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Here it alights, eyeing the city with disdain. The slight figure of the rider is visible next to the monster, her face hidden by the grotesque mask typical of the conquerors. This is a foreshadowing of future events, and not intended as a combat. If the heroes make an attack, the dragon and rider fly away. However, you should then double the number of draconians that attack the PCs in Event 5. The draconians have orders to detain all armed citizens. If this Event occurs during the day, any nearby citizens of Tarsis run frantically toward the nearest exit, leaving the heroes and monsters alone in the street.

If the PCs elect to move through Tarsis by night, however, they are much more noticeable in the deserted streets, and the draconians are able to ambush them. The Kapaks will leap onto the heroes from rooftops and spring out at them from darkened alleys. This group of monsters should be increased to 32 draconians if the heroes attacked the blue dragon and its rider. She is a Dragon Highlord and exacts a high price for such insolent aggression. Now, a dusty road leads 40 miles to the nearest open water, and the population of Tarsis has shrunk to a fraction of its former numbers.

Most of the people live in the central city; areas on the outskirts are often deserted. Tarsis is protected on three sides north, east, and south by a foot-high wall, with foot-high towers placed at irregular intervals along the wall see the map of Tarsis on page 4. Each of the three walled sides has a wide gate flanked by two towers in the center 7 of the wall.

Normally, each tower would be manned by a dozen guards, but by the time the adventure begins the guards have panicked and fled. The weak spot in the defense of the city is the western side, formerly the waterfront. When the sea receded during the Cataclysm, this area was left unprotected, and is now merely a gradually sloping area of smooth ground, leading up to some wooden wharfs and docks and a 5-foot-high wall. Library of Khrystann This long-forgotten chamber is a basement room beneath a block of run-down houses.

Entrance is gained through a secret door, operated by stepping down on a flagstone on the ground right outside the door. The PCs should have one, and only one, magical artifact that enables them to read any writing. A puff of stale, dry air emerges as the door swings inward. A narrow flight of stone steps leads downward. The stairs are coated with several inches of undisturbed dust.

The stairway leads to a huge, lowceilinged room with many tables and chairs grouped neatly throughout the area. The walls are lined with shelves holding hundreds, perhaps thousands, of musty tomes. Everything in the room is covered with a thick layer of dust. Several books lie open on one of the tables. Next to the books rest a small pair of spectacles with platinum frames. The spectacles are the Glasses of Arcanist. See page 32 for a complete description of these glasses.

If the characters conduct a thorough search of the library, they will find the following additional magical items: Clerical Scroll with three cure serious wounds spells potion of invisibility, two doses A map of the Ice Reaches give the players the less detailed half of the large map included with the module. Perusing the books on the table reveals writing in an ancient and forgotten language.

Magical means the Glasses of Arcanist are required to translate. If the heroes read the tomes, they find a number of references to an Orb of Dragon Control. This mysterious item is said to be in Icewall Castle shown on the Ice Reaches map. Old Waterfront A low seawall runs along the ancient shoreline. Now the wall simply divides the upper and lower portions of the city. In the old harbor a number of ship hulls have been turned over and used as houses, shops, and inns. Several breaks in the seawall allow easy access between the lower and upper city. The folk inhabiting the overturned boats are generally the poorer residents of the old city.

This part of town is also the area where most of the night life happens, as well as most of the crime. Thieves are common here, as are fortune-tellers, dancers, fighters, drunks, and strumpets. The atmosphere is generally rough but friendly, and no one is interested in asking questions of strangers. The people of the waterfront are more pragmatic about the Highlords and draconians than the inhabitants of the upper city. When the attack on the city occurs, the lower city is not subject to the panic and hysteria that strike the more affluent sections of town.

Upper City This region of Tarsis has seen little change since long before the time of the Cataclysm. The people of this part of town are generally wellto-do folk with an arrogant understanding of their own importance in the isolated city of Tarsis. The fact that Tarsis survived the Cataclysm when so many other cities were destroyed has caused the upper-class citizens to be contemptuous of any threat to their way of life. The hysterical throngs make travel through the streets of Tarsis difficult, but finally the Inn of the Red Dragon comes into sight.

The wide plaza before the Inn is nearly empty, in stark contrast to the crowded thoroughfares encountered elsewhere. Suddenly the reason for this becomes apparent, as a streak of blue flashes across the plaza. Boards and stone erupt from the second floor of the Inn as the breath of a blue dragon wreaks destruction. Another crack, and another, follow in quick succession as a flight of blue dragons wheels majestically overhead, raining destruction upon the ancient building.

Soon, the Inn of the Red Dragon is reduced to a blazing inferno, flames licking eagerly skyward from the rubble. Suddenly, the dragons wheel in formation, and struggle to gain altitude. Beyond them, approximately 10 creatures can be seen flying steadily to the east. In a few minutes, the dragons and their airborne quarry are out of sight. Allow all characters witnessing this chase to make Intelligence Checks. Every character who succeeds notices one of the following facts.

The information is to be given to the party in order, one fact per successful check, so three heroes must pass their check before all the facts are learned. The City Gates The dry wharf region on the western edge of town leads to open plains and freedom. This is where most of the refugees are heading, although the crowds disperse in all directions once they are a mile or two from the city.

The gates and walls on the north, south, and east sides are all controlled by the army of the Dragon Highlords. If the heroes try to exit the city in any of these directions, they will encounter 12 Kapak draconian guards. These draconians are watching the city gate. Six more, with the same statistics, are in the guard towers on each side of the gate. If the PCs battle the gate guards these tower draconians will be able to join the fight in 10 rounds.

Shopkeepers and tavernowners are suspicious of strangers, but offer service at somewhat inflated prices. Draconians are to be found throughout the city. The governor is completely cowed by the takeover and, if visited again, does not listen to any advice unfavorable to his new allies. His palace guard has been completely replaced by draconians. The general atmosphere of the city is one of suspicion and selfishness. Very few citizens are willing to risk rocking the boat. There is an underground resistance movement starting within the city. The resistance is basically a collection of thieves and fighters who resent the dictatorial style of the new rulers.

The resistance is not ready to mount an overt attack, however, and will counsel the heroes to leave town until the time for an attack arrives. The Dragonarmies are advancing on Tarsis from the north, east, and west, while the chill vastness of Icewall Glacier looms to the south. The draconians will capture most of the refugees and return them to the city. If the party aided the old couple, allowing them to flee the city on their cart, the group meets this same old couple on the first evening outside of Tarsis. The Old Couple The creaking of ancient wooden wheels announces the arrival of a loaded oxcart, driven by a whiskered old man.

A grayhaired woman sits beside him on the seat. You recognize them as the couple who nearly lost their cart to thieves in Tarsis. If the PCs agree to this, the couple will be visibly relieved and will settle in near the campfire. Later that evening, the old man fixes his eyes on one of the PCs, ideally a fighter. Still, if there be any in Krynn who can accomplish it, my gold will be riding on you. Some advice for all of you: Follow the path of the white bear, for those you aid shall aid you in return.

In the morning, he and his wife take a route to the east, hoping to avoid the worst of the dragonhordes. They will attempt to sneak into the camp and steal any magical items they can find. The fighters remain 60 feet from the camp, on the side opposite the thieves. They will create a distraction, if necessary, to draw attention away from the thieves. The group hopes to get into the camp, steal what they can, and escape without arousing the heroes. If the thieves are caught by the PCs, the fighters attack the camp in an attempt to free them.

Ad&d 1985 Dl6 Dragons of Ice Dragonlance TSR 9140 Dungeons and Complete RPG EXC

When half of the thugs are dead or unconscious the rest run away. A huge, cage-like object dully reflects the autumn sunlight. Nearly 20 feet high and five times as long, it lies about feet to the right of the path. A great white block with two melon-sized hollows in it lies at one end. Beneath the empty sockets gapes a maw studded with sharp teeth, and now the object is recognizable as the skeleton of some long-dead creature. In size it surpasses even the awesome dragons, yet the massive skeleton, stranded on the dry sea bottom, inspires more pity than fear. Onetime lord of the sea, the giant creature proved no match for the incredible force of the Cataclysm.

Throughout the journey across the plains, and on those sections of the glacier where the ice is thin, similar massive relics are seen frequently by the heroes. The sounds of savage combat erupt from behind a large block of ice just ahead of you. If any characters advance feet, they may look around the iceblock and observe the fol lowing scene: Twisting in futile rage against the many ropes bound to its limbs, a polar bear struggles and roars in frustration. Though huge and fierce, the bear is obviously unable to free itself and is at the mercy of its captors. Holding the ends of the ropes are six unusual creatures.

Manlike in form, these creatures have the heads of bulls! A pair of massive horns curve forward from the head of each individual, and flaring bovine nostrils spout frosty breath. The sixth bullman is armed with a slender spear. The humanoid creatures are minotaurs, members of another race that has fallen in with the Dragonarmies.

The PCs have heard stories of minotaurs inhabiting the wastelands that were once the ancient kingdom of Istar, far to the north and west of the plains of Tarsis. If the heroes attack the minotaurs, the bear will fight any of the monsters it can reach see the Monster Statistics Chart! The bear has already taken 18 points of damage from the minotaurs. As soon as fewer than three minotaurs are holding the bear, it wrenches free of its bonds and attacks the remaining monsters.

If the minotaurs are driven off, the bear is wary of the PCs, but not hostile or frightened. If the heroes make friendly advances toward the bear, either by feeding or healing it, it may be considered tame, and will accompany the party as long as they remain on the glacier. The bear will provide valuable assistance in crossing the treacherous glacier. Whenever a snow-covered crevasse is encountered, the bear will stop and grunt a warning.

Also, the bear has only a 1 in 6 chance of being surprised, and will warn the heroes if it detects the approach of other creatures. An unusual shape is visible ahead. Covered by frost and drifting snow, it vaguely resembles a ship, cast ashore by the whim of some powerful current. The splintered end of a long mast rises at an angle from the wreck, and a wooden hull is visible through the snow cover in several places.

Two long pieces of wood lie nearby, their purpose not immediately apparent. They are as long as the mast, and have sharply bent ends and large brackets bolted to their sides. This is the battered wreck of an iceboat, formerly crewed by the men of Harald Haakon see Chapter 3. The ship was wrecked in the crash, and the thanoi had no trouble disposing of the disoriented and injured crew. Now five of the monsters are concealed in the boat, waiting to ambush any would-be rescuers.

The thanoi attack when the heroes have come within 50 feet of the wreck. One of the thanoi carries a Frostreaver see page 32 the others attack with battle axes or their tusks. Refer to page 30 for a complete description of the thanoi. Suddenly, several bulky figures leap out from behind the hull.

They are humanoid, but 7 or 8 feet tall and correspondingly broad. Awkwardly, but with surprising 10 speed, they rush forward with upraised battle axes. A grunting, vaguely snarling noise seems to come from the monsters. The thanoi, stupid and unused to dealing with experienced characters, fight to the death.

If the heroes examine the iceboat. Even though night is closing in, a few things can be learned about the mysterious ship. It seems to be designed for sailing on ice, not water. The curved blades are actually runners, with hardened edges to ease travel across the icy surface of the glacier. Although the hull is solid, it does not appear to be watertight. The far side of the hull looks like the deck of any hardy sea-going vessel. A cabin takes up most of the afterdeck, and ropes and canvas are connected to the broken mast. Several bodies, clad in thick furs, lie on the snow here. The bodies are the original crew members of the ship.

All are human. If the vessel is examined, the heroes find a large hold belowdecks. Although the ship is lying at an angle to the ground, it is not difficult to climb aboard and examine her. The cabin was once a chamber of relatively luxurious furnishings, considering the harsh environment of the glacier.

A huge bed has been thrown against the far wall, the frame and mattress destroyed in the crash. Goosefeathers coat the entire cabin like an artificial snowcover. A large and fluffy quilt seems to have survived undamaged. In the center of the cabin, a small iron stove has been wrenched free of its moorings and twisted onto its side. No ashes can be seen, and certainly the ship would have burned down if a fire had been going at the time of the wreck.

A small wardrobe has landed in the corner, splintering open to reveal several large fur capes and tunics. If the characters take time to collect warm clothing, they discover five furs here, each just large enough to protect one person from the ravages of the cold. The clothing on the bodies of the crew members is ruined and cannot be used. The hold, located below the main deck, is packed nearly full with chunks of a thick, clay-like substance. Strands of moss and fungi cling to it, and a number of digging and hauling tools are strapped to the deck near the hatches. If the heroes elect to spend the night here, they may do so in some comfort because of the fuel and windbreak provided by the iceboat.

If they decide to move on, they notice that it is fast becoming dark and cloudy, with a rising wind and plummeting temperature. Regardless of where the heroes spend the night, the following Event occurs. The cold is so intense that beards grow frosty and eyelashes, if closed for a brief period, become frozen shut and are hard to reopen. Stinging needles seem to strike every bit of exposed flesh, and even several layers of clothing do little to conserve body heat. If the heroes spend the night at the wreck, the experience will be miserable, but not lifethreatening. If they left the ship and are simply camping on the glacier, however, each character takes 2d6 points of damage from exposure.

Each fur a character is wearing lessens this damage by two points. The storm lasts for several days. If the heroes remain with the wreck, they survive the storm with little difficulty. If they are out on the ice, however, the damage given above is repeated every day. If they do not find the boat, the heroes become completely lost.

No creatures will be encountered during the blizzard, but if the party moves there is the usual chance of a crevasse encounter. This Event continues until a character has fallen below 12 hp, if the party is out on the glacier, or until four days pass, if they are staying in the iceboat. After the allotted time is up, proceed to Event 12 in Chapter 3. As the group moves into a new area, refer to the numbered sections to describe the terrain or inhabitants encountered.

Be sure to use the Random Encounter Chart on the inside cover of the module as needed! Each Encounter is keyed to a specific area on the map of the Ice Reaches and occurs only if the heroes enter the area; thus, some of the Encounters might not be used. Because of the nature of this adventure, the players may elect to take the heroes almost anywhere.

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They should certainly be allowed to do this, but you should be aware that the future of the story awaits on Icewall Glacier. These elements are scouting parties of Kapak draconians. The first group encountered consists of four Kapaks. The group size doubles each time the PCs encounter another scouting party.

If the PCs do not turn back after encountering the fifth group of Kapaks, have the White Stag appear and lead them toward Icewall Glacier. Tarsis If the characters do not leave Tarsis with the evacuating populace, they find themselves in a city overrun by the Dragonarmy. Groups of Kapak and Baaz draconians roam the streets constantly; when the heroes venture out of the library they will meet a group of 16 Baaz draconians.

Every day following the fall of Tarsis, more and more fleeing citizens are captured and returned to the city. The Dragon Highlords are primarily interested in occupying Tarsis and moving their forces onward, so the city will not be razed. Instead, a puppet governor loyal to the Highlords will be installed and given a force of Baaz and Kapak draconians to aid in keeping order and putting the city back to normal. As the citizens are returned to the city, the most militant are locked up in the dungeons.

Most of the people are put back to their old tasks, with the added burden of heavy taxes owed the Highlords. The governor strongly, and with evident glee, hints that he expects them to be sentenced to death. Once the heroes are in the dungeon, they notice rats entering and exiting through a rusty grate. If the PCs do not take this chance to escape, and do not manage to escape by any other means, they will eventually in days be taken by the draconians to the outskirts of town, where the dragonmen will slay them.

Plains of dust Parched winds, harsh with an autumn chill, rake the barren wasteland. For miles, nothing disturbs the monotonous flat of ancient sea bottom, dry since the Cataclysm. Swirling pillars of dust rise here and there, lifted by the constant breeze. Water is only available at the few communities marked on the map, or from the ice of the glacier. The few gulches and hills that break the flatness of the plains are dry and rugged, offering neither shelter nor sustenance. Zeeriak This small community is a haven for outlaws, nomads, and a few hardy pioneers.

Harsh winds blow from the glacier constantly, and the ground is barren and parched. Soon, snow will cover the landscape with a blanket 5 or 6 feet thick. The major industry in Zeeriak is fur trading, mostly of the elk and bear that abound in the region. Several trading stores offer cured furs for barter, but the only objects taken in exchange are weapons.

Although the traders will haggle about price, as a general guideline two weapons will purchase enough furs to protect one person. A magical weapon is so desirable that one will purchase furs for two people. The Wooly Tusker Inn and the Tavern of the Ice Reach both provide dirty lodging and poor food, for the barter of a weapon or two. Both establishments are frequented by thieves and cutthroats, so the heroes had best be on their guard. Zeeriak will be uncommonly crowded with refugees. A group of Baaz draconians, well disguised, wander here among the refuse of humanity.

If these draconians discover the PCs they have been sent from Tarsis to look for the heroes , 10 Baaz will attack while two others run back to Tarsis for reinforcements. Forty Baaz draconians will race from Tarsis to Zeeriak to reinforce their comrades, but will not arrive at the little outpost until 48 hours after the heroes are discovered. Icewall Glacier The ever-present wind takes on a chill edge here; snow and ice coat the landscape to the horizon.

Huge blocks of ice rise from the glacier surface, and occasionally large snowdrifts swell from the ground. No birds fly over this barren region, no animal life can be seen on the surface of the ice. Only the wind, strong and unceasing, lends movement to your surrounding;. Features of the glacier include crevasses, blocks of ice as large as small hills, and flat patches of thin ice with water beneath- icecovered lakes. The snow-covered crevasses are treacherous areas where snow has bridged a deep gap in the ice of the glacier.

Check to see if the heroes are surprised when they approach one of these. If they are not surprised then they see the crevasse the snow sags, or is slightly discolored. The first time a fall occurs, the character only falls 20 feet before landing on a ledge in the crevasse. After this warning, roll a d10 and multiply by 20 for the distance fallen.

The heroes can considerably lessen the danger of a fall by roping themselves together. If either of these checks is successful, the fall is stopped. If both Strength Checks fail, the next characters in line one in front and one behind can make checks, and so on. One successful check catches all falling characters.

Of course, if everyone fails their check, the entire string of characters falls! Icemountain Bay This region is also described in Event 18, Chapter 5. The glacier ends in a high cliff of ice overlooking the expanse of the bay below. Characters approaching the cliff realize that they are nearing the water: the wind grows warmer and seabirds are sighted once the characters are within 5 miles of the water. A sheer drop of feet ends in a glazed sheet of ice.

The sheet is several hundred yards wide and forms a band along the base of the cliff. The ice is cracked and broken on the side away from the cliff, with open water visible between the cracks. Beyond the band of ice, clean blue water sparkles with reflected sunlight. Great icebergs tower above the waves, moving about the vast bay in dignified silence.

Now and then the back of a porpoise or whale breaks the surface of the cool water as the creature swims along exuberantly. From the clifftop, at least a dozen ships can be seen, captured by the greedy ice and locked in its frozen embrace. Although most of the vessels look splintered and ruined, a few seem to be in pretty good shape. The heroes may climb down to the ice sheet without difficulty. Breaking one of the boats free of the ice takes days. At the end of this time, the party will have a small yet seaworthy vessel, capable of carrying a dozen people across nearly any sea.

Of course, sails will have to be improvised, but nearly any cloth or leather material will suffice-including furs!

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See Chapter 5 for a more detailed description of this region. Peat Mine A smudge of gray smoke hangs low over the glacier here, seeming to issue from the top of a hill just ahead. A black swath of dirt can be seen at the top of the hill, in contrast to the stark white that has made up the view for the last few days. Occasionally a flare of red soars up from the blackness and the smoke expands upward; but the red light quickly settles back down below the unnatural hilltop crown. If the heroes move up the hill to investigate, they find: The great patch of black ground is an excavation of some kind.

A shallow bowl, about feet in diameter, has been cut into the frozen hilltop. In the center of the hole, a fire burns the soft, soddish ground and lights the excavation with a flickering 12 crimson glow. In the still air, a faint wash of heat can be detected from the hole, and the ground around the edges is not even frozen.

This is one of the peat mines used by the Ice Folk as a fuel supply. All of the peat mines are located on raised areas of land that were islands before the Cataclysm altered the face of Krynn. Now, fires burn eternally to prevent the precious fuel from freezing solid. Every three or four months, a band of the Ice Folk visits the mine and gathers a load of the peat. Icewall Rising from the smooth white expanse of the glacier, a huge wall of glistening snow and ice looms like an ominous warning.

Here and there, gullies break the smooth sides of the wall, dangerous but not impossible climbs. The whipping of the wind is evidenced by the many plumes of snow trailing from the high icy pinnacles and buttresses at the top of the wall. Frequently, a clump of snow and ice, mixed with jagged boulders, breaks free from its precarious hold on the cliffside and hurls crashing to the ground below. As the mass falls, more and more ice joins in, until a avalanche of many tons sweeps along. Because of the many gullies breaching the smooth face of the cliff, the heroes may climb it at any point they wish.

Although avalanches may be triggered nearby see also Events 17 and 18 , none will strike the PCs during their climb. Icewall Castle Perched like a parapet on a narrow tower, a slender cylinder rises from the top of the Icewall. Most of this shape is buried by massive drifts of snow and sheer, glistening columns of ice. A complete description of Icewall Castle is included in Chapter 4.

After Event 12, the players have to decide whether to accompany Harald and his men back to the camp of the Ice Folk. They should be strongly encouraged to do so as they will receive vital information in the camp. You might have Harald mention that he feels another storm coming up. If the heroes still want to continue on their own, you do not need to go through the rest of this chapter, but you will need to read two sections of vital information to the players.

Then proceed to the Encounter section to describe the camp to the players. Run the rest of the Events in order after the heroes are shown around the camp. Snow still falls, and the wind continues to blow, but the storm has lost its angry intensity. Now, in the gray light of dawn, visibility increases to several hundred feet. As the daylight increases, the storm dies more quickly, until midmorning brings a bright blue sky over a landscape of eye-burning whiteness.

It is in this atmosphere of clear, icy winter that movement is detected to the west. A plume of snow seems to rise from the surface of the glacier as a large object approaches. A great wing, or perhaps a sail, rises above the object, which is soon discernable as an iceboat similar to the one wrecked by the thanoi. This is the flagship of Harald Haakan, leader of the Ice Folk.

DL Modules [classic DL series] - Advanced Dungeons & Dragons (AD&D) - Wayne's Books RPG Reference

He and a picked crew are searching for the missing iceboat. If the heroes weathered the storm at the wreck, Harald sails directly up to them. If the party is out on the glacier, the iceboat makes a long, elegant circle before slowing to a stop about feet from the characters.

A crew of rugged warriors leap from the deck of the ship, and advance rapidly through the snow. All of the dozen or so figures are clad in heavy furs, and each carries a glistening battle axe. The weapons look as if they are made of clear glass.

The entire crew of the ship, except Raggart Knug, moves toward the heroes. Their attitude is cautious, but they do not attack unless a PC makes the first hostile move. The Ice Folk pause when they are about 40 feet from the party and Harald Haakan moves several steps in front of his men. The confrontation that occurs here is governed by whether or not the heroes are discovered at the wreck of the iceboat, and whether or not they are accompanied by the polar bear.

Harald will ask the heroes how they come to have such a companion and will be impressed if told that the party saved the creature from minotaurs. More important to Harald, however, is the wreck of the iceboat. If the characters are not camped at the boat, it will have been discovered several hours before the Ice Folk find the heroes. The killing of his warriors has inspired a burning rage in Harald, and he is eager to find the murderers.

The atmosphere at the initial meeting is tense. Any foolish or aggressive action by the player characters sparks a battle in which Harald and his men fight to the death. If the white bear is present, you may have the Ice Folk overlook one minor affront by the heroes, but beyond this the hardy warriors will fight if provoked. If the above meeting proceeds smoothly, Harald will invite the heroes to return to his camp. If the heroes make no effort to befriend the Ice Folk, yet neither do they initiate combat, the barbarians warn of more savage weather brewing and again extend their invitation for the PCs to return to the camp.

If the heroes still want to go off on their own, Harald will tell of Icemountain Bay as detailed in Event The PCs now have to cross the glacier on foot until they reach Icewall Castle, Skip the rest of this chapter. Solid wooden planks underfoot, and a bewildering array of ropes, winches, and canvas overhead. The harsh voice of Harald Haakan calls orders to the men who rush about in purposeful chaos.

Suddenly, the canvas snaps taut in the gentle breeze, and the smooth wooden runners begin to hiss across the surface of the glacier. Almost imperceptibly at first, the heavy vessel reacts to the wind. Speed is gained quickly, and in minutes the ship is moving faster than a man can run. Now more orders issue from the bearded captain, and the vessel begins a long, sweeping turn to the southeast, sending showers of ice and snow curving through the air.

The ship steadies on course with the wind full in her sails. The hiss of the runners drops a dull whisper as the iceboat seems to fly across the glacier. Proceed to Encounter 14 to give your players descriptions of the camp of the Ice Folk. Afterward, Harald will invite the visitors into his tent for a few hours of talk. The chief is curious about the outside world, and only vaguely familiar with the menace of the Dragon Highlords. The reports he receives come from scouts sent to the northern frontier of the glacier, where they have talked to refugees and seen an occasional dragon.

You may role play as much, or as little, of this conversation as you wish. This map shows the western half of Ansalon, marked with arrows indicating the offensive drives of the Dragon Highlords and their allies. Also shown are the defensive positions of the forces opposing the Dragonarmies. This is indeed a foreign environment.

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The very strangeness of the land aids in making the night seem removed, no longer a threat. Aaron Tallbow clears his throat and begins to speak, breaking the comfortable silence that had descended. I fear that soon those rolling plains that for so long have known naught but freedom shall fall, and only one hope will be left for the peoples of Krynn. I have heard stories, in Solamnia and Tarsis both, that tell of a High Council of sage and powerful men gathering on that mysterious isle-a council symbolized by a tall white stone.

The stories say the council meets with the goal of ending the depredations of the Dragon Highlords and restoring peace to Krynn. If we gain the Orb, the High Council may best know how to make use of it. If we do not gain the Orb, yet live to make our escape, extra swords in skilled hands will also be of some service in the war to save Krynn. Give me a look at your map In the ice around the shore are dozens of ships, large and small, caught by the might of the Cataclysm before they could make open sea.

As the land rose and the seas washed away, the ships became stranded on dry land and then locked in ice as the glacier expanded. The project was then developed, under the code name "Project Overlord" to plan the series. The module series is built around the structure of three "books" that are split up similarly, but not the same, as the Dragonlance Chronicles novel trilogy. Each "book" runs through four modules and contains sections of the adventure called chapters which have a continuing numbering system through that individual "book". The first four modules "form the first stage in a massive quest-adventure using the same set of characters".

The third book, which is never named, runs through DL10 and DL DL11 is a wargame that can be played by itself or as a campaign tool to create a backdrop for the individual adventures. DL15 and DL16 are anthologies of adventures. DL15 also contains source book material. These two were not originally part of the DL series but were added two years after the series was completed. The adventures included do not feature the main characters from the rest of the DL series, but are adventures that occur in and around the War of the Lance that the initial series details.

Later in the development process it was decided that a trilogy of fantasy novels would be released with the modules. Originally an external writer was hired, but the design group found themselves more and more disillusioned with his work. At this point it was suggested that Hickman and Margaret Weis , an editor in TSR's book department who had become involved with the project, ought to write the books.

They wrote the five chapters over a weekend and were given the job to write the accompanying novels based on that. However, as Hickman and Weis felt this was too constraining and made the novel feel too episodic, they reversed the process for Dragons of Winter Night and Dragons of Spring Dawning and completed the books before the related modules. The authors were very careful to make sure that while the locations and settings of the novels coincided with the modules, and they equally made sure not too much was given away about the modules by deliberately changing some details about the modules.

This is hard to get across in the often dry, reference format of a game adventure module. This book, released in , provided resources to allow Dungeon Masters to continue campaigning in the Dragonlance world. Two additional modules featuring anthologies of adventures, not planned as part of the original series, were added to the DL series in , DL15 Mists of Krynn and DL16 World of Krynn.

Graham Staplehurst of White Dwarf magazine felt that after the first four modules had been released, the series had "developed into something potentially larger than any other linked venture ever produced by TSR", and that it "presumably will outstrip even the famous Giant-Drow series produced by Gary Gygax". Dragons of Despair was positively received as a game module. Continuing from the previous module, Dragons of Despair , the players reenact the Dragonlance story using the pre-generated players.

In Dragons of Hope , the player characters help the freed prisoners from Pax Tharkas to escape a draconian army, and help them find Thorbardin; to do so, the key to Thorbardin is hidden deep in the lair of an ancient wizard. The cover of Dragons of Desolation features a painting by Keith Parkinson which shows the heroes riding away from the floating tomb of Derkin. Dragons of Mystery is a sourcebook on the world of Krynn and the characters in the Dragonlance series.

In Dragons of Ice , after leaving Thorbardin, the player characters head south into the polar regions, journeying along the glaciers in search of Icewall Castle. This scenario involves a wilderness trek through the savage land of Ergoth in search of the Tomb of Huma, the ancient hero who wielded the dragonlances. In Dragons of War , the player characters journey to the Tower of the High Clerist, where they will aid the Knights of Solamnia in a pitched battle with the draconians ; this battle can be resolved using Battlesystem , or with the simple battle rules included with the module. In Dragons of Deceit , the player characters undertake a quest to the evil city of Sanction to find a way to free the good dragons from their oath not to battle evil.

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