appear in this scene (ifnot in play as heroes).not in play as heroes).

First ImpressionsA hush has fallen over the damp springevening, as residents and visitors beginthe procession. The mood in town hasshifted abruptly from mirth to solemnity.

In the hours before the procession, nolights burn in Solace.

Sundown has brought a chill to Solace,and you catch a hint of rain on the coldmountain breeze that rustles the buddingleaves on the vallenwoods. The festival’sbustle and merriment seems to havedeparted with the sun. Many people arestill abroad, but the afternoon’s laughterhas fled, replaced by whispered conversa-tions, murmured prayers, and silentreflection. A wintry hush has fallen overSolace like a blanket of new snow.

As the sky darkens, the stars seem toquietly hide behind the looming clouds.Every window in Solace is unlit. For amoment, the town seems as silent andblack as a cave.

Abruptly, a bonfire of pine logs crack-les to life before you, sending sparksdancing skyward like a swarm of orangefireflies. Soon, candles flicker to life allaround town. A silent young manapproaches you and hands you unlitcandles. Nearby, other visitors are accept-ing and lighting candles, filling the townwith trembling light.

The Story ContinuesWhen all of Solace is alight with candles,the people form a single line and troopreverently the short distance to the Tombof the Last Heroes, a grand structure ofblack marble in the center of an openfield. At the time of its building, theTomb lay some distance outside of Solace,but the city’s growth in recent decadeshas brought it within the town limits.However, this field, where the Last Heroesappeared after the Chaos War, remainsuntouched by the sprawl of Solace.

Many people stop to lay offeringsbefore the tomb, including a blondkender woman wearing gloves who lookstearfully up at the hoopak inscribed overthe door to the Tomb. The heroes alsomight see a blond young man with awarrior’s build reverently kneel beforethe Tomb and place a sword in the grass.He remains before the Tomb for severalminutes before moving on, staring at themonument as though transfixed.

When the heroes proceed up to theTomb, at least one of them sees the imageof a shimmering door appear over theTomb’s real door. Through it steps adiaphanous and hauntingly beautifulwoman with silvery golden hair. Thehero experiencing the vision cannot tellif the door actually opened or if thewoman really stepped through the glow-ing portal.

“A quest awaits you, hero,” the ghostlywoman says. “Come to the Silver Stair onSchallsea, and all will be made clear.”

The woman is Goldmoon, First Master ofMysticism. If the hero speaks to her, shesimply urges him to come to Schallseaand meet with her.

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Goldmoon is most likely to contactheroes who have assumed the rogueknight role, as they are susceptible to

to light up for the procession, the Narra-tor can brighten the room again andresume his normal speaking voice.

mysticism. Otherwise, the hero whobelongs to the quietest player sees thevision. If there are no quiet players, the

Actionshero with either the highest Spirit scoreor whose nature is derived from the card

If the local youths confront the group,heroes’ leader can force them to backdown with a successful average Presence(Presence) action.

with the lowest value sees the vision.Should the heroes fail to join thepro-

cession, a few locals go out of their way topoint out that it is customary for all citi-zens and visitors to travel to the Tomb atthe festival’s end. If the heroes don’t takethe hint, several brash local youths,emboldened by too much celebrating,seek out the party and try to start a brawl.A fight brings the city guard after a fewminutes to arrest everyone involved.

If the heroes face down the youths butstill refuse to visit the Tomb, the toughsleave, only to reappear later in a group ofsix. They spend several minutes insultingand threatening the heroes, then theyattack, grabbing anything that happens tobe available to use as weapons (see Chap-

CharactersThe following characters may becomeinvolved in this scene.

Solace locals: Humans of varied age and

demeanor, Unknown and Rabble. Co 5,Ph 5, In 5, Es 5, Dmg 0 (unarmed), Def 0

(common clothing).Guards: Humans of varied age and

demeanor, Novices. Co 7, Ph 6, In 5, Es 5,Dmg +6 (long bow), Def 4 (scale).Three (or six) youths: Young adult

humans, aggressive demeanors, Rabble.

Co 5, Ph 6, In 4, Es 4, Dmg +1 (or by

ter Four of Night and Day forweapon), Def 0 (Common clothing).

details on improvised weap- Outcomeons). Again, the guardsarrive in a few minutes toarrest the lot.

Unless the heroes have been

The guards really don’tjailed, they are free to leave

want to arrest anyoneSolace whenever they

tonight, but they knowlike. With the festival

their duty. They huntover, the town becomes

down everyone involved in afight and take them to jail,

a fairly dull place, thoughgroups of kender still come

to visit the tomb of “Uncleeven if the brawl has ended by thetime they arrived. There are plenty of wit-nesses on hand to point accusing fingersat heroes who try to evade arrest.

Tas” and see what sort of troublethey can get into (such as examining theheroes’ possessions).

If the heroes have received Gold-moon’s vision, their next move is to findpassage to Schallsea. Anyone in Solace cantell them that a reliable vessel runs to thatisland from New Ports to the southeast.

If the heroes opt to travel to Schallsea

If a hero avoids a fight by convincingthe youths to back off, he receives Gold-moon’s vision that night in a dream, asdescribed above.

AtmosphereA Narrator cannot overplay this scene’ssolemnity and reverence. If possible, heshould dim the lights before starting thescene, or play by candlelight. Using agentle whisper should prompt the playersto speak quietly as well. As Solace begins

via New Ports, the adventure contin-ues with Scene Five.Should they choose to head towardSchallsea via any other route, ordecide upon a different destinationentirely, they can jump to Scene Four.If the heroes have landed in jail, theadventure proceeds to Scene Three.

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Scene Three: In JailIf the heroes lost their heads and got into afight at the fair, they wound up in jail—unless they fled immediately (Scene Four).

Once imprisoned, they can either stayin jail until released the next morning ortry to escape. Unless the heroes behaveviolently or stupidly, they should emergefrom the experience unscathed.

OverviewThis scene offers the party an alternateopportunity to receive a call to heroism. Italso introduces two important characters:Jasper and Raph. (The Narrator may sub-stitute equivalent characters if these twopersonalities are heroes in the party.)

Getting StartedNarrators should refer to the Prologue’sdescriptions of Raph and Jasper if they arenot already with the party. Goldmoon’scharacter card also may be needed.

First ImpressionsEvery year during the fair, the Knights ofSolamnia in Solace convert one of theirbarracks into a temporary holding areaor rowdies and inebriates. Like mostbuildings in Solace, the barracks restshigh in the branches of a vallenwood. TheKnights keep the prisoners for the cityguard in a room about thirty feet longand fifteen feet wide. Small cots allowprisoners to sleep off whatever indiscre-tion has led them here. If a prisonerproves dangerous, the Knights keep himin another room chained hand and foot.

After the brawl, a team of burly Knightsin plate armor relieves you of your weap-ons, armor, and equipment and hauls youup a long staircase to a small but sturdy-looking building perched in one ofSolace’s famous vallenwood trees. Youmust be sixty feet off the ground.

Inside waits a windowless room withlog walls. The chamber is about twice aslong as it is wide, and about twenty cotsline the walls. A motley collection of snor-

ing drunks, bright kender, and sullen tav-ern brawlers rest on the bunks. The localsyou fought are here, too.

The Knights slam the room’s only doorshut behind you, and you hear a bar dropinto place. A small hatch in the door snapsopen, and your jailer warns you to behavewhile you’re here. When the hatch snapsshut, the room is plunged into darkness.

The Story ContinuesAs the heroes grope around in the dark foran empty bunk, a candle flares to life, heldby a pesky kender named Raph. The townguards arrested the mop-headed kenderafter he filched a few items from some mer-chants at the fair.

“Hi!” he says. “Isn’t this a nice jail? Didyou know that Solace doesn’t usuallyneed a jail? I think the Knights use this asa storeroom except during the festival.Those men over there don’t seem to likeyou very much. Did you do something tothem? I’m really glad you’re here; almosteveryone’s asleep now, and I was gettingbored. I thought maybe I’d try to escape,just for something to do. That probablywould make that Knight mad, and he’s nofun when he’s mad—he just yells. Maybewe should talk instead? What did you dotoday that got you in here? I borrowedsomething—just to look at, mind you.You don’t look like borrowers. Did youget into a fight? Was it fun?”

At the moment, the kender can’t clearlyremember what he “borrowed,” but heknows it looked interesting, whatever itwas. Then he starts babbling on about allthe things he’s seen at the fair. If theheroes don’t shut him up (see “Actions”),he relates a tale about a young warriorwho saw some sort of vision at the Tombof the Last Heroes. The kender claims heheard the man talking to someone whowasn’t really there. Raph would have fol-lowed him, but the guards showed up justthen and dragged him off to jail.

Everyone arrested for brawling at thefair has been locked in this same room.The Knights expect any former adver-saries to behave civilly now.

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ActionsShutting up the kender or getting thelocal toughs to leave them alone requiresthe heroes to make a successful challeng-ing Presence (Presence) action.

Breaking down the door is a desperateA Knight keeps watch over the prison- Strength action, and smashing a hole in

ers through the peephole in the door. Healso listens carefully for any noise that

one of the walls is an impossible Strength

might indicate trouble brewing. At theaction. Resisting the mystic’s sleep spell isan average Spirit (Presence) action.

first sign of any kind of trouble from theprisoners, he summons a mystic to put

Paying the fine in the morning is an easy

them to sleep. After casting the spell, thewealth action, but it becomes average if theheroes made trouble at the jail or caused

mystic enters the room with eight property damage earlier. Those who can’tKnights to see what was the matter. pay must wait for Jasper to save them.

If the heroes pass the night quietly,one (Narrator’s choice) dreams of Gold-moon imploring him to come to

CharactersSchallsea, as described for the vision inScene Two.

Besides Raph and Jasper, the charactersis scene include:

In the morning, the heroes are released Knights: Human adults, various demeanors,from jail, assuming their crime was fairly Adventurers. Co 5, Ph 6, In 5, Es 5, Dmg +5minor. The commander of the localKnights admonishes them to behave in the

(sabre), Def –10 (plate/tower).

future and requires them to pay a fineSolace locals: Humans of varied age and

demeanor, Unknown and Rabble, Co 5,before they leave, as well as cover any dam-ages their misconduct may have caused.

Ph 5, In 5, Es 5, Dmg 0 (unarmed), Def 0

If the heroes committed a serious(common clothing).

crime, a dwarf mystic named JasperMystic: Half-elf adult female, insightful

de-meanor, Novice. Co 5, Ph 6, In 5, Es 8comes to visit them in the morning (or (64), Dmg +5 (scimitar), Def –5 (plate),another mystic from the Citadel of Light,if Jasper has joined the group as a hero).

also mysticism (mentalism, healing, sen-sitivity).

The heroes will have to subdue these foesor convince them not to interfere beforeattempting an escape.

The heroes can try to escape if theywish. However, if they were arrested forbrawling, the characters they foughtattack them as soon as they try anything.

This dwarf has seen one of the heroes in avision and convinces the Knights to Outcomerelease them all into his custody-pro-vided he agrees to accompany them to Once the heroes leave jail, they are free to

Schallsea to meet Goldmoon. depart Solace. They can take an east road,into northern Abanasinia or the Plains far-

Atmosphere ther east or they can try the south road,which forks not far outside of Solace: One

Heroes who land in jail because of fight- branch continues south toward Qualinestiing or the like have placed themselves in aand the town of New Ports, and the othersilly situation, and the Narrator should branch circles north and west around the

play it up. Perhaps the other prisoners haunted Darken Wood.

snore like rusty saws. The kender doesn’tsnore, but he natters on incessantly, want-ing to know everything about the heroes

brawling, their foes glower at them fromacross the room, making sophomoriccomments the whole time.

and asking them an endless stream ofquestions. If the heroes were arrested for

Should the heroes decide upon a routeother than the path to New Ports, thestory continues with Scene Four.

Scene Five. (If oneor more of themmust remain in Jasper’s custody, the

If the heroes decide upon the roadNew Ports, the adventure moves on to

dwarf insists on traveling to New Portsto take passage to Schallsea.)

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Scene Four:The WildernessNarrators should begin this scene if theheroes have departed Solace; it assumesthey did not take the road south towardthe town of New Ports.

OverviewThough Abanasinia is a free realm, thecountryside is not entirely safe-groupsof bandits or beasts sometimes attacktravelers. One such band of independentdraconians sets an ambush for the heroes.

Getting StartedChapter Six of the Book of the Fifth Ageoffers the Narrator some important back-ground on draconians.

First ImpressionsThe heroes left Solace three or four daysago and have entered a deserted stretch ofcountry crisscrossed with streams. Well-maintained bridges allow the group tomove steadily along. They haven’t metanother traveler or seen any sign of habi-tation for the past day.

Wet spring weather has returned afterseveral days of bright sunshine. The cool,fresh breeze today sends clumps of thick,dark clouds scooting across the colorlesssky. Light but cold rain has drenched youseveral times but the showers have beenbrief and the ground remains fairly dry.You’ve crossed several small, fast-movingstreams—thankfully, the bridges haveproven sturdy so far.

The Story ContinuesAs the heroes walk along, some of themmight spot a flying creature just at thecorner of their vision. It disappears intothe clouds too quickly for anyone to iden-tify it, even a hero with acute eyesight.

About an hour later, your path takes youdown into a small dell. The valley looks

green, lush and inviting, just like a dozenothers you’ve seen today—except for thevultures. The carrion birds circle low overa stone bridge across a fast-runningbrook lined with birch thickets.

The heroes encounter this scene at a dis-tance of far missile range from the bridge.If they stop to study their surroundings,they see the bodies of several men andhorses scattered about.

Earlier in the day, a band of draconi-ans here waylaid a group of pilgrimsheaded home from the Festival of theHeroes in Solace. Displeased with the lootthey took from them, the dragon-mendecided to lie in wait for some wealthiertravelers to pass.

The draconian leader, a Sivak, spottedthe heroes earlier as he flew over the area.Flying back to the draconian encamp-ment, the Sivak ordered its followers toambush the heroes at the same bridgewhere they attacked the pilgrims.

The Battle

Four Baaz draconians lurk in the thicketon the far side of the stream, intending tohold their attack until the heroesapproach the bridge and begin examiningthe pilgrims’ bodies. When the heroesstart looking around, the Baaz open firewith their bows at near missile rangefrom the cover of the thicket. This partialcover means all heroes suffer a -2 actionpenalty for missile attacks against them.

Up to this time, the Sivak has lainamong the corpses, using its shape-shift-ing power to pose as a surviving pilgrimleft for dead. However, when the otherdraconians fire, it leaps to its feet with ashrill cry and attacks while the missile firedistracts the heroes.

The Sivak fights, blocking the stonebridge, until it has suffered 12 damagepoints; then it leaps off the bridge or triesto fly away. The remaining draconianskeep firing until the Sivak dies or flees,either of which causes them to scatter andflee themselves.

Once the party of heroes has defeatedthese draconians, they can track themback to their encampment, where severalof the hapless pilgrims lie bound and

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guarded by two more Baaz draconians.These guards, and any draconians thatsurvived the ambush, make a last stand intheir camp.

If the heroes seem unwilling toapproach the bridge, or if they try todetour around it, the Sivak takes wingand blocks them while the four Baazcharge the group from behind.

Should the heroes capture a dracon-ian, they can interrogate it and learn thelocation of the camp. If pressed, the cap-tive tells the party about the two guardsand the prisoners.

requires an easy Presence (Spirit) actionbut reveals only the location of their basecamp. The heroes can follow the crea-tures’ trail back to their camp with anaverage Perception action.

CharactersThe prisoners the heroes may find at thecamp are wounded and very hungry.

Six Baaz: Draconians, lawless demeanor,

Adventurers. Co 8, Ph 6, In 6, Es 7, Dmg +4Def –3, also missile weapons (horse

bow/+4), glides, turns to stone on its death.One Sivak: Draconian, treacherous

demeanor, Adventurer. Co 10, Ph 12, In

Es 7, Dmg +12, Def -5, also can fly,

shapechange, explodes on its death.Eight captive pilgrims: Various races and

demeanors, Rabble. Co 6, Ph 5, In 5, Es 5,Dmg 0 (unnarmed), Def 0 (common

clothing).

AtmosphereIn his opening descriptions of this scene,the Narrator should play up the starkcontrast between the pleasant spring set-ting and the corpses, with the vulturescircling overhead. Playing a tape of aflowing brook might help set the initialmood, making it easier to catch the play-ers off guard with the scene of carnage.

ActionsA successful average Perception actionallows the heroes to notice the flying crea-ture at the start of the scene.

If they pause at far missile range fromthe stone bridge to study the corpses, aneasy Perception action reveals that one ofthe “bodies” is actually alive and writhingon the ground (the Sivak pretending to bea wounded pilgrim).

Should the heroes approach thebridge without taking any special precau-tions, the draconians ambush them (referto the rules for surprise in Chapter Fourof the Book of the Fifth Age). If the heroesact wary, however, they have the normalchance to avoid being surprised. As thedraconians know the heroes are coming,they cannot be surprised.

If the Sivak tries to flee, the heroes canstop it from taking flight by keeping itfrom opening the combat range. However,once the creature successfully move tonear missile range (or leaps off the bridge),all its further attempts to open the rangesucceed, unless the heroes can fly.

Interrogating a captured draconian

OutcomeWhen the heroes rescue the prisoners,they beg to be escorted back to Solace sothey might alert the local guard tothedraconian menace ambushing travelers.

In any case, once the heroes defeatdraconians, every hero who deliveredkilling blow to a draconian receives avision from Goldmoon. While thesevisions resemble the one described inScene Two, the master mystic also congrat-ulates the heroes on their victory and hintsthat more undiscovered dangers lie ahead.

If the heroes heed the vision, they canreturn to Solace and go on to New Portsor they can go to one of Abanasinia’sother ports. In either case, the adventurecontinues with Scene Five.

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Scene Five:The Wind ChaserThe heroes have reached a port and canstart looking for passage to Schallsea.

OverviewIf the heroes decided to go to New Ports,they have a quick and pleasant tripdespite some wet weather. Both theLegion of Steel and the Knights of Solam-nia patrol the well-maintained road fromSolace, keeping the route clear of mon-sters and bandits.

Those who took another route (SceneFour) found the latter half of their longjourney quite soggy—and traveling cross-country in rainy weather is seldom pleasant.

In either case, the heroes’ main taskonce they reach town is locating a ship.

Getting StartedNarrators should review the characterdescriptions of Rig and Shaon (if theyhave not become heroes), as the groupmay be seeking passage on their vessel,the Wind Chaser. The other personalitiesf rom the may be aboard as wel l .

First ImpressionsThe Narrator should read the followingtext aloud to start the scene:

The port is alive with the calls of gullsand the sing-song chants of vendorshawking their wares—all pleasant soundsafter your trek through the countryside.The rain-fresh air carries the invigoratingtang of salt, and a thicket of masts downon the waterfront promises a quick pas-sage to the island of Schallsea.

ActionsHeroes in New Ports with Rig’s help canlocate the Wind Chaser and bargain forpassage automatically.

Booking PassageIf the heroes are in New Ports withoutRig, or if the group has traveled toanother port, one hero must succeed atan average Reason action to locate a suit-able ship. Groups in New Ports encounterthe Wind Chaser, while others meet OwenKiriki, a half-elf merchant captain plan-ning a vogage.

In either case, the heroes can buy pas-sage individually or as a group. Buyingindividual passage is automatic forheroes with wealth scores of 4 or higher,and an easy wealth action for everyoneelse. One hero may buy passage for thewhole group with a successful challengingwealth action. Should any wealth actionfail, the hero(es) must haggle with thecaptain for a lower fare: an easy Presence(Presence) action. If the action succeeds,the heroes can attempt another wealthaction to book passage, this time with a+1 action bonus. They can repeat this

The Story ContinuesIf Rig has joined the group as a hero, hecan get me entire party passage on theWind Chaser, provided they can pay thefare—the vessel’s owner takes a dim viewof freeloaders. Rig enjoys this specialinfluence only in New Ports.

Without him on hand to arrange pas-sage, the heroes will have to visit thewaterfront and inquire about shipsbound for Schallsea. They can eithersearch the docks or visit local inns andtaverns.

AtmosphereThe port is crowded, noisy, and none tooclean. Whenever the heroes wanderabout the town, they see cargo beingmoved through the streets and groups ofswaggering sailors. Gulls fly overheadand occasionally walk underfoot. Theheroes can hear bawdy songs, housewiveshaggling with fishmongers, and childrenat play. They can smell the sea, freshbread, old fish, and pine tar. If they don’twatch where they step, they might sinkinto the muddy streets or slip ondebris—everything from fish heads tohorse dung litters the ground and thedocks.

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haggling process as often as they need to.The standard fare to the island of

Schallsea covers passage to the main port.It costs more to book passage farther upthe coast to the Silver Stair—everyonemust attempt an easy wealth action at a-2 penalty.

Failing to Book PassageIt’s possible that the group might fail tolocate a ship or to buy passage.

In New PortsIn New Ports, the group can simply waita week for another ferry to come along.During the delay, each hero must makean easy wealth action to cover expenses.If that action fails, the hero can find away to make ends meet with an averageReason action. Heroes who fail thisaction lose a piece of their equipment(Narrator’s choice), assumed sold forcash, traded, or stolen.

If any of the heroes suffers a mishapwhile trying to locate a ship or payingexpenses, the unfortunate group meetsLocke Farros, a dishonest merchantheaded for Sanction—though he tellsthem he’s bound for Schallsea. Lockereadily offers them free passage to theisland if they agree to help his crew guardhis ship against the threat of pirates. Heleaves the heroes alone if they refuse hisoffer, however.

In Other Ports

out a mishap.Refusing the scoundrel’s offer of pas-

sage provokes him—he wastes no timeusing his extensive local connections tohave their food drugged. At their nextmeal, each hero must succeed in an aver-age Endurance action or pass out for fourhours. Locke’s contacts at the inn wherethe heroes were dining allow him and histoughs to capture them and drag themaboard his ship.

Heroes not in New Ports who fail tolocate a ship or book passage unfortu-nately encounter Owen Locke even with-

If the heroes resist Locke, they meetthe half-elf merchant Owen Kiriki after aweek’s delay and can book passage.

honest demeanor, Adventurer. Co 5, Ph 4,In 7 (49), Es 7, Dmg +5 (sabre), Def –4(scale), also sorcery (aeromancy, hydro-

mancy, cryomancy).Four thugs: Human adults, unimagina-

tive demeanors, Rabble. Co 5, Ph 6, In 4

Es 5, Dmg +6 (crook blade), Def –6

object to being shanghaied to Sanction.Locke Farros: Human male adult, dis-

(chain/target).

Capt. Owen Kiriki: Male adult half-elf,

purposeful demeanor, Adventurer. Co 6Ph 5, In 5, Es 5, Dmg +3 (short sword),Def -2 (leather).

OutcomeThe voyage to Schallsea takes about fidays from New Ports, but slightly lesstime from a northern port.

Heroes serving aboard Locke’s shiphave an eleven-day trip across the New

If the heroes went directly from Solaceto New Ports and boarded the ferry with-out delay, Dhamon, Blister, Raph, andJasper also are aboard. The quarter is onthe way to see Goldmoon, just as the

CharactersRig Mer-Krel and Shaon are members ofthe Wind Chaser’s crew in New Ports. Ifthey have not already joined the group asheroes, these two characters pass the timechatting with the group.

heroes are. Dhamon and Jasper do notappear talkative, but the two kender chatendlessly about things they’ve seen anddone and about mystical visions.

Other characteristics in this scene mayinclude Locke’s thugs, who help theiremployer try to subdue the heroes if they

Sea to Sanction. Attentive heroes willnotice that the ship isn’t going the rightdirection for Schallsea by about theirfourth day at sea.

If the heroes wind up in Sanction,they’ll either have to persuade or forceLocke to take them to Schallsea, or thehave to wait a month for another ship.

This scene concludes Act One. Oncethe group is actually on its way toSchallsea, the adventure can continuewith Scene One of Act Two.

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ACT TWO

Scene One:SchallseaThe heroes’ quest truly begins when theymeet Goldmoon in this scene.

OverviewThe group’s ship has anchored in the portof Schallsea (it may or may not be contin-uing farther north, to the Silver Stair).After the local authorities inspect the ves-sel, the heroes can travel to the Citadel ofLight, where Goldmoon tells them of anew danger awakening on Ansalon.

Getting StartedNarrators should have Goldmoon’s char-acter card ready, as well as me sections onSchallsea (Chapter Two) and the Citadelof Light (Chapter Three) from Dusk orDawn in the FIFTH AGE boxed set.

First ImpressionsYour ship has anchored in a snug harborsurrounded by verdant hills rising steeplyfrom the water. Earthy scents of foliage andtilled fields mingle with the salt in the air.

The cobblestone streets of the town ofSchallsea rise from the docks and snakecrookedly though a mass of small stonebuildings that cling to the slopes like bar-nacles on a rock. A sturdy fort overlooksthe harbor from atop the hill.

As you take in the scene, a boatapproaches. A uniformed man stands inthe prow, while four armored Knights pullat the oars. “Ahoy!” calls the man. “Harborauthority coming aboard for inspection!”

The Story ContinuesThe inspection is routine: The heroes needonly answer a few questions about theirvisit. If they have somehow managed tocome here aboard Locke’s ship, the Knightswill gladly take the crew into custody uponhearing about the heroes’ kidnapping.

22 ACT TWO

If Dhamon, Jasper, and company arewith the group, they stay aboard the ves-sel—they have arranged to be droppedfarther up the coast, closer to to theCitadel. The heroes must go with them ifthey are under Jasper’s supervision. Theyalso stay aboard if they paid the extra fareto go up the coast. Otherwise, Rig (oranother captain) puts them ashore here.

Once the party goes ashore at the port,a mystic approaches them and asks if hecan be of any assistance; he can eitherdirect them to the Silver Stair or lead themthere. If the party goes up the coast, Jaspermay be on hand to guide them.

When the party reaches the Citadel ofLight, Ansalon’s major spiritual center,the Narrator should read the text below:

A grand series of crystal domes rises beforeyou. The light glints blindingly off thecrystalline structure, and two fountainssend up jets of sparkling water that echothe glittering curves of the domes.

Goldmoon stands at the entry of the centraldome to meet them—she knew they werecoming. Her appearance varies, dependingon the viewer’s spiritual strength (see“Actions”). Without being introduced, theFirst Master of Mysticism greets each heroby name and tells them she is glad they havecome. She then takes them into a privatechamber for an audience, where she offersthe following information and instructions:

“I have called out to heroes searchingfor a cause and to heroes who havenot yet found their destinies. Some donot hear my call directly, but curiosityleads them to me eventually.”“I fear a new danger threatens Krynn.”“Even now, Palin Majere and other sor-cerers watch over northern Ansalonfrom the Lonely Refuge, but they maybe unaware of certain dire happenings.”“A journey north to Palanthas wouldreveal much, I am sure, to help boththe sorcerers and myself.”“Travel to Palanthas then, my heroes,and take what you learn there to thosewaiting at Lonely Refuge.”

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grace the true dragonlance of SturmBrightblade, Goldmoon tells them. Sheand the other surviving Heroes of theLance have saved the pieces of this power-ful artifact for just such a perilous day asthis. Palin has one of his parents’ sectionsof the lance—its haft—at the LonelyRefuge, she explains, adding that thislance may be the only weapon able toprotect them from the the Blue Dragon.

Finally, Goldmoon can answer ques-tions about Palanthas and its surround-ings and offer the heroes a map of thearea, including the Refuge (see this adven-ture’s poster map and Khellendros’s sec-tion in Chapter Two of Dusk or Dawn).

AtmosphereNarrators should move the group quicklythrough the scene’s opening—the realaction begins not in the port of Schallseabut when the heroes meet Goldmoon.

Goldmoon’s variable appearance pro-vides an interesting facet to this scene.After the heroes attempt their Spiritactions (at right), the Narrator shouldtake each player aside privately and explainwhat his hero sees when he looks at her.

If the players do not ask many ques-tions, the Narrator can have Goldmoonoffer a short speech, using the quotes in“The Story Continues” section.

ActionsAn aura of peace surrounds Goldmoonduring this scene. Any hero wanting toattempt a violent or harmful action mustfirst make a desperate Presence action.Failing this action means the hero hasforgotten what he was going to do.

Upon meeting Goldmoon, each hero

Goldmoon knows neither the nature must attempt the action below to deter-of the unseen danger nor the sorcer- mine how he perceives her appearance.ers’ exact activities at the Lonely Refuge.However, she promises to alert him to the Look upon Goldmoongroup’s coming.

Then she solemnly presents them withDifficulty: Average (8)

a wooden box holding a faded pennant. Action ability: Spirit

The slightly tattered bit of cloth used to Opposition ability: None

Comments: Each hero’s action score suf-fers a penalty equal to the value of the cardhe used to derive his nature. For example,the Dhamon character described in thePrologue used the One of Helms fornature, so he needs an action score ofleast 9 to succeed, rather than just 8.

Heroes who succeed at this action seeGoldmoon as she truly is: the radiant andageless beauty she appeared to be in thevision described in Scene Two of Act One.

Those who fail, on the other hand, seeher as an aged but well-preserved womanwith sparkling eyes and a brilliant smile thatseems too young for her body.Mishap: Goldmoon looks like a witheredhusk of a woman, so thin and wizened it’sa wonder she’s alive.

CharactersFour Knights accompany the inspector atthe beginning of the scene; ten moreserve as guards at the Citadel of Light.

Inspector: Half-elf male adult, methodi-cal demeanor, Rabble. Co 6, Ph 6, In 5, Es 5,

Dmg +2 (self bow), Def -2 (feather).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

(mentalism, sensitivity, healing).

OutcomeAfter speaking with Goldmoon, theheroes depart the island, as described inScene Two. (Declining her offer bringsthis quest to an early end.)

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Scene Two: WhichWay to Palanthas?When the scene opens, the heroes are setto head from Schallsea to Palanthas. Butfirst they must decide whether to go by sea(a feat potentially more difficult than itsounds) or by the slower overland route.

OverviewThe heroes have returned to the port ofSchallsea—the only place on the island toboard a ship to the mainland. If the groupdebarked right at the Citadel’s private dockearlier, they must now go back to the port,as vessels normally do not stop for passen-gers at the Silver Stair.

Getting StartedChapter Three of the Book of the Fifth Ageoffers some background on traveling inAnsalon.

First ImpressionsYou once again find yourselves among thesteep, cobbled streets of the port ofSchallsea. The town is charming and pic-turesque. The buildings boast tidy exteri-ors decorated with quaint blue shutters,and streets are almost impossibly neat.

The locals seem friendly enough, butlife is quiet. The population appears toconsist of hard-working villagers who fishor farm, a continuous stream of pilgrimsand mystics on their way to or from theCitadel of Light, a few resident mystics,and a large cadre of stern-faced Knightsof Solamnia. For a busy port, Schallseadoesn’t offer much comfort or entertain-ment. Besides, you’ve got a job to do now.

The Story ContinuesThere are several ships in the harbor,including the Wind Chaser, so getting offthe island shouldn’t be too difficult.

If the heroes wish to book passagedirectly to Palanthas, they’re in for a dis-appointment. Nobody sails that route.The Straits of Algoni between Coastlund

and Southern Ergoth are whipped upconstantly by the Gale, a tempest createdwhere the glacial air mass around Frost’srealm meets the temperate surroundingwinds. Few mariners would attempt tocross the Gale. Beyond this strait, bluedragons patrol the sea, demanding tributefor the dragon overlord Khellendros andsinking some ships just for fun.

However, the heroes do have severaldifferent options:

They can find passage back to NewPorts or to a harbor in northernAbanasinia, where they might locate aship bound for Palanthas.They can sail from Schallsea to anySouthlund port and travel overland toPalanthas from there.Alternately, the group could sail as fareast as the Gale will permit, then dockand travel overland to a safe port, wherethey can resume their sea journey.

The safest quick route would take theheroes from Schallsea to the port of Hamil-ton in Southlund. From there, they couldtravel overland to Caergoth, avoiding theGale, then board a ship to Palanthas.

If Rig and Shaon are with the group,they cannot help much—the Wind Chaseris not their own, and it is scheduled toreturn to New Ports. In any case, it isn’tseaworthy enough to venture beyond theNew Sea.

AtmosphereThe port of Schallsea is downright boringfor adventurers. Narrators can convey themood by playing polka music or the like.

If the heroes ask for passage to Palan-thas, the people are amused by their igno-rance. Imitating these locals, the Narratormight laugh out loud as he matter-of-factlylists their options, like a parent or teacherreminding a child of an obvious fact.

ActionsFinding passage off Schallsea is auto-matic: The heroes can take the WindChaser back to New Ports immediately.Catching a ship elsewhere requires oneweek to one month (Narrator’s choice).

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Schallsea are very generous to travelers.However, they still must pay a ship’s cap-tain for passage off the island. Buying indi-vidual passage to any port requires an easywealth action, while booking the wholegroup aboard ship becomes average.

If the party members wish to sail allthe way to Palanthas, they must go to themainland (either Abanasinia or South-lund), where there is more sea traffic. Oncein port, one hero must make a successfulchallenging Reason action to locate a shipwilling to brave the Gale. If he succeeds,

CharactersRig and Shaon accompany heroes whotake 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 crewmembers: Various races anddemeanors, Adventurers. Co 6, Ph 5, In 5,Es 6, Dmg +3 (short sword), Def –1(padded silk).

heroes can buy passage for a single personwith an average wealth action or for theentire group with a desperate one. (Theycan haggle for a lower fare as described inScene Five of Act One.) However, if thehero failed in his Reason action, the groupcan find no ship bound for Palanthas; theheroes might try to buy a ship instead. Amishap means that no vessel to Palanthasis available for hire or purchase, forcing theparty to go at least partway overland.

OutcomeFrom here, the adventure can head in anumber of directions.

Heroes wanting to buy their own shiptake the adventure to Scene Three.If they decide to travel overland forany part of the trip to Palanthas, theNarrator should turn to Scene Four.If the heroes book passage on a shipbound straight for Palanthas, the storycontinues with Scene Five.

Heroes need not attempt wealthactions while waiting, as the citizens of

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Scene Three:Buying a ShipIf the heroes wish to travel from themainland directly to Palanthas by sea andfail to book passage on a vessel boundthere, they must buy a ship of their own.

OverviewThe heroes have arrived at a mainland portvery similar to others they have seen so far.They can locate a ship for sale simply byasking around on the waterfront.

Getting StartedThis scene requires no additional refer-ences or visual aids.

First ImpressionsTo start the scene, the Narrator can readplayers the paragraphs below:

Once again you find yourselves strollingabout a seaport. You’ve become so famil-iar with seaside life lately, you hardlynotice the flocks of gulls squabbling overscraps of fish, the steady lapping of thewaves against the docks, or the scent ofsalt and old seaweed in the air.

Vessels of all kinds crowd the harbor:fishing boats, merchantmen—even a fewyachts and warships.

The Story ContinuesSurely one of the many vessels dockedhere must be for sale. The action beginshen the heroes start making inquiries.Most ship owners seem understandablyunwilling to part with their vessels. Afterseveral failed purchase attempts, somekind soul directs the party to the shop ofDuff Esme, a crusty old shipwright whoalways has a collection of vessels for saleor hire. Heroes who begin the scene bylooking for a shipwright or boatyardlocate Duff right away.

Duff seems happy to sell the group avessel, but his good cheer fades when helearns the heroes want to sail all the way

to Palanthas. In fact, he tries to talk themout of going:

“Have you ever seen what the Gale does toa ship? Sails shredded like they was madefrom wet paper, masts snapped like match-sticks, and every seam in even the best hullsplit open like some giant took an axe tothe boat! And there’s icebergs to contendwith as well! Foolish lubbers! Even if youmake it through the Straits of Algoni, you’llhave 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 isas good as any!”

With that, he leads the party on a trekthrough his crowded dockyard. Theheroes spend several minutes duckingspars and climbing over piles of old rig-ging before Duff shows them a dilapi-dated yacht.

“She’s not much to look at now,” Duffsays, “but she sails sweet and strong. It’lltake me and m’ boys a month to get herready for the trip to Palanthas. That’s agood thing, though, because you’re gonnaneed time to hire a crew—and maybe acaptain-and buy supplies. I’ll make youa list of the things you’ll need.”

The party should hire a captain and atleast three skilled sailors, although any seabarbarian or mariner heroes can serve ascrew or captain.

If the heroes have returned to NewPorts, they can try to hire Rig and Shaon tocrew their ship (if they have not joined thegroup already). Rig does not care to leavehis job and risk the trip to Palanthas formere money—though he does ask to seethe color of their steel. Rig will sign on withthe heroes gladly, however, if they offer toturn their ship over to him at the end oftheir quest. Shaon follows Rig’s lead.

Should the party require additionalcrew, or if Rig and Shaon are not available,the heroes must poke around the innsand taverns on the waterfront until theyfind suitable candidates for the job. Most

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sailors in the port are relaxing betweenvoyages and don’t really want to talkabout work right now, though plenty ofeager local youngsters want to go to sea.

With Rig, Shaon, or Duff helping toselect crew, the heroes can avoid hiringinept people. One potential employee thatcatches their is a towering half-ogre with ared-maned wolf named Fury for a com-panion. The half-ogre is Groller Dagmar;Duff has seen him working at the docksand considers him capable. Rig onceserved on the same ship as Groller andwould be happy to sail with him again.Unfortunately, Groller is deaf-the heroesmust find a way to communicate with himbefore they can hire him (see “Actions”).

Buying supplies calls for no specialefforts from the heroes beyond shellingout the required steel (see “Actions”).

greenhorns instead. If the heroes suffer amishap while searching for crew, the localsbecome annoyed and start a brawl withthem, attacking to subdue them.

The group can get Groller to join thecrew if they establish communication. Try-ing to exchange a short message with him(twenty-five words or less) calls for a heroto make a successful average Perceptionaction; a mishap results in some miscom-munication. Anyone with a Spirit code ofat least “B” can establish an empathic linkwith Groller with a successful challengingSpirit action. Each eligible hero canattempt this action only once, though. Alink allows short communication withouta Perception action, but only when thehero and Groller can see each other.

CharactersAtmosphereMost characters the heroes meet in thisscene think the group is intruding-eithergetting in the way of work or botheringthem during some well-deserved time off.

To convey this sentiment, the Narratorshould act distracted and impatient whenthe heroes speak to a sailor. Sprinkling theconversation with seafarer’s jargon the play-ers don’t understand would be even better.

Duff, in contrast, seems delighted tosee the heroes and will talk their ears off.He is prone to using nautical jargon too.

If the heroes meet Groller, most con-versation will have to take place throughgestures. Narrators should make the play-ers actually perform these gestures duringtheir initial meeting with the half-ogre.

The heroes may interact with the charac-ters below during this scene, in additionto Rig and Shaon.

Ship’s captains: Various races anddemeanors, Adventurers. Co 6, Ph 5, In 6,Es 5, Dmg +3 (short sword), Def -2(leather).Sailors: Various races and demeanors,venturers. Co 6, Ph 5, In 5, Es 5, Dmg +3(teeth chain), Def -1 (padded silk).Duff Esme: Human elder male, cantan-kerous demeanor, Adventurer. Co 5, Ph 5,In 5, Es 7, Dmg +2 (dagger), Def 0 (com-mon 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 sensesof 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).

ActionsBuying a ship from Duff requires a des-perate wealth action. If the wealth actionfails, the heroes can haggle (as describedin Scene Five of Act One).

Locating crew is automatic if theheroes persuade Duff or Rig to assist themwith an easy Presence (Presence) action.Otherwise one hero must succeed in anaverage Reason action to locate the kind ofperson they need for the job. Failing theaction means the group finds some young

OutcomeThis scene ends in one of two ways:

If the heroes fail to buy a ship ordecide to take Duff’s advice they mustuse the overland route to Palanthasdescribed in Scene Four.If they buy a ship and crew it, thestory continues with Scene Five.

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Scene Four:Going OverlandAfter a short sea voyage from Schallsea orAbanasinia, the heroes have landed inSouthlund, southern Solamnia. Fromhere, they can travel north all the way toPalanthas or head to the port of Caergothto catch another ship.

OverviewOnce the party reaches port, the heroescan move on whenever they like. Travelthrough Southlund is fairly safe and easy,though the heroes pick up a report ofsome recent attacks by brutes.

In this scene, the heroes come acrosssome fellow travelers who just aren’t get-ting along. Two gnomes have lost a wheelfrom their cart. Their stalled vehicle blocksthe road, much to the annoyance of animpatient human merchant wanting topass with his coach.

The heroes can help clear the roadand resolve the dispute, or they cansimply pass by, leaving the hapless travel-ers to their fates.

Getting StartedThe Narrator can refresh his memory ofgnomes by reviewing that section in Chap-ter Two of the Book of the Fifth Age.

First ImpressionsAfter a few days’ travel, the Narrator canread the players this text:

You have left the port behind only tojourney over yet another sea—the grass-lands of Southlund. A vast expanse of fra-grant grain stretches to the horizon, withan occasional hill rising like an islandabove the fields.

The road has a surface of smooth clay,packed hard from heavy use, though itshows deep ruts in a few low spots. Youmostly have the road to yourselves, butyou pass a fellow traveler now and then.Most give you a friendly nod and movealong, intent on their own business. But

now you seem to have encountered a fewpeople who aren’t headed anywhere any-time soon.

The road has taken a sharp turn to theright to avoid a marshy spot, and abrightly painted wagon sits in the centerof the bend. It leans forward and right, itsleft rear wheel hanging in the air.

To the disabled wagon’s right, off theroad, a grand coach lists crazily to oneside like a sinking ship. Six magnificenthorses augmented by a pair of mules pullmightily at the coach—or at least theywould be pulling, if the mules weren’t sit-ting on their haunches. A pair of gnomesdressed in dirty smocks and leatherbreeches tugs mightily at the mules’ hal-ters, murmuring encouragingly to them,but the animals refuse to move. A quartetof annoyed-looking guards stand ankledeep in the muck behind the coach, readyto push if the animals ever get moving.

Looking over the whole scene fromthe road is a red-faced human clad inspotless finery, including a broad-rimmed hat with an emerald greenplume. The man gives your group a bale-ful look, then calls out, “Hop to it lads,we’ve got company!”

At the sound of the man’s voice, thegnomes turn from their beasts and wavecheerfully, an action that seems to annoythe red-faced man, “You gnomes have noregard for business!” he cries. “Do youhave any idea how much money I’m losingwhile you stand there trying to reason witha pair of stupid mules?”

The taller of the gnomes pauses amoment, his face taking on an expressionof reflection. “Actually, the intellect ofmules has been a topic of some interestrecently. It’s a fascinating query, if you....”

He trails off at the sight of thehuman’s visage, contorted with rage as hesputters—evidently at a loss for theproper invective.

The Story ContinuesThe disabled wagon belongs to the twothinker gnomes, Murti and Wahly, on theirway to Solanthus to sell some tin ware.They were rolling right along when theirwagon struck a deep rut and broke a wheel.

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As the gnomesexamined their vehi-cle, a fast-movingcoach rumbled up tothe bend, headedsouth. Its sole passen-ger, a human mer-chant namedAlbrec, ordered hisdriver (one of theguards) to steeraround the strandedwagon. The coach

circumstances change.They’ll get up on their

own and walk awayif unhitched fromthe coach. If theheroes help rightthe leaning coach,

the gnomes canthen coax thebeasts to pull it.A successfulsensitivity oranimism spellfrom a mysticpromptly got stuck. Being helpful,

friendly people, the gnomes immediatelyoffered to hitch their mules to the coachto pull it out. The mules, however, refuseto move—they can sense that the coachwill fall over if disturbed.

The heroes can just move right on bythe stranded vehicles if they wish, thoughif they have mounts the frustrated Albrecoffers to buy one so he can get to Port O’Call to conclude some business. Albrecalso seems worried about being caughtout on the road at night, because he’sheard rumors about bands of blue-paintedbrutes lurking nearby. The merchant hasno details, but frets nevertheless.

If the heroes decide to stop and help,Albrec stands around, cursing and criti-cizing. He’ll become especially angry ifthe coach tips over.

Anyone who inspects the coach sees aspare wheel attached to the back thatcould fit the wagon.

AtmosphereNarrators should play this scene forlaughs. The mules are the only creaturesinvolved that actually have any sense.Albrec is overcome with rage and tends toshake his fists and shout a lot. The twognomes remain completely unconcerned,though one of them might suggest toAlbrec that maybe he could lift the coachfree or fix the broken wheel if he justshouted a little louder.

ActionsThe mules do not respond to any amountof coaxing or prodding unless the current

would allow the heroesto speak to the mules and find out what’swrong, while a sorcerer’s divination spellwould let the hero foresee the coachfalling over.

Righting the coach requires a success-ful average Reason action by one hero, fol-lowed by a successful challenging Presenceaction to convince Albrec and his guardsthat the hero’s plan will work. GettingAlbrec to shut up and pitch in to helpproves an average Presence (Presence)action, as is convincing the merchant togive or barter the gnomes his spare wheel.If the heroes threaten Albrec, his guardsleap to his defense.

CharactersThis scene involves the following charac-ters as well as the heroes:

Murti and Wahly: Thinker gnome adultmales, practical demeanor, Rabble. Co 7,Ph 4, In 7, Es 7, Dmg +2 (baton), Def –2(leather).

Albrec: Human adult male, egomaniacaldemeanor 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).

OutcomeWhen the heroes finish puttering with thevehicles, the adventure continues with:

Scene Six, if the group is heading forCaergoth to catch a ship north; orAct Three, Scene Two, if the group isbound for Palanthas by road.

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Scene Five:The GaleNow that the heroes have their own ship,they can sail to Palanthas. Saying theyencounter some bad weather before theyarrive, however, is an understatement.

OverviewThis scene’s main difficulty lies in dealingwith the Gale, a cold tempest blowingfrom the magically frigid interior of theWhite Dragon’s realm.

Getting StartedChapter Three of the Book of the Fifth Agepresents some details on traveling by sea.

First ImpressionsThe shortest sea route to Palanthasrequires about a month of travel, includ-ing a stay in Caergoth for repairs. Thisjourney takes the ship west out of theNew Sea, then north through the Straitsof Algoni, which separate Solamnia andthe realm of Khellendros from theErgoths. (The heroes could try a longer,southern route, but the strait separatingQualinesti from Southern Ergoth hasGale weather about as bad as the north-ern one.)

You enjoy ideal conditions for the firstweek of your voyage, A steady east windcarries you swiftly along the shore ofSouthlund, and soon you enter the deep,cool waters of the Straits of Algoni.

The wind and water seem more vio-lent here than in the New Sea. A few ice-bergs appear on the western horizon, andan icy westerly blast churns the sea into amass of whitecaps that crash over the bow.

As the helmsman begins to tack intothe wind, it’s time for you to make a deci-sion. Should you turn north and headdirectly toward Palanthas and brave theinfamous Gale you were warned about, orshould you head south, doubling your trav-eling time to Palanthas and maybe still get-ting hit by the Gale?

The Story ContinuesNo matter which option the heroeschoose, they encounter the full force ofthe Gale. (Sometimes the weather on thesouthern route is a bit better, but theheroes run into a storm.) However, if theheroes take sensible precautions-such askeeping below deck when they’re notneeded to operate the ship and usingsafety 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 inheavy winds, which might make thehelmsman lose control. Heroes who didnot secure themselves could fall over-board or be tossed around below deck.Day two: The ship begins leakingbadly. Heroes below deck are the firstto notice and must find a way to com-municate this information to the deckcrew. In any case, some heroes mustcome on deck to help man the pumps.Day three: A wave sweeps a sailorwearing a safety line overboard. (If theheroes picked up any green crewmenin Scene Three, one of them falls over-board without a safety line.)

AtmosphereThe Gale fills the heroes’ world with con-stant noise and motion. Narrators mightconsider playing a recording of wind andrain, or other loud background sounds. Itis difficult to hear anyone speak above thestorm’s noise and the ship’s creaking—players and Narrators alike might have toshout. Rocking back and forth whiledescribing the scene to players simulatesthe pitching and rolling of the ship.

ActionsWhen the Gale hits, the action below deter-mines if the heroes can control the ship.

Maintain the HelmDifficulty: Challenging (12)Action ability: AgilityOpposition ability: None

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Comments: A hero acting as the captainshould attempt this action. If a characterserves as captain, however, the partyleader plays a card for him, using thecharacter’s Agility score as the action abil-ity. (The action receives a trump bonus ifthe captain character is a veteran.)

If the action fails, the ship rolls andpitches uncontrollably for a moment. Allthe heroes must attempt average Agilityactions. The consequences of failuredepend on where they are. Those on deckfall overboard, while those below deck suf-fer 10 damage points from falls and colli-sions with loose cargo. A mishap knocks ahero unconscious for two hours, in addi-tion to the normal results of failure.

Although the helmsman eventuallyregains control, failing this action on thefirst day of the Gale means the vesselremains unsteady throughout the storm,forcing the captain to repeat the actioneach of the next two days.Mishap: The ship capsizes and sinks, forc-ing everyone on board to make challengingAgility actions. Unconscious heroes sinkwith the ship unless rescued. Any equip-ment the heroes are not carrying person-ally gets lost in the wreck.

When the heroes discover the leak onthe second day, they must alert the captainto the danger. Climbing out on deckrequires an average Agility action to keepfrom being swept overboard. (An easyDexterity action lets a hero tie a safety linearound himself.) Shouting through thehatch requires an average Presence action.Once the captain understands the danger,he needs at least two heroes to help manthe pumps. Heroes emerging on deck mustattempt average Agility actions to stayaboard, then average Endurance actions topump well. If the latter action fails, otherheroes must replace exhausted ones at thepumps. A mishap means a freak wave hasswept the exhausted hero overboard.

When anyone falls off the ship, heroesinvolved in the rescue must make averageAgility actions or be washed overboardthemselves. The actual rescue is a simplematter for victims wearing a safety line: Anyhero can haul a victim back aboard with anaverage Strength action. If the unfortunate

has no lifeline, the rescuer must first tosshim a rope with an average Dexterity action.Unconscious heroes can’t catch ropes. If thevictim doesn’t catch the rope, the ship leaveshim behind; someone must leap overboardand swim to the rescue.

Swimming in the Gale requires a chal-lenging Strength action. If it fails, the res-cuer needs rescuing, too. The ship has adinghy, but lowering it takes too long tohelp in these rough waters. Any delay andthe victim is lost. Wearing armor imposesa penalty to swimming or rescue attemptsequal to the armor’s defense rating.

CharactersAnyone on board could become a majorplayer in this scene.

Ship’s captain: Race, age, gender, anddemeanor established in Scene Three,Adventurer. Co 6, Ph 5, In 6, Es 5,Dmg +3 (short sword), Def –2 (leather).Sailor: Various races and demeanors, Ad-venturers. 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 +2daggers), Def 0 (common clothing).

OutcomeShould the heroes’ vessel sink, the groupwashes ashore in the ship’s dinghy.

If the heroes tried the direct, northernroute, they come ashore in Southlundand can continue their journey over-land with Scene Four.If they took the southern route, theyland in Qualinesti, where a band ofthe Green Dragon’s draconians (seeAct One, Scene Four) tries to capturethem. These draconians have laid noambush, but the heroes suffer a -1penalty to all their ability scores, dueto their ordeal at sea. Once they dealwith the draconians, rebel elves helpthem escape to Abanasinia. The heroesmust then start off for Palanthas allover again, as in Scene Two.Should the heroes’ ship have miracu-lously survived the Gale, they mustput into port for repairs in Scene Six(if they took the direct route) or SceneSeven (if they sailed south).

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Scene Six: A DarkKnight in CaergothThe party has reached the port of Caer-goth, either by sea or by land. Here, heroeswho braved the Gale can get repairs andsupplies for their vessel; other heroes canbuy passage to Palanthas from here.

OverviewThe heroes will need to spend about aweek here if they wish to obtain sea pas-sage to Palanthas. Quite a few ships plythe route between Caergoth and the for-mer Solamnic capital, but not many careto advertise the fact. Heroes who camehere with a ship learn that it will take tendays to repair and resupply it.

Going about their business in town,the heroes spy an itinerant sorcerer per-forming odd tricks and selling “magical”wares. The fellow has drawn a smallcrowd, but a grim-faced Knight of Takhi-sis elbows his way through the onlookersand demands to be served first. Shouldthe heroes intervene, they might be ableto outbid the Knight for some enchantedoil the sorcerer is selling.

Heroes who never leave their ship orthe docks can skip this scene and moveon to Scene Seven.

Getting StartedNarrators can refer back to Scenes Two orThree for appropriate descriptions of aport town’s waterfront area.

First ImpressionsOnce the heroes have wandered into town,the Narrator should read the text belowaloud to players:

The streets of Caergoth seem as lively andas full of hucksters as the festival back inSolace. A lanky man with a bald pate andred and yellow robes catches your eye.You can vaguely remember seeing thisman’s prestidigitations in Solace. Heseems to have drawn a crowd by perform-ing a series of tricks with a few coins.

The bald man concludes his show byinviting an onlooker to grab a coin. Theman picks up the coin gingerly, and itbursts into flames-much to the man’schagrin and the crowd’s delight. “A tricktaught to me by the great Raistlin him-self,” the bald man says as he pockets thecoin. “Now, friends, perhaps my magicaltalents can help you in a more materialway. Some rare herbs to ease a cough? Acharm to make a knife slice true? A div-ination, perhaps? What’s your pleasure?”

The crowd around the stall starts tothin now that the show is over-but notfast enough, apparently, for a burly manclad in blackened plate armor. “Enoughsilliness!” the man growls, elbowing hisway through the onlookers. “You havesomething for me, yes, sorcerer?” The manpushes the last few customers aside withone sweep of a powerful arm, and thecommon folk back away.

“Arrogant Dark Knights,” one womanmutters. “Wish Chaos had taken ’em all.”

The Story ContinuesIf the heroes walk away, the scene is over.However, those who stay and watch wit-ness a brief argument between the Knightand the sorcerer. The Knight appearsangry at being forced to wait while thesorcerer performed, and the sorcerer isannoyed because the dark paladin chasedall his other customers away.

Eventually, the sorcerer produces threesmall bottles, and the two begin hagglingover a price. If the heroes inquire aboutthe bottles, the Knight orders them away,but the sorcerer explains that they con-tain bottled dragon’s breath. Despite theKnight’s protests, the sorcerer would behappy to sell them to the heroes-that is,assuming they can outbid the Knight.

The Knight blusters with fury at thesuggestion, but the sorcerer explains witha glare that he has just lost a great deal ofbusiness. The turn of events doesn’t suitthe Knight at all-he storms away afterthe deal is concluded, no matter whowinds up purchasing the bottles. I’llremember all of you,” he vows.

Once the Knight leaves, the sorcererwill gladly perform a spell or three for the

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heroes’ benefit. He can sell them anycombination of spellcasting totaling 32sorcery points or less, but no single spellwith a difficulty of higher than 14.

The bottles of “dragon breath” actu-ally contain a volatile enchanted oil. Ifopened, they burst into flame, inflicting15 damage points on everyone withinmelee range. One can throw the bottleslike oil flasks, inflicting 15 damage pointson all targets within melee range of theimpact point.

AtmosphereNarrators should begin this scene with alight-hearted tone. The sorcerer reallyhams it up, and the crowd loves it. This isa perfect opportunity to show off withany sleight-of-hand or card tricks. Oncethe Knight appears, however, the scenetakes on a darker tone.

ActionsTo bid against the Dark Knight for the bot-tles, a hero must succeed in an average Pres-ence (Presence) action. followed by an

average wealth (Presence) action. A mishapso enrages the Knight that he attacks.

Buying a spell from the sorcerer callsfor an easy wealth action, with the spell’sdifficulty applied as a penalty to theaction score.

CharactersThe figures below play a role in this scene:

Dark Knight: Human adult male, domi-neering demeanor, Adventurer. Co 7,Ph 8, In 5, Es 6, Dmg +8 (two-handedsword), Def –5 (plate).Sorcerer: Human adult male, charismaticdemeanor, Novice. Co 6, Ph 5, In 8 (64),Es 6, Dmg +4 (hookshaft), Def –1(padded silk), also sorcery (enchant-ment, spectramancy, divination).ment, spectramancy, divination).

OutcomeThe heroes have a couple possible paths:

Deciding to hurry their departure fromCaergoth after meeting the Knighttakes them to Act Three, Scene One.Any other action moves the adventurealong to Scene Seven.

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Scene Seven:Lady in DistressThis scene takes place in Caergoth ifScene Six led the heroes there. However, itoccurs in either Silvamori or Qualimori ifthe heroes weathered the Gale by sailingthe southern route through the Straits ofAlgoni; repairing and resupplying theirvessel takes a stay of about three weeks ineither of these Southern Ergoth cities.

OverviewBefore the heroes’ ship is ready and theycan leave the port, they witness an argu-ment between a group of Dark Knightsand a Kagonesti elf. Heroes who intervenecan gain an ally—plus they get a rousingcheer from the commoners nearby if theydefeat or embarrass the Knights.

Getting StartedThis scene introduces the character Feril,whose description appears in the Prologue.

First ImpressionsThis scene begins on the docks, where theheroes can hear the argument—eithernear their ship or in an area they happento wander into during their stay in town.

The Kagonesti elf described below isFeril; the Knights overheard herdenouncing the activities of the dragonoverlords and took offense.

Narrators should alter the text asappropriate if Feril has joined the groupas a hero. In that case, the Knightsapproach her unexpectedly; the youngestone remembers hearing one of her tiradesabout the Great Dragons and wants toknow whether she’s slain any yet.

The stench of overheated pitch brieflyoverwhelms your other senses as you goabout your business at the waterfronttoday. The acrid smell comes from aworkman’s pot left unattended. It seemsthat most activity in this part of the dockshas come to a temporary halt. The localshave put aside their tasks to watch a con-

frontation between an elf woman and agroup of armored Knights.

The elf is a lithe beauty with colorfultattoos adorning her tanned skin. TheKnights wear blackened armor decoratedwith skulls and lilies.

“So, wench,” says the youngest Knight.“You hate dragons? I’m sure they’re allquivering in fear! Dragons representpower, you fool. To defy them is to die!”

The elf places her hands defiantly onher hips. “Better to die swiftly at adragon’s claws than die slowly, from theinside out, after living too long in adragon’s shadow!”

The statement brings a cheer from theonlookers. “Atta girl!” says one. “Givethem lizard lovers a piece of your mind!”

“There’s plenty of space inside theirheads for one!” snickers another.

“Who said that?” growls an olderKnight, glaring about. No onlooker replies.

The older Knight begins to lead hiscomrades away, leaving the elf woman tostare at them in stony silence. Just as itseems the confrontation has ended, theyoung Knight you first heard speakingpauses to look grimly into the woman’seyes. Abruptly, he clouts the unarmed elfon the jaw, knocking her to the dock.

The Story ContinuesIf, upon witnessing this scene, the heroesdo nothing, a few sailors and dock work-ers move forward to confront thearmored bullies.

While the other Knights brandishtheir weapons to keep the crowd at bay,the older one demands the youth’ssword. After confiscating the weapon, heleads all his men away from the dock; thelocals let them go.

The BattleShould the heroes go to the elf’s aid, thecrowd falls back-the onlookers sympa-thize with Feril, but stop short of battlingarmored Knights with their tools andimprovised weapons.

The Knights draw their weapons. Theolder one apparently does not wish tofight, but the other nine will cross swordswith the heroes gladly. If combat breaks

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out, only one Knight responds to eachhero’s attack.

The leader resignedly lets the fightingcontinue until someone (a hero or charac-ter) is killed or rendered unconscious—then he orders his men to withdraw. Ferilurges the heroes to let the Knights go. Ifthe heroes press the attack, all the Knightsfight to the death.

Feril thanks any heroes who interveneon her behalf, offering to heal theirwounds. The Kagonesti currently seeks toorganize a mission against Gellidus, theWhite Dragon, but a persuasive hero couldconvince her to join the party instead.

AtmosphereThe confrontation between Feril and theKnights should play out like a playgroundfight. The young Knight is as loud andbrash as any schoolyard bully. Most of hiscomrades look on approvingly. Only theleader displays any kind of manners—heknows that Knights of Takhisis neverbehaved so dishonorably thirty years ago,under the leadership of Lord Ariakan.

ActionsIn addition to various normal combatactions, the heroes might try to convinceFeril to join them, an average Presence(Presence) action.

CharactersIn addition to Feril and the heroes, thefollowing characters appear in this scene:

Ten Dark Knights: Human males of var-ied age and demeanor, Adventurers. Co 7,Ph 8, In 5, Es 6, Dmg +8 (two-handedsword), Def –5 (plate).Locals: Humans of varied age anddemeanor, Unknown and Rabble. Co 5,Ph 5, In 5, Es 5, Dmg +2 (improvisedweapons), Def 0 (common clothing).

OutcomeThis scene concludes Act Two. Once theheroes have finished interacting with Feriland the Knights, the adventure continueswith Scene One of Act Three.

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ACT THREE

Scene One:PalanthasUpon arriving in Palanthas, the groupmust pass an inspection to enter the citythrough the port or by road.

OverviewOnce inside the city, the heroes can inves-tigate, but learn very little beyond somedisturbing rumors about wagonloads ofprisoners vanishing into the desert andresidents of Palanthas disappearing afterarrests for trivial violations of local law.

Getting StartedThe section describing the realm of Khel-lendros in Chapter Two of Dusk or Dawnoffers some details on the city of Palanthas.

First ImpressionsPalanthas is the former capital of Solamnia,now under control of the Blue Dragon andhis human agents—including a cadre ofDark Knights. Though it has seen betterdays, it remains a thriving trade center.

You’ve heard that Palanthas was once thegreatest city on Ansalon, and one of themost beautiful. Today, it still seems wor-thy of both titles, at least from a distance.The city’s immaculate buildings and loftytowers seem as majestic and serene asSolace’s vallenwoods.

If the heroes arrive by ship, a harbormaster’s boat meets them when they enterport in the Bay of Branchala. The proce-dure resembles the opening of Act Two,Scene One, with less polite officials. Infact, the harbor authorities ignore theheroes—they’re only interested in theship. However, as soon as the heroes goashore, Dark Knight sentries on the docksquestion and search them (see below). Rigand Shaon stay aboard the ship, if theyhave joined the group, as does Groller.

Once the party leaves the ship, or if theheroes approach the city openly by land,they can observe a few more details-untila squad of Dark Knights stops them for aninspection and questioning:

The city shows little sign that one of themost fearsome dragons on Krynn is itsoverlord, but hints are there nevertheless.People and vehicles crowd the approachesto the city, but something seems absent:The atmosphere lacks any sense of joy orenergy. Locals plod along at a measuredpace, pausing now and then to cast furtiveglances over their shoulders. Ahead, asquad of Knights in blackened armor stopseveryone who passes. They dismiss mostpeople with curt nods, but they seem toquestion and search others, particularlytravelers such as yourselves.

Should the party try to sneak into thecity, they appear to succeed. Chances arethat the Knights do notice them, but donot approach immediately—they preferto watch the heroes to see what they do.

The Story ContinuesThe Knights ask the heroes their namesand thenbusiness in Palanthas, thensearch their belongings. Even if they findsomething they consider suspicious, theydo nothing overt. They prefer to have theheroes followed, to see whether they haveallies in the city. The characters from thePrologue don’t know anyone in Palanthas,but other heroes might: If they’re notcareful, they could endanger their friends.

During this search, the Knights aren’treally looking for anything in particular.They’re here mainly to remind everyonethat Palanthas is an occupied city. How-ever, if the heroes purchased any “bottleddragon breath” in Scene Six of the last act,the Knights confiscate it. Should theheroes object, the Knights offer them areceipt for the bottles, assuring them theycan pick up the items on their departure.

Assuming the heroes don’t start afight, they can enter the city. Even Knights

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THE REVELATIONof Solamnia wearing full armor can get in(though certainly they’ll be followed).

Once inside Palanthas, the heroes cango pretty much where they please. All thecity’s temples are closed, and only a shinyround patch of inky blackness remains inthe heart of the Shoikan Grove, where theTower of High Sorcery once stood. Thereseems to be activity around the GreatLibrary of the Ages, as Aesthetics con-tinue working to replenish the historicalcollection that mysteriously disappearedat the dawn of the Fifth Age.

Most Palanthians would rather not beseen talking to strangers, but heroes withgentle tongues or open purses can dis-cover the following local sentiments:

“Life in Palanthas is good, even if thetaxes are too high.”“The Blue Dragon is a taskmaster anda skinflint, but he leaves us alone.”“We haven’t heard about Evil walkingthe land—you’d best worry about thebrute press gangs. Teams of them havebeen grabbing people off the streetand marching them away somewhereout east for work detail. You knowthey’ve got to be under orders fromthe Knights.”“Always watch out for the Knights.They’ve never been exactly sympa-thetic when it come to rules and such.And now, if they catch you at some-thing, they give you to the brutes.”

The general population of Palanthasknows no more than what has beenrelated above. If the group decides toambush a squad of Dark Knights andquestion them (a very dangerous maneu-ver), all they can learn is that Khellendroswants slaves: a lot of them, and right now.

AtmosphereWhen speaking for a Knight of Takhisis,the Narrator should make a big show ofgreeting any Knights of Solamnia in thegroup. “Welcome to your former capital,”he should say mockingly. “We’re takingvery good care of it for you.”

In the city, locals remain constantlywary: They’re living in a police state. Themovie 1984 portrays the exact atmosphereNarrators should try to convey here.

ActionsHeroes wishing to conceal somethingduring the Knights’ search must make anaverage Dexterity (Perception) action. Ifthe action fails, the Knights find theobject despite the hero’s efforts. A mishapmeans the Knights catch the heroattempting to conceal the item and con-fiscate it, no matter what it is.

Getting a commoner to talk to thegroup requires an average Presence orwealth action. In the event of a mishap,the citizen flees from the group in terror,and a squad of Dark Knights appears invisual range down the street (or near mis-sile range, if the group sneaked into thecity or aroused suspicion during the entryinspection). The heroes can avoid theKnights if they successfully open the dis-tance between them beyond visual range.If the dark paladins catch up with thegroup, they attack to subdue.

CharactersThe usually travel in squads often. a fight breaks out, another group often arrives within five minutes:

Dark Knights: Human adults, variousdemeanors, Adventurers. Co 7, Ph 8, In 5,Es 6, Dmg +8 (two-handed sword),Def –5 (plate).Palanthians: Humans of varied age anddemeanor, Unknown and Rabble. Co 5,Ph 5, In 5, Es 5, Dmg 0 (unarmed), Def 0(common clothing).

OutcomeThe adventure can take two differentroutes from here.

When the heroes leave the city on theirown, the story moves to Scene Two.If they fought the Knights and lost, theyare given over to a brute press gang. TheNarrator can turn to Scene Four.

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Scene Two: BrutesThis scene comes into play after theheroes have left Palanthas for the sur-rounding countryside or as they approachthe city by road from the south. It canoccur more than once, depending on howthe group decides to travel.

OverviewKhellendros has dispatched teams ofbrutes to scour his land for the humancaptives he needs to create a new type ofnefarious monster—the dragonspawn.The brutes are most active in the areaimmediately east of Palanthas, but a fewgroups have worked their way as far southas Solamnia (hence the rumor aboutbrute raids in Act Two, Scene Four).Whenever the heroes travel overlandthrough the Blue Dragon’s territory, theyencounter teams of brutes.

Getting StartedChapter Six in the Book of the Fifth Ageoffers more information on the creaturesin this scene and their special abilities.

First ImpressionsThe text below sets the stage for this scene,which begins after the heroes have jour-neyed at least a day within Skie’s realm:

You’re well into the Blue Wastes now. Lessthan fifty years ago, the arid barrensaround you were some of the most pro-ductive cropland in Ansalon. Khellendrosmust be powerful indeed to work such aprofound change over an area this large.

The Story ContinuesIf the heroes have not yet encounteredthe brutes, they next pass through asmall village. Someone has coaxed a cropout of the dry fields, but there are nopeople in sight. A few oxen grazing in anotherwise empty field seem to be theonly creatures present.

A quick look through the villagereveals signs of recent habitation, weed-

less gardens withering in the heat, domes-tic animals wandering around, and coldhearths with fresh ashes. Alert heroes canspot deep ruts from a heavy, wheeledvehicle leading off to the east.

This village has been raided bybrutes, ordered by Khellendros to take asmany human captives as they can asquickly as they can. They move aboutthe countryside in massive wagonshauled by elephants. When they reach asuitable hunting ground, they stop thewagon and fan out, grabbing anyhumans they find.

Once the heroes leave the village, theyspot a brute team (or part of one) on ahilltop. The brutes immediately try toclose range and attack (see “‘Actions”).

A full team contains a wagon, one ele-phant, and four brutes. Three brutes usu-ally go hunting, leaving one behind toguard the wagon. The Narrator is free todecide whether the heroes encounter awagon or just the hunters. To randomlydetermine how many brutes the heroesmight meet, Narrators can draw one cardfrom the Fate Deck; the number of brutesdepends on the card’s suit:

Dragons: The heroes meet four bruteswith a wagon containing a number ofcaptives equal to the value of the card.Crowns: The group encounters aparked wagon with one brute guard.The wagon contains a number of cap-tives equal to the value of the card.Swords: Three brutes appear, with anumber of captives equal to one-thirdthe value of the card, rounded up.Orbs: The heroes encounter no brutesat all and can proceed to Scene Three.Other suits: The group runs acrossthree brutes with no captives.

Heroes who have played this scenebefore do not need to enter another village.Instead, they see one in the distance butbefore they get there a group of brutes (asdetermined above) confronts them.

The BattleThe parties begin this encounter atartillery range if the prison wagon ispresent, or at near missile range if thebrutes are hunting alone. In either case,

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the Blue’s minions immediately attemptto close to melee range, to take advan-tage of their strength in counterattacksagainst the heroes. Teams with a wagonleave one brute behind to guard thehuman captives.

These agents of Skie neither retreatnor surrender—they have no desire toface their dragon overlord with news offailure. Should the heroes defeat thebrutes, any guard left with the wagon triesto drive off and escape with the prisoners.

AtmosphereThe dusty “Blue Wastes” are not blue, ofcourse; the area carries the name of theBlue Dragon, who created it. To simulatethe hot, dry conditions, Narrators couldturn up the lights and the heat—evenbring in a space heater to make the playerssweat a little.

The abandoned village the heroes visitseems desolate and tragic; they mighthear a door or shutter creaking and bang-ing in the wind.

ActionsLocating the wagon tracks leading out ofthe village requires an average Perceptionaction. An action score of 20 points orhigher also allows a hero to notice the ele-phant and brute tracks. Otherwise, he cantell only that the vehicle was very largeand heavy.

Perhaps the group doesn’t realize thevillage is recently abandoned. If the leaderof the party succeeds at an average Reasonaction, he figures that the people could

not have been missing from here for morethan a day or two.

Casting a successful divination spellin the village, using sensitivity, or speak-ing with the stray animals with animismreveals that some hulking creatures cameand hauled the villagers away. (The ani-mals say the creatures had a big“wheeled barn” drawn by a huge, long-nosed beast.)

Heroes who capture a brute can usean average Presence (Presence) action toforce him to reveal where he and his fel-lows take captives (see Scene Four).

CharactersWhen hitched to a prison wagon, the ele-phant suffers a –1 penalty to its Agility(or Coordination) score.

Brutes: Hostile nonhumans. Co 6, Ph 11,In 6, Es 8, Dmg +8, Def –5, also missileweapons (great bow).Prisoners: Humans of varied age anddemeanor, Unknown and Rabble. Co 6,Ph 5, In 5, Es 5, Dmg 0 (unarmed), Def 0(common clothing).Elephant: Animal. Co 8, Ph 33, In 2,Es 2, Dmg +8, Def –4, also trample.

Outcome

If the group follows the tracks left bythe brutes’ wagon, the adventure con-tinues with Scene Three. (If thegroup has already played that scene,the Narrator can turn to Scene Four

from this scene.The story can take many different paths

instead.)Heroes deciding to go to Palanthasshould return to Scene One.If the group came to Palanthas byship and left Rig, Shaon, and Grollerbehind, they return to discover thatbrutes raided the ship and hauledthose characters away. Play continueswith Scene Three if the heroes leavePalanthas to look for their comrades(or with Scene Four if the group hasalready played Scene Three).Should the brutes defeat the heroes,the Narrator should go to Scene Four.

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Scene Three: SpawnHeroes have a chance to encounter thehorrific dragonspawn themselves, eitherbefore or after the group visits Palanthas.

OverviewKhellendros has dispatched some of hisdragonspawn to help the brutes locatevictims. As the heroes explore the areaaround Palanthas, a trio of spawn dis-guised as farmers tries to capture them.

Should the heroes capture the spawninstead, they could find themselves in direcircumstances later in the adventure.

Getting StartedDragonspawn are fully described in thesidebar in this scene.

First ImpressionsThis scene begins in the late afternoonduring the heroes’ travels. An unusualcreature soaring overhead might catchthe heroes’ interest (see “Actions”), but itquickly flies away if spotted.

The next morning, the Narratorshould read players the paragraphs below:

Your group reaches the crest of a hilltop.The gentle downward slope before youcontains a tilled field with a small woodof stunted trees growing at the base. Thescent of wet earth tickles your nostrils.

Three figures wrapped in cowls andflowing robes are coming up the hill car-rying buckets. When they see you, theydrop their buckets and scurry back intothe wood like frightened jackrabbits.You’ve never seen men move so fast. Thelayers of robes they’re wearing don’t seemto slow them down much.

Beyond the wood rises the thatchedroof of a farmhouse and a barn.

The Story ContinuesThe figures the heroes spied are not thefarmers they appear, but three blue dragon-spawn—creatures the likes of which theheroes have never seen. To disguise them-

selves, the spawn have wrapped up in looserobes that resemble desert garb. (Brutescarried away the real farmers days ago.)

One of these spawn spotted theheroes yesterday afternoon as it flew overthe desert. That evening, it got togetherwith two comrades and decided they hadthe best chance of taking the heroes aliveby employing some kind of ruse, ratherthan simply diving out of the sky and cut-ting loose with their lightning breath.

If the heroes pursue the disguisedspawn through the trees, they see the threefigures scurry into the house and slam thedoor behind them. A split second later, allthe shutters in the house slam shut, too.

The spawn maintain their nervousfarmer act as long as they can. No matterwhat the heroes do or say, the spawn reply,“Go away and leave us alone, you nastybrutes!” They hope to frustrate the heroesenough to catch them off guard.

The BattleIf the heroes break into the house, thespawn ambush them. On the other hand, ifthe group starts to leave, the spawn burstout and attempt a surprise counterattack(they won’t come out except to assail thegroup from behind). In this case, theheroes need not attempt to avoid surpriseas long as they keep an eye on the house.The heroes cannot surprise these spawn.

Once a fight begins, the spawn won’tsurrender or retreat. Should one die, onecontinues fighting while the other tries toopen the range. If successful, it uses itslightning breath on the heroes. They cancapture a spawn by attacking to subdueor using Blister’s net, if she is with them.

The farmhouse’s yard contains achicken coop and a barn. The brutes killedand ate all the chickens, leaving bloodyfeathers scattered about. The farm’s ani-mals broke out of the barn days ago towander off in search of food and water.

AtmosphereIf the heroes try to reason with these“farmers,” the spawn pretend to be suspi-cious but open-minded, with commentslike, “All right, then prove you’re not anbrute!” followed by, “Yeah, that’s just what

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DragonspawnThe newest horror to afflict Krynn inthese troubled times is the dragonspawn,or simply “spawn.” These magically cre-ated creatures are larger than humans.They stand a few inches shy of seven feettall and weigh about three hundredpounds. They have humanoid bodieswith wings, toothy snouts, and clawedappendages. These creatures differ fromdraconians in that they used to behuman, and it shows—behind its reptil-ian features linger faint vestiges of thecreature’s lost humanity.

The Spawning CeremonyA spawn is formed by infusing a seedfrom the spirit of adraconian intothe body of ahumancaptivecuring apainfulceremony.Theinvadingessenceeventually corrupts and ejects the vic-tim’s own spirit. However, the exactdetails of the spawning process remainunknown. Witnesses report that it mustbe conducted by a Great Dragon andrequires the presence of the draconiandonating the spirit seed as well as ahuman captive. Only humans make suit-able hosts for the draconian spirit.

The Great Dragon begins the cere-mony with a long incantation to drawout a portion of the draconian’s essenceand implant it in the victim. The shockcan kill the donor draconian, butmost survive. (The Narrator mustmake a successful average Enduranceaction on a random draw for the dra-conian to live through the process.)

In addition, the dragon has to givesomething of itself to quicken thespirit seed. The Blue Dragon, Khel-lendros, purportedly sheds a fewtears while performing the magicrequired. Each color of Great Dragonwould create a unique subrace of spawnbased on this catalyst.

During the week following the cere-mony, the victim slowly becomes cor-rupted inside and out. His bodytransforms into that of a winged, reptil-ian monster whose scaly colorationmatches that of the Great Dragoninvolved in the rite. While this physicalmetamorphosis is inevitable, an individ-ual can hold the inner transformation atbay: A successful average Spirit actionallows the victim’s true essence to hangon, fighting to eject the invading spirit(see “Afflicted Heroes” on page 43).However, even strong-willed or good-hearted humans often die in the spawn-ing process, while Evil men more readilyembrace it. Failing the action means thatthe Evil essence grown from the dracon-ian spirit seed ejects the victim's tor-tured spirit from its body after a weekand takes its place. No one knows whathappens to this tragically displacedhuman spirit.

Spawn AbilitiesAll spawn can fly like dragons. In addi-tion, their scales match the color of thedragon that created them, and they havea special breath ability identical todragon breath, except they can use itonly at near missile range (see the sec-tion on “Dragons” in Chapter Six of theBook of the Fifth Age for details ondragon breath). Though immune todragonawe, spawn cannot inspire it. Likedraconians, spawn all manifest anunusual effect related to their draconicnature at their death.

When Khellendros the Blue createdthe first spawn as a side-effect of experi-ments he was conducting, he realized

the creatures hadgreat valueas minions.The dragon

who creates aspawn can see,hear, feel,touch, and taste what-ever thecreature

experiences. The dragon cannot actuallyread the spawn’s mind, however, andcannot automatically tell if it still holds a

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a brute would say!” The Narrator shouldadopt a deep, rasping voice for the spawn.

When the heroes finally get a goodlook at the spawn, the Narrator should dohis best to convey the horror of gazingupon the terrifying fusion of human anddragon features. Did these figures used tobe people? What inhuman force wouldcreate such monstrous hybrids?

If a spawn is slain, the Narrator shouldplay up the effects of its death, describedin the sidebar—blue sparks erupt fromthe creature’s dissolving body, and everyhero feels his hair stand on end.

ActionsThe afternoon the scene opens, the scoutcan makea challenging Perception actionto notice the spawn overhead. If he sees it,he can tell only that it is a flying creatureabout the size of a man.

Breaking down the farmhouse doorrequires an average Strength action. After asuccessful average Perception action, a heroinspecting the yard finds old tracks madeby large humanoids. An action score of 20or higher identifies them as brute tracks

and also locates a few fresh tracks made byclawed feet. A similar search of the hillsideuncovers wagon tracks (if the group wasnot already following them).

CharactersThe dragonspawn in this scene were cre-ated by the Blue Dragon, Skie.

Three blue spawn: Hostile nonhumans.Co 8, Ph 12, In 5 (25), Es 8, Dmg +10,Def –5, also dragon breath, sorcery(electromancy), dissolves into an electri-cally charged cloud at its death.

OutcomeThis scene ends with a variety of choices:

The heroes can follow (or keep follow-ing) the wagon tracks to Scene Four.Should the spawn defeat the heroes,the Narrator also turns to Scene Four.Going to Palanthas from here takes theadventure back to Scene One. If theheroes left Rig, Shaon, and Groller there,they discover that brutes raided the shipand hauled these three away. The storycontinues with Scene Four if the heroes

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shred of the victim’s original personality. conian spirit for the day; the foreign(He might surmise that something is spirit uses all the spawn’s ability scores.amiss if the spawn fails to obey an order If the hero suffers a mishap, the invadingor undertakes other suspicious activity.) essence not only takes control of hisReceiving sensory impressions from body for a day but can use his knowl-these creatures takes all of a dragon’s edge and powers freely as well. Theconcentration, however, so he cannot spawn retains its own Physical abilitiesspend all his time monitoring them. and uses either its own Mental abilitiesWhen concentrating,a Great Dragon cansimultaneouslyreceive and processsensory input from anumber of spawnequal to its Reason(or Intellect) score.The dragon canalways pinpoint thespawn that generated

or the hero’s. If the hero uses sorcery,the spawn has two pools of

sorcery points: its own andthe hero’s.

a particular impres-sion.

Skie found draconians quite willingto cooperate with his spawning cere-mony, as they viewed the ritual as achance to procreate. Because the spawnhas the personality and memories of thedraconian who donated the spirit seed,the creature could be considered thedonor’s offspring. With so few dracon-ian females in existence, the draconiansfear their race might die without theevolution of the spawn.

Like their human predecessors, spawncan reproduce. However, only magicallycreated spawn have a mental link withtheir dragon creators; second-generationspawn lack that connection, even if theyremain in the dragon’s service. A spawn’simmunity to dragonawe and other pow-ers make it a valuable servant in any case.

Afflicted HeroesIf the human essence refuses to give into the invading spirit, it has to fight tokeep control of its body. Heroes whosucceed in a challenging Spirit actionretain control for the day and can actnormally. For that day, he has thespawn’s Physical abilities but keeps hisown Mental abilities, including sorcery,mysticism, and race/role advantages anddisadvantages. A hero must attempt anew action daily.

Failing at the Spirit action means thehero loses control of his body to the dra-

In any case, the heromust struggle continuously

to maintain control.Every time he suffers anystress—attacking, defend-ing, incurring injury,using magic—he must

make another challengingSpirit action to retain control. (He neverhas to attempt more than one suchaction in any given minute, though.)

An afflicted hero can fly and use thespawn’s special breath ability. However,doing so is like inviting the spawn totake control of his body. For each use ofthe spawn’s breath ability and at thebeginning of each hour of flight, thehero makes an additional challengingSpirit action at a -2 action penalty tomaintain control.

Heroes who rescue a partially trans-formed companion are well advised tokeep an eye on their friend and to bewary of sudden attacks or more deviousbetrayals, due to the hero’s unwittingcontact with the spawn’s Great Dragoncreator. A hero who regains control overhis body after any temporary loss to theinvading essence has no knowledge ofwhat happened while the spawn was incontrol. Likewise, the foreign spirit isaware of only those events it witnesseditself (unless the hero suffered amishap).

A mystic can banish a spawn’s spiritfrom a human host using powerfulmentalism or spiritualism. Once thespirit has left his body, the hero col-lapses, remaining only semiconsciousfor a day. During the next twenty-fourhours, the former victim remains help-less as his body slowly reverts to its orig-inal form.

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Scene Four:The CampThe heroes have come to this scene eitheras captives of the brutes or by tracking theprison wagon’s trail here. Narrators mayhave to alter some description, dependingon whether the heroes are freely reconnoi-tering the camp or imprisoned here.

OverviewThe brutes take their captives to a ruinedvillage. When they have collected enoughprisoners, Khellendros himself flies inand conducts the spawning ritual.

Getting StartedThe narrator can refer back to the sidebarin the previous scene for details on spawn.

First ImpressionsIf the heroes have been captured, they seethe scene described below from the van-tage point of a prison wagon pulling intocamp. The brutes stripped them of theirarmor, weapons, and equipment hoursago, before shoving them into the wagon.

Otherwise, heroes make the observa-tions described below from the cover of alarge outcropping of rock:

You’ve reached the remains of a village.The six surviving buildings are made ofstone, now scorched by fire. Five of themare cottages with sagging thatch roofs,and the last is a small temple with amostly intact slate roof.

A tree-shaded pool fed by a sluggishstream beckons from one end of the vil-lage—the smell of fresh water and greengrass seems as sweet as any perfume afteryour trip across the desert. The crumbledruin of a tower stands at the other end ofthe settlement. A narrow, unpaved road thatruns past the pool and up to the ruins sepa-rates the clump of cottages from the temple.

A prison wagon-essentially a massivesteel cage on wheels—waits on the roadbefore the temple. An occasional shoutcomes from within the vehicle. An ele-

phant stands chained to a tree near thepool, and a tall humanoid with a brutishface and blue-painted skin watches them.Another brute stands near the ruin, andtwo Knights in dark armor walk a slowcircuit around the temple.

While free heroes watch, a secondwagon rolls into camp and halts besidethe first. Captured heroes are inside thatwagon. Everyone can see the following:

The brute near the pool helps the driverunhitch the elephant from the wagon andchain it to a tree beside the other beast.He returns to his post while the driverhands some keys and a bundle of equip-ment to an approaching Knight. The darkpaladin inspects it briefly, then gesturesabruptly toward one of the cottages. Thebrute silently takes the bundle into theindicated building, then vanishes intoanother cottage. Hooking the keys ontohis belt, the Knight resumes his patrol.

The brutes leave captured heroes lockedup in their wagon: The Knights want tokeep them where they can see them,rather than risk them stirring up the pris-oners held in the temple. They refuse torespond to any questions.

If Rig, Shaon, and Groller were takenfrom the heroes’ ship, they are held in thefirst locked wagon.

The Story ContinuesThe small temple mentioned earlierhouses the prisoners in this village, whilethe six Dark Knights in charge of thecamp live in the biggest cottage. ThreeBaaz draconians reside in a second cot-tage, and four brutes occupy two more.The fifth one serves as a storehouse.

Prisoners receive food and water twicea day—just enough to keep them alive.They are not allowed any exercise.

Four Knights and two brutes remain onguard at all times. The Knights keep watchover the temple and patrol the village’sperimeter, while the brutes stand sentry onthe road, one at each end of town.

This scene remains unchanged untilthe heroes do something. They begin the

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encounter at far missile range from theguards. Watching a while before actingallows them to see two more Knightspatrolling the outskirts of the village. Allthe guards seem bored-they won’t noticethe heroes until they take overt action.

The Battle

Heroes may attempt to break out of theirwagon or attack—or both. The two sleep-ing brutes emerge from their quarters andjoin the fray after five minutes, and thetwo off-duty Knights appear in seven.

Once the heroes attack, there’s littlethey can do except fight, using standardcombat actions. At least two heroes wield-ing fire or making a lot of noise can panicthe elephants and force them to boltthrough the town, knocking over the wag-ons and trampling anyone on the road.

The Aftermath

the battle, the Baaz lie low, but theheroes might find them if they defeat allthe other guards, then search the village.The draconians know the prisoners wereset to be transformed into spawn and canbe intimidated into talking.

The brutes, on the other hand, knownothing about their mission and fail tounderstand the significance of Skie’s visits:He just flies in some nights, does something,then departs, leaving the camp empty.

The Knights know only that they arehere to guard prisoners. Skie dismissesthem whenever he’s ready to perform aritual and hires new guards as the villagefills up again. The Knights assume theprisoners are food for the dragon.

The prisoners in the temple and wag-ons can find their own ways home if freed.

AtmosphereThe village looks like any typical enemyencampment from a war movie. TheKnights make their rounds in lock step,and the brutes look bored. If the playersseem hesitant to act, Narrators shouldindicate to them that this scene is notgoing to change: The Knights’ booted feetwill continue their monotonous trampuntil one of the heroes does something.

ActionsThe heroes have the normal chance tosurprise the guards in the camp. If theytrack the movements of the pair walkingthe perimeter, they can set up an ambush.

Captured heroes could use a mysticcharm spell to prompt the guard with thekeys to unlock the wagon (Dark Knights’susceptibility to mysticism makes any cardplayed automatic trump). While the heroescannot persuade him to open the wagon,they might trick him into opening it withthe old “my friend is sick” routine—anaverage Presence (Perception) action.

Prying apart the bars on a wagonrequires a desperate Strength action andinstantly gets the guards’ attention. Pick-ing the lock is a challenging Agility action.

It takes a challenging Presence (Spirit)action to make the elephants break theirchains and bolt. (Only one hero can makethe attempt before the alarm is sounded.)The heroes can’t break the beasts’ chains,but could pick the locks on them.

CharactersThe camp holds the following characters:

Three Baaz: Draconians, sensibledemeanor, Adventurers. Co 8, Ph 6, In 6,Es 7, Dmg +4, Def –3, also glides, turnsto stone at its death.Four brutes: Hostile nonhumans. Co 6,Ph 11, In 6, Es 8, Dmg +8, Def –5, alsothrown weapons (hand axe).Eighteen Prisoners: Humans of variedage and demeanor, Unknown and Rabble.Co 6, Ph 5, In 5, Es 5, Dmg 0 (unarmed),Def 0 (common clothing).Six Dark Knights: Human adults, vari-ous demeanors, Adventurers. Co 7, Ph 8,In 5, Es 6, Dmg +8 (two-handed sword),Def –5 (plate), also missile weapons(crossbow/+5).Elephant: Animal. Co 8, Ph 33, In 2,Es 2, Dmg +8, Def –4, also trample.

OutcomeWhen the heroes leave the camp, the Nar-rator should turn to:

Scene Three, if it has not been played; orThe Epilogue, if Scene Three has beenplayed (or if the heroes are captured).

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EPILOGUE

The Lonely RefugeThe Lonely Refuge is an enchanted localecreated by Majere, a god of Neutrality. Inthe past, it served as a place of pilgrimageand meditation. Now, Palin Majere makesit his base for spying on Skie’s activities.

rescuing.

Palin has yet to discover anythingbeyond the strange local disappearances.Goldmoon alerted him to the heroes’quest, however, so he uses divinationmagic to watch for them. He will cast aquick summoning spell to whisk them tothe Refuge once they start heading forit—or when they seem in dire need of

OverviewThe Lonely Refuge lies within a secludedcanyon in the wastelands northeast ofPalanthas. The map from Goldmoonshows some three hundred fifty miles ofdesert between it and Palanthas. It couldtake months to find it, even with the map.

Palin’s well-timed summons causes avision of the Refuge’s entrance to appearbefore them. When the heroes stepthrough it, they walk right into theRefuge and meet Palin and a coupleother characters. They learn a puzzlingbit of information about the dragon-spawn and have an opportunity to maketheir report to Goldmoon or leave theRefuge with Palin.

Getting StartedPalin Majere’s and Goldmoon’s charactercards from the FIFTH AGE boxed set will aidin this scene. In addition, Narrators canrefer to the “Dragons” section in ChapterSix of the Book of the Fifth Age and Dha-mon’s description in the Prologue.

First ImpressionsOnce the heroes resolve to head forthe Lonely Refuge—or when they get intoserious trouble—the Narrator can readplayers the following text:

A ghostly image appears before you like amirage—perhaps it is a mirage. As theimage becomes more solid, you see a wallof red rock sculpted by desert winds.Other carvers have been at work, too:Someone has inscribed a gigantic figureof a praying mantis in low relief. Directlyunder the mantis’s elongated claws standsa man-sized doorway. A brilliant lightshines from beyond the portal, throwinglong shadows behind you.

Heroes who ignore the vision of the man-tis (a symbol of the god Majere) see itfade after five minutes, only to returnagain after an hour. If the party ignores ita second time, it fades and returns againimmediately. During this third appear-ance, a vision of Goldmoon walks out ofthe portal and beckons to the heroes. Ifthe party continues to ignore the image, itdoes not return for a full day; however, itreappears once each day thereafter untilsomeone enters the portal.

The Story ContinuesWalking through the doorway of thevision brings heroes into a brightly litchamber with rock the same color as thecanyon wall. Palin and Ashe—the copperdragon keeper of the Refuge in humanform—wait to greet them.

While the master sorcerer eagerlyquestions the group about what they haveseen and done, Ashe heals the injured.The news of the spawn intrigues Palin. Ifthe heroes have captured one of the crea-tures, the two characters examine it care-fully. Palin can tell the spawn is somekind of magical creation with bothhuman and dragon features, but he can’tdetermine its exact origin.

Regardless of whether the heroesbrought a spawn to the Refuge, Palin askshis last question about their encounterwith the creatures, then leads the party toa chamber that contains a statue of ablindfolded woman holding a basin.

Here the heroes meet a third character,whom Palin introduces as the Master, a tall

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E P I L O G U E

man in a dark robe. Whilethe heroes look on, Palinfills the basin with water,and the Master casts a spellof divination to see wherethe spawn came from.Heroes who watch thewater’s surface see a fleet-ing image of a young man,then that of a great blue dragon appear onthe surface of the water. The beast seems tofly right at the group, and its image loomslarger and larger, until all the heroes cansee is one of its baleful eyes staring out ofthe font. As the eye glowers, the water inbasin boils away. Certain heroes may feelthat the wyrm was staring directly at him.

The results of the spellcasting puzzlePalin. He’s learned all he can about thespawn for now and cannot fathom whatthe images in the water might mean,though he recognized the image of Skie.In any event, the sorcerer offers to usehis magic to let them speak with Gold-

Palin, he offers to leadthem to the lance blade inPalanthas. He seems con-vinced that the spawn rep-resents the forces of Evilabout in the land and thatthey will need the com-plete lance to combat it.

If the heroes do notturn the spawn over to Palin, they’re ingrave danger: Because the Blue Dragoncreated it, Khellendros becomes aware ofeverything the spawn experiences and canuse the creature to track down the heroes.

When they reach a recognizablelocale, such as Palanthas or another majorcity, Khellendros deduces their locationand dispatches Gale, a blue dragon, todeal with them. Even if the heroes keepthe spawn confined or blindfolded, Skieeventually can surmise where they are.

Narrators should read the followingonce the heroes, in the company of theircaptured spawn, have arrived at a localeSkie could recognize:

A feeling of dread washes over you.Unbidden, your eyes swivel upward tosee the most terrible sight on Krynn—adragon diving to the attack!

The air seems charged with electricityand heavy with the scent of fear andsweat—both your own. Your heart leapsinto your throat as the titanic blue monsterdescends upon you like a summer storm.

The dragon wants to release or slay the cap-tive spawn, to protect Skie’s secret and keepthe heroes from showing it to anyone else.He won’t bother chasing the group, but hewill kill anyone who stands against him.

If Dhamon is with the group, how-ever, Gale breaks off the attack after hisdive. The dragon, the rogue knight’s for-mer mount, tries to convince Dhamon tojoin him, flying off if he refuses.

As a last resort, Palin evades Gale’scounterattacks and firmly orders the heroesto link hands. He then casts a spell thatwhisks the party to the safety. DeducingGale’s intent, he leaves the spawn behind.

moon (see “Outcome”). During this dis-

When the heroes show Palin the pen-nant they received from Goldmoon, he

cussion, the Master disappears. Palin

smiles and produces another section of

explains to anyone who asks that he has

the mighty artifact—the lance’s haft. The

gone back to the Tower of High Sorcery at

remaining piece, the blade, awaits them in

Wayreth, but he answers no other ques-

Palanthas, he says, and invites the heroes

tions about him. Throughout this scene,

to accompany him there. For now, he

the Master does not interact with theheroes except to cast the divination spelldescribed above. He pays no attention to

declines to tell them the blade’s location.

any hero who speaks to him. Anyone whotouches him feels only a cold void—thenthe Master disappears, traveling magicallyto the Tower.

A Captive SpawnIf the group has captured a spawn, Palinwould like to study it further, with theparty’s permission, of course. Should theheroes decline to leave the prisoner with

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AtmosphereBecause this scene literally picks up theheroes from wherever they might be, theNarrator can take advantage of it to helprem out of a bind. However, he shouldse such an overt technique only as afinal attempt to keep the game moving.If, for example, the heroes got capturedin the previous scene, they should makeat least one escape attempt before goingto this scene.

Once the heroes get to the Refuge, thescene should move along quickly throughPalin’s barrage of questions to the climac-tic vision of the Great Blue.

The heroes’ information produces agreat deal of excitement in Palin. He andhis two companions speak rapidly aboutvarious arcane points the heroes don’tunderstand—and no one seems inclinedto let them in on the discussion, either.The Master and Ashe act very secretive. Infact, the heroes should leave the Refugewithout knowing who they really are.

After the group speaks to Goldmoon (in“Outcome”), Narrators should give playersa sense of triumph. Her praise wouldmake any hero want to burst with pride.

If the blue dragon Gale attacks, theheroes face disaster. The Narrator shoulddescribe the dragon’s scimitarlike claws,lashing tail, and gleaming teeth. Then, hecan casually mention that this dragon prob-ably is not half the size of the one the heroessaw in the font at the Lonely Refuge. . . .

ActionsWhen the dragon’s eye appears in thefont, every hero present must make anaverage Perception action. Those who failbelieve the eye is staring right at themand them alone.

Should the party fall under dragonattack, Gale appears at artillery range andbegins his dive. Assuming the heroes sur-vive this initial assault, they can try toopen range normally and escape.

CharactersNo character details are needed for theMaster. As for Ashe, the copper dragon

assumes human form during this sceneand functions as any other character.

Asperitius (Ashe): An adult male copperdragon. Co 10, Ph 51, In 12 (144), Es 12(144), Dmg +18, Def –14, also dragonbreath, swallow whole, dragonawe, diveattack, mysticism (alteration, sensitivity,healing), sorcery (geomancy).Gale: An old male blue dragon. Co 11, Ph57, In 14 (196), Es 14 (196), Dmg +25,Def –18, also dragon breath, swallowwhole, dragonawe, dive attack, sorcery(electromancy, spectramancy, transmu-tation), mysticism (channeling).

OutcomeOnce the heroes have spoken to Palin,Ashe, and the Master, their quest hasneared its end. The group has given thema much clearer idea of what Khellendrosis up to, even if they don’t yet understandthe dragon’s motives and goals.

At this time, the Narrator can read thetext below to players:

Well, you’ve bandied words with DarkKnights, battled brutes, and discovered anew type of draconic creature—it’s beenquite a quest! And it’s certain that thisdragonspawn lies near the heart of theEvil afoot in the realm of Khellendros, theStorm over Krynn. If the Blue Dragon isnot stopped, humans all across Ansaloncould become a hunted race, to satisfy theGreat Dragons’ greed for these horrid,reptilian-human offspring.

Heroes may want to communicatewith Goldmoon to report what they havelearned—Palin can summon her image toappear in the font. The First Master ofMysticism congratulates the heroes onrescuing the captives and assures themthat they have uncovered an importantrevelation. Unfortunately, solving themystery of the spawn is a job for scholars.

One thing is certain, however:Humans living in dragon-occupied landsare in more danger than ever before, IfKhellendros is herding folk like cattle intospawning camps, the other dragon over-lords are sure to follow suit. Looking intoa way of stopping the abductions wouldbe worthy of another quest for heroes. . . .

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BySKIP WILLIAMS

Featuring “The Rising Storm,”

first in the Dragons of a New Age adventure cycle.

Join the Warriors of Ansalon!n the perilous dawn of the Fifth Age, power—and survival—oftendepends on a hero's sharp sword and stout shield, wielded withdetermination and skill.

Heroes of Steel introduces you to these figures of strength and courage, offering hintsfor playing warriors and an adventure that pits their skills against a horrifying newmenace. Inside this box, the warrior's handbook Night and Day presents informationfor the fighting men and women of Ansalon, including:

Roles for warriors, such as the mercenary, the rogue knight, and more!

Histories and descriptions of the Knights of Solamnia and the Knights ofTakhisis, plus an introduction to the new Legion of Steel.

Expanded rules for conducting battles, as well as plenty of new weapons.

Also in Heroes of Steel is The Rising Storm, and adventure that sets in motion an epicstruggle for the dominance of Krynn: Dragons of a New Age. The heroes' journey touncover the new threat facing Ansalon can link with events in the DRAGONLANCE®:FIFTH AGE™ novel The Dawning of a New Age, by Jean Rabe. A beautifully illustratedfull-color poster map details western Ansalon, which the heroes explore in their quest.

Whether Knight or mercenary, war-sorcerer or yeoman, Krynn needs thestrength of its warriors to conquer the Evilabroad in the Fifth Age.

Heroes of Steel uses the SAGA™ dramaticadventure rules introduced in theDRAGONLANCE: FIFTH AGE boxed set.