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Knights Sword - TSR 9381 - DLQ1 - Gobbi Free

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  • Knights SwordBy Colin McComb

    with Thomas M. Reid

    Table of Contents

    Introduction . . . . . . . . . . . . . . . . . . . . . . . 2Tips for the New DM . . . . . . . . . . . . . . . . 2A Few Words About

    DRAGONLANCE Adventures . . . . . . . 3Background . . . . . . . . . . . . . . . . . . . . . . . 4The Knighthood . . . . . . . . . . . . . . . . . . . . 5The Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Diversions . . . . . . . . . . . . . . . . . . . . . . . . . 9The Theft . . . . . . . . . . . . . . . . . . . . . . . . . 10The Investigation . . . . . . . . . . . . . . . . . . . 11

    Design: Colin McComb withThomas M. Reid

    Editing: Thomas M. ReidCover Art: Robh RuppelInterior Art: Thomas YeatesCartography: DieselProduction: Sarah FeggestadTypography: Angelika Lokotz

    TSR, Inc.POB 756

    Lake Geneva, WI 53147U.S.A.

    The Chamber of Paladine . . . . . . . . . . . . 14The Road to Solanthus . . . . . . . . . . . . . . . 19The Traitor? . . . . . . . . . . . . . . . . . . . . . . . 21Visiting Solanius . . . . . . . . . . . . . . . . . . . . 23The True Traitor . . . . . . . . . . . . . . . . . . . 24The Return . . . . . . . . . . . . . . . . . . . . . . . 25Epilogue . . . . . . . . . . . . . . . . . . . . . . . . 26Major NPCs . . . . . . . . . . . . . . . . . . . . . . . 27Magical Items . . . . . . . . . . . . . . . . . . . . . . 29Pregenerated Characters . . . . . . . 15-18, 31

    Credits:

    Gnomish Death Machine and Some GoodAdvice: David J. Zenz

    Special Thanks: Karen S. Boomgarden, JeffDettweiler, Mike Edwards, Harold John-son, Rob King, Brad Sun Dog Mathe-son, Kevin Pohle, Laddie Voslar, James M.Ward, and David Wise

    TSR Ltd.120 Church End, Cherry HintonCambridge CB1 3LBUnited Kingdom

    Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.Distributed to the toy and hobby trade by regional distributors.

    ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are registered trademarks owned by TSR, Inc.DUNGEON MASTER, DM and the TSR logo are trademarks owned by TSR, Inc.

    This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of thematerial or artwork contained herein is prohibited without the express written consent of TSR, Inc.

    Printed in U.S.A.

    Copyright 1992 TSR, Inc. All Rights Reserved

    9381ISBN 1-56076-421-X Permission granted to photocopy or print this product for personal use.9381XXX1501

  • IntroductionWelcome to the world of Krynn. Here, on the

    continent of Ansalon, the age-old struggle of Goodagainst Evil continues unchecked. Bands of heroesbattle forces of darkness, hoping to gain footholdsfor the side of light. Ansalon is a land of challenge,one in which fortune can make or break any ad-venturer. Welcome to Ansalon, the land of theDragonlance.

    This module is intended for characters of levels1 through 3. It can be used as an adventure for in-troducing players to the world of Krynn. Its pri-mary purpose, however, is to ease a beginningDUNGEON MASTER (or DM) into his or herjob. While the adventure is written with these be-ginners in mind, this does not preclude use bymore experienced DMs. Players should read nofurther in this book, unless they want to spoil theadventure for themselves. It is intended for theDMs eyes only.

    Most DMs should have already played the gameand should be familiar with its terminology andprocedures. This time, however, the burden ofcreating an enjoyable evening rests on the shoul-ders of aspiring DMs. The following hints will easethe beginner into his or her job.

    Tips for the new DMBeing a DM is a big task. Not only is the DM re-

    sponsible for populating the campaign, runningthe NPCs and monsters, creating the maps, re-membering vast quantities of rules, and effectivelydescribing each setting, but he or she also mustensure that the players have a good time. This is atall order, especially for those who have neverdone it before. Many times it will seem like athankless job, especially when the players dis-agree with decisions the DM makes.

    Nevertheless, there are good points to being aDM, despite the numerous headaches associatedwith the job. The satisfaction of providing the play-ers with a memorable experience ranks high onthe list. Creating an adventure that engrosses theplayers and the DMs imaginations is a vastly satis-fying thing. Being a DM is definitely a labor oflove, but is well worth the time and effort invested,and soon it will become second nature.

    What follows is advice on how to referee effec-tively, notes on standard refereeing practices, anda few words of caution for the beginning DM.

    While wearing the mantle of DM, you must befair and impartial at all times. No matter how irri-tating a player becomes, it is imperative that theDM not allow personal preferences to interferewith the smooth flow of the game. Obnoxiousplayers will eventually behave, or else they willquit playing; poor social graces tend to cause ineptplaying and the death of favored characters.

    Likewise, dont let the players get away with toomuch. Running player characters (or PCs) doesnot mean they should receive extraordinary treat-ment from the non-player characters (NPCs). Theplayer characters and the NPCs are citizens in theworld and nothing more. They may be heroes, butthey must obey the same laws as other citizens.

    Since the players do control heroes, they will oc-casionally try something that is exceptionally he-roic (nearly impossible). At times like these, theDMs first reaction is just to say No and be donewith it. However, since these are heroes, they of-ten can accomplish things that ordinary mortalscould not. Thus, the wise DM will allow attemptsat these actions.

    Simply determine how difficult a proposedaction might be and have the player roll a d20against an appropriate ability score for it. Forsomething extremely improbable (jumping acrossa 30-foot chasm while dressed in full plate armor),the die modifier might be as much as -10, if theDM feels it is warranted. Never deny any actionoutright; always give the PCs a chance.

    Dont try to railroad the players into one courseof action, either. If they dont want their PCs to goon an adventure, cajoling them will not help mat-ters. The DM may have to explain what it means tobe a hero, but no DM should ever control a play-ers actions. The DM might want to try offering thesame adventure in different packages, through dif-ferent NPCs, a few separate times. If none of thesetempts the players, try to work the adventure insomeplace else, in the midst of another. Nothing ismore irritating to a player than a DM who con-stantly tries to dictate the actions of the party.

    Remember, the DM is there for both his or herown and the players pleasure. If one or both ofthese groups is not enjoying itself, the point of thegame is lost. Only if both groups can cooperate tocreate a shared vision is the game successful. TheDM should always strive to make sure that fun ishad by all.

    One very important thing to remember is that theDM has the final word on all rules disputes. TheDM shapes the game, and any rules that do not co-incide with the DMs style should be ignored. This isnot to suggest that all rules simply be discarded, butrather that they be modified as the DM sees neces-sary. While the players may input their opinions asto the form of the rules (usually in their favor), onlythe DM decides. They may decide to take on theresponsibility of DM themselves.

    Also, remember that this is just a game. It isnothing over which to destroy real-world friend-ships. All disputes should be handled amicablyand fairly. If any participants cannot deal with theirproblems in a more mature fashion, perhaps thegame ought to be delayed until the problem canbe resolved.

    This is only a small list of suggestions for moreeffective refereeing. For a more comprehensiveview of the task, consult DMGR 1, the Campaign

    2

  • Sourcebook and Catacomb Guide. This book pro-vides insight into problems that face every DM, aswell as suggested answers to those problems.

    Some refereeing conventions include the use ofboxed text and abbreviations for monsters andNPCs. Text surrounded by a box means that theDM is to read or paraphrase the enclosed text tothe players. Any text not so surrounded is informa-tion for the DM only, to be given to the players ashe or she sees fit. This information may or may notbe discovered by the players characters as theyexamine the encounter. Whether they do or notshould depend purely on their actions.

    When the PCs encounter monsters, the typicalformat of the presentation is as follows:

    Monster Name (Number): lnt ; AL ; AC ; MV ;HD; hp; THAC0; #AT; Dmg; SA; SD; MR; SZ;ML; XP each.

    Int = Intelligence; AL = alignment; AC = ArmorClass; MV = movement; HD = Hit Dice; hp = hitpoints; THAC0 = roll to hit AC 0; #AT = numberof attacks/round; Dmg = damage of each attack;SA and SD = special attacks and defenses; MR =magic resistance; SZ = size; ML = morale; XP =experience points for defeating the creature(s).

    Example:Skeletons (3): Int Non; AL N; AC 7; MV 12; HD 1;hp 8, 7, 3; THAC0 19; #AT 1; Dmg 1d6 (weapon);SD special; MR special; SZ M; ML special; XP 65.

    Non-player characters are presented in much thesame way. If they are not major NPCs (who oftenwarrant an entire character sketch), their presenta-tion is as follows:

    Tanis Half-Elven: AL NG; AC -3; MV 12; F10; hp79; THAC0 11; #AT 3/2; Dmg by weapon type; S16, D 16, C 12, I 12, W 13, Ch 15; plate mail +2,shield +2, long sword +2

    Please note that the class abbreviation follows themovement rating. The abbreviations are:

    F = Fighter D = Druid B = BardR = Ranger M = Mage KS = Knight ofP = Paladin I = Illusionist SolamniaC = Cleric T = Thief

    A final note: Every DM is advised to carefully readthrough every adventure he or she runs. Nothingdisrupts the flow of an adventure more than a DMwho must constantly flip through the text to seewhats going on. If a villain has laid plans, it is imper-ative that the DM know what those plans are.Otherwise, the adventure becomes an exercise indisruption and incoherence. The DM should havean idea about the relative challenge to the playerspresented by the adventure and be able to adjustthe difficulty of the encounters accordingly. If thecharacters seem too powerful for an adventure,

    make the encounters more difficult. If they are tooweak, make the encounter s impler . A wel l -balanced game is essential. Always read throughthe adventure at least once!

    A Few Words AboutDragonlancefiAdventures

    Armed with all of this information, the beginningDM now prepares to charge into the fray. But wait!The DM must also learn some essentials about theworld of Krynn-things that separate it and make itunique from all other known worlds.

    A proper DRAGONLANCE campaign bases it-self around the struggle of good versus evil andaround the characters relationships in and with theworld. Not every adventure is an earth-shakingevent, destined to alter the history of Krynn. How-ever, every one of them should embody the strug-gle which characterizes the epic quality of theDRAGONLANCE world. While most campaignsare simply a collection of adventurers stories, theDRAGONLANCE saga draws these stories togetherinto a coherent whole of epic proportions.

    DRAGONLANCE adventures promote thepower of truth over falsehood, justice over injus-tice, and Good over Evil. Good actions will gener-ally be rewarded with blessings, while graveconsequences arise from evil actions. While evilmay temporarily gain a foothold, good shouldeventually win out.

    DRAGONLANCE adventures tend to focus lesson the combative aspects of the AD&D game, andmore on thinking and role-playing. Interpersonalrelationships are a key facet of DRAGONLANCEplay.

    The world of Krynn itself is markedly differentfrom others. Any DM who plans adventures withinKrynn should be aware of these differences. Thefeatures which are most distinct include the newraces, the moons and their influences on magic,and the Knights of Solamnia. The races unique toKrynn include the kender, draconians, and mino-taurs. Each of these lends a unique flavor to thegame. Minotaurs appear outside of Krynn, butthey are a lesser race elsewhere.

    The effectiveness of magic on Krynn relies onthe three moons. When ones patron moonwanes, so does the efficacy of ones magic. TheDM must pay careful attention to the phases of themoon where magic is involved.

    The Knighthood of Solamnia is the enforcingarm of good. Its goals are not so much to win moreland and glory for good, but to stem the rising tideof evil on Ansalon. The knights are the main forcefor chivalry, law, and goodness on this continent,and they constantly seek to keep the people awareof the knightly ideals,

    3

  • BackgroundAt the height of the War of the Lance, the drag-

    onarmies besieged the High Clerists Tower nearthe city of Palanthus, where the knighthood hadentrenched itself. After a long wait, a large force ofseasoned knights, led by crazed Lord DerekCrownguard, stormed forth from the Tower. How-ever, Dragon Highlord Kitiara had planned forthis, and the dragonarmy crushed the battalion.

    Convinced that this spelled the end of theknights, Kitiaras army advanced on the HighClerists Tower. Only Sturm Brightblade and hisforce of untested knights held Vingaard Passagainst the dragonarmies, while an elven princessand her discovery of a dragon orb stood betweenthe dragonarmies and their rape of Palanthas.

    Sturm Brightblade sacrificed his life in order tobuy time for the remaining knights and PrincessLaurana, precious time needed to master thepowers of the orb. His death purchased that time,and more importantly, caught the hearts of thepeople throughout Krynn. It paved the way for arestructuring of the Orders of the Knights of So-lamnia. The knights realized that they had beenliving according to ancient rules that no longerheld any meaning, to a Measure that could neithercontain nor prescribe the honor of a true knight.

    It took Brightblades death, as well as the inglori-ous and foolish assault of Derek Crownguard, tomake the knighthood realize that its priorities layscattered. After the War of the Lance, the knight-hood honored Sturm Brightblades bravery anddedication to the orders of the knighthood.

    The knights laid his body in state in the Chamberof Paladine, the burial chambers beneath the HighClerists Tower. Here, with his armor and sword ar-rayed about him in honor, he lay peacefully andundisturbed by those who came for inspiration.His tale has been told and re-told, his bravery andintegrity against the corruption of the old, stagnantknighthood seeming to grow with each re-telling.And with each telling, the reforms sweeping theorders gain even more momentum.

    Most support the changes, but there are somewho work long and hard to make sure the oldways continue to favor them. It appears that theseopponents of change will stop at nothing to makesure that their positions remain unharmed.

    This adventure is designed for three to six char-acters of beginning level. At least one PC must beaspiring to the knighthood (although none shouldhave succeeded, as yet). The rest can be a mixtureof other races and classes, but each player oughtto remember that the knights focus strongly onhonor. Dishonorable characters will hurt theknight-to-bes chances of joining the Order. Eachplayer must abide by the restrictions of honor at alltimes. If existing characters are not available, theDM may assign the pregenerated characters foundin the center of this book.

    Background for the DMNot everyone has felt joy in the exhaltation of

    the famed knight Sturm Brightblade and his hero-ics during the War of the Lance. Sir CharlesCrownguard, in his jealousy over the slighting ofhis cousin, means to defame the Orders. Un-known to anyone (including himself), Crownguardhas been corrupted by a magical item of great evil:the dagger of jealousy. He now plans to desecratethe final resting place of Brightblade and steal hissword (also called Brightblade), thus dishonoringthe knighthood.

    He means to accomplish this by hiring a thief tosteal the Brightblade. However, he does not knowthat the Order plans to spirit the sword away as oneof the tests, to see who among the candidates forknighthood has the sharpest mind. The knights, onthe other hand, have no idea that the Test will soonturn from a simulation to the real thing.

    What follows is the way the adventure is intend-ed to run. If there are minor deviations, dont wor-ry. Make sure that any corrections made to thePCs path are subtle, and above all, do not forcethem to follow this path. If they go astray, useimagination to put them back on track.

    The likely flowof the adventure

    I. The player characters arrive at the HighClerists Tower.A. They proceed to the candidacy ceremony.B. An assassin makes his bid for Lord Gunthar

    and is stopped.II. The Next Day.

    A. The knight-to-be begins his tests.B. The other PCs amuse themselves.

    III. The Brightblade is stolen by Lord Kellin So-lanius as part of the tests.A. He leaves an important clue behind.B. He retrieves the blade just before the thief

    hired by Crownguard arrives.C. Solanius travels to Solanthus.

    IV. The renegade Crownguard decides to kill Sola-nius for the sword.A. The PCs find the clues left by Solanius.B. The PCs arrive just in time to hear the dying

    words of Solanius.V. The PCs chase Crownguard and his thief to his

    castle, where they have a final battle. TheBrightblade breaks as Crownguard wields it.

    VI. The PCs retrieve the sword and must take it tobe reforged.

    VII. The heroes return in victory and their Solam-nic companion is knighted.

    Naturally, no one can anticipate all of the thingsa player will do. Know the material, but always beprepared to wing it. Success in this is the measureof a true Dungeon Master.

    4

  • The Knighthood

    You and your friends have ridden long andhard to reach the High Clerists Tower in timefor the Knightly Council. Sir Delson, a goodfriend of your father, has promised to sponsoryou during your petition to become a squire.You are eager to prove yourself, to join theranks of the gallant knighthood.

    The day is bright and clear, the early greeneryseeming to burst with life. Birdsong fills the airwith sweet notes, and the sky is blue and cloud-less. The sun radiates its heat gently on the land.A gentle breeze caresses your faces as you ridefor the Tower. Along the road, both ahead ofand behind you, other candidates for knight-hood also head to the Tower.

    The clear, bold notes of trumpets greet you asyou ride through the gates. The excitement feltby all is nearly palpable, electrifying the air.Once inside the large courtyard, young groomsrush forward to relieve you of your horses. Younotice guards stationed around the walls of theTower, keeping a vigilant eye on all comingsand goings. A harried-looking Knight of theCrown directs you toward the High CouncilHall on the 11th floor of the Tower. He intro-duces himself as Sir Rateliff, orders you to cometo him if you have any questions about the Tow-er or its inhabitants, and then tells you, in tonesthat brook no disobedience, to proceed thereat once.

    The knight is a descendant of the general whofaced Lord Soth at Dargaard Keep. He has beenassigned to see to the care and housing of the can-didates, and to make sure that they know the wayto the High Council Hall. Due to the compara-tively large volume of applicants, he currently haslittle time to spend answering questions. How-ever, he is thoroughly knowledgeable about thelayout of the 16-story Tower. Although he is a soft-spoken individual, with a manner that seems moresuited to the Library in Palanthas than the knight-hood, his fighting prowess and knowledge of bat-tle tactics make him a fearsome foe in combat.

    Sir Rateliff: AL NG; AC 2; MV 9; KC7; hp 53;THAC0 14; #AT 3/2; Dmg 1d8 +2 (long sword); S15, D 14, C 12, I 17, W 16, Ch 13; long sword +2

    If the characters do not follow Sir Rateliffs direc-tions, they are free to wander around the HighClerists Tower. However, they will then find them-selves late to the Knightly Council. This willpresent some serious questions about the candi-dates dedication and the possibility that he is notresponsible enough to enter the knighthood. It al-so will blemish Sir Delsons honor, since he agreedto sponsor someone unfit for the orders.

    Likewise, any of the hopeful knights compan-ions who wish to explore the tower must restrainany larcenous tendencies. Even kender must holdback, for any misdeeds by the other PCs will re-flect on their knightly friend. However, if any donot wish to watch the coming spectacle, they arefree to roam around the open parts of the tower. Ifthey so desire, they may even visit the Chamber ofPaladine, where the heroes of the knights lie instate. If they do so during the Knightly Council,nothing is amiss. It is only after the first day of thetests that the theft occurs.

    At the entrance to the High Council Hall, allof the candidates and their companions aregathered around two Knights of the Rose. Thecandidates are given white robes to wear overtheir other clothing. The knights then confiscateeveryones weapons, saying, You wont needthese in there. After the candidates are suitablyattired, the knights lead everyone into the hall.

    If the PCs resist giving up their weapons, theknights will not allow them into the Hall. Onlyweapons which are obvious and openly worn willbe confiscated; a knight would not insult anyoneshonor by accusing him or her of concealing aweapon. The PCs are, however, allowed to weararmor into the hall.

    The spectacle in the hall is truly impressive.Rank upon rank of armored men stand beforeyou, gleaming in the sunlight streaming throughthe western window. The proud symbols of theknighthood decorate their armor, and the pro-fusion of knights is almost overwhelming.

    Straight ahead of the candidates, in a clearedspace in the center of the room, is a mahoganytable with three chairs arrayed behind it. Thethree chairs are currently empty.

    The escorts lead the applicants to the seats ar-rayed before the mahogany table, while a pageshows the candidates friends to nearby seats.The tension among the applicants is intense, yetunsurprising, considering that the rulings madein this room will change the lives of those gath-ered today.

    The non-candidates among the PCs are seated inan area to the left of the table. There are severalseats available in the front row, just enough to seatall the PCs. They are located about 15 feet fromthe table. Filling most of the rest of the seats are thefamilies of other candidates. Sitting in the backrow is a beautiful blonde woman with intense blueeyes. Most of the males in the room are acutelyaware of her presence.

    After a slight wait (which will seem like an eterni-ty to the candidates), the three High Knights enter.High Justice Gunthar Uth Wistan leads the proces-sion into the room with a minimum of pomp. Evenso, their passage seems nearly mystical, like some-

    5

  • thing out of legend.They recite the Oath, Est Sularus oth Mithas,

    in unison. The three orders repeat it in turn. In uni-son, everyone in the room echoes it. Then, theknights begin to sing their hymn in celebration ofSpring. At last, the three High Knights sit. Afterthey are seated, the rest of the assemblage sits.

    The PCs may choose not to participate in theOath, as they are not knights and probably do notknow the words to the Knights Hymn. No one willthink worse of them if they do not.

    Immediately, Uth Wistan calls the council to or-der. He relates to them the knighthoods news,which includes news of the dragonarmies (still se-cluded in Sanction), the infiltration of the armiesby the knights scouts (it goes well), the dispositionof the spoils of war (to go to needy families and thefamilies of the dead knights), and the rumors of atraitor in their midst. He dismisses this last, claim-ing that no one would be so foolish as to attemptto betray the knighthood.

    The hall is bright and warm. Normally, itwould be difficult to stay awake, but the excite-ment flowing through your veins keeps you al-ert. At long last, Lord Uth Wistan calls upon thesupplicants to stand.

    The other candidates rise immediately. The PCcandidate may or may not, as he so desires, butnot rising will be considered very rude and imper-tinent. This will color the knights perceptions ofthe PC for the rest of his existence.

    As Uth Wistan calls each candidates name, hereads the sponsors name as well. Both come for-ward to the table and present themselves to theaudience. If there is a question of a candidateshonor based on his previous performance, that in-dividual and his sponsor are ushered to a waitingroom. Although the candidates do not know it,this action has no bearing on their future in theknighthood. It is simply to let them know that theirunacceptable behavior has been noted, and it willnot be tolerated. About halfway through the list,the following event occurs. The assassin is sittingnext to the knight-to-be PC.

    Lord Uth Wistan calls out, Grall Stone-sword, sponsored by Sir Harald Karanus. Aman sitting next to you rises and moves towardthe table. A knight in the back rises, looks at thecandidate, and with a note of alarm in his voicecalls out, Hes not mine!

    Lord Uth Wistan trips over his. He falls on hisback, presenting an easy target for the assassin.

    Only the PCs and the other candidates are with-in reach of the assassin. Give the PCs the firstchance to react to the killer. If any of them hesi-tate, they should be left out of the initial (and cru-cial) round of action.Assassin: AL CE; AC 4; MV 9; F2; hp 15; THAC019; #AT 1; Dmg 1d4+1; S 16, D 15, C 12, I 12, W10, Ch 8; SA poison on dagger (roll a successfulsave vs. poison or death occurs in one day)

    The person with the best chance of halting theassassin before he reaches Lord Gunthar is theknightly candidate. If attacked, the man will de-fend himself with his dagger.

    If the PCs do not react immediately, the man willcontinue his mad dash toward the fallen HighKnight. After a moment of stunned disbelief, theother candidates will rush him but will be too lateto prevent him from reaching Gunthar Uth Wis-tan. The man will straddle the knight, and just be-fore he can begin a fatal swing, he will be tackledby a mass of knights. In the confusion, the daggerwill scratch some NPC, who will go into immedi-ate convulsions. Clerics rush in to tend to him. Fi-nally, in the confusion, Sir Charles Crownguardwill run the assassin through with his sword. Hewill be apologetic, but the assassin will be dead.

    If the PCs act quickly, they can drag the assassindown themselves. Even if they are wounded by thepoisoned dagger, the clerics of Mishakal can neu-tralize the poison. Furthermore, if they manage tosuccessfully subdue the murderer, they will havethe gratitude of Uth Wistan and the rest of theknighthood. This will make achieving knighthoodmuch easier, and no questions arise about the PCshonor later unless he is guilty of gross misconduct.

    If questioned, the assassin reveals that he is amember of the dragonarmies, sent by the DragonHighlords to assassinate Uth Wistan. During thequestioning, the man grovels like a worm, beggingfor his life. The knights throw him into a cell in thedungeons. If the PCs kill the man, the knights willbe rather displeased, but they will not grumbleovermuch if the PCs saved the life of Uth Wistan.

    After all the confusion, Uth Wistan continuesthe reading of the candidates. If the PCs saved hislife, Uth Wistan adds his name as a sponsor of theknight-to-be PC.

    The mysterious supplicant explodes into mo- Finally, the candidates and the spectators aretion, whipping a dagger from beneath his robes ushered from the Council Hall so that the knightsand leaping toward the table. All the knights are may discuss their private business. The candidatesinstantly on their feet with a clash of armor. are sent to take their belongings to the dormitory.Some leap toward the table instantly, while oth- Those who accompanied the candidates on theirers pause to draw their swords. It is obvious that journeys will be given temporary quarters in thenone of them will make it to the table in time. Tower. They can also tour the Tower, with theThe three High Knights rapidly push backward now-less-harried Sir Rateliff as their guide. Thein their chairs to move away from the man, but Tower is described in detail beginning on page 13.

    6

  • During this first day, any characters interested inastronomy may observe the constellation Hiddu-kel menacing Kiri-Jolith, a foreshadowing of themadman (see pg. 9). However, do not reveal thisinformation unless someone thinks to ask.

    The TestsAfter a restful nights sleep, the blare of a trum-

    pet greeting the dawn wakes the heroes. Most ofthe PCs will have free time on their hands, buttheir knightly friend will have his hands full withthe Tests.

    His exertions begin with the dawn, for he andhis comrades-in-training have been roused beforelight struck the eastern sky. If the PC wishes to be-come friends with any of these comrades, the DMis free to invent them and their statistics. Remem-ber that almost all of these will be fighters nogreater in power than 1st or 2nd level.

    The calisthenics in full plate mail start at onceand last for two hours. On occasion, a candidatefalls to the ground, unable to continue. Every hourof the day, the PC must roll a successful Constitu-tion check or fall exhausted to the ground for 15minutes. A PC with the Endurance proficiencyneeds to check only once every two hours. If thePC falls, read the following to him:

    You lie panting on the ground, unable to mus-ter the necessary strength to climb to your feet.The brutal heat of the sun seems greater thannatural for this time of year. Sweat pours fromyou in rivulets, soaking your underclothes. Yourthroat is dry, crying out with the need for water.Your aching muscles refuse to support any effortto move, even when the shadow of the brutaldrill sergeant Sgt. McKennen falls across you.

    He sneers down at you. Get up, you pathet-ic little weakling. Ive seen newborn colts withmore stamina than you! Do you really thinkyoure worthy of the knighthood? Pah! Your pu-ny little body probably couldnt stand the strainof carrying a shield, much less a sword! Cometo think of it, I dont know what good a shieldwould do for the likes of you. We could savethem for better specimens-like the dracon-ians. Your only possible value to us would be asa battering ram! Get up, you grovelling worm!

    Sergeant McKennen stands there and con-tinues to harangue you while the other hopefulsstop what theyre doing to watch. At last, yourmuscles on fire, you climb to your quiveringlegs, leaning on your sword. Pain races its fieryway up and down your body, but you finallyachieve your balance. With contempt in hisflat, grey eyes, the drill sergeant turns awayfrom you.

    The hero might very well wish to plunge hissword into the sergeants back. However, McKen-

    nen is ready for any maneuvers of this sort be-cause hes had it happen more times than he cancount. Although he walks away with a swagger, heis listening for anything that may indicate someonerushing his back.

    Sir Michael McKennen: AL NG; AC 0; MV 9;KS10; hp 81; THAC0 11; #AT 3/1; Dmg 1d8+6; S18/53, D 14, C 17, I 12, W 15, Ch 11; long sword+1, shield +1; SA specialized in long sword, dis-arms an opponent on an attack roll of 4 greaterthan needed to hit.

    Of course, any knightly hopefuls who do rushhis back will be immediately disqualified fromtraining. On the other hand, if the candidate chal-lenges McKennen to a duel (or simply challengeshim), the sergeant smiles, agrees, and disarms thecharacter quickly, knocking him off of his feet,without even the knightly salute. He then standsover the fallen PC and offers this advice:

    Sometimes, my lad, youll face an enemywithout honor. Oftentimes, this is true evenwhen your opponent is vastly superior in skill toyou. Never let down your guard for an instantin combat. Only in tourneys can you fully ex-pect your foe to follow the same code of honoras you. Your hand, please! As he pulls you toyour feet, you think you might have seen aglimmer of compassion in his eyes.

    Other events for the day after the calisthenics in-clude testing with all sorts of swords, to determineaptitude with each variety. After striking at wood-en posts for what seems like hours, McKennen hasthe candidates pair off to whack at each other withwooden blades. This exercise continues until eve-ry pair has one partner go down under the bludg-eoning of the other. The wooden blades inflict 1d6points of damage, but only 1/4 of this is actual dam-age. The rest will fade within an hour. Anyonewho drops below 0 hit points is knocked uncon-scious for an hour.

    Typical Candidate: AL LG; AC 2; MV 9; F1; hp 9;THAC0 20; #AT 1; Dmg by weapon type; S 15, D14, C 15, I 13, W 12, Ch 14

    After the sword test, McKennen will allow abreak for lunch. The candidates are not allowed toremove their armor, although they may take offtheir helms to eat. A cool breeze sighs down fromthe mountain, and most of the trainees sigh grate-fully in response. After two hours of respite havepassed (and the unconscious have awakened andeaten), McKennen rouses everyone to their feet.Despite the groans, training begins again.

    This time, the test is of horsemanship and skillwith the lance. The hopefuls can use only heavywarhorses and heavy lances. Although the lanceshave been padded, they still look painful. Targetsare ranged throughout the field.

    7

  • For three hours, McKennen has the trainees ridein circles around the courtyard, demonstratingtheir mastery of a horse from a saddle, as well asshowing their skills with a lance. The PC may wellbegin to feel nauseous from the constant circles.

    McKennen warns, This is a dangerous exer-cise, and you can expect to get hurt. Anyonewho does not want to participate in this eventmay excuse themselves. Of course, youll likelynot be accepted to the knighthood if you do so.After all, everyone else went through this, and ifyou cant stand a little pain, youre not fit to jointheir ranks! One red-haired fellow, face aflamewith embarrassment, flees the field. McKennengazes after him in smug satisfaction.

    In this exercise, the trainees joust with one an-other. The lances inflict 1d8 +1 points of damage,doubled for the charge (but only 1/4 is real, due topadding). In addition, if the lancer is struck formore than 8 points (after doubling), he must makea Riding check or be unhorsed, suffering an addi-tional 1d2 points of damage.

    This continues until the sun sets or all the candi-dates are unconscious. Then, after allowing un-concious candidates time to awaken, he and theother knights face the students they have trained.They stand in a line, swords drawn and pointing

    down, until the students fall to attention. McKen-nen proceeds to address them:

    For the most part, you have succeeded ad-mirably today. You have demonstrated to methat you are willing to endure almost anythingto join our illustrious brotherhood, and I saluteyou for it. The knights raise their swords in theSolamnic salute. McKennen continues, I havebeen honored to teach you today. I hope thatthose of you who felt my wrath today can for-give me. He grins. But Im sure youve hadabout enough of my prattle. One last word ofwarning before I go, though. The tests youfaced today were the easy ones. Tomorrow,your mind will be tested far more severely. Ihope you remember the Measure; otherwise,youll be serving as squires for a long time.

    The knights salute you again, and intone, EstSularus oth Mithas. They turn on their heelsand walk inside, leaving you to pick up thecourtyard. Once you are done with this, someof the young squires come to escort you to a hotbath, dinner, and bed.

    The PC is free to do what he wishes with his eve-ning, but unless he can roll a successful Enduranceor Constitution check at -4, he will collapse intohis bed, already comatose.

    8

  • DiversionsWhile their companion occupies himself with

    affairs of the knighthood, the other characters maywish to do more than sit and watch him performhis tests. Since the knighthood is playing gracioushost to the companions of those testing, the char-acters might as well enjoy the hospitality. Alterna-tively, they can leave their companion at the HighClerists Tower and travel to Palanthus. This jour-ney takes about a day. However, things might getcomplicated when the knight desperately needshis companions to join him.

    Nonetheless, they may wish to travel to the cityto get some things accomplished. For example,while in the city, clerics may need to travel to theTemple of Paladine. Mages might wish to visit theGreat Library or (gods forbid) the Tower of HighSorcery in Shoikan Grove. Thieves may want tocome here to keep their skills sharp, so to speak.

    At any rate, the characters should be able tospend half a day amusing themselves. At thatpoint, they encounter a madman (or maybe some-thing else altogether). Whether they travel sepa-rately or together, he will deliver the followingmessage to each of them:

    Oh, great danger now, oh yes, oh yes! hecackles madly, When the Trickster crosses theWar God, things go awry! Even now, yourfriends on the pedestal are in need of you, forthe Soulstealer threatens. . . . And the old manfalls to the steps in a dead faint.

    If the PCs somehow rouse the old man, he looksat them in confusion. He asks, What am I doinghere? He has no recollection of any of the pre-vious dialogue. However, if the PCs do not roll asuccessful saving throw vs. spell, they will begin tofeel a nameless premonition tugging them towardthe High Clerists Tower. A sense of growing dreadaccompanies this feeling, increasing until they be-gin the return trip.

    If they remain at the Tower, they have a few oth-er options. Clerics may find it interesting to engagein theological and philosophical discussions withvarious Knights of the Sword. Mages can retire tothe library in the Tower which, while not as wellstocked as the Great Library, still has a nice selec-tion. Thieves should do nothing more than inspectthe defenses and relax. The knights have no toler-ance for burglary, nor for the frivolity of kender.

    The Tower is best suited for those interested inthe fighting arts. Warriors will find a vast pool ofsparring partners, as well as some of the finest in-structors available. The knights have a nearly inex-haustible supply of weapons, some of which maybe bartered or traded for those of poorer qualityand a good sum of money. Of course, if the PCssaved the life of the High Justice, the knightsstoremaster will be much more willing to trade the

    items of value for a lowered price.The knights also keep a fine stable, if the adven-

    turers wish to upgrade the quality of their horses.Short of some of the barbarian tribes on Ansalon,few others have such a selection of horses.

    The characters may, if they so desire, join a boar-hunting party in the mountains outside of the Tow-er. If the characters choose to go, there is a 25%chance of a special event. If one is indicated, roll1d4 and consult the following table:

    1. Avalanche2. Mudslide3. Lame Horse4. Dragon flies overhead

    Avalanche: Characters (PC or NPC, as determinedby the DM) on foot in its path must roll a successfulsaving throw vs. petrification or take 2d10 pointsof damage. If their saving throw is successful, thenthey avoid the rocks. Mounted characters mustroll a successful Riding proficiency check or bethrown from the horse, suffering falling damage aswell as avalanche damage. Horses in the path alsosuffer damage.Mudslide: As with the avalanche, the PCs or NPCsmust roll a successful saving throw vs. petrificationor be swept away along with horses in a mudslide.The slide carries creatures 100 yards down themountain. Unless an individual rolls a successfulStrength check to escape the mud, he or she mustbe rescued. Rescuers trying to cross the mud mustroll a successful Dexterity check with a -2 penaltyor lose their footing and slide to the bottom.Horses cannot cross the mud; rescuers must tra-verse it on foot. Trapped characters are submergedand may suffocate, if not rescued quickly enough.(see the Players Handbook, pg. 122, holdingyour breath)lame Horse: A horse fails to pay attention to itsfooting, steps on a loose rock, and breaks its leg.Unless one of the PCs knows healing magic, itmust be killed to end its suffering.Dragon Flight: It is only a routine patrol of bronzedragons, but it spooks the horses. They remainskittish throughout the rest of the afternoon, andRiding proficiency checks suffer a -3 modifier forthe rest of the day.

    Boar-Wild (5): Int Semi-; AL N; AC 7; MV 15; HD3 + 3 ; hp 24, 22, 21, 14, 13; THAC0 17; #AT 1;Dmg 3d4; SZ S; ML 9; XP 175 each.

    There are 12 huntsmen, not including the PCs.They are young Knights of the Crown indulging ina bit of sport. Lord Kellin Solanius brings alongsome of his dogs for tracking, as well.

    Hunting Knights (12): AL LG; AC 5; MV 9; KS2; hp20, 19, 17, 16, 16, 14, 13, 12, 12, 11, 10, 10;THAC0 19; #AT 1; Dmg by weapon type

    9

  • The TheftWhile everyone in the Tower slept, Sir Kellin So-

    lanius crept down to the Chamber of Paladinewith one of his war dogs. Very intentionally, hewalked his dog in the mud of the courtyard first sothat it might leave tracks. The Chamber guard, fol-lowing Uth Wistans orders, allowed himself to bebound, gagged, and knocked unconscious.

    Then, breathing a prayer of forgiveness for thedesecration of the tomb, Solanius removed thesword of Sturm Brightblade from the dead manscrypt. Wrapping it in heavy cloth, he stole fromthe crypt to his room. Taking his luggage and hisdogs, he left immediately for Solanthus.

    However, as he left the Chamber of Paladine, hefailed to observe the figure hiding in the deepshadows in the corner. Corya, the blonde from theinitiation ritual, concealed by her black clothing,arrived just a little too late to steal the sword her-self. However, she has memorized Solanius facefor future reference so that she and Crownguardmight retrieve the sword later.

    Begin the second day by reading the followingto the PC candidate only:

    The morning dawns bright and early, a typicalbeginning to a beautiful day. You and the otherknights-to-be have arisen, tended to your morn-ing rituals, and eaten breakfast. Most of yourcompatriots do not anticipate enjoying thedays tests; if they are anywhere near as difficultas Sir McKennen hinted, many do not predictsurviving the day. All of you now sit at thebreakfast tables, conversing.

    When Lord Aeric Truehilt, todays instructor,arrives, the candidates stand, ready to begin thetests. Thus, it comes as a total surprise when heinstead announces, Everyone to the HighCouncil Hall. Now. No questions. Dont worryabout dressing for the occasion. The High Jus-tice must tell you something. His tone brooksno argument, and his thunderous demeanordares anyone to defy him.

    If the PC does try to open his mouth or disobeyin any way, Truehilt will turn on him with an unbe-lievable fury. Until the erring character backsdown, Truehilt will rage at him. If this goes on fortoo long, Truehilt will recommend that he not beallowed to continue the testing process; someonewho cannot obey a simple order obviously cannotunderstand the more complex rules by which aKnight of Solamnia must abide. If no one questionsTruehilt, the candidates march upstairs to the hall,casting uneasy glances at one another.

    When they arrive, they will find many of the oth-er knights gathered there as well. Many look sternand unforgiving while others are simply outraged.Various knights tug at their mustaches in anxiety ortightly controlled fury. It is easy to see, however,

    that many knights have already departed for theirhomes after the Spring Council, for there are nu-merous vacancies in the seating.

    The candidates are ushered rather firmly intothe corner. Uth Wistan and the other High Knightsarrive. They seat themselves without ceremonyand speak the Oath. The High Justice immediatelyspeaks, wrath evident in his voice.

    Apparently, I was wrong about the sup-posed traitor in our midst, he says. Just lastevening, someone broke into the sanctifiedChamber of Paladine and stole the sword froma dead mans chest! What is worse, this swordserved to symbolize all that is good and noblein the knighthood. Because of the misplacedfaith in one of our knights, the body of SturmBrightblade lies violated! If this were for a goodcause, the insult to the dead would not be sogrievous. As it is, the offense is unparalleled.

    I want the candidates to dress themselves intheir armor, gather their weapons, and begin tosearch for the perpetrator. Bring the culpritback for justice, and restore the honor of theknighthood! Use everything, and I mean every-thing, you have learned here, heard here, andseen here in this tower to track the guilty party.If you have companions you trust well, you mayinclude them in your quest.

    I hereby open the entirety of the Tower foryour perusal. I expect any knights present togive you whatever help they may. I am not cer-tain that the malefactor has left the environs,but we have to assume that it is a distinct possi-bility. Prepare yourselves for long journeys, butmake sure you are thorough in your search.

    The one who finds the missing sword shallbe allowed to completely bypass any require-ments of becoming a squire, and will be directlyknighted. If none of you finds the blade withinthree months, knights shall ride out to searchfor it. I bid you all good day, and good luck.May the Three Gods aid you.

    Meanwhile, the other characters awaken to thesounds of booted feet and armor clanging downthe hallways. A steward comes and knocks at eachof their doors, and asks them to accompany him tothe High Council Hall. Once they reach the hall,they wait outside for only a few scant minutes be-fore knights come bursting out. Any questions putto the steward before the knights come out are an-swered with a polite, I know not, my lords.

    If they have chosen to follow the steward, theother characters will be there when their compan-ion emerges from the Council Hall. He can chooseto enlighten them or not, as he sees fit. However,the rest of the adventure hinges on their coopera-tion, as each character should have unique talentsto contribute. Once he joins his waiting compan-ions, read the following:

    10

  • The other candidates and knights are hurry-ing from the room. Some have taken the time togroup together into little clusters, discussing op-tions. All of them seem to be at a loss as towhere to start their search for the Brightbladeand its thief.

    The knights themselves mill about outside theHigh Council Hall, arguing among themselves.Sir Rateliff stands beside the door to the hall,stroking his long mustache. Over in the corner,Lord Crownguard argues with the beautifulblonde. Their voices do not carry, but their ca-dences do rise above a whisper occasionally,giving you no doubt that Crownguard is furiousabout something.

    Crownguard and Corya are quarreling about herfailure to get the Brightblade before it was stolenby Solanius. Crownguard cannot denounce Sola-nius without admitting his own guilty intentions.After they lay the blame on one another, Crown-guard and Corya begin to plan a way to get theblade for themselves. If anyone draws near tothem, they will smoothly change the subject be-fore the person draws within earshot.

    Have all of the PCs roll an Intelligence checkwith a -2 modifier. If any succeed, they remem-ber that Sir Rateliff is the ultimate authority on thelayout of the Tower, and might well be able to an-swer any questions they have. If any adventurerremembers without having to roll the Intelligencecheck, give the character a 20-xp bonus.

    Rateliff will not volunteer information or advice,for Uth Wistan has instructed him not to; the char-acters must draw it from him. He will only answerquestions along the following lines:1. Layout of the Tower. Refer to The Investigation

    for the information he can provide. Althoughhe does not know the specific contents, Rate-liff can give a general description of each floor.

    2. Quarters of the various knights, and their ec-centricities. More specifically, he can tell theplayers that it is Lord Kellin Solanius who ownsthe dogs. If they ask about Gunthar Uth Wistan,he can tell them that Uth Wistan often playsgames within games. Any question about McK-ennen leads to a speech about McKennens fi-delity. Finally, a question about Crownguarddraws a puzzled look, as if Rateliff himselfwerent certain of the man. He says that Crown-guard had been acting strangely even before hiscousins ignominious defeat here at the Tower.The man has become radically different in thatshort span of time, and no one really knowswhat hes doing these days.

    Rateliff will not wait outside the Council Hall for-ever. He, too, has a daily routine, and those whowant to find him will just have to look for him. Heis not here to serve the PCs.

    The InvestigationThis is the most important phase of the adven-

    ture. If the heroes cannot figure out any course ofaction, they will not be able to advance to the nextstage. In this event, the DM must gently nudgethem along the right course. Perhaps the charac-ters overhear some of the other candidates sayingsomething about the Chamber of Paladine. An-other good ploy to keep them from wasting time isto have knights emerging from the level they pro-pose to search. The knights tell them, Theresnothing here. We searched it thoroughly, andyoull just be wasting your time.

    If the PCs ask to join with any of the other candi-dates, the trainees will reject them. They claim thatwhile teamwork might well prove to be of someuse, the PCs are already a large enough group; anymore would prove much too unwieldy. No amountof persuasion will get these men to join.

    There are only two areas which hold any clues.One is on level 7, where Lord Solanius residedwhile he was here. The other is in the Chamber ofPaladine, as well as on the steps leading to that ar-ea. The party will gain any other clues onlythrough questioning the various guards who wereon duty last night.

    If at any time they go looking for the tombguard, they will learn that he is currently in the in-firmary with a bandaged head. Apparently, hetook a nasty blow, and is going to be recoveringfor some time.

    If the PCs have taken their time in getting to him,he will comment on how popular he has become.Otherwise, he will gleam with pleasure at becom-ing so important to the knighthood. If questioned,he relates the following:

    I had just relieved the previous guard fromduty, and was preparing for another long nightof boredom! He sneezes, and winces from thepain it causes his head. Sorry. Where was I?Oh, yes. I was practicing some moves with mysword when I heard someone coming downthe stairs. I knew it was a knight, because platemail does not exactly lend itself to stealth.

    I greeted the knight and, since I recognizedhim, let him past me into the Chamber of Pala-dine. He said he had some prayers to attend to.The next thing I knew, I was lying on the coldstone floor outside the Chamber, holding myaching head.

    The worst thing about all of this is that I re-member recognizing the knight, but I cant recallhis face now! I mean, I know that blows to thehead can make you forget things, but I cannotbelieve that I would forget the most importantthing that has ever happened to me! This obvi-ously frustrates him a great deal, for he knowshow important this is to the knighthood as well.

    11

  • After subsequent questioning, it seems apparentthat he cannot tell the heroes much more. As theyare on their way from the room, he calls themback to him.

    I just remembered something, he blurtsout, bursting with pride. The knight had alarge mastiff with him, and it was very welltrained. Does that help at all? He then fallsback into his pillows, his face pale and drawn.He seems more contented now that he has ac-tually been able to remember something of use.

    As much as he would like to, he cannot help theadventurers any further. His amnesia is real, fromhaving been clubbed a little too hard by Solanius,and cannot be cured by spells. He now believesthat the theft was real, and genuinely wishes hecould remember more.

    Tomas, the gate guard who was on duty frommidnight to dawn (known as the first watch), is get-ting ready to go to Palanthas on leave when thecharacters find him during their search. He is inthe barracks packing his belongings. Although heis fiercely devoted to the knighthood, this is hisfirst furlough in over three months, and he is nothappy to have it delayed any longer.

    When you enter the barracks you see a hard-looking man picking up a large, stuffed bag. Heglances up as you make your entrance and ap-pears to curse softly to himself.

    Well, he says, his rasping voice betrayinghis disgust, I guess furloughs gonna have towait. He seats himself on one of the beds andwaits for you to do the same.

    If asked about his exasperation, he explains thatthis is his first holiday in some time, and hes prob-ably going to be stuck here answering questionsfor at least a day. When the real questions begin hesays:

    Yeah, I was on duty last night for the firstwatch. Really cold and, more to the point, re-ally boring. After all, whos gonna attack theTower? After we took on an entire dragonarmy,I think weve got a pretty ferocious reputation.

    Anyway, three or four knights left during mywatch. Youd think that these guys, being expe-rienced warriors and travelers, would want towait until they could at least see the light in theeast before they set out.

    There was young Warin Strongbow, headedto Palanthus. He said something about findingsome excitement. Arius Steelhelm took off forTarsis. Said he had urgent business. The arro-gant knave said he had no time for talking to thelikes of me. Reminds me of the old knighthoodduring Crownguards time.

    Only one of them had any real light (andprobably any real brains, too); he was carrying

    12

  • one o them light-gems from Solanthus. Thatwas . . . lets see . . . yeah, that was Kellin Sola-nius. He had his dogs with him, as always. Idont think he goes anywhere without em.Said he was goin back to the old family home-stead there.

    Finally, there was Keris Virtainus. He toldme he was going east on a mission of impor-tance for the knighthood. Something about awhole bunch of new minotaurs showing up onMithas. He said these guys supposedly camefrom even further east than that. Just betweenyou n me, I didnt think there was any land easto Mithas. An who cares about thirty moreminotaurs? Its not like they mean the destruc-tion of the knighthood or anything.

    An that was it. Hope Ive been some help. Ifyoull excuse me, Ive gotta pack some morestuff. He turns his back on you, and resumeshis preparations for his journey.

    Tomas does not know any more than that. Ifquestioned further, hell shrug and say, I dontknow, or words to that effect. He has already of-fered the only information he knows that might beuseful.

    Layout of the TowerLevel 16: Nest of the Kingfisher. This is one of twoareas that the candidates are not free to enter. It isthe sacred home of the knighthoods token, andthe knights will not allow it to be disturbed.

    Level 15: High Lookout. The only thing up here,aside from the knight on patrol, is the whistlingwind.

    Level 14: Living and Learning Areas. Searching thisarea takes about two hours.

    Level 13: Maze. This place is simply a test of thewits and directional ability of those who comehere. If the characters wish to search this place, itwill take them over four hours.

    Level 12: The Khas Room. Meditation and quietreflection are the dominant features of this room.Level 12 also houses a Grand Hall, but it is com-pletely empty. It takes two and a half hours tosearch this level.

    Level 11: High Council Hall and Library. This levelis growing very familiar to the PCs. They may con-clude that there is nothing here after only forty-fiveminutes of searching.

    Level 10: Abbeys and Clerical Offices. This iswhere the various clerics of the Gods of Good arequartered when they are here. The chaplain willclaim that nobody came by last night, and thedoors were securely locked when he awoke thismorning. It takes two hours to search this level.

    Level 9: Abbeys and Clerical Offices. This level isnearly identical to level 10.

    Level 8: Abbeys and Clerical Offices. As with level9, the cleric here asserts that no one stopped bywhile he was awake. Since the knights usuallywake him when they need to do some praying orconfessions, he assumes that none visited at all lastnight. Although he does not lock the abbey, he isfairly certain that there were no nocturnal visitors.A search of the level will take only one and a halfhours, because the cleric will join in the search.

    Level 7: Grand Halls and Elegant Quarters. TheGrand Halls are situated conveniently for any visit-ing dignitaries, who are quartered in the finest ac-comodations the High Clerists Tower has to offerwhen they visit. When there are no important out-siders to entertain, prominent knights often takethese rooms for their own.

    One interesting thing the characters can find inone of these rooms is an overwhelming amount ofevidence suggesting many dogs. There are dogtracks littering the floor, closely resembling themuddy dog prints on the steps leading to theChamber of Paladine. If the party has been thereand noticed the tracks, they will easily recognizethese.

    There is dog hair all over everything. The manstaying in this might have been a nobleman, buthe certainly did not keep his dogs from dirtyingthings. If the characters ask around, they will even-tually find out (probably from Sir Rateliff) that LordKellin Solanius occupied these chambers duringhis stay.

    Level 6: Gardens. Because of the nearly constantactivity in this area, with a staff of full-time garden-ers keeping the area free from weeds, any cluesthat might have once been here are totally obliter-ated. There is evidence of fresh digging every-where, so any complete search of this area wouldtake over seven hours.

    Level 5: Treasury and Maze. The maze hides theentrance to the Great Treasury of the High CleristsTower. Since only the three ranking knights mayenter the maze freely, and the guards outside re-mained conscious all evening, they are sure thatthe sword is not hidden within. Therefore, this ar-ea is totally off-limits.

    Level 4: Kitchens. Servants bustle here and there,carrying racks of beef, huge tubs of steaming wa-ter, and other food-related goods. If any arestopped and questioned, they will say that thereare always at least 10 people in the kitchen at anygiven time. Thus an outsider, especially at mid-night, would be easily noticed. There is no need tosearch this level, but if the characters do so it willtake them one hour.

    13

  • Level 3: Dining Hall and Guard Rooms. While thedining room is well-appointed, there is nothingeven closely resembling Sturms sword in the area.Likewise, the guards in the efficiently-kept bar-racks would have immediately noticed if any in-truders had entered their area. They will be deeplyinsulted if the heroes insist on searching here any-way, and will offer no aid in the search. Thus, thesearch here takes two hours.

    Level 2: Temples and Quarters. The quarters arewhere the lesser knights and the candidates staywhile at the Tower. Only the most fastidious andstubborn PCs will search these areas, for they cer-tainly heard nothing last night. A search of thequarters takes two hours.

    The Temples are where the grand ceremonies ofthe knighthood take place. The burnished wood-en pews gleam softly in the refracted light from thestained glass. Its beauty is totally unmarred by anyclues for the characters.

    Level 1 (Ground Level): Dragontraps, Courtyard,Stables, and Dungeons. These areas are just astheir names describe. The dragontraps have beencleared of the dead blue dragons and eagerlyawait their next victims. The courtyard is stillchurned and muddy from yesterdays practice ses-sions, awaiting a good rain shower to smooth itout again.

    The stables hold a sizable number of excellenthorses, although this number is smaller now thatso many knights have lef t the Tower. Thedungeons currently hold no prisoners, for whichthe jailer is profoundly happy. The dungeons alsohold no clues, nor do the rest of the areas. This willtake about six hours to ascertain.

    Cellar: Chamber of Paladine. Go to the next sec-tion for a full description.

    Knights Spur: This is a hollowed wall that isroughly square in shape, about 200 feet on a side.It has three levels which house a chapel, maprooms, meeting rooms, and several sleepingrooms. This is the only part of the Tower that wasused during the siege of the War of the Lance, ex-cept the dragontraps. There is a stream which runsthrough an aqueduct underneath the castle.

    Though the PCs might search here (for what bet-ter place to hide a stolen object than under the vic-tims nose?), they will find nothing pertaining totheir quest. It will take about three hours to thor-oughly search the Spur.

    The Chamber of PaladineImmediately upon entering, have the characters

    roll a Wisdom check with a +2 modifier. If anysucceed, they will notice two sets of muddy foot-prints on the staircase leading downward; a large

    dogs and a humans. Both lead directly to the doorof the Chamber of Paladine and through the doorinto the tomb.

    Even if none of the PCs notice the tracks imme-diately, allow them to re-roll the modified Wisdomcheck after each turn they spend searching. Whena success is finally rolled, the tracks are noticed.

    If they enter the crypt itself, they will see that thesarcophagus labeled Sturm Brightblade has hadits cover pushed away to reveal its contents. If theyenter the room to investigate, the door swings shutbehind them, drawing a thunderous echo in thecrypt. At that precise instant, the torches flare out.

    In all the excitement, it appears as if someonehas forgotten to change the torches. At least,this is what you assume when they gutter madlyfor an instant and then extinguish themselves.You scramble for a moment to establish a newlight source, then realize that you can still see.

    The mysterious light source is an amber gemwith a mellow gleam. It glows serenely for a fewmoments longer and begins to flicker. Beforeanyone can do anything, the sunny light ema-nating from it fades entirely.

    The characters may now take whatever actionthey wish. Of first priority, of course, is getting alight. Once they have achieved this, they may ex-amine the gem. It lies just to the left of Bright-blades tomb, an interesting little jewel that hassomehow been carved into the shape of an eaglein flight.

    Any character who rolls an Intelligence checkwith a -3 modifier or any character who hailsfrom Solanthus will recognize the gem as one ofthe Solanthian light-gems. It can hold sunlight forup to 30 hours after having been exposed to it forone turn.

    Additionally, anyone who rolls another success-ful (unmodified) Intelligence check will remembercertain other important facts about these light-gems. The most relevant is that, due to the miner-als rarity, each stone is personally crafted for oneindividual. Thus the craftsmen of Solanthus, whoare the only ones skilled enough to work the light-gems, would probably recognize this one and beable to identify its owner.

    If none of them make the check, almost anyoneelse in the Tower can give them this information.The clues by now should tell the players that So-lanthus should be their next destination. At thispoint, the characters may choose to investigatefurther or to ride for Solanthus at once.

    The players may wish to show the light-gem toother candidates in hopes of gaining more mem-bers to their party. If they try this, they will find thatmost of the others have left the Tower for variouspoints, following their own lines of investigation.

    14

  • Erastin RivenguardMale Human Fighter, Level 1Lawful Good

    AC:MV:

    1 THAC0: 209 #AT: 1

    hp: 11 Dmg: 1d8+1Str: 17Dex: 16

    Int: 14Wis: 15

    Con: 15 Cha: 12Weapon Proficiencies: heavy lance, long sword,two-handed sword, daggerNon-weapon Proficiencies: horse riding, heraldry,animal handling, reading/writing, enduranceEquipment: plate mail, familys long sword, heavywar horse

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    Targin SteelaxeMale Dwarven Fighter, Level 3Chaotic Good

    AC 3MV: 6

    THAC0: 18#AT: 3/2 or 1/1

    hp: 29 Dmg: 1d8+3Str: 17Dex: 17

    Int: 10Wis: 9

    Con: 16 Cha: 15Weapon Proficiencies: battle axe (specialized),short bow, daggerNon-weapon Proficiencies: endurance, mountain-eering, stonemasonry, blacksmithingEquipment: chain mail, ponyMagical Items: chain mail +1, 20 arrows +1

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    Galenye FaelernFemale Human Thief, Level 2Neutral Good

    AC 4MV: 12

    THAC0: 20#AT: 1

    hp: 10 Dmg: 1d6+1Str: 13Dex: 17

    Int: 15Wis: 12

    Con: 12 Cha: 16Weapon Proficiencies: wrestling, short swordNon-weapon Proficiencies: juggling, tumbling,disguise, reading lipsEquipment: thieves picks, numerous hiddenpouches, three doses of contact sleep poison (suc-cessful save vs. poison or fall asleep for 1 turn)Magical Items: leather armor +2, short sword +1,rope of climbing

    Thieving Abilities:PP: 30% OL: 40% F/RT: 35% MS: 35%HS: 20% DN: 15% CW: 60% RL: 0% I.b.Backstab x2

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  • Erastin Rivenguard grew up in a family with along tradition of providing soldiers to the Knightsof Solamnia. At last, the knighthood agreed tohonor this contribution by allowing one of thefamilys children to seek entrance into the Order.Thus, from the moment Erastin could speak, hewas groomed for the knighthood. Ever since hecould read, he has studied the Measure and wasmade to recite the Oath every night before heslept. His knowledge of the Measure is greaterthan most full knights.

    To ensure that he was fit in more than just mind,the Rivenguards hired the dwarf Targin Steelaxe tosee to the boys training. Targin made sure thatErastin learned both the chivalric forms of combatand the more common dirty fighting.

    To prove his worth before seeking entrance intothe knighthood, Erastin began his adventuring.He, Targin, and Galenye took up arms. In time, hegathered more companions, each whom he val-ues dearly. He would sacrifice his life and hischance at the knighthood for his friends.

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    Targin Steelaxe has always been somewhat of aloner. His childhood in Thorbardin affected himstrangely, somehow driving him to the open airwhich frightens so many dwarves. Indeed, he be-comes claustrophobic underground. In all otherways, however, he seems the typical dwarf. He isgrumpy, dour, and stern. Underneath, he holds adeep love for all that is good and will attempt todestroy anything that perverts it. He hates dracon-ians nearly more than anything.

    He is a young dwarf, about 75 years old. In thistime, he has learned a decent measure of fighting

    skill. Targin was, for a time, the companion of aknight, and he learned the ways of true honorfrom him. Thus, he seemed a natural choice to tu-tor Erastin in knightly combat. Targin now travelswith Erastin to the High Clerists Tower to see howwell his teaching took hold.

    Targin has been a long-time friend to Jilani, al-though he distrusts the magic she wields. He washappy to have her join the expedition to the Tow-er, and he took an instant liking to Karathos theMinotaur. However, he hides this with a typicaldwarven gruff exterior.

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    Having grown up in the same Solamnic villageas Erastin Rivenguard, Galenye knows him well.As children they were sweethearts, and she hasnot forgotten the childish love she felt for himthen.

    For a few years, she traveled away to Gwynneddin Ergoth. There she learned the skills that enabledher to survive in the city, as well as the illegal tradeby which she survived for a time. It was also therethat she was captured and thrown in jail. TheErgothians planned to execute her, but she man-

    aged to escape from the jail before they did so.After having re-encountered Erastin, she real-

    ized the fundamental selfishness of her previouslife. She now uses her thiefs skills to combatcrime, rather than commit it.

    More often than not, she uses her good looksand charming manner instead of hard work to getby. Although she is somewhat lazy, she is begin-ning to develop a strong sense of honor throughher friendship with Erastin.

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  • JilaniFemale Half-Elf Mage, Level 1Chaotic Good

    AC: 7 THAC0: 20MV: 12 #AT: 1hp: 4 D m g : 1 d 6S: 10 I: 18D: 11 W: 12C: 9 Ch: 13Weapon Proficiencies: quarterstaffNon-weapon Proficiencies: astrology, reading/writing, dancing, spellcraft, disguiseEquipment: spellbook, robes, staffMagical Items: ring of protection +3Spells in spellbook: detect magic, magic missile,read magic, shield, wall of fog

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    KarathosMale Minotaur Fighter, Level 2Lawful Good

    AC: 4 THAC0: 19MV: 12 #AT: 3/2 and 1hp: 24 Dmg: 1d8+9Str: 19 Int: 10Dex: 15 Wis: 8Con: 17 Cha: 9Weapon Proficiencies: battle axe (specialized),two-weapon style, wrestlingNon-weapon Proficiencies: tracking, seamanship,rope use, blind fighting, ambidexterityEquipment: 50 silk rope, grappling hookMagical Items: chain mail +1, battle axe +2

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    Siriath LeafwineMale Elven Cleric, Level 2Lawful Good

    AC: 2 THAC0: 19MV: 12 #AT: 1hp: 14 D m g : 2 d 4S: 14 I: 13D: 16 W: 17C: 15 Ch: 12Weapon Proficiencies: morning star, slingNon-weapon Proficiencies: healing, herbalism, re-ligion, reading/writing, ancient historyEquipment: chain mail, shieldMagical Items: medallion of faith Spells: 1st level: 4

    Favored spells: command, cure light wounds,entangle, light

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  • For as long as she can remember, Jilani has beenfascinated with magic. Although she has not beenat it too long, she has found that she has a naturalaptitude for the work. Her lifelong friend TarginSteelaxe distrusts her sorcery, yet he seems to ac-cept it as a necessary evil.

    For a time, she and Targin went their separateways, choosing to gain more experience in theirchosen fields. A few years passed. On her wayback to their designated meeting place, shestopped in a tiny hamlet for the night. Little did sheknow that the natives were incredibly supersti-tious, regarding her as a witch to be destroyed. Asshe slept that night, the natives crept into her roomand bound and gagged her. They prepared a greatpyre in the center of town and tied her to a stake inthe center of it. They were preparing to torch the

    whole pile when a horned figure burst roaringfrom the forest at the edge of the tiny village.

    Since they had never seen a minotaur before,the villagers fled from the creature they assumedwas a fiend from the Abyss. Soon, the whole vil-lage was deserted. Jilani, having prepared herselffor the searing heat, was amazed instead to findgentle hands untying her.

    She and the minotaur Karathos became fastfriends. When they reached the Solamnic villageafter several interesting exploits, she found thatTargin had found himself a whole new group offriends, and that they were heading to the HighClerists Tower. She and Karathos agreed to comealong. She does not quite trust the thief Galenye,nor does she fancy the elven cleric. However,since Targin allows them to come, she accepts it.

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    Karathos origins are something of a mystery. He appearance, attempted to take him hostage.will not speak of his past willingly. He says only Karathos has a unique fighting style. He fightsthat he came from the lands to the northeast of An- with a battle axe in each hand, and has named hissalon. This would lead one to believe that he is two axes Bonebiter (magical) and Heartcleaver.from the brutal continent of Taladas, leading to His expertise is such that he gets three attacks eve-even more speculations. ry two rounds with Bonebiter. He is a savage fight-

    Only Karathos knows the true story: He left the er when enraged, yet he retains his code of honorLeague of Minotaurs to escape the constant brutal- at all times.ity inherent in life there. He took a small ship with He has a bet with Erastin that Erastin wont maketwo companions who found life on Taladas equal- it to the knighthood. His honor prevents him fromly unattractive. However, storms and continual ill- fouling Erastins chances, and besides, he wants toluck ruined their expedition on the shores of see Erastin succeed, for the two honor-bound indi-Ansalon, and he found himself washed up alone viduals have become good friends. He is simplyon the shores of Mithas. trying to offer a little more impetus.

    He set out to find his comrades, but was not sure He trusts Jilani implicitly, for they have experi-where to begin looking. One thing is certain: he is enced many things together. He is still wary of allnot welcome on Mithas any longer, for he the others in Erastins band.slew the minotaurs who, suspicious of his foreign

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    Siriath Leafwine is a distant descendant ofSilvanos, the founder of Silvanesti. In the War ofthe Lance, Siriath commanded a troop of elvenwarriors in raids along the dragonarmies flanks.He saw that the cursed humans were bringingthe Queen of Darkness back to Krynn, and helonged for a way to combat this.

    Soon, he encountered a true cleric of Paladineand was converted. However, he did not lose hisracial intolerance. His stiff-necked pride alienatedmany of the clerics of other races whom he en-countered.

    He began having dreams of a huge golden drag-on. It turned its head sorrowfully toward him andgazed at him with reproach in its eyes.

    The dream became ever more realistic, until one

    night when the dragon spoke. Go. Leave thisland and journey with those you would brand im-pure. Do not return until you have learned thetrue value of humanity. When Siriath awoke, hefound himself in a strange place and heard a groupof beings approaching him. This is how he came tomeet Erastin and his comrades.

    Although he remains haughty, he is becomingmore and more impressed with these others. Theirshort lives are incredibly rich and full, and theyhave developed an appreciation for beauty rival-ling that of the elves. Even the savage minotaurhas a true zest for life.

    While Siriath still lapses into his arrogance, thishappens less as time progresses. He is even be-coming a pleasant individual with whom to travel.

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  • The Road to SolanthusThe road to Solanthus is fraught with peril. In the

    wake of the War of the Lance, many less savoryindividuals found that the way of the sword suitedthem. Others had no homes to which to return, forthe War had devastated the land. The War awak-ened many voracious monsters, too. Many claimthat it is not safe to travel anywhere without aheavily-armed escort.

    There is no paved road between the HighClerists Tower and Solanthus, although there is anadmirable dirt trail from so many years of travelbetween the two areas. The distance between thetwo is about 120 miles, requiring three days ofmounted travel. Although the road sees frequentuse (or perhaps because of this fact), bandits andvarious other creatures often use this area as a fo-cal point for their depradations.

    Roll 1d10 twice a day to determine if the partyencounters some of these creatures. On a roll of 1or 2, they have encountered one of the followingcreatures. Roll 1d8 to determine which:

    Wandering Monsters

    1. Stag (1): Int Animal; AL N; AC 7; MV 24; HD 3;hp 20; THAC0 17; #AT 1 or 2; Dmg 1d3/1d3(hooves) or 2d4 (antlers); SZ M; ML 7; XP 65.

    2. Draconians, Baaz (4): Int Average; AL LE; AC 4;M V 6, Glide 18; H D 2; hp 15, 13, 8, 7; THAC0 19;#AT 1; Dmg 1d8 (battle axes); SZ M; ML 13; XP 175each.

    3. Goblins (8): Int Low; AL LE; AC 6 (10); MV 6;HD 1-1; hp 6, 5, 5, 4, 3, 3, 3, 3; THAC0 20; #AT 1;Dmg 1d6 (short swords); SZ S; ML 10; XP Varieseach.

    4. Bandits (5): Int Low; AL CE; AC 5; MV 12; HD1 +1; hp 8, 7, 5, 5, 2; THAC0 20; #AT 1; Dmg 1d8(long swords); SZ M; ML 10; XP Varies each.

    5. Ogres (2): Int Low; AL CE; AC 5; MV 9; HD4+1; hp 31, 28; THAC0 17; #AT 1; Dmg 1d10 (orby weapon); SA +2 to damage; SZ L; ML 11; XP175 each.

    6. Tinker Gnomes (8): Int Highly; AL NE; AC 5;M V 6; H D 1; hp 8, 7, 7, 6, 3, 3, 1, 1; THAC0 19;#AT 1; Dmg 1d6; SZ S; ML 8; XP 65 each.

    7. Wolves (3): Int Semi-; AL N; AC 7; MV 18; HD2+2; hp 9, 8, 7; THAC0 19; #AT 1; Dmg 1d4+1;SZ S; ML 10; XP 65 each.

    8. Kender (4): Int Average; AL CN; AC 8; MV 6;HD 1; hp 6, 6, 3, 1; THAC0 19; #AT 1; Dmg 1d6;SZ S; ML 20; XP 65 each.

    The stag silently appears from behind a stand oftrees, gazing impassively at the party. Although thestag obviously is not the fabled White Stag of leg-end, an inhuman intelligence seems to lurk be-hind its eyes. If any in the party approach it, itgazes at them a while longer and then, with an im-pertinent flick of its white tail, vanishes into thewoods.

    The draconians pose as traveling mendicantswho appear as no threat. They are dressed in longbrown robes with hoods covering their features.Filthy bandages swath their hands, obscuring theirreptilian heritage. Since they are currently in aleadership crisis, they have no formal plans for at-tack. They rely on their time-worn method, that ofusing their disguises to draw close to their victimsand then attacking.

    It is very possible (75% chance) that the sight ofa knightly person will cause them to ignore theirplan and simply rush forth screeching. They havenot forgotten that the knighthood played a crucialrole in the downfall of the dragonarmies, and theylong for revenge.

    The goblins are beginning to get some organiza-tion after the War and are trying to amass somenotoriety so that they may attract more followers.Obviously, they wont last long by attacking travel-ing knights and their companions. This particularcompany has no sense of tactics and will breakcover screaming. They have over 40 yards to tra-verse before they can reach their prey, allowingthe victims plenty of time to ready a defense. Noone ever said goblins were smart.

    The bandits are under the command of one ErekMalham, a crafty old warrior from before the War.He wisely took no sides, preying on both for hisliving. His opponents call him The SolanthianScourge for his irritating habit of interceptinggoods going both to and from the city. The mer-chants of Solanthus have set a 1,000 stl reward onhis head.

    Erek Malham: AL CE; AC 6; MV 12; F2; hp 15;THAC0 19; #AT 1; Dmg 1d8+1; S 16, D 14, C 10, I14, W 13, Ch 16; broad sword +2, leather +2

    When the characters come upon the bandits,they are encamped in a small depression. Thebandits are totally surprised, allowing the charac-ters a free first attack. This will completely negateMalhams tactical ability, allowing for a fairer fightbetween the two parties. If the heroes kill Malham,they may claim the reward in Solanthus.

    The ogres are a mated pair on a simple bashingspree. They will not surrender, but if one shouldfall, the other will go into a berserk rage, gaining a+2 modifier on initiative and attack rolls until itdies. They will not flee from battle and have nostrategy. Crushing things is all they want to do.

    The gnomes are would-be raiders. They havediscovered the theory that it is easier to feed onothers work rather than doing ones own. Unfor-

    19

  • tunately for them, their method of going about itdoes not produce the best results. Of course, theyrely on their technology and their wits (in that or-der) to overcome any obstacles in their path. Forthis reason, they are currently starving.

    When the party encounters them, they arestanding around a strange contraption, having justgiven it the final touches, The thing looks likenothing more than a steam-blowing scrapheapwith a huge and terrifying metallic face mountedon the front. It apparently acts as a ram as well asan awe-inspiring piece. It chuffs scalding steamfrom its mouth and nose, making the face resem-ble a fire-breathing gnome. Its spiked wheels findeasy purchase in the ground, the fifth wheelmounted in the rear providing the steering. Theoverall effect, however, is not one that inducesoverwhelming fear; rather, the contraption is ludi-crously humorous.

    When the gnomes first spy the characters, theyleap into the death machine and stoke its firesto greater heat. The machine rumbles ominouslyand rolls slowly forward, gathering speed as it ap-proaches the characters. Suddenly, it emits a hugesteamy belch and trundles from the road. Mo-ments later, the gnomes abandon ship, leapingfrom it in great haste. As they race away, the boileron the machine explodes with a loud bang, leav-ing a dented and ripped hull on the machine.

    In the event the characters wish to search themachine, they will find that the interior of the de-

    vice is totally unrecognizable. Any sense theymight have made from it has been obliterated bythe explosion. The machine is completely uselessexcept for any other gnomes.

    The wolves are three young males whose packwas slaughtered by fur trappers and fearful towns-folk. They are hardly more than cubs and have lit-tle idea of how to survive. They appear at nightaround the characters camp, their eyes gleamingredly in the firelight. They will not enter the campand will flee from combat. They howl mournfullyif driven away from the camp, getting just farenough from the campsite that it would be a both-er to the characters to chase them.

    If the PCs leave scraps of food for the youngwolves, the wolves will follow the characters.They become bolder as time progresses, and ifthey are well-treated, they may even come to jointhe partys pack. They will serve as faithful com-panions once their trust is won. If the PCs keepthem, they will grow to full size and gain hit points.

    The kender are just wandering. They flockaround the PCs with great interest, filching smallitems from them and replacing them with otherthings. They will take nothing of real value butmay leave one or two gems worth 250 stl in ex-change for some shiny object. This encountershould be played for amusement value and to seehow the characters deal with a swarm of kendersurrounding them. Good role-playing should berewarded with a 75-xp bonus.

    20

  • The Traitor?At last, the characters reach Solanthus. The forti-

    fied city presents a forbidding exterior to thosewho approach it. In addition to its newer andstronger walls, the city is surrounded by a shallowmoat (about 10 feet deep). The moat is well-maintained and free from algae and dangerouscreatures. Ringing the moat is a decrepit old wall,half-crumbled and weakened, a remnant of earlierages.

    There are only three entrances to the town, eachof them well-guarded by sentries loyal to the LordMayor. They inspect each wagon coming into andleaving the city, ensuring that no one is engagingin activities detrimental to the well-being of thetown.

    The city is only just regaining its former status asa trade center, for it suffered mightily during theWar of the Lance. The dragonarmies and variousraiders destroyed the surrounding area, deprivingthe honest farmers of their livelihood. The raidersslaughtered the cattle and burned the fields thatprovided sustenance for the city dwellers. The fearthat this might happen again has prompted theirsuspicion of strangers.

    Granted to the Solamnics for their aid to thedwarves in a time of need, Solanthus is situated onan old dwarven mine site. The tunnels carved bythe dwarves provide an ideal method for smug-glers and thieves to transport their goods to andfrom the city. The guards and the Lord Mayor areaware of most of the shafts, but there are a few inthe twisted maze of which they remain oblivious.

    The most obvious gift the dwarves left for the hu-mans was the cleft spire, a shimmering tower ofrock which graces the night sky in the center of thetown. With a pure spring bubbling at its base, thespire is the only known source of the Solanthianlight-gems. Within the town, a soft glow constantlykeeps the streets lit and fairly free from crime.Light-gems mounted atop tall poles and protectedwith powerful magic shed their stored brillianceduring the night, keeping even the darker streetsaglow with a lesser imitation of the suns light.

    The spires themselves are well guarded all thetime. It is forbidden for anyone but those ap-proved by the Lord Mayor to mine from the spires,for the mineral is very rare. Only those who haveprovided a great service for the city may possessany pieces of the light-gems. Each piece is carvedinto a distinctive shape, so that if it is lost, eachgem may be returned to its rightful owner. At nightthe glow from the spires may be seen at a distanceof over one mile.

    Two castles flank Solanthus on either side, re-sembling grim sentinels against the backdrop ofthe Garnet Mountains. One is the ancestral homeof the Crownguard family, of which Charles is thelast surviving scion. The other, looming ominouslyover the town, is the refuge of Lord Kellin Sola-

    nius, the nephew of the Lord Mayor of Solanthus.When they arrive in Solanthus, the characters

    must take rooms in town if they wish to stay. Al-though they could claim rooms in either Crown-guards or Solanius strongholds if they were fullknights, neither of these two will recognize themas worthy of this claim. There are two decent innsin town, the Gleaming Gem and the BoisterousBull, from which the characters can base their op-erations.

    The characters might wish to ride to Solaniuscastle immediately. If so, proceed to Visiting Sola-nius.

    In town, the characters can do just about any-thing they please. Although the city is still trying torebuild from the disastrous attacks of the War ofthe Lance, its merchants and residents present aunited front to visitors. They try to provide asmany amenities as would be available in an un-damaged city. Almost every service the charactersmight need is procurable.

    Thus while the characters may pass through sec-tions of the town that are charred and ruined, thecommercial life exhibits no such ruin. If they wishto search through the rubble, remind them thatthis is tantamount to looting, and no honorableperson would allow the theft of anothers property.

    Solanthus holds three major temples, those ofShinare, Paladine, and Mishakal. Each temple hasa full staff waiting to help the needy. Althoughnone of the temples is as large as the one in Palan-thas, they each have a respectable following.

    The Lord Mayor maintains a townhouse near thespires and the central market. Not only is this a res-idential home, but it also functions as the townhall. The Lord Mayor can be reached here at al-most any time of the day. His last name is also So-lanius. He is Kellins uncle, and he will speakglowing words of praise in the knights defense.Despite the fact that he is family, he is not trying toprot