Monday, October 21, 2024

Index Page
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

DM Stuff
Echoes of Krynn
Archive Script

DM Notes

Session Zero
Read to Players
Opening Introduction

One Shots
Temple of Mishakal
Test of High Sorcery

The Dwarven Tomb
Level One
Level Two

Gateway & Meeting the Mayor

The Mausoleum Catacombs
Mausoleum Catacombs Level 1
Mausoleum Catacombs Level 2

The Ruined Outpost
The Outpost
The Hatchery
Tarsis

Returning to Gateway
Occupied City
Journey to Darken Wood

Leaving the Tower of Wayreth
Leaving the Tower
Tomb of the Lich

The Fall of Tarsis
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

- You step through the portal and appear to be on a high clifftop. Not far away is what seems to be a ruined outpost of sorts.
- You can hear (off in the distance) sounds of mass combat, yelling, screaming.

As they go to investigate Tarsis . . .

- You approach the edge of this mountainside and see that the cliff-face drops off several hundred feet. You can see heavy smoke streaming into the sky as you approach the edge.
- Looking down, (roll DC16) Tarsis. It's on fire, thousands of soldiers have already stormed inside the city gates
- You can see movement, lots of movement within the city walls.
- Tarsis is under siege
- Flying above the city itself, you see multiple large white dragons (10-12 of them) with dark riders on the backs of each
- On the far side of Tarsis in the distance, you can see a citadel of sorts, that appears to be made of ice hovering far above the ground slowly approaching the city

What disturbes you the most is not far behind the floating citidel is what appears to be the Icewall Glacier. This glacier "should" be over 150 miles (or 240 kilometers) south of here but now it seems as if it is only a short distance south of Tarsis.

How did the glacier come this far north?
Is it moving on its own?
Is it being moved by magic?
You have no answers.

[Not much they can do here, RP it out if they try and sneak in to rescue people but several thousand troops are here and this could go south real fast]

Tomb of the Lich
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

3) Entrance:
Even a bit of daylight entering through this narrow
crack in the side of the mountain or a torch will reveal
that this is an unusual tunnel. Bright, brilliant colors are to be seen everywhere,
the stones and pigments undimmed by the passage of decades.
(USE ILLUSTRATION #3 NOW.) The floor of the corridor is a colorful
mosaic of stone, with a distinct, winding path of red tiles about
2' wide (the line snaking its way south down the corridor) easily
visible to the onlooker, (See special note regarding the pit traps at
the end of this paragraph.) No stonework can be seen on the walls
or the ceiling 20' above, (for some sort of cement or plaster has
been smoothed over all of these surfaces and then illustrated. The
scenes painted show fields with kine grazing, a copse with several
wolves in the background, slaves (human, goblin, elven, and strange
human-animal mixture - pig-human, ape-human, and dog-human)
going about various tasks. Certain of the frescoes show rooms of
some building - a library filled with many books and scrolls, a torture
chamber, a wizard’s work room (see 4, below for more details
of this area). There are chairs, windows, boxes, bales, doors, chests,
birds, bats, spiders and all manner of things shown on the walls.

All Pits:
Those that step upon a pit lid will have a base 100% of falling, modified downwards
by 1 % per point of dexterity through 12, and 2% for each
point above 12, i.e. dexterity of 13 = 14% chance of not falling into a
pit, dexterity of 14 = 16%, 15 = 18%, 16 = 20%, 17 = 22%, and 18
dexterity = 24% chance of not going in. At the bottom of each pit are
5 iron spikes coated with poison.

Roll d6 to determine how many
spikes wound the victim: 1, 2, and 3 meaning that number of spikes
have wounded the victim, 4-6 equal NONE HAVE WOUNDED the
character. Each spike causes 1-6 hit points of damage, and the victim
must make a saving throw versus poison for each spike which
wounds him of her. Any failure means the victim is killed by the poison.

A) On the right wall of this hallway you see a torture chamber painted on the wall. (Describe it)

The wall hiding this passage On the wall shows a painting of the iron door which evidently
confines some sort of a horrid creature (its taloned and scaled
hands grasp the bars of its small window) which can be loosed to
torment prisoners. If the plaster behind it is broken away,
a normal, inward opening door will be revealed.

B) If the pattern of the floor has been carefully observed and studied
from the entrance to this point, the individual with such perseverance
will be rewarded by suddenly understanding that a message
is contained in barely noticeable runes in the mosaic floor. It says:
«ACERERAK CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. SO MAKE
OF THIS WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT»

«Go back to the tormentor or through the arch,
and the second great hall you’ll discover.
Shun green if you can, but night’s good color
is for those of great valor.
If shades of red stand for blood the wise
will not need sacrifice aught but a loop of
magical metal - you’re well along your march.
Two pits along the way will be found to lead
to a fortuitous fall, so check the wall.
These keys and those are most important of all,
and beware of trembling hands and what will maul.
If you find the false you find the true
and into the columned hall you’ll come,
and there the throne that’s key and keyed.
The iron men of visage grim do more than
meets the viewer’s eye.
You’ve left and left and found my Tomb
and now your soul will die.»

4) Fresco of the Wizardly Workroom:
Two jackalheaded human figures are painted so
as to appear to be holding a real bronze chest. If this box is examined
closely, the viewer will note that it is hinged on the bottom so
as to allow the lid to swing down if a catch on top is pressed. The
catch has an easily detectable poison needle trap, and this can be
avoided easily by pressing the stud with a dagger pommel, etc.
However, when the box opens, it will appear to be absolutely empty,
but if a character actually feels inside the chest he or she will find a
rod which stands vertically from the bottom.

This lever moves easily - If it is pulled with any force, it will open the shaded trapdoor
which covers a 30' deep pit (spiked and poisoned as are all traps
of this sort here) which will inflict 3-18 (3d6) hit points of damage to
all who fall within, exclusive of spike damage.

Note: This trap door is 3' thick and cannot be detected by sounding or by any magic
which detects secret doors, or even traps. True seeing will reveal
a fine rectangle where the stone plug is, but it will not show what it
does. Once triggered, the pit remains open thereafter.

5) THE ARCH OF MIST:
The stone archway before you is filled with a veil of thick
vapors. The stones on either side of the base and the keystone
protrude slightly from the stones around them. As
you move to within touching distance, the left-hand base
stone begins to glow yellow, the right-hand base stone
orange, and the keystone seven feet above blue.

Nothing (even magic) will cause the vapors to clear. No magic allows
sight through the vapors, until the glowing
stones are pressed in the proper sequence: yellow, blue,
orange. If this is done, the vapors disappear, and the
path appears to go eastward.

If the archway is entered when it is clouded, those
characters doing so will be instantly teleported to area 7.
If it is passed through after pressing the glowing stones
in proper sequence, those who step through while
following the path will be teleported to area 11, and
those who pass through off the path will be sent back
to area 3.

6) THE FACE OF THE GREAT GREEN DEVIL:
On the wall before you is a sculpture of a demon
face formed of mosaic tiles. The face has a huge O of a
mouth, inside of which the space is dead black.

Aura. The devil face radiates an aura of transmutation
magic if detect magic is used on it, and a casting of
detect evil and good or a paladin's use of Divine Sense
reveals it as a desecrated place.

Mouth Trap. The mouth opening is similar to a
sphere of annihilation, but it is about 3 feet in diameter-
plenty of room for those who wish to leap in and be
completely and forever destroyed. A character who examines
the mouth and succeeds on a DC 15 Intelligence
identifies the trap for what it is.

7) THE FORSAKEN PRISON:
This miserable cubicle appears to have absolutely no
means of escape. Three iron levers, each about one foot
long, protrude from the south wall of the chamber.

Even a magical means of detection will not indicate any way out of this place.

Levers: The iron levers can be moved horizontally
or vertically, singly or in combination. Only the act of
moving all three together upward or downward has any
results. Moving them up opens a small trapdoor in the
center of the ceiling 10 feet above. Pushing them simultaneously
down opens the entire floor to a 100-foot-deep
pit with no exit. The floor returns to a closed position
in 10 minutes, sealing any victim inside the pit until another
creature triggers the floor trap again.

Crawl Space: The ceiling route is a crawl space some
3 feet square. At the place it turns east there is a plug in
the ceiling, which can be detected only with magic or if
a character has sense enough to check for secret doors.
A character who succeeds on a DC 15 Wisdom (Perception)
check can find the door. Also, anyone who raps or
sounds on the ceiling in the door's area hears it is hollow,
indicating a space beyond. Eventually the small tunnel
leads to a magical one-way door, which opens in the
pit side as shown, and players are back to square one.

8) GARGOYLE LAYER:
What appeared to be a statue an instant ago comes to
life before your eyes. The creature flaps its wings and
stares at you.

Gargoyle
AC [15], HD 12 (64hp), Att 6x
(2d4, 2d4, 2d4, 2d4, 3d4, 1d6)
Special Att: If 2 claws hit (additional 7 damage),
MV 60’
AL Chaotic,
XP 1,260

▶ Treasure: (Around Neck: Studded Collar With multiple gems 1000stl value total)

Hidden in a secret compartment behind the Gargoyle, DC9
Faceplate easily slides off. Inside is a [Bag of Holding with 6,000stl] (Max 25,000 coins)
and a slip of parchment with the following written on it in magical
code (requiring comprehend languages to understand):
"Look low and high for gold, to hear a tale untold. Take
the archway at the end, and on your way you'll wend."
Beneath the runes, the initial "A" is inscribed.

9) COMPLEX OF SECRET DOORS:
The small room beyond the door is empty and appears to
have no other exits.

The south wall contains the first in a series of secret
doors. Each of these portals requires a successful DC
15 Wisdom (Perception) check to find and must be
opened by hand using a particular method, as follows:
A. Pull down and inward (hinged on bottom)
B. Pivot on central hinge
C. Pull inward and up at bottom (hinged on top)
D. Slide up
E. Pull double panels inward (hinged on sides)
F. Slide left
G. Door has seven studs in a row--pressall at once and
door opens, but press 1 and 7 and the door falls inward.
A character pressing the studs or near enough
to do so must succeed on a DC 15 Dexterity saving
throw or take 10 (3d6) bludgeoning damage from the
falling door.

Bolts from Above: Each round that characters are in
any of the rooms inside the complex of secret doors, a
number of bolts will be fired into the area from hidden
devices in the walls and ceilings, and there is a 50 percent
chance that one character, randomly determined,
in each such area must succeed on a DC 15 Dexterity
saving throw or take 5 (ldlO) piercing damage. There is
no way to prevent the bolts from being triggered.

10) GREAT HALL OF SPHERES:
Dust cloaks the contents of this twenty-foot-wide hall.
Six alcoves line the walls, three to the north and three to
the south. Each alcove except the southwest one holds a
humanoid figure carved of red-veined white marble. The
figures resemble elves in plate armor. A stone archway
at the west end of the hall opens into a wide room
from which greenish light glows. A dark pit is situated
before the archway.

Hallway. A successful DC 10 Wisdom
(Perception) check reveals that the dust in the hall
is disturbed by tracks, though the tracks are filled in enough that the
disturbance must have occurred dozens of years ago.
A successful DC 10 Wisdom (Survival) check enables a
character to determine that the tracks were made by
humanoid feet with claw-like nails.

Spiked Pit. The pit is 10 feet deep, and its bottom is
filled with spikes that deal (2d10) piercing damage
to a creature that falls in, as well as falling damage (1d6).
The walls of the pit are rough, and they offer handholds to
climbers.

11) THE THREE ARMED STATUE:
When you enter this smallish room you will Immediately see what appears to be a
broken, 8' tall statue of a 4-armed gargoyle,
with a broken off 4th arm on the floor nearby. No amount of
fooling around with the broken arm will enable it to be replaced,
and the statue will do nothing at all meanwhile. If they go to messing with statue . . .
a magic mouth spell to speak the following words:
«YOU SHOULD HAVE NEVER ENTERED THIS PLACE»

12) TRAPPED FALSE DOOR:
At this location, as well as several
others throughout the Tomb, there are false doors which screen a
spear trap. (When one of these doors is opened, hand the players
ILLUSTRATION #12.) A spear will shoot out, and the door
opener(s) or any others standing before it are subject to be struck.
Determine at random, if need be, which character is the target,
and that player must then make a saving throw versus magic to
avoid taking 2-16 (2d8) hit points of damage. When the door is
closed and re-opened, another spear will fire.

13) CHAMBER OF THREE CHESTS:
When you enter the
crawlway it begins to glow a soft crimson red. As you follow the crawlway
it comes to a dead end, but a bit of examination will easily
discover (4 in 6) a secret door. The character opening the secret door
the floor drops from beneath them 10' below by a tilting stone at the
mouth of the crawlway, and an automatic 1-6 hit points damage
sustained. At this juncture show the players ILLUSTRATION #13A.

The large chests are affixed firmly to the floor; the 1st is gold, the
2nd is silver, the 3rd is oak bound with thick bronze bands. Each is
about 4' long, 2' wide, and 3' high. In these containers are:

Gold: 12 large asps (H.P.: 9 each; AC 14; attack as 3 hit dice monsters; cause 1 h.p. of damage only when biting, but saves versus their poison are at -2) will slither out and attack next round. They are fast (12" move) and will continue biting until all are killed. (USE GRAPHIC #13B)

Silver: Holds a small box with ring (protection +1) in a clear crystal box (worth 1000 g.p.). When this box is lifted from the supposed bottom of the chest, 8 darts will fire upwards, and 1-2 characters (maximum which can be in the line of fire) will take 1-4 hits each if they are exposed to the path of these missiles. (Actually reaching in and removing the case is exposure!) Damage is 1-6 hit points per dart, with no saving throws

Wood: When the lid is opened, an animated skeleton of a giant will be instantly teleported into the chest, and it will always strike first. The thing wields 2 (non-magical) scimitars, and it attacks twice/round for 2-12 h.p. of damage per hit. The skeleton has 32 h.p., AC 2, and attacks as a 10 hit dice monster. All edged weapon hits upon it cause only 1 h.p. of damage, but blunt ones score normal damage. Magic does not affect this monster, and it cannot be turned. Holy water will cause 1-4 hit points of damage. (USE GRAPHIC #13D)

14) CHAPEL OF EVIL:
You have crawled along the small tunnel until reaching the end, only to find it is solid stone.

[It requires a 1 in 6 to find the secret door at the passage end, no matter what the race of the character examining the area, and no form of magic will detect it, save the gem of seeing.]

Once inside, you see what is obviously some form of temple area - there are scenes of normal life painted on the walls, but the people have rotting flesh, skeletal hands, worms eating them, etc. Yet there are also depicted various religious symbols of good.

[A faint aura of good can be magically detected. What a puzzle! Could the demi-lich actually have been of good alignment?]

There is a mosaic path leading to the altar, and to either side great wooden pews face the worship area. (All of these benches have hinged seats.

[The back pair of pews have 4,000 s.p. each hidden therein, the next pair have 3,000 electrum pieces each, the next have 2,000 g.p. each, and the front pair have gas traps - a cloud of gas will fill the whole chapel in 2 rounds after opening the pew bottom, and all in the place will lose 2d12 hp)]

A wooden railing divides the room, and south of it is the altar, a tiered dais with a wooden chair (nicely carved and podded but unremarkable), 2 large brass candelabra holding 5 white candles each, and in each corner a large white pottery urn stoppered with a brass and wood plug. A human skeleton in black chain mail (badly rusted and torn) points to a glowing orange archway.

Area A: This block of strange material glows with an inner light.

(A very faint evil can be defected 2 in 6 per round of detection.) If the thing is touched by living matter it will send a lightning bolt 40' long and 8' wide shooting up the aisle - base 40 hit points of damage, save versus magic reduces the hit points to 20. After this bolt streaks forth, the altar turns a fiery blue-red and if it’s touched by any object it will explode doing base 60 hit points of damage to all creatures within a 30' radius (saving throw reduces damage by 50%).

Area B: The skeleton on the floor of the chapel room is outstretched and pointing to the arch. None of the stones of the arch glow, but the entranceway is filled with luminous orange vapors of an vibrant hue.

[These vivid orange mists cannot be penetrated with any sort of vision or magic. The skeleton, of course, misleads the party, for any character passing through the portal will enter a 10' x 10' taking 3d10 damage. Exiting the room back to room 14 the character will once again take 3d10 damage].

Area C: [Secret door 1-in-6 chance of finding]

15) STONE GATE:
You step into a hallway with stone steps going down 20 feet.

[The three traps are noticed (if searching) on a 2-in-6 chance, Falling down the trap is a 30 foot drop causing 3d6 damage. The secret door can be detected by 3-in-6.]

16) LOCKED OAKEN DOOR:
The gate is heavily bound with iron bands that are so close together that you cannot see past it and there are several obvious locks apparent.

[If a character listens with an ear to the door, he or she will hear far-off music and happy singing, obviously coming from somewhere beyond.]

[The only way through the gate is either physically destroying it or destroying it with magic]

Past the gate, you can see The walls of the passage are of smooth white alabaster, and the floor is a very smooth, highly polished smoke gray marble.

Once the door is destroyed, sounds of confusion and running (away) sounds can be heard from down the hall – all music and singing has ceased. There is a faint glow (maybe torchlight?) in front of you.

As you walk down the hallway towards where the sound was coming from, you notice the tunnel apparently comes to a dead end. [The tunnel floor is a counter-weighted beam. Its overbalancing point is the 3rd square from the door, and when 1 or more characters step there the (floor will begin to tilt downward from the door north, with the north end quickly sinking.]

[Dex Save at -4 to avoid sliding, upon a failed save they fall 50ft. Once at bottom it is pitch black and not even magic lights up the bottom]

21

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

20

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Leaving the Tower of Wayreth
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Random Encounters
1) Baaz Draconian: (Undetermined Number)
ARMOR CLASS: 14
HIT DICE: 2
HP 16
NO. OF ATTACKS: (2) 1d4 (each attack)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 20%
MORALE: 20%
Size (5½ tall)
XP VALUE: 175 (each)
▶ Treasure: 25stl
When a Baaz reaches 0 hit points, it turns into a stone statue.
The person who struck the death blow must roll a successtul
Dexterity Check with a -3 penalty or his weapon is stuck in the statue.
The statue crumbles to dust within ld4 rounds, freeing the
weapon. The weapons and armor of the Baaz remain behind after
it turns to dust.

2) Soldiers Column: (200+)
You had something coming from ahead of you. (DC12 for early understanding)
You can tell it is the sound of "many" footfalls that
seems to be drawing nearer.
[DC5 Check to hide in the forest area]
This force is mostly comprised of human soldiers. a small group of them
maybe 20-30 are Baaz Draconians. They are heading north.

3) Goblin (Undetermined Number)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

Camp Events
1) A Long Rider rides past your camp on horseback at a hard gallop.
2) You hear the sounds of a large scale battle off in the distance.
Day 1
Enemy Patrol - Bugbear: (Undetermined Number)
AC14, HD 3+1 (14hp), Att 1 × weapon
(2d4 or by weapon +1), THAC0 16
[+3], MV 90’ (30’), SV D12 W13 P14 B15
S16 (3), ML 9, AL Chaotic, XP 50, NA
2d4 (5d4), TT B
▶ Surprise: On a 1–3, due to stealth.

3) Goblin (Undetermined Number)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

Day 2
DC12 to notice if being watched/hunter - feel presence.

Second Encounter (Surprise on 2-in-6)
Lizard Men (Undetermined Number)
AC [15], HD 2 (12hp), Att 2 × claw/claw/bite
(1-2, 1-2, 1-6), addition 1d4 from bite (acid)
MV 300’
AL Chaotic,
XP 270 (each)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

Second Encounter
Goblin (Undetermined Number) (Resting off the path) DC10 to notice
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

Day 3
You clearly hear something off to your right, crashing through the woods/foilage.
Ogre (Undetermined Number)
AC [15], HD 4+1 (20hp each), Att 1 × weapon
(1d10 +2)
MV 60’ (30’)
AL Chaotic,
XP 175 (each)
Size: 7-9 ft tall
(6d10), TT R (C)

Day 4
[Only Random Encounters This Day]

Arriving at the Mountain

Sunday, October 20, 2024

DM Notes
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Stage A - Temple of Mishakal (One-Shot)
Stage B -

Stage 1 - Campsite: They are at a campsite.
Stage 2 - The Search: Scream in the far distance.
Stage 3 - Delian Tomb
Stage 4 - Gateway & Meeting the Mayor
Stage 5 - Catacombs
Stage 6 - Ruined Outpost
Stage 7 - Tarsis Possibly
Stage 8 - Return to Gateway
Stage 9 - Escape/Journey To Darken Wood (Force Them South)

Journey to Darken Wood
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman
(Camp Night 1):
Arion Leads you to a cave along the mountainside. It's well hidden amongst some shrubs and brush - but not 100% hidden, it's slightly covered but you feel with a few limbs and such it cane be hidden completely from view.
Once inside the cave you see a small flat platform with a drop off on the far side that goes down for 100+ feet.

You have maybe 15 feet of open space to lay out bedrolls and such and the ceiling goes up for 80, maybe 90 feet above and is slightly open to the night sky so a fire can be made with proper ventalation.

You are exhausted
Your are soaked to the bone from the snow and cold rains
Your minds race with everything that has happened

[Open it up for player/character discussion on what to do, where to go (make sure they know at the moment south seems to be the only available direction to get away from these armies]
[Roleplay it out as much as possible, encourage talk between the players on what plans they have]
[They hear distant sounds occassionally.
Emphasis how they hear very little sounds of birds, bugs etc and the wind seems still]

(Camp Night 2):
"2nd watch" As you travel south, you hear movement back in the direction you came from. You can see torchlight from several torches.
As the sound gets closer you can tell this is a large group of people, probably 30 or more but you can't make out who or what they are - they draw nearer.

(Roleplay things out)
[In the end: These are refugees from Gateway (with several (5) fighting men) & they have several wounded but nothing serious. Stan Whiteguard, the innkeeper from the Steel Piece Inn helped us escape]
[Roleplay things out but they prefer to not go with the companions due to where they are going]

Things they might tell the party . . .
1) Hundreds if not thousands of soldiers with goblins also. Dressed in black armor with white trim and white cloaks
2) They saw HUGE White Dragons
3) People were lined up and executed
4) They did not see anyone else escape
5) Troops heading in all directions from Gateway (appears to be an invasion)
6) Soldiers in black with white trimmed armor & white cloaks are rumored to be called Knights of Takhisis and that the dark queen as returned to Krynn.

Rumors: (Mind you, these are rumors of course, just things we've heard)
1) Armies in the east are recruiting anyone who will fight for them, promising wealth and glory not seen since before the Cataclysm.
2) They hear of winged humanoids in this invasion.
3) Something is going on with the Icewall Glacier to the south & reports of a flying citadel of ice has been seen.
4) I've heard the Dwarves are in danger with soldiers marching on the Kharolis Mountains.
5) Some strange happenings have been going on in and around Dargaard Keep, in Nightlund. This snow and cold weather seems to not be affecting that region.

(Camp Night 3):
Uneventful night. Seems the closer to Darken Wood you get, the less events are happening
Open up for discussion around the campfire
No encounters all night
Snows all night
Winds have died down, it's a calm quiet night

Day 1)
With you and your friends traveling you have only seen boot and horse tracks, as a Ranger, Arion, you can tell many tracks are goblin and others are booted men. By the depth of the tracks you can tell these are armored men. Travel through the trees and underbrush has not been as rough as you thought it would be. It is now late in the day. Occassionally you hear sounds off in the distance of random screams and yelling. You suddenly hear yelling and screaming - a group of 8 goblins charge towards you from the treeline.

Goblins (8): AC 13; HD 1/2; Hp 4 #AT 1;
Dmg 1-6; MV 6; THACO 20; AL LE.
Treasure: 20cp, 11sp each

These creatures have been taught about magic and its effects, so they will counter any spells cast if given a chance. For example, they will try to wake members effected by a sleep spell.

Day 2)
You come to a clearing-a place of bright sunlight that contrasts starkly with the deep-shadowed forest you’ve been moving through. The clearing is large. It is nearly a quarter-mile wide and a half-mile deep.

After a few moments on the edge of the forest, you hear something in the dark woods behind you. As the creatures crash through the undergrowth, you see that a patrol of soldiers wearing black armor with white trim, with a small group of goblins out front leading the way!

Soldiers (5): AC 14; HD 1; Hp 5; #AT 1; Dmg
1-8; MV 9; THACO 19; AL LE.
Treasure: 2gp each

These creatures use fine long swords and short bows. They will fire their bows once and then charge. Each has 20 arrows.

Goblins (7) AC14, HP3 AT#1
Dmg 1-6; MV 6; THACO 20; AL LE.
Treasure: 5sp

These goblins use short swords and slings. They will loose their slings at the PCs and then charge. Each has 20 sling bullets.

Day 2) (Afternoon)
It's early afternoon and for approximately the past 2 hours you have been hearing rustling sounds in the trees to your left, but each time you've searched the area you've found nothing. The sounds have not been overly loud, but are easily noticeable, even from your positions. At times these sounds seem as if they are closer than before.

With a crash, to your left you see 3 winged creatures fly out of the thick treeline appearing to have been up in the trees and jump down gliding with small wings on there backs. You have never seen anything like these creatures, they are two legged creatures with and covered with dark green scales with blood red eyes with snarling fangs showing through jagged teeth. There faces have a draconic feature to them, like some sort of reptile. (Let everyone roll D20 - DC19 to know they are a sort of Draconian) They have wings, smaller wings, appearing not to give full flight but maybe short bursts of flight. They appear to be unarmed but you can easily see they do have sharp claws.

Baaz Draconians: (3)
ARMOR CLASS: 16
HP: 12
ATT: 2
DMG: 1-4 (claws)
MR: 20%
XP VALUE: 175
SP: at 0 HP, they turn to stone for 1d4 turns
Treasure: N/A

Day 3)
Uneventful day of traveling
At times you can hear undiscernible sounds but cannot make out exactly what they are
The storm clouds are so thick the sun has not broken through them all day
Snow has been falling most of the day at a heavier rate Along with steady wind
At times the snow is a foot deep, cause your movement to be slow dramatically
The temperature has dropped to the point of freezing
It's cold enough that you've been forced to bring out cold weather clothing to remain warm but even thought helps little

Day 4 - Final Day)
You set out from camp and travel south for around 2 hours and you come to the edge of a thick/dense forest - you assume Darken Wood

Test of High Sorcery
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

As you sit reading your spellbook, a scroll of fine vellum magically appears resting on top of your open spellbook. The first thing that you notice is that the scroll is sealed and has the crest of the Conclave pressed into the dried wax seal.

*Once he opens the scroll . . .*

It reads, You are invited to take the Test at the Tower of High Sorcery immediately.
You may refuse by burning this letter and progress no further into the realms of greater magic.
You may accept by uttering aloud the phrase below. You will receive only one chance to take this Test. Failure will mean consequences.
Par Salian, Head of the Order of High Sorcery

The Phrase is (Message this to Tim) - AKU SHROULAN BELIAL

Once he says the phrase
Once you say the phrase, the scroll vanishes in a small cloud of smoke *poof* then the smoke dissipates into the air and vanishes.

You hear a voice inside your head that says - proceed to Darken Wood.

Read to Tim.
It's up to you how you relay this information to your companions. How much do you really reveal, do you tell them the actual reason you all need to go to Darken Wood. This is a personal thing that you must do, but no one travels to the legendary Darken Wood without having a damn good reason to do so.

As you reach Darken Wood, before you, you feel as if something is drawing you in, as if on queue, your Wizard companion walks past you and enters the forest.

Your light sources don't seem as strong within the forst, you only have vision up to 40ft and even that light is dimmed. You hear no sounds at all, no birds chirping, no insects buzzing around, nothing, not even the wind - the eerie silence is un-nerving. After walking for maybe 30 minutes, the air seems to close in around you and you get the feeling that you're being watched or followed - you can't really tell. As you press forward, it appears as if all the trees are dead. The air grows foul, foul enough that you are forced to cover your faces with a cloth.

Once they push forward . . .

In an instant, the dead trees and horrid smell of the air vanishes and you find yourself standing on a wide path of lush green grass, tall Aspen trees on both sides and in front of you, you walk along the trail for what seems hours, accompanied only by the sounds of your footsteps and rustling trees.

As you approach a bend, you hear groans and whispers fill the air, brushing past your face and ears. When you search for the source of the eerie sounds, your attention is drawn to a ghostly hand that extends from the shadows off the path. Skeletal fingers curl, beckoning you towards it. Shaking off the chill of the dead, you continue walking down the trail. The trees begin to part, unfurling to reveal a clearing bathed in moonlight.

A symbol appears ahead of of the wizard, it flickers with glowing a dark red light. You feel a powerful hum of arcane energy emanating from it. The symble is a circle that frames five entwining lines, and the intersections are marked by ancient runes and the symbol pulses dark red. [Make a DC 10 Intelligence to know what the symble is]

You recognize the symbol as a sign of power belonging to Takhisis, the Queen of Darkness, goddess of evil dragons. As you walk past this symble you hear a distance scream telling you to not go any further.

Allow for Roleplay . . .

Polished silver and gold arches loom above you, the gate’s metal twisting in ornate patterns that reflect the ethereal moonlight. You can see a courtyard of dust and stone through the bars, overgrown weeds creeping through cracks and crevices. There’s no one in sight, yet you feel like someone is watching your every movement.

Just before you place your hand on the gates, they swing open, allowing you to step into the courtyard beyond. You take a breath and steel yourself beneath the shadow of the Tower of High Sorcery. This place is an awe inspiring construct, you can feel the power coming from them. When you take your first step beyond the gates, four connected mage towers rise into the night sky. The wall around the towers forms an equilateral triangle decorated with depictions of Krynn’s moons in different phases. The towers themself are crafted from black stone and etched with glowing stained glass and arcane runes. The two tallest towers lean precariously, looking as though they could topple over at any moment. Between you and the Tower of Wayreth awaits a dusty, unspectacular-looking courtyard.

Allow For Roleplay . . .

Your footsteps echo against the stone, leaving imprints in the dust. The feeling of being watched intensifies, the sensation prickling up your back, and you turn around quickly.

The main center tower has a set of double iron doors that have been opened, in front of the doors you see a figure standing in white robes who guestures you all to come inside. Once inside, the man begins to speak - You have entered the Tower of Wayreth where this young man (he gestures over at the wizard) will be taking the Test of High Sorcery. As his companions, you will not be able to attend but we have rooms for each of you to rest in. You will be treated as honored guests while you remain here. With that, he claps his hands together a single time and other figures rush out and bow to you, These people will escort you to your rooms so if yould please follow them.

The wizard is escorted away with the person who greeted you.

For everyone other than the Wizard . . .

1) You four will be here for 5 days.
2) You are fed the best food you've ever eaten in your life, even your elf Wendell.
3) Each room is furnished with the finest furnishings possible. A bath that seems to empty and refill each time you use it. Food/Drink magically appears out of no where in your rooms throughout the day, fruits, meats, wine etc. I mean it really feels like royalty.
4) Each room has a balcony that is 10 feet by 10 feet. You can see you are way up in the tower, high enough that a fall from here would be fatal.
5) Even though you've been confined to this room/balcony for 5 days, you don't feel confined, it has been a relaxing 5 days and you've gotten well needed rest.
6) Youve been running for your lives for so long, you've forgotten what it feels like to rest comfortably without constantly looking over your shoulders.

Taking the Test
You have been in your room for a day resting (the description is what I will explain to the others) a very richly appointed room of luxory.

You hear a knock at your door.
As you open the door, you see a young man in white robes standing before you. He asks you to follow him down stairs.

The man takes you down to the bottom floor and into a large room, richly furnished and you see the white robed figure that greeted you and your companions upon your arrival standing in the center of the room with each hand hidden within the sleeves of his robe and his head is bowed. As you approach him, the man looks up and greets you . . .

ahh, hello. I trust you are well rested?
Good, good. Are you ready to take the test?
He nods and smiles. He waves you over to a soft comfortable chair asking you to please sit down and across from you he sits down as well. A medium sized rectangular table lies between you and him. My name is Jedrick Wivernspur. I am the one who will be administering the test to you. Keep in mind, if you perish during one of these tests, you may be forever lost. You must agree to this now before we can proceed any further. *waits for the agreement*

He begins talking . . . The Test of High Sorcery measures a wizard’s magical abilities and tells how the applicant will use current and future abilities. Each Test differs, as it is designed to measure strengths and weaknesses of each candidate. The test consists of three trials. Going into each test you will not be aware of what these tests are going to be.

At that moment, the door behind you opens and several young women dressed in white robes bring huge platters of food and drink and places it all on the table between the two of you. Jedrick questions you on your knowledge of magic, the orders, and why you want to be a wizard.

*allow Tim to explain*

Jedrick makes it very clear what you are giving up if you join the order, this is a lifetime commitment, one that must not be taken lightly. He actually tries to persuade you not to join - For most individuals, this way of life is not the best direction to take, I'm not sure if you will even be up to this challenge. You don't really appear like you would be worthy of even joining this order.

Jedrick says, I give you one last chance to walk away. (When he refuses to walk away) . . . I'd like you to take a look behind you, as you turn, you see there are four robes hanging up on a wall in clear view *oddly enough, you don't remember them hanging there when you entered the room*. The robes are different colors, white, red and black, and a brown robe off to the side near the exit. Jedrick tells you to pick up and feel each robe but DO NOT put them on. As you inspect them I'd like to hear your thoughts on each robe.

Now what I explain to you is not what you repeat back to him.
1)White robe: This one is made from fine starched linen. It is regal and grand, but stiff. It feels as though it would be easy to soil.
2) Red robe: This one is made from supple leather. It is strong and flexible, but heavy.
3) Black robe: This one is made from spun silk. It feels sensual and amazing, almost electric. But there is something "ef-em-er-al (as if it were temporary or short lived), like it could slip from your fingers at any moment.
4) Brown robe: This is made from simple wool. It is drab and unassuming. But it is finely spun. It is soft and warm. It would provide comfort in harsh weather in a way the other three would not.

When you finish examining the robes, Jedrick motions you back to your chair. As you sit back down in your chair, he tells you . . . explain what you felt when you examined each robe.

Jedrick nods and claps his hands together a single time.

Test #1
Another servant enters the room and asks you to follow them.

You are led into a 70x70 room. A goblin appears 50 feet away from you acorss the room. He is armed with a dagger.
*Roll Inititive*

[Repeat the encounter (Goblin in front then back then front etc until Tim casts one first level spell and one second level spell - then the door opens and the servant walks in and escorts you back to your room]

You hear a bell toll from outside the room *bong*

Test #2
Rinse and repeat the young man taking your downstairs and Jedrick. You again hear a bell toll from outside the room *bong*

Test #3
Rinse and repeat the young man taking your downstairs and Jedrick.

You one again hear a bell toll from outside the room *bong*

You all of a sudden open your eyes and find yourself back in your room, in your bed.
You hear a knock at the door.
When the door opens, you see the same apprentice standing outside, he tells you Master Jedrick will see you now.
You are escorted downstairs to a door you have not entered before.
It opens and you see Jedrick Wivernspur sitting behind a large desk dressed in his flowing white robes.
Behind him stands two hooded people dressed in hooded red robes, there heads are bowed so you can't really see faces.
On the desk is a folded red robe. As you sit down, he pushes the robe towards you.
You have completed and past your test (for the most part). You still have one final to complete but that will not take place here.
Should you fail in this final test, you will be dead.
Do you understand?

You and your companions must travel south to a small set of mountains. Once there, you must search for the one who haunts your dreams, the one who you are destined to face. You will need your friends, now . . . more than ever for only as a group can you defeat this enemy. You must face and defeat this enemy in order for you to fully complete your test. Once you & your companions enter this unholy place, I cannot emphasize enough just how dangerous this location is, Those that we have sent into this place have yet to return. Before you and your companions agree to undertake this dangerous quest, you must make sure that they understand completely just how dangerous this mission is. You are not obligated to undertake this quest, it is your decision along with your companions.

If you & your companions agree to follow through with this quest that you have been given, then . . . I will say this.

The legends of this tomb are true: it's a dungeon that is filled with deadly traps. What I mean by deadly traps is traps that will instantly kill you if triggered. There are treasures to be found in this place, far beyond your imagination, but the path through is not easy by any means. Be prepared to fail.

If your companions agree, do you accept this challenge as your final test?
[If the answer is yes]

I bid you farewell and good luck, this meeting is concluded
The Apprentice enters the chamber behind you, my lord, if you will follow me . . .

You are escorted back to your room. The apprentice informs you to take a day to rest, you will be rejoined with your companions tomorrow morning and at the time, you and your companions will leave this place.
The Apprentice bows and walks back down the stairs.

The morning of the 5th day,

Test Results
1) Whenever you cast a spell or cantrip, you eyes glow a soft red in color (per your alignment).

2) Each time Zaytak casts any spell/cantrip after the second spell/cantrip is cast (between 8 hour rests), make a DC15 Constitution ability check. On a failed save, you gain 1 level of exhaustion. (At 5 points you are basically forced to take an 8 hour rest).
Level 1: Disadvantage on ability checks
Level 2: Speed halved
Level 3: Disadvantage on attack rolls and saving throws
Level 4: Hit point maximum halved
Level 5: Speed reduced to 0
Level 6: Death

During each 8 hour rest, Zaytak removes 2 exhaustion points.