Knights Sword - TSR 9381 - DLQ1 - Gobbi Free
Knights Sword - TSR 9381 - DLQ1 - Gobbi Free
Knights Sword - TSR 9381 - DLQ1 - Gobbi Free
By Colin McComb
with Thomas M. Reid
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . .
Tips for the New DM . . . . . . . . . . . . . . . .
A Few Words About
DRAGONLANCE Adventures . . . . . . .
Background . . . . . . . . . . . . . . . . . . . . . . .
The Knighthood . . . . . . . . . . . . . . . . . . . .
The Tests . . . . . . . . . . . . . . . . . . . . . . . . . . .
Diversions . . . . . . . . . . . . . . . . . . . . . . . . .
The Theft . . . . . . . . . . . . . . . . . . . . . . . . .
The Investigation . . . . . . . . . . . . . . . . . . .
2
2
3
4
5
7
9
10
11
Credits:
Design: Colin McComb with
Thomas M. Reid
Editing: Thomas M. Reid
Cover Art: Robh Ruppel
Interior Art: Thomas Yeates
Cartography: Diesel
Production: Sarah Feggestad
Typography: Angelika Lokotz
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Copyright 1992 TSR, Inc. All Rights Reserved
9381
ISBN 1-56076-421-X
9381XXX1501
Introduction
Welcome to the world of Krynn. Here, on the
continent of Ansalon, the age-old struggle of Good
against Evil continues unchecked. Bands of heroes
battle forces of darkness, hoping to gain footholds
for the side of light. Ansalon is a land of challenge,
one in which fortune can make or break any adventurer. Welcome to Ansalon, the land of the
Dragonlance.
This module is intended for characters of levels
1 through 3. It can be used as an adventure for introducing players to the world of Krynn. Its primary purpose, however, is to ease a beginning
DUNGEON MASTER (or DM) into his or her
job. While the adventure is written with these beginners in mind, this does not preclude use by
more experienced DMs. Players should read no
further in this book, unless they want to spoil the
adventure for themselves. It is intended for the
DMs eyes only.
Most DMs should have already played the game
and should be familiar with its terminology and
procedures. This time, however, the burden of
creating an enjoyable evening rests on the shoulders of aspiring DMs. The following hints will ease
the beginner into his or her job.
Sourcebook and Catacomb Guide. This book provides insight into problems that face every DM, as
well as suggested answers to those problems.
Some refereeing conventions include the use of
boxed text and abbreviations for monsters and
NPCs. Text surrounded by a box means that the
DM is to read or paraphrase the enclosed text to
the players. Any text not so surrounded is information for the DM only, to be given to the players as
he or she sees fit. This information may or may not
be discovered by the players characters as they
examine the encounter. Whether they do or not
should depend purely on their actions.
When the PCs encounter monsters, the typical
format of the presentation is as follows:
Example:
Background
At the height of the War of the Lance, the dragonarmies besieged the High Clerists Tower near
the city of Palanthus, where the knighthood had
entrenched itself. After a long wait, a large force of
seasoned knights, led by crazed Lord Derek
Crownguard, stormed forth from the Tower. However, Dragon Highlord Kitiara had planned for
this, and the dragonarmy crushed the battalion.
Convinced that this spelled the end of the
knights, Kitiaras army advanced on the High
Clerists Tower. Only Sturm Brightblade and his
force of untested knights held Vingaard Pass
against the dragonarmies, while an elven princess
and her discovery of a dragon orb stood between
the dragonarmies and their rape of Palanthas.
Sturm Brightblade sacrificed his life in order to
buy time for the remaining knights and Princess
Laurana, precious time needed to master the
powers of the orb. His death purchased that time,
and more importantly, caught the hearts of the
people throughout Krynn. It paved the way for a
restructuring of the Orders of the Knights of Solamnia. The knights realized that they had been
living according to ancient rules that no longer
held any meaning, to a Measure that could neither
contain nor prescribe the honor of a true knight.
It took Brightblades death, as well as the inglorious and foolish assault of Derek Crownguard, to
make the knighthood realize that its priorities lay
scattered. After the War of the Lance, the knighthood honored Sturm Brightblades bravery and
dedication to the orders of the knighthood.
The knights laid his body in state in the Chamber
of Paladine, the burial chambers beneath the High
Clerists Tower. Here, with his armor and sword arrayed about him in honor, he lay peacefully and
undisturbed by those who came for inspiration.
His tale has been told and re-told, his bravery and
integrity against the corruption of the old, stagnant
knighthood seeming to grow with each re-telling.
And with each telling, the reforms sweeping the
orders gain even more momentum.
Most support the changes, but there are some
who work long and hard to make sure the old
ways continue to favor them. It appears that these
opponents of change will stop at nothing to make
sure that their positions remain unharmed.
This adventure is designed for three to six characters of beginning level. At least one PC must be
aspiring to the knighthood (although none should
have succeeded, as yet). The rest can be a mixture
of other races and classes, but each player ought
to remember that the knights focus strongly on
honor. Dishonorable characters will hurt the
knight-to-bes chances of joining the Order. Each
player must abide by the restrictions of honor at all
times. If existing characters are not available, the
DM may assign the pregenerated characters found
in the center of this book.
4
The Knighthood
You and your friends have ridden long and
hard to reach the High Clerists Tower in time
for the Knightly Council. Sir Delson, a good
friend of your father, has promised to sponsor
you during your petition to become a squire.
You are eager to prove yourself, to join the
ranks of the gallant knighthood.
The day is bright and clear, the early greenery
seeming to burst with life. Birdsong fills the air
with sweet notes, and the sky is blue and cloudless. The sun radiates its heat gently on the land.
A gentle breeze caresses your faces as you ride
for the Tower. Along the road, both ahead of
and behind you, other candidates for knighthood also head to the Tower.
The clear, bold notes of trumpets greet you as
you ride through the gates. The excitement felt
by all is nearly palpable, electrifying the air.
Once inside the large courtyard, young grooms
rush forward to relieve you of your horses. You
notice guards stationed around the walls of the
Tower, keeping a vigilant eye on all comings
and goings. A harried-looking Knight of the
Crown directs you toward the High Council
Hall on the 11th floor of the Tower. He introduces himself as Sir Rateliff, orders you to come
to him if you have any questions about the Tower or its inhabitants, and then tells you, in tones
that brook no disobedience, to proceed there
at once.
The knight is a descendant of the general who
faced Lord Soth at Dargaard Keep. He has been
assigned to see to the care and housing of the candidates, and to make sure that they know the way
to the High Council Hall. Due to the comparatively large volume of applicants, he currently has
little time to spend answering questions. However, he is thoroughly knowledgeable about the
layout of the 16-story Tower. Although he is a softspoken individual, with a manner that seems more
suited to the Library in Palanthas than the knighthood, his fighting prowess and knowledge of battle 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); S
15, D 14, C 12, I 17, W 16, Ch 13; long sword +2
If the characters do not follow Sir Rateliffs directions, they are free to wander around the High
Clerists Tower. However, they will then find themselves late to the Knightly Council. This will
present some serious questions about the candidates dedication and the possibility that he is not
responsible enough to enter the knighthood. It also will blemish Sir Delsons honor, since he agreed
to sponsor someone unfit for the orders.
Likewise, any of the hopeful knights companions who wish to explore the tower must restrain
any larcenous tendencies. Even kender must hold
back, for any misdeeds by the other PCs will reflect on their knightly friend. However, if any do
not wish to watch the coming spectacle, they are
free to roam around the open parts of the tower. If
they so desire, they may even visit the Chamber of
Paladine, where the heroes of the knights lie in
state. If they do so during the Knightly Council,
nothing is amiss. It is only after the first day of the
tests that the theft occurs.
At the entrance to the High Council Hall, all
of the candidates and their companions are
gathered around two Knights of the Rose. The
candidates are given white robes to wear over
their other clothing. The knights then confiscate
everyones weapons, saying, You wont need
these in there. After the candidates are suitably
attired, the knights lead everyone into the hall.
If the PCs resist giving up their weapons, the
knights will not allow them into the Hall. Only
weapons which are obvious and openly worn will
be confiscated; a knight would not insult anyones
honor by accusing him or her of concealing a
weapon. The PCs are, however, allowed to wear
armor into the hall.
The spectacle in the hall is truly impressive.
Rank upon rank of armored men stand before
you, gleaming in the sunlight streaming through
the western window. The proud symbols of the
knighthood decorate their armor, and the profusion of knights is almost overwhelming.
Straight ahead of the candidates, in a cleared
space in the center of the room, is a mahogany
table with three chairs arrayed behind it. The
three chairs are currently empty.
The escorts lead the applicants to the seats arrayed before the mahogany table, while a page
shows the candidates friends to nearby seats.
The tension among the applicants is intense, yet
unsurprising, considering that the rulings made
in this room will change the lives of those gathered today.
The non-candidates among the PCs are seated in
an area to the left of the table. There are several
seats available in the front row, just enough to seat
all the PCs. They are located about 15 feet from
the table. Filling most of the rest of the seats are the
families of other candidates. Sitting in the back
row is a beautiful blonde woman with intense blue
eyes. Most of the males in the room are acutely
aware of her presence.
After a slight wait (which will seem like an eternity to the candidates), the three High Knights enter.
High Justice Gunthar Uth Wistan leads the procession into the room with a minimum of pomp. Even
so, their passage seems nearly mystical, like some-
nen is ready for any maneuvers of this sort because hes had it happen more times than he can
count. Although he walks away with a swagger, he
is listening for anything that may indicate someone
rushing his back.
The Tests
After a restful nights sleep, the blare of a trumpet greeting the dawn wakes the heroes. Most of
the PCs will have free time on their hands, but
their knightly friend will have his hands full with
the Tests.
His exertions begin with the dawn, for he and
his comrades-in-training have been roused before
light struck the eastern sky. If the PC wishes to become friends with any of these comrades, the DM
is free to invent them and their statistics. Remember that almost all of these will be fighters no
greater in power than 1st or 2nd level.
The calisthenics in full plate mail start at once
and last for two hours. On occasion, a candidate
falls to the ground, unable to continue. Every hour
of the day, the PC must roll a successful Constitution check or fall exhausted to the ground for 15
minutes. A PC with the Endurance proficiency
needs to check only once every two hours. If the
PC falls, read the following to him:
You lie panting on the ground, unable to muster the necessary strength to climb to your feet.
The brutal heat of the sun seems greater than
natural for this time of year. Sweat pours from
you in rivulets, soaking your underclothes. Your
throat is dry, crying out with the need for water.
Your aching muscles refuse to support any effort
to move, even when the shadow of the brutal
drill sergeant Sgt. McKennen falls across you.
He sneers down at you. Get up, you pathetic little weakling. Ive seen newborn colts with
more stamina than you! Do you really think
youre worthy of the knighthood? Pah! Your puny little body probably couldnt stand the strain
of carrying a shield, much less a sword! Come
to think of it, I dont know what good a shield
would do for the likes of you. We could save
them for better specimens-like the draconians. Your only possible value to us would be as
a battering ram! Get up, you grovelling worm!
Sergeant McKennen stands there and continues to harangue you while the other hopefuls
stop what theyre doing to watch. At last, your
muscles on fire, you climb to your quivering
legs, leaning on your sword. Pain races its fiery
way up and down your body, but you finally
achieve your balance. With contempt in his
flat, grey eyes, the drill sergeant turns away
from you.
The hero might very well wish to plunge his
sword into the sergeants back. However, McKen-
down, until the students fall to attention. McKennen proceeds to address them:
For the most part, you have succeeded admirably today. You have demonstrated to me
that you are willing to endure almost anything
to join our illustrious brotherhood, and I salute
you for it. The knights raise their swords in the
Solamnic salute. McKennen continues, I have
been honored to teach you today. I hope that
those of you who felt my wrath today can forgive me. He grins. But Im sure youve had
about enough of my prattle. One last word of
warning before I go, though. The tests you
faced today were the easy ones. Tomorrow,
your mind will be tested far more severely. I
hope you remember the Measure; otherwise,
youll be serving as squires for a long time.
The knights salute you again, and intone, Est
Sularus oth Mithas. They turn on their heels
and walk inside, leaving you to pick up the
courtyard. Once you are done with this, some
of the young squires come to escort you to a hot
bath, dinner, and bed.
The PC is free to do what he wishes with his evening, but unless he can roll a successful Endurance
or Constitution check at -4, he will collapse into
his bed, already comatose.
Diversions
While their companion occupies himself with
affairs of the knighthood, the other characters may
wish to do more than sit and watch him perform
his tests. Since the knighthood is playing gracious
host to the companions of those testing, the characters might as well enjoy the hospitality. Alternatively, they can leave their companion at the High
Clerists Tower and travel to Palanthus. This journey takes about a day. However, things might get
complicated when the knight desperately needs
his companions to join him.
Nonetheless, they may wish to travel to the city
to get some things accomplished. For example,
while in the city, clerics may need to travel to the
Temple of Paladine. Mages might wish to visit the
Great Library or (gods forbid) the Tower of High
Sorcery in Shoikan Grove. Thieves may want to
come here to keep their skills sharp, so to speak.
At any rate, the characters should be able to
spend half a day amusing themselves. At that
point, they encounter a madman (or maybe something else altogether). Whether they travel separately or together, he will deliver the following
message to each of them:
Oh, great danger now, oh yes, oh yes! he
cackles madly, When the Trickster crosses the
War God, things go awry! Even now, your
friends on the pedestal are in need of you, for
the Soulstealer threatens. . . . And the old man
falls to the steps in a dead faint.
If the PCs somehow rouse the old man, he looks
at them in confusion. He asks, What am I doing
here? He has no recollection of any of the previous dialogue. However, if the PCs do not roll a
successful saving throw vs. spell, they will begin to
feel a nameless premonition tugging them toward
the High Clerists Tower. A sense of growing dread
accompanies this feeling, increasing until they begin the return trip.
If they remain at the Tower, they have a few other options. Clerics may find it interesting to engage
in theological and philosophical discussions with
various Knights of the Sword. Mages can retire to
the library in the Tower which, while not as well
stocked as the Great Library, still has a nice selection. Thieves should do nothing more than inspect
the defenses and relax. The knights have no tolerance for burglary, nor for the frivolity of kender.
The Tower is best suited for those interested in
the fighting arts. Warriors will find a vast pool of
sparring partners, as well as some of the finest instructors available. The knights have a nearly inexhaustible supply of weapons, some of which may
be bartered or traded for those of poorer quality
and a good sum of money. Of course, if the PCs
saved the life of the High Justice, the knights
storemaster will be much more willing to trade the
Avalanche
Mudslide
Lame Horse
Dragon flies overhead
The Theft
While everyone in the Tower slept, Sir Kellin Solanius crept down to the Chamber of Paladine
with one of his war dogs. Very intentionally, he
walked his dog in the mud of the courtyard first so
that it might leave tracks. The Chamber guard, following Uth Wistans orders, allowed himself to be
bound, gagged, and knocked unconscious.
Then, breathing a prayer of forgiveness for the
desecration of the tomb, Solanius removed the
sword of Sturm Brightblade from the dead mans
crypt. Wrapping it in heavy cloth, he stole from
the crypt to his room. Taking his luggage and his
dogs, he left immediately for Solanthus.
However, as he left the Chamber of Paladine, he
failed to observe the figure hiding in the deep
shadows in the corner. Corya, the blonde from the
initiation ritual, concealed by her black clothing,
arrived just a little too late to steal the sword herself. However, she has memorized Solanius face
for future reference so that she and Crownguard
might retrieve the sword later.
Begin the second day by reading the following
to the PC candidate only:
The morning dawns bright and early, a typical
beginning to a beautiful day. You and the other
knights-to-be have arisen, tended to your morning rituals, and eaten breakfast. Most of your
compatriots do not anticipate enjoying the
days tests; if they are anywhere near as difficult
as Sir McKennen hinted, many do not predict
surviving the day. All of you now sit at the
breakfast tables, conversing.
When Lord Aeric Truehilt, todays instructor,
arrives, the candidates stand, ready to begin the
tests. Thus, it comes as a total surprise when he
instead announces, Everyone to the High
Council Hall. Now. No questions. Dont worry
about dressing for the occasion. The High Justice must tell you something. His tone brooks
no argument, and his thunderous demeanor
dares anyone to defy him.
If the PC does try to open his mouth or disobey
in any way, Truehilt will turn on him with an unbelievable fury. Until the erring character backs
down, Truehilt will rage at him. If this goes on for
too long, Truehilt will recommend that he not be
allowed to continue the testing process; someone
who cannot obey a simple order obviously cannot
understand the more complex rules by which a
Knight of Solamnia must abide. If no one questions
Truehilt, the candidates march upstairs to the hall,
casting uneasy glances at one another.
When they arrive, they will find many of the other knights gathered there as well. Many look stern
and unforgiving while others are simply outraged.
Various knights tug at their mustaches in anxiety or
tightly controlled fury. It is easy to see, however,
10
The other candidates and knights are hurrying from the room. Some have taken the time to
group together into little clusters, discussing options. All of them seem to be at a loss as to
where to start their search for the Brightblade
and its thief.
The knights themselves mill about outside the
High 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 beautiful
blonde. Their voices do not carry, but their cadences do rise above a whisper occasionally,
giving you no doubt that Crownguard is furious
about something.
Crownguard and Corya are quarreling about her
failure to get the Brightblade before it was stolen
by Solanius. Crownguard cannot denounce Solanius without admitting his own guilty intentions.
After they lay the blame on one another, Crownguard and Corya begin to plan a way to get the
blade for themselves. If anyone draws near to
them, they will smoothly change the subject before the person draws within earshot.
Have all of the PCs roll an Intelligence check
with a -2 modifier. If any succeed, they remember that Sir Rateliff is the ultimate authority on the
layout of the Tower, and might well be able to answer any questions they have. If any adventurer
remembers without having to roll the Intelligence
check, give the character a 20-xp bonus.
Rateliff will not volunteer information or advice,
for Uth Wistan has instructed him not to; the characters must draw it from him. He will only answer
questions along the following lines:
1. Layout of the Tower. Refer to The Investigation
for the information he can provide. Although
he does not know the specific contents, Rateliff can give a general description of each floor.
2. Quarters of the various knights, and their eccentricities. More specifically, he can tell the
players that it is Lord Kellin Solanius who owns
the dogs. If they ask about Gunthar Uth Wistan,
he can tell them that Uth Wistan often plays
games within games. Any question about McKennen leads to a speech about McKennens fidelity. Finally, a question about Crownguard
draws a puzzled look, as if Rateliff himself
werent certain of the man. He says that Crownguard had been acting strangely even before his
cousins ignominious defeat here at the Tower.
The man has become radically different in that
short span of time, and no one really knows
what hes doing these days.
Rateliff will not wait outside the Council Hall forever. He, too, has a daily routine, and those who
want to find him will just have to look for him. He
is not here to serve the PCs.
The Investigation
This is the most important phase of the adventure. If the heroes cannot figure out any course of
action, they will not be able to advance to the next
stage. In this event, the DM must gently nudge
them along the right course. Perhaps the characters overhear some of the other candidates saying
something about the Chamber of Paladine. Another good ploy to keep them from wasting time is
to have knights emerging from the level they propose to search. The knights tell them, Theres
nothing here. We searched it thoroughly, and
youll just be wasting your time.
If the PCs ask to join with any of the other candidates, the trainees will reject them. They claim that
while teamwork might well prove to be of some
use, the PCs are already a large enough group; any
more would prove much too unwieldy. No amount
of persuasion will get these men to join.
There are only two areas which hold any clues.
One is on level 7, where Lord Solanius resided
while he was here. The other is in the Chamber of
Paladine, as well as on the steps leading to that area. The party will gain any other clues only
through questioning the various guards who were
on duty last night.
If at any time they go looking for the tomb
guard, they will learn that he is currently in the infirmary with a bandaged head. Apparently, he
took a nasty blow, and is going to be recovering
for 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 becoming so important to the knighthood. If questioned,
he relates the following:
I had just relieved the previous guard from
duty, and was preparing for another long night
of boredom! He sneezes, and winces from the
pain it causes his head. Sorry. Where was I?
Oh, yes. I was practicing some moves with my
sword when I heard someone coming down
the stairs. I knew it was a knight, because plate
mail does not exactly lend itself to stealth.
I greeted the knight and, since I recognized
him, let him past me into the Chamber of Paladine. He said he had some prayers to attend to.
The next thing I knew, I was lying on the cold
stone floor outside the Chamber, holding my
aching head.
The worst thing about all of this is that I remember recognizing the knight, but I cant recall
his face now! I mean, I know that blows to the
head can make you forget things, but I cannot
believe that I would forget the most important
thing that has ever happened to me! This obviously frustrates him a great deal, for he knows
how important this is to the knighthood as well.
11
Erastin Rivenguard
Male Human Fighter, Level 1
Lawful Good
THAC0: 20
AC:
1
#AT:
1
MV:
9
11
Dmg:
1d8+1
hp:
Int:
14
17
Str:
Dex:
16
Wis:
15
Con:
15
Cha:
12
Weapon Proficiencies: heavy lance, long sword,
two-handed sword, dagger
Non-weapon Proficiencies: horse riding, heraldry,
animal handling, reading/writing, endurance
Equipment: plate mail, familys long sword, heavy
war horse
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Resewed.
Targin Steelaxe
Male Dwarven Fighter, Level 3
Chaotic Good
AC
3
THAC0: 18
MV:
6
#AT:
3/2 or 1/1
29
Dmg:
1d8+3
hp:
Int:
10
Str:
17
Dex:
17
Wis:
9
Con:
16
Cha:
15
Weapon Proficiencies: battle axe (specialized),
short bow, dagger
Non-weapon Proficiencies: endurance, mountaineering, stonemasonry, blacksmithing
Equipment: chain mail, pony
Magical Items: chain mail +1, 20 arrows +1
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
Galenye Faelern
Female Human Thief, Level 2
Neutral Good
4
THAC0: 20
AC
MV:
12
#AT:
1
10
Dmg:
1d6+1
hp:
Int:
15
13
Str:
Dex:
17
Wis:
12
Con:
12
Cha:
16
Weapon Proficiencies: wrestling, short sword
Non-weapon Proficiencies: juggling, tumbling,
disguise, reading lips
Equipment: thieves picks, numerous hidden
pouches, three doses of contact sleep poison (successful 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
By permission of TSR, lnc., this page may be reproduced for personal use only. 1992, TSR, Inc. All Rights Reserved.
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
Jilani
Female Half-Elf Mage, Level 1
Chaotic Good
AC:
7
THAC0: 20
MV:
12
#AT:
1
hp:
4
Dmg: 1d6
S:
10
I:
18
D:
11
W:
12
Ch:
13
C:
9
Weapon Proficiencies: quarterstaff
Non-weapon Proficiencies: astrology, reading/
writing, dancing, spellcraft, disguise
Equipment: spellbook, robes, staff
Magical Items: ring of protection +3
Spells in spellbook: detect magic, magic missile,
read magic, shield, wall of fog
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Resewed.
Karathos
Male Minotaur Fighter, Level 2
Lawful Good
AC:
4
THAC0: 19
MV:
12
#AT:
3/2 and 1
hp:
24
Dmg:
1d8+9
Int:
10
Str:
19
Dex:
15
Wis:
8
Con:
17
Cha:
9
Weapon Proficiencies: battle axe (specialized),
two-weapon style, wrestling
Non-weapon Proficiencies: tracking, seamanship,
rope use, blind fighting, ambidexterity
Equipment: 50 silk rope, grappling hook
Magical Items: chain mail +1, battle axe +2
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
Siriath Leafwine
Male Elven Cleric, Level 2
Lawful Good
AC:
2
THAC0: 19
#AT:
1
MV:
12
hp:
14
Dmg: 2d4
S:
14
I:
13
D:
16
W:
17
C:
15
Ch:
12
Weapon Proficiencies: morning star, sling
Non-weapon Proficiencies: healing, herbalism, religion, reading/writing, ancient history
Equipment: chain mail, shield
Magical Items: medallion of faith
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Resewed.
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
20
The Traitor?
At last, the characters reach Solanthus. The fortified city presents a forbidding exterior to those
who approach it. In addition to its newer and
stronger walls, the city is surrounded by a shallow
moat (about 10 feet deep). The moat is wellmaintained and free from algae and dangerous
creatures. Ringing the moat is a decrepit old wall,
half-crumbled and weakened, a remnant of earlier
ages.
There are only three entrances to the town, each
of them well-guarded by sentries loyal to the Lord
Mayor. They inspect each wagon coming into and
leaving the city, ensuring that no one is engaging
in activities detrimental to the well-being of the
town.
The city is only just regaining its former status as
a trade center, for it suffered mightily during the
War of the Lance. The dragonarmies and various
raiders destroyed the surrounding area, depriving
the honest farmers of their livelihood. The raiders
slaughtered the cattle and burned the fields that
provided sustenance for the city dwellers. The fear
that this might happen again has prompted their
suspicion of strangers.
Granted to the Solamnics for their aid to the
dwarves in a time of need, Solanthus is situated on
an old dwarven mine site. The tunnels carved by
the dwarves provide an ideal method for smugglers and thieves to transport their goods to and
from the city. The guards and the Lord Mayor are
aware of most of the shafts, but there are a few in
the twisted maze of which they remain oblivious.
The most obvious gift the dwarves left for the humans was the cleft spire, a shimmering tower of
rock which graces the night sky in the center of the
town. With a pure spring bubbling at its base, the
spire is the only known source of the Solanthian
light-gems. Within the town, a soft glow constantly
keeps the streets lit and fairly free from crime.
Light-gems mounted atop tall poles and protected
with powerful magic shed their stored brilliance
during the night, keeping even the darker streets
aglow with a lesser imitation of the suns light.
The spires themselves are well guarded all the
time. It is forbidden for anyone but those approved by the Lord Mayor to mine from the spires,
for the mineral is very rare. Only those who have
provided a great service for the city may possess
any pieces of the light-gems. Each piece is carved
into a distinctive shape, so that if it is lost, each
gem may be returned to its rightful owner. At night
the glow from the spires may be seen at a distance
of over one mile.
Two castles flank Solanthus on either side, resembling grim sentinels against the backdrop of
the Garnet Mountains. One is the ancestral home
of the Crownguard family, of which Charles is the
last surviving scion. The other, looming ominously
over the town, is the refuge of Lord Kellin Sola-
However, they must first look to their own survival, and they therefore do not bring the huge
amounts of harvest they did in the past.
The people in town, if asked, will all support Kellin Solanius. Although they regard him as a bit of a
fop, they claim that he is one of the most noble
people they have ever met. A true Knight of Solamnia, they will say, one of the good ones.
They will refuse to hear ill spoken of him, for he
dedicated himself to improving the lot of everyone
in Solanthus, not just his cronies.
They are dissatisfied with Crownguard, for he
seems interested only in improving his own lot and
those of his rich friends. The citizens seem to feel
that Kellin and Charles are opposite numbers, at
least as far as personalities go. Where Kellin is giving, kind, and generous, Crownguard is selfish and
greedy. However, since the rich people control
the elections, Crownguard is a perennial winner.
If the PCs take the eagle-carved light-gem to any
jeweler in Solanthus, these experts will recommend that they visit Myrtha Stoneshaper. They say
she is the best jeweler this side of the Gate of
Souls, and that she has been blessed by Reorx the
Shaper, himself, with her ability.
When they enter her shop, located conveniently
near the spires, read the following:
As you enter the small, dingy shop, a small
silver bell above the door tinkles sweetly. The
store seems strangely devoid of any sort of
product. The display cases are all empty. From
the back room, you hear a crabby old voice call
out, Bide yer time! And dont touch anything! In a moment, a small dwarvish woman
strides forth from her workshop. In there you
can spy the jewels and gems that should be on
display out front. It looks almost as if a weird fire
had sprung up in the back room, so intense are
the blazes from the stones in back.
The little woman looks up at you and snaps,
What!
After the PCs explain their mission, or produce
the light-gem (depending on whether they left it as
a clue to other searchers), she pauses thoughtfully.
Wait here, she mutters and shuffles into the
back room. She comes out moments later holding a heavy leather book. After blowing dust
from its cover, she opens it carefully and begins
thumbing through the brittle pages.
Lets see . . . eagle . . . hmm. Ah, yes, here
we go. I thought I membered carving thet one.
Lets see, it musta been coupla years back. Did
it fer thet young Kellin Solanius. Fine fella, him.
Thet what you wanted ta know? She stares at
you with bright eyes, daring you to keep her
from her work for much longer.
She will answer their questions for about five
more minutes, growing ever more impatient with
22
Visiting Solanius
If the players are intent on riding off to confront
Solanius immediately, remind them that their
characters need hard evidence before they can
bring him to justice. Unless they can somehow
positively identify him as the culprit, they must
continue to conduct their investigation in Solanthus. They may wish to spy on him in order to ascertain whether he is the culprit. Allow this to
happen, but they should not be able to discover
the evidence for which they search. However, the
numerous dogs that Kellin keeps will bark frantically the whole time unless the characters take
precautions against detection.
Once the characters head for Solanius castle,
ask them what proof they have that he is the thief.
If they offer an inadequate explanation (a hunch,
the simple fact that a dog was at the tomb, or anything of the sort), continue with Solanius still alive.
When they confront him, he fairly bristles with anger. He will first demand, in righteous tones, the
evidence they hold against him. When they are
unable to produce it, he will threaten to discredit
them before the Knightly Council for attempting to
sully his good reputation.
If, however, the PCs have adequate evidence,
then their arrival at Solanius keep is just after
Crownguards move for the sword. Once they enter the grounds, read the following to the players:
As you approach Solanius keep, something
odd keeps nagging at you. You finally realize
that his dogs, which you would expect to be
barking, are silent. In fact, you cannot hear the
slightest whimper from their kennels.
Another minor detail draws your attention.
The beautifully-carved oak front doors of Lord
Kellins stronghold stand slightly ajar, spilling
forth the light from inside. You see a form
sprawled on the floor just beyond the doors. A
weak moan issues from the figure.
If the characters draw closer to investigate, they
find that the form is that of Lord Kellin Solanius.
He lies in a pool of his own blood. He has crawled
some distance after being wounded, as there is a
trail of bright crimson stretching behind him.
When he sees the heroes, he gestures them closer
to bestow upon them his dying words. If they do
approach, read the following:
Solanius smiles a wistful smile, and chuckles
weakly, blood trickling from his mouth. His humor quickly turns to a gasp of pain when the
movement tears at his insides. He is obviously
beyond any but the most advanced healing
magic. Only force of will keeps him alive now.
He begins to whisper to you. You have to
bend close to hear his words. When he speaks,
flecks of bloody spittle fly from his mouth.
24
The Return
After defeating Crownguard (assuming they do
so), the characters must journey back to the High
Clerists Tower with the Brightblade. If the sword
shattered during Crownguards battle, the characters might wish to take it to be reforged. The candidate can easily remember legends that state that it
can only be fixed by the best living smith. This description could only fit Theros Ironfeld, the smith
with the silver arm.
Last reports placed Theros on the isle of Ergoth,
where he has continued to produce dragonlances.
However, he has not been heard from in some
time, and there are those who think he must have
died. Other rumors place him in the vicinity of
Vingaard Keep, where he ran into some unknown
difficulties. The PCs must determine the truth of
these rumors themselves, for they might not wish
to return to the Tower with the sword shattered.
If they do seek Theros Ironfeld, they will eventually find him in a location of the DMs choosing.
He will understand the importance of reforging
the sword promptly and will set aside his current
work to restore it. However, he will forbid the PCs
to look at it, saying his work must have time to settle. The price for his work is that they present the
package containing the Brightblade to Gunthar
Uth Wistan without having opened it.
Whether or not they have the sword reforged,
their journey back is uneventful. The monsters
and bandits have moved to greener pastures or
have been slain. Peace has descended on the area.
If Crownguard has been taken alive, he will
prove to be a difficult prisoner. Although the Solamnic Code demands that a captive be treated
well, Crownguard seems intent on earning the
wrath of everyone. He will abuse his captors verbally and will take every opportuntity to escape
the justice he knows awaits him at the High
Clerists Tower. Although he has no choice but to
go, he will not go gracefully.
If Corya has also been taken prisoner, she will
remain silent throughout the journey. If a chance
presents itself, she will attempt to escape and will
free Crownguard if at all possible.
Whether or not the characters stop to have the
Brightblade reforged, word of their success has
somehow reached the High Clerists Tower.
As your destination comes into sight, you can
vaguely see that the place is festooned with
brightly colored banners. You cannot remember what the holiday might be and continue to
trudge forward, anticipating a real bed.
As you draw closer to the Tower, a great
cheer rises from the knights assembled on the
walls and parapets. Somewhat belatedly, you
realize that the cheers are meant for you, and
you can feel your skin grow red with pleas-
25
Epilogue
Several days after the execution, the knights
hold funeral ceremonies for their departed friend
Kellin Solanius. They lay him to rest in the Chamber of Paladine, near the body of Sturm Brightblade. If any of the companions perished during
this adventure, they too are honored with a place
in the Chamber. Since they perished in the service
of the knighthood, this is not at all a breach of protocol. If the candidate died fighting Charles
Crownguard, his body will be knighted before he
is received to Humas breast.
Otherwise, if he survived, he must sit through his
vigil in the chapel in Knights Spur. The Measure
dictates that he sit through the night alone (or in the
presence of other knights-to-be) in silent prayer and
meditation, guarding his arms and armor.
When morning arrives, so does your Guard
of Honor. They dress you in long white robes
and escort you to the courtyard. Each member
of the guard carries a separate piece of your
new plate mail uniform. One carries your shield
(for which you have chosen a personal device),
another carries your spurs, while another carries your sword and a freshly tooled scabbard,
decorated with the symbols of the knighthood.
The final guard carries your helm.
In the center of the courtyard waits Lord Uth
W istan and Sir Delson, your two sponsors.
When you reach Uth Wistan, you kneel. For
what seems an eternity, he recites your accomplishments. At last, he begins the ritual.
I hereby declare you a Knight of Solamnia.
You have spent the night in prayer. Do you consider yourself worthy of this great honor?
No, my lord, you answer, but I most humbly accept it and vow that I shall devote my life
to making myself worthy.
Uth Wistan lifts you to your feet and embraces you fiercely, while the knights gathered
around cheer wildly. At long last, you have realized your ambition. You know that you will
prove yourself worthy of your knighthood, and
you are eager to prove yourself to the evil in the
world. Your time has come.
Major NPCs
Sir Charles Crownguard
Male Human Knight of the Crown, Level 3
Chaotic Evil
AC:
2
MV:
9
hp:
25
THAC0: 18
#AT:
2
Dmg:
by weapon type (+1 due to Str)
17
S:
D:
14
C:
16
I:
16
W:
10
Ch:
17
Weapon Proficiencies: two-handed sword, heavy
lance, long sword, dagger, spear
Non-weapon Proficiencies: land-based riding,
through the ranks. Charles, on the other hand, focused more on political matters, using his knightly
status as a bargaining tool. Both quickly gained a
fine reputation in their fields of expertise. Both
were also secretly vainglorious and power-hungry.
Then came the War of the Lance, and the pressures began to build. Although both Charles and
Derek welcomed the opportunity to test themselves, the tension and stress began to take their
tolls, and both began to go slowly mad. In Derek,
this led to the final, fateful charge that eliminated
the flower of the knighthood.
Charles change was much more subtle. At the
beginning of the War, an ancient dagger came into
his possession. Although he was not normally a
weapons collector, he had to have this one. Called
the Dagger of Righteous Vengeance by the peddler,
it seemed to beckon to the dark chasm waiting in
Charles heart. Even had he known that the blade
was more rightfully known as the Dagger of Jealousy, he would not have been able to resist its allure.
With this dagger in his possession, he changed
slowly from the weak-willed, foppish nobleman
he had been to a strong-minded pillar of the nobility. Privately, his paranoia increased. He began to
jump at every sound that was out of place. He
fired his servants and replaced them with new
ones, only to find that he had trusted the old ones
more. Worst of all, he found himself becoming
jealous of Dereks success in the knighthood.
The gods only know what might have happened
if things had continued this way. However, even as
Charles plotted to have his righteous revenge
on Derek, his cousin perished in the ill-fated assault from the High Clerists Tower. Robbed of a
target for his suspicions, he was at a loss for some
time.
Meanwhile, in his private life, he grew increasingly more distrustful. Publicly, he became ever
more friendly and forthright. His foppishness decreased, his clothing and his manner becoming
less effected and seemingly more genuine.
His political opponents and his friends, who had
been growing more distant, noticed his marked
change with some amazement. For some reason,
they began to fear his newfound power and selfassurance. He destroyed many of them politically
without a second thought.
Then he discovered that the knighthood was
venerating that coward and Measure-breaker
Sturm Brightblade while his beloved cousin Derek
lay in dishonor! Forgetting his previous wrath
against his cousin, Charles set out to discredit
Sturm. He spent some years cautiously examining
Sturms past, and he created some lies to spread.
After a time, he found that his innuendoes and his
carefully placed rumors availed nothing.
In the meantime, despite these stories, the Orders began to rank Sturm among the knights of legend. He, not Derek, was regarded as the true hero
of the High Clerists Tower, as the embodiment of
28
Magical Items
The Brightblades Sword
. . .he caressed the hilt of his sword lovingly. According to the legend, this sword will only break if I
do, Sturm said.
succumbed to old age. He passed his sword to Bedal, his only child. Bedal proved himself another
heroic Brightblade by holding a strategic pass
against fierce desert nomads until reinforcements
arrived-by himself. Yet few bards sang of his
prowess, for there were other knights performing
deeds nearly as heroic. This was the time of the
knighthoods bloom, and its members were intent
on proving themselves and the Oath and Measure.
The fortunes of the Brightblade family blossomed
with the Orders of the Solamnic Knights.
The sword continued its history with the family
for the next three millenia, with a few minor diversions. After the Cataclysm, when the sword was to
go to Bayard Brightblade, it was either mislaid or
stolen. The legends are unclear on this point, but
the Knights Quest of Bayard was to retrieve the
Brightblade. He returned with it in less than a
week and would not speak of his trials except to
the Knightly Council. They awarded him his
knighthood immediately. After Bayard, the sword
passed to Galen Pathwarden di Caela Brightblade,
Bayards adopted son. Although his childhood
reputation was a poor one, he became an upstanding knight, a paragon of the virtues espoused
by the knighthood. When Bayards true son came
of age, Galen passed the sword to him.
Finally, the sword passed to Sturm Brightblade.
When he came from Solace to seek his father and
claim his inheritance, he was given the Brightblade. He carried it with him to his gallant death.
Through Sturms bravery, the Brightblade has
come to represent the ideals of the knighthood.
The Brightblade is a two-handed sword +3 of
dwarvish make. Mined from the purest ore in
Thorbardin, it is remarkably resistant to rust and
wear. Additional dwarven enchantments increased this resistance, making it well nigh invulnerable to the banes of the common blade. Thus,
the edge never loses its razor sharpness, despite
heavy use. In addition, the swords runes grant the
wielder a +2 modifier to all reaction checks and
the blade has the speed factor of a long sword. Finally, the Brightblade has the power to emulate a
light spell and a protection from evil spell once per
day each.
However, the near perfection of the blade has a
price. The dwarves had made a blade to commemorate the nobility of a man and wanted to ensure that the blade would only be used by worthy
humans. To make sure that this would be the case,
they wrapped powerful enchantments about the
blade, making them essential to the swords composition. If any of these enchantments were disrupted, the sword would lose the beneficial
qualities it possessed.
The spells the dwarves laid upon the blade protect it from misuse by those who would pervert its
purpose. Only those of good heart, noble virtue,
and courage can wield the Brightblade without
bringing about its destruction. Legend holds that
the sword is only as strong as the heart of its user. If
30
tertain thoughts of vengeance. Of course, its malefic side effects will always remain hidden from
the user. He or she will resist all attempts by others
to separate the dagger from his or her possession,
seeing those who would do so as enemies to be
destroyed.
Pregenerated
Characters
In the middle of this book (pp. 15-18), the DM
will find a set of pregenerated characters. These
have been set up so that the DM can remove the
pages on which they appear, cut them apart, and
distribute them to the players. Alternately, the pages may be photocopied and the book left intact to
be used again in the future.
It is not necessary to use any of these characters
in the adventure. They are here for the convenience of the players and the DM so that the adventure may be played more easily if any players do
not have characters available.
Note about Equipment: The DM should assume
that the players have the essential equipment,
such as flint and steel, bedrolls, food and drink,
and so forth. Only the more esoteric equipment,
weapons, and armor are listed.
31
By permission of TSR, Inc., this page may be reproduced for personal use only. 1992 TSR, Inc. All Rights Reserved.
32
st Sularus oth Mithas: My Honor is My Life. For the young men who have
gathered at the High Clerists Tower, those words mean one thing: Knight of
Solamnia. For some, knighthood is just around the corner. For others, there will
be only failure and the shameful return home. Whatever the eventual outcome, all of the candidates bear
those words in their hearts. Eagerness and anticipation fill the sun-filled morning air, as the candidates
jockey for position, ready to show their prowess before the Knights of the Orders. My Honor is My Life.
One Knight, however, does not live by the Oath.
The sword of Sturm Brightblade is gone, stolen
from his dead body. The dishonorable one must be
brought to justice, before he flees forever and the
blade lost. The trail leads through webs of intrigue to
traitors and thieves most foul. This is a task suitable
only for those of keen mind and stout heart, for danger will confront them at every turn.
This is the first adventure module written for the
TALES OF THE LANCE Boxed Set, and is especially designed for beginning players and the DUNGEON
MASTER. It reveals for the first time the powers of
the Brightblade, the hereditary sword of Sturm
Brightblade, a Hero of the War of the Lance. Additional background information is included, along with new magical items and some pregenerated characters to help get the adventure running quickly and easily.