Dragons of Autumn

War of the Lance Campaign, Volume One

Autumn settles on the plains of Ananasinia as rumors of war and strange creatures travel from northern lands. Friends meet in the tree-town of Solace after many years spent apart, hoping to reminisce about old times and adventures past. But the people of Ansalon need heroes, as the ancient gods have returned to the world, and brought creatures of myth and legend to fight in their battles. Dragons--ancient, deadly, and powerful--have returned to Krynn. An adventure like no other calls the heroes to re-discover the greatest gift given to the mortal races, to find a safe haven for hundreds of refugees, and unearth the first secrets that might lead to the power of the dragonlance.

An adventure for eight 5th-level heroes

Converted to 5th Edition by J.L. V'Tar

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Introduction

Bring the chairs. That's a good girl. And I want one, right here," the old man gestured at a spot in front of the fire pit. "For me."
    "Are you giving a party, Old One?" Tika asked as she carried over the most comfortable, well-worn chair in the Inn.

"A party?" The thought seemed to strike the old man as funny. He chuckled. "Yes, girl. It will be a party such as the world of Krynn has not seen since before the Cataclysm! Be ready, Tika Waylan. Be ready!"

He patted her shoulder, tousled her hair, then turned and lowered himself, bones creaking, into the chair.

Tika went to pour the ale. It wasn't until she had brought the old man his drink and gone back to her sweeping that she stopped, wondering how he knew her name.

Dragons of Autumn Twilight

By Margaret Weis and Tracy Hickman

Welcome to my unofficial conversion of what I believe to be a pillar of D&D history. Dragonlance is among the most legendary of official settings, and the original adventure modules helped shape the face of D&D as it matured. These adventures are a piece of our history; things just wouldn't be the same without them.

This conversion is done as faithfully as I can, although my first admission is that I don't have access to the original adventure modules as they were published so many years ago. I am instead working from the 3rd Edition version because that's what I have in my library.

I understand that since I'm working from what is itself an update and conversion, that this work isn't as purely close to those originals as I can possibly get. My hope is that you'll not only forgive me, but find the same enjoyment out of this 5th Edition conversion that I did with my copy of the 3rd Edition update. For me it's the characters, the story, and the world that make this special, not the specifics of the adventure version.

This work is unfinished, and I put time into it only once in a while. I'm not sure when it'll ever be completed, this is just a labor of love. I do hope you enjoy what's here.

J.L. V'Tar

Background

Five years ago, a band of good friends frequented the Inn of the Last Home, the most popular tavern and inn in the treetop city of Solace. They made a pact to go off on their own in search of some sign of the true gods, agreeing to meet back at the Inn of the Last Home on that day five years later. Each taking a different path, they set out for the far corners of Ansalon. Now the heroes, known as the Innfellows, return to their hometown after finding only futility--the true gods seem to be well and truly gone. However, at the very least, they can look forward to a warm fire, a good meal, and the companionship of their dearest friends upon their return.

Unfortunately, they find that Solace has changed in their absence. The Seekers, a misguided religious sect of questionable sincerity, have become the temporal rulers of Solace, governing the region from the nearby Lordcity of Haven. Rumors of war and whispers of monsters and death circulate among the farmers and townsfolk in hushed voices. Solace has changed, and that change promises to become even more drastic.

Characters

This adventure is designed to support the players taking on the roles of the classic Innfellows, the Heroes of the Lance. However, it is flexible enough that it can also be played using characters of the players' own design, as long as certain vital character archetypes are represented. This section explains how to go about using the classic characters or facilitating the creation of original characters that fit into these archetypes.

Playing the Original Heroes

If you and your players elect to play this adventure with the original Heroes of the Lance, you'll find stat blocks for them in Appendix 2 near the end of the document. Feel free to make adjustments to them as you see fit; however, before making a major change, examine the adventure carefully to be certain you're not removing a vital aspect of the character. Each pregenerated character has starting equipment packages assigned from the sample packages available to all original characters.

The Heroes of the Lance begin at 5th level. At the start of the adventure, the following are available as player characters: Tanis Half-Elven, Sturm Brightblade, Raistlin Majere, Carmon Majere, Tasslehoff Burrfoot, Goldmoon, Riverwind, and Flint Fireforge. Gilthanas-Kanan and Tika Waylan begin the adventure as NPCs; they become available for use as player characters later, or they may remain NPCs.

Playing Other Heroes

You and your players may instead decide to play your own heroes or to replace certain members of the classic lineup. If you choose to go this route, one of the first things to do is to decide at what level the characters should start the adventure. The adventure itself was designed for eight 5th-level characters (the original Heroes of the Lance). If you have a different number of heroes, increase the starting level by 1 for each player below the estimated total of eight.

When designing your own player characters, be certain to cover all the Major Archetypes (discussed below). A character may fulfill more than one archetype.

Appropriate Races

Many standard player character races can be used without difficulty, although some Dragonlance races don't have easy analogs in the 5th Edition rules and some races in the current Player's Handbook don't fit within the lore of Krynn.

    When playing a Dragonlance race without an easy analog, often the 3rd Edition version in the Dragonlance Campaign Setting can be tweaked to work within 5th Edition. This includes minotaurs, half-ogres, sea elves, and the like. These races in particular are also very difficult to work into the story. There would need to be some considerable back story to explain why one of these exotic people ended up a member of the Innfellows in the simple town of Solace.

Humans are the most obvious choice, being the majority of the residents of Abanasinia. Half-elves, kender, and half-kender are almost as easy to work in, although the Player's Handbook stats for halflings might need some tweaking to play a kender of half-kender. Neidar (hill) dwarves are appropriate for the story, but any of the mountain dwarf clans need an explanation of why the character isn't in Thorbardin. Similarly, a full-blooded elf (of any of the nations) or a gnome needs backstory explaining why they're not at home with their people. These races are, however, at least easy to build using the basic Player's Handbook races.

Half-orcs and tieflings are impossible to play, given that they do not exist in Krynn. Dragonborn are problematic in that, while humanoid dragons do exist on Krynn, they are called draconians and they are most decidedly on the side of chaos and darkness during this period of time. Similarly, drow elves are not a race of Krynn, and forest gnomes are also unknown.

Appropriate Classes

Almost any class appropriate for Dragonlance in general would be appropriate in this adventure. However, keep in mind that this adventure occurs in the Age of Despair. Two important conditions of the universe exist that restrict appropriate classes.

Characters may have levels of cleric, but unless they serve an Evil god, they gain no god-granted class features (spellcasting, channel divinity, divine intervention, and other supernatural effects) from this class. Clerics of the Good and Neutral pantheons do not have these abilities until after the Disks of Mishakal are found, and the Prophet and Elistan bring news of the gods to the people. Paladins also do not have their god-granted abilities. If a player chooses to take a level of one of these classes, the character must read the Disks of Mishakal or be ministered to by either the Prophet or Elistan (after his conversion), and then devote their life to a god in order to gain their benefits.

The Summer of Chaos that will re-introduce ambient magic to mortals is still decades away, so bards cannot cast any spells. Sorcerer is only open to creatures that have access to ambient magic to begin with: dragons (including bozak draconians), fey, and other natural spellcasters. Ordinary mortals (such as the heroes) cannot be sorcerers.

Major Archetypes

These are the major archetypes that should be fulfilled in the adventure. If your players create their own characters, be certain that these four archetypes are represented. Having the players talk over their various concepts and ideas, and letting them decide among themselves which archetypes they would like to play, allows them to agree on these roles and work toward a complementary group similar to the original Innfellows.

The Prophet

The Prophet is chosen by the gods of Light to hear Mishakal's calling. They obtain the Blue Crystal Staff and, using it, retrieve the Disks of Mishakal--the holy scripture that will return knowledge of the gods to the people.

Classic Character

The plainswoman Goldmoon was chosen by the goddess Mishakal to bear the ancient artifact known as the Blue Crystal Staff. As the Prophet, Goldmoon is fated to bring the knowledge of the true gods back into the world. While she does not fully comprehend how to accomplish this, she has accepted the responsibility of this task. Although her possession of the Blue Crystal Staff places her in great danger from those who desire or fear its powers, Goldmoon stands resolute and bold in the face of that threat. Raised as royalty among her people, Goldmoon is not afraid to take a commanding role when one is needed, but she also has the wisdom to allow others to lead when necessary. She is soft-spoken but always maintains an air of confidence and dependability.

Custom Character

This adventure requires a cleric, for healing during and after combat if nothing else. If Goldmoon is not used, another character with a spiritual outlook (whose player is willing to take at least one level of cleric after retrieving the Disks of Mishakal from Xak Tsaroth) should be created. The NPC Elistan is intended to become the shepherd of the people, so the player taking on the role of the Prophet need not be purely devoted to taking levels of cleric. This character must be of good moral alignment.

The Leader

The Leader is the face of the group. They do the talking in delicate social situations; they negotiate with friends and enemies when appropriate. They are trusted to make many decisions on behalf of the entire party.

Classic Character

Among the original Innfelows, Tanis Half-Elven reluctantly takes on the role of the Leader archetype. Although he often doubts himself, his companions frequently look to him for guidance and direction. Being a half-elf, Tanis has a unique outlook on life. He understands being a victim of prejudice and is never quick to judge or underestimate a person he meets. His long life and wanderings have made him one of the more worldly and experienced of the companions. Tanis often broods over internal conflicts but he is careful to conceal his true emotions. He doubts his leadership abilities. He struggles over has love for both the human Kitiara and the elf maid Laurana, and he is at odds with his mixed heritage. In his leadership role, Tanis understands the strengths and weaknesses of his companions; he works to bring out their best in any situation. If there is a diplomatic solution to a situation, Tanis will usually be the first to take advantage of it.

Custom Character

Any charismatic character with a sense of responsibility can fill this role. The other characters should like and trust this character, even if they don't trust themselves. It's unlikely a wizard can fill this role, but many other classes can; a charismatic fighter would be ideal.

The Rogue

The Rogue is usually the jack-of-all-trades. This archetype has a wide array of skills at their disposal. They regularly use these skills to their own advantage, but they also often use them to assist the other members of the party.

Classic Character

The irrepressible kender Tasslehoff Burrfoot plays the Rogue archetype among the Innfellows. Being a kender, Tasslehoff grew up perfecting a number of skills that come naturally to those of his race; moving silently, hiding in shadows, and picking locks and pockets are all second nature to him. Tasslehoff's role as the Rogue presents him with challenges that other party members rely on him to overcome. He is employed as a scout to range ahead and find enemies before they find him or his companions. He is also known for acquiring items the party may need (and more than a few they don't). When the party is trapped, it is often Tasslehoff who finds a way out. Tasslehoff is energetic, intensely curious, and entirely fearless.

Custom Character

There are certainly times when a character who knows how to sneak, pick locks, and get into places they're not supposed to can be very handy. Rogues and rangers can fit the role every well.

The Sage

The Sage is a central character in many fantasy tales. In this adventure, most of the heroes are ignorant of Ansalon's history, but it is through uncovering and understanding the past that the heroes prevail in particular tasks. The Sage is extremely important to the group's success throughout the adventure.

Classic Character

The red-robed mage Raistlin Majere fills the role of the Sage archetype for the Innfellows. He is highly intelligent and has a thirst for knowledge. Raistlin is physically weak, his body broken by the Test of High Sorcery; therefore, Raistlin draws his strength from his knowledge. He jealously guards it, doling it out in small portions. Raistlin has an air of mystery about him, and when he speaks, he is often biting and sarcastic. He keeps many things to himself and only reveals his knowledge if he believes it will further his own goals or will prove to others he is not as weak and helpless as they believe. He gains a measure of satisfaction in seeing others put his knowledge to use, especially when he uses knowledge to manipulate them to do his bidding.


Custom Character

A wizard, though not required for Dragons of Autumn, is certainly useful. Spell support for the party is always extremely helpful, but the role of a Sage could be filled by a master with the sage focus or a rogue with a number of skill proficiencies dedicated to various knowledge checks. However, selecting those classes over wizard will lessen the overall combat effectiveness of the group.

Additional Archetypes

These are some additional archetypes that can be included in the adventure. Although they are not necessary, you may find that you have a more balanced party if the players in your group select one of each kind instead of doubling up.

The Ranger

The Ranger is often seen as a dark and stoic warrior. The party relies on the Ranger for their combat abilities and their knowledge of wilderness and nature when traveling to distant lands. The Ranger archetype is not usually suited to take a leadership role as most rangers prefer not to deal with people in general.

Classic Character

Riverwind fills the archetype of the Ranger for the Innfellows. He rarely speaks; when he does, it is short and to the point. Riverwind is content to follow Goldmoon on whatever path she may take, and he will serve and protect her with his dying breath. He will do the same for any of the companions he feels he can trust. The rest of the Innfellows depend on Riverwind for his skills in battle and wilderness survival. Since he is more of a follower than a leader, he is uncomfortable with giving orders and would prefer to perform missions on his own (or with Goldmoon) rather than take on any kind of leadership position.

Custom Character

Any character with good fighting abilities and survival skills could fill this role. Player characters with the barbarian, fighter, or ranger classes are the most likely candidates to fill this archetype. Monks with proficiency in Survival would also make an interesting choice.

The Mentor

The Mentor archetype is a character who teaches by example, is a steadfast friend, and counsels the others using their life experience.

Classic Character

The dwarven blacksmith Flint Fireforge plays the role of the Mentor for the Innfellows. He is not the strongest, most intelligent, or most skilled of the heroes, but Flint's wisdom and levelheaded outlook helps prevent the companions from making rash decision. He works to keep the more chaoitic members of the party in line and gives his council to the

Leader when he feels it's necessary. Flint tends to grumble and complain, but he does it in a good-natured manner. When Flint perceives an injustice, he speaks up and doesn't dance around the subject. He speaks plainly and directly to the point. A Mentor must prove he is reliable, and there is no other character more reliable and loyal than Flint Fireforge.

Custom Character

The most important aspects of filling this role are loyalty and friendship. Wisdom and old age would also seem to be a requirement, but they are not entirely necessary. Since these are roleplaying attributes, it does not matter what class a person plays. Any player who is willing to support the party as a whole, rather than looking out only for their own interests, would do well in the role.

The Protector

The Protector is the archetype who is always willing to put themselves in harm's way for the good of the party. They will step into any fight to shield the ones they love.

Classic Character

Among the Innfellows, Caramon Majere fills the role of the Protector. Caramon is a good-looking, strapping you man with a big heart. He cares deeply for all the companions and is always willing to place himself between them and any threat that may come their way. Caramon is protective of anyone who is physically weaker than himself, which is just about everyone. This is especially so for his twin brother Raistlin who is often sick. Caramon and Raistlin often fight back to back, combining their strengths and ensuring that Caramon can defend the wizard.

Riverwind, companion and defender of Goldmoon, also qualifies as a protector.

Custom Character

The role of the Protector will most likely be served best by a skilled warrior who can stand at the front of the party in any battle and is able to take a beating. Fighters and paladins make the best protectors, although a barbarian could also fill the role.

The Idealist

The Idealist archetype is that of the beautiful, gifted, and doomed. This character in the story is fated to fulfill some destiny during the adventure and is willing to give up their life to accomplish this task.

Classic Character

Sturm Brightblade has chosen to dedicate his life to the tenets of the Knights of Solamnia. In all aspects of his life, he tries to embody the ideals and principles of his knightly training. He would not willingly do anything to mar that image. As the Idealist archetype, Sturm is fated to a tragic end in order to pull together the crumbling organization of the Knights of Solamnia. He is a skilled warrior, willing to defend his friends at any cost.

Among the Innfellows, Sturm is not always understood. The rules by which he governs his life sometimes are at odds with the rest of the party. Tanis seems to have an uncanny ability to make Sturm realize that sometimes even the most rigid rules can be interpreted in different ways. As the story progresses, Sturm grows to realize that the world is not as black and white as he once thought.

Custom Character

The character who takes this role should have some affinity with the noble ideals of the Knights of Solamnia. It will take a huge sacrifice to bring the Knight's back together and rally them against the invading Dragonarmies. A paladin or fighter affiliated with the Knights would be the most likely candidate for the role, though even a non-knightly character may prove to have the commitment and conviction to rise above the darkness and inspire others at great risk to their own safety.

The Ingénue

The Ingénue archetype is that of a sweet and beautiful maiden in distress. This character in the story shows a progression from an innocent girl to a strong, worldly woman.

Classic Character

Tika Waylan serves as the Ingénue archetype in the story. She begins as an acquaintance of the Innfellows who knew her as a small child. But since that time, she has grown into a young woman. The invasion of the Red Dragonarmy forces her to flee Solace with the Innfellows; her love for Caramon keeps her with them. Tika is a freckle-faced redhead who is as beautiful as she is fiery. While she seems to maintain an air of confidence, she is the least experienced of the companions. As the damsel in distress, the companions always have to keep an eye out for her in any dangerous situation.

Laurana, Princess of Qualinost, also begins as an Ingénue, but later develops into a strong and inspirational leader of the Solamnic armies.

Custom Character

The Ingénue archetype has no ties to any particular character class. Tika and Laurana begin as NPCs because the innocent and vulnerable character is often not as interesting to play until character growth begins. While both characters later become available as PCs (Tika in Chapter 2: Flame, Laurana in Dragons of Winter), any player who wants to assume this role for her character should be afforded the opportunity.

The Hawk

The Hawk archetype is related to aggressive impulses. Driven by frustration or despair, this character often seeks a foe upon which to focus their aggression, although as the story develops they may begin to understand the need for peace and stability.

Classic Character

Gilthanas-Kanan fills this niche in the story. For an elf, he is quick to anger and quick to react against the threat of the Dragonarmies. The fate of his people weighs heavily on his shoulders, and Gilthanas lets his concern for his people fuel his anger. This weight is lifted somewhat once the elves flee into the west, but Gilthanas continues to struggle until the threat of the Dragonarmies is eliminated.

Custom Character

Any warrior character with levels in fighter, barbarian, or ranger could fill the role of Hawk. Gilthanas begins as an NPC because, in addition to coming from a different set of circumstances than the rest of the Innfellows, his initial aggression and suspicion can be disruptive to the party. Although Gilthanas later becomes available as a PC (after Laurana is kidnapped in Chapter 2: Flame), any player who wishes to assume this role for their character should be given the opportunity to do so.

Running the Adventure

This 5th Edition conversion follows the design of the 3rd Edition update, and as such does not follow precisely the pacing and direction of the original modules, but holds to their spirit. Notable elements, options, and features of this adventure are discussed below.

A Note About Dragons

Dragons are a staple in most fantasy games, and Dragonlance is no exception. However, keep in mind that when the adventure begins, the world has not seen a dragon since the end of the Third Dragon War, when Huma Dragonbane and his companion Heart defeated Takhisis--over 1300 years ago. Since then dragons have become legends, little more than characters in children stories and religious mythology. Some believe they never existed at all.

This is the mindset that the heroes will have when they first see draconians and when they confront Khisanth in Xak Tsaroth. At this point in the history of Krynn, a fully-grown dragon will inspire immense awe and fear in all who look upon it for the first time.

The Timeline

You should pay careful attention to the passage of time in this adventure. The Dragonarmies are on the march, slowly conquering Abanasinia. Locations the heroes visit early in their travels may not be there when they return, and a route to a key destination that the heroes took at the start of the adventure may be behind enemy lines.

Therefore, the timeline found on the next page is useful, not only to mark the passage of time, but to chart the progression of events that occur whether the heroes take part in them or not.

Chapter 1: Despair covers days 1 through 9.

Chapter 2: Flame covers days 10 through 17.

Chapter 3: Hope covers days 18 through 24.

Chapter 4: Desolation covers days 25 through 30.

Because the heroes have the potential to change or alter the timeline based on their actions, especially around Autumn Twilight 4th (day 20) in Chapter 2: Flame, the above timeline can be adjusted to suit. For the most part, the events listed under each date will occur, whether the heroes witness it or not, which allows you to impart the feeling to the players that the world is moving around them as they race to accomplish goals.

Adventure Sites and Scenes

Throughout this adventure, key locations are often broken down into adventure sites, which summarize important information and characters in those locations, and encounters, which describe action events such as battles, negotiations, or chases. Each adventure site typically includes people to meet, places to visit, and things that happen in that location.

Each encounter describes the situation, any creatures or characters present, what tactics they use, and so forth. Together, these elements are designed to move the story along while providing the Dungeon Master with a number of easily expanded hooks into further adventure.

Experience Points

The story being told in these adventures is not a story about killing every monster in sight. More significantly, there are many monsters and encounters that are going to be far more difficult than what the heroes can handle; some of these are by design, others by circumstance. The players should be comfortable avoiding encounters when necessary, especially when things look too difficult.

Therefore, experience points are not awarded by defeated monsters but by progression through the story. Substantial experience pools are specified at certain points within the narrative, which should be enough for the characters to progress at an appropriate rate. In fact bonus experience is included in certain areas for when the players manage to pull off an especially difficult feat, which makes that more likely.

The Moons of Magic

The Wizards of High Sorcery are influenced by the phases of the three moons: Solinari, Lunitari, and Nuitari. Because this can have a dramatic effect on the spellcasting capabilities of wizard heroes, granting them extra power while higher in the sky and less when they are closer to the horizon.

This affect applies only to wizards, and only to those whom are in good standing with the Order of High Sorcery. Wizards who refuse to work within the Order's boundaries, and members of other spellcasting classes, do not gain the benefits of this effect.

Each Wizard of High Sorcery draws their strength from one of the three moons of magic; good-aligned wizards wear white robes, they draw their power from Solinari; neutral wizards wear red robes, they draw their power from Lunitari; and evil wizards wear black robes, they draw their power from Nuitari. These connections are based on a wizard's personal morals and convictions, not by any oath or ritual. So long as the wizard remains within the boundaries of the Order, their power is tied to the moon that most aligns with them.

The table included here lists all the phases of the moons according to the 33-day timeline of this adventure. When two or more moons are in alignment with each other on a particular date, their entries for that date are emphasized so they're easy to notice.

It is important to note that the effects of the moon phases and alignment are cumulative with and within each other. So, on the 31st day of the timeline, all Wizards of High Sorcery gain 1 bonus slot up to 2nd level, +1 bonus to spell save DCs, and 1 bonus slot up to 4th level.

Moon Effects by Position
State Effect
Phases
   High Sanction    Gain 1 bonus spell slot (up to 2nd level)
   Waxing None
   Low Sanction Lose 1 1st-level spell slot
   Waning None
Alignment
   Two moons +1 bonus to spell save DC
   Three moons Gain 1 bonus spell slot (up to 4th level)

Moon Phases by Timeline
Day Solinari
(White Mages)
Lunitari
(Red Mages)
Nuitari
(Black Mages)
1 Waning High Sanction Waning
2 Waning High Sanction Waning
3 Waning High Sanction Low Sanction
4 Waning High Sanction Low Sanction
5 Waning High Sanction Waxing
6 Waning High Sanction Waxing
7 Waning Waning High Sanction
8 Waning Waning High Sanction
9 Low Sanction Waning Waning
10 Low Sanction Waning Waning
11 Low Sanction Waning Low Sanction
12 Low Sanction Waning Low Sanction
13 Low Sanction Waning Waxing
14 Low Sanction Low Sanction Waxing
15 Low Sanction Low Sanction High Sanction
16 Low Sanction Low Sanction High Sanction
17 Low Sanction Low Sanction Waning
18 Waxing Low Sanction Waning
19 Waxing Low Sanction Low Sanction
20 Waxing Low Sanction Low Sanction
21 Waxing Waxing Waxing
22 Waxing Waxing Waxing
23 Waxing Waxing High Sanction
24 Waxing Waxing High Sanction
25 Waxing Waxing Waning
26 Waxing Waxing Waning
27 High Sanction Waxing Low Sanction
28 High Sanction High Sanction Low Sanction
29 High Sanction High Sanction Waxing
30 High Sanction High Sanction Waxing
31 High Sanction High Sanction High Sanction
32 High Sanction High Sanction High Sanction
33 High Sanction High Sanction Waning
34 High Sanction High Sanction Waning
35 High Sanction Waning Low Sanction
Dragons of Autumn Timeline
Day    Date Chapter Event
1 Autumn Harvest 13th    1: Despair PCs are discovered with the Blue Crystal Staff at the Inn of the Last Home and are forced to flee.
3 Autumn Harvest 15th 1: Despair Plainsmen and civilized folk from northern villages head south telling tales of the invading Dragonarmies.
5 Autumn Harvest 17th 1: Despair The Dragonarmies begin their march from the north. Ships bearing Dragonarmy soldiers set sail from Crossing toward new Ports (AB7).
6 Autumn Harvest 18th 1: Despair Jakanth Vale (AB14), Sentinel Gap (AB15), Twin Peaks (AB16), and Twin Flat (AB12) are occupied by the Dragonarmies.
7 Autumn Harvest 19th 1: Despair Solace (AB1), Qué-Kiri (AB3), and Qué-Shu (AB4) fall to the might of the Dragonarmies.
Dragonarmy ships arrive in New Ports (AB7) and take the city by force.
8 Autumn Harvest 20th 1: Despair Shadow Canyon (AB17), Seeker Reaches (AB18), and Haven Vale (AB19) are overrun.
9 Autumn Harvest 21st 1: Despair Summer's End, the autumnal equinox. The Lordcity of Haven (AB20) and Gateway (AB6) are attacked and occupied. The village of Qué-Teh (AB5) is destroyed. Pas Tharkas (TM1) is taken by the Dragonarmies; the slaves rounded up in conquered cities begin the journey there.
10 Autumn Harvest 22nd 2: Flame The Dragonarmies send legions east to the Cursed Lands (AB26) through the Eastwall Mountains (AB8) and the Forsaken Pass (AB24).
11 Autumn Harvest 23rd 2: Flame Occupying forces begin moving along the northern shore of the White-Rage River (AB22) from Haven (AB20) toward the Oldroad Bridge (AB24).
12 Autumn Harvest 24th 2: Flame Dragonarmy forces arrive in Xak-Tsaroth (Ab27) and secure the Oldroad Bridge to New Ports. The Dragonarmies continue to build up large forces in Haven, Solace, and Pax Tharkas to make preparations for invading Qualinesti.
13 Autumn Harvest 25th 2: Flame The elves begin to flee Qualinesti. The first elven ship sets sail from the Porlinost in Qualinesti for lands in the West.
15 Autumn Harvest 27th 2: Flame The Qualinesti princess Laurana is kidnapped.
17 Autumn Twilight 1st 2: Flame The armies march from Haven, Solace, and Pax Tharkas to invade Qualinesti.
18 Autumn Twilight 2nd 3: Hope Refugees escape Pax Tharkas and Qualinesti elves flee the elven capital of Qualinost.
20† Autumn Twilight 4th 3: Hope Dragonarmies reoccupy Pax Tharkas. Refugees have a two day head start.
21† Autumn Twilight 5th 3: Hope Dragonarmies occupy Ice Passages (TM2), canyon Trail (TM4), Fallen Forest (TM22), and Southern Road (TM3).
22† Autumn Twilight 6th 3: Hope Dragonarmies occupy the lands around the Spire (TM5), the Neidar Trails (TM6), High Valley (TM17), the Blackened Wood (TM23), and the Winterfruit Grove (TM27).
23† Autumn Twilight 7th 3: Hope The Dragonarmies invade the hill dwarf kingdom in the Lake Valley (TM7). They also occupy the regions of the Mountain Bowls (TM17), Honey Cliffs (TM10), Road of the Kith-Kanan (TM24), and the Eye of Elar (TM25).
24† Autumn Twilight 8th 3: Hope To the east, the Dragonarmies occupy the regions of the Way of the Warrior (TM26) and the Trampled Plain (TM28). To the west, they have moved into the Valley of the Clouds (TM8), the Southern Exit (TM9), and the northern Snow Passage (TM18).
25† Autumn Twilight 9th 4: Desolation    The Dragonarmies travel down the Derkin Canyon (Tm13) in the west, through the areas of TM11 through TM15.
26† Autumn Twilight 10th 4: Desolation The Dragonarmies head from the Eye of Elar (TM25) into the Hills of Blood (TM29) and the Plains of Dergoth (TM30).
27† Autumn Twilight 11th 4: Desolation To the west, the Dragonarmies occupy the Southern Bowl (Tm19), the Southern Moors (Tm21), and the southern Snow Passage (TM18).
30† Autumn Twilight 14th 4: Desolation The Dragonarmies move into the mountains around Thorbardin and into the Valley of the Thanes.
31† Autumn Twilight 15th 4: Desolation Night of the Eye. Dragonarmy forces attack Northgate.
33† Autumn Twilight 17th 4: Desolation The Dragonarmies discover the Hopeful Vale (TM20). If the refugees are still camped here, the Dragonarmies slaughter them ruthlessly.

† Add two days to this if the PCs managed to block the gates of Pax Tharkas.

Chapter 1: Despair

What did I see? These armies, Tanis, armies of draconians, will overrun Solace and Haven and all the lands of your fathers. That is the reason we must reach Xak Tsaroth. What we find there will prove this army's undoing."

"But why are there armies?" Tanis asked. "What would anyone want with control of Solace and Haven and the Plains to the east? Is it the Seekers?"

"Seekers! Hah!" Raistlin snorted. "Open your eyes, half-elf. Someone or something powerful created these creatures--these draconians. Not the idiot Seekers. And no one goes to all that trouble to take over two farm cities or even to look for a Blue Crystal Staff. This is a war of conquest, Tanis. Someone seeks to conquer Ansalon! Within two days' time, life on Krynn as we know it will come to an end. This is the portent of the fallen stars. The Queen of Darkness has returned. We face a foe who seeks--at the very least--to enslave us, or perhaps destroy us completely."

Dragons of Autumn Twilight

By Margaret Weis and Tracy Hickman

Synopsis

In this chapter, the heroes are introduced, and the stage is set for the rest of the adventure. The Blue Crystal Staff is revealed, and the heroes' task is laid out before them--take the Staff to Xak Tsaroth before it falls into the hands of the warlike invaders from the north. With the help of the mysterious Forestmaster in Darken Wood and with the White Stag to guide them when they lose their way, the heroes arrive in Xak Tsaroth to discover that the legends of dragons are not just stories told to children.

Themes

The first chapter opens in a time of great despair. While the pastoral community of Solace affords a brief respite for the weary Innfellows, no sign of the true gods has been found, and the Seeker faith does little to quell growing feelings of doom and apprehension. Fear and panic dominate the chapter as the heroes find themselves racing against time to return the Blue Crystal Staff to Xak Tsaroth. Even with the gift of healing in their hands, the heroes are surrounded by forces that almost seem too great to overcome.

Adventure Start

This adventure assumes the heroes are heading back to Solace after spending a number of years apart. The heroes arrive in small groups, each planning to assemble at the Inn of the Last Home. However, as the heroes trickle into town, they see that Solace is almost crawling with militia loyal to the Seekers; these warriors search for news of a Blue Crystal Staff. If the players are playing the original heroes or are playing a large party (more than 4 PCs, including the


Prophet), the DM should ask the players to break up into groups of 2 or 3 traveling companions who come to Solace at different times from different directions. Each group of PCs should experience one of the following encounters; assign them randomly or in the way that would be most interesting. If your party is small (3 or fewer PCs), simply assume that they're all together and are headed to the Inn of the Last Home in Solace to catch up on old times; run them through the Fewmaster Toede encounter before they get to town.

Enter Fewmaster Toede

2,000 XP Encounter Value

As the heroes approach Solace, they are met on the road by Fewmaster Toede and his hobgoblin gang. The Fewmaster and his troops have been operating in Solace, employed by the Seeker government as mercenaries ostensibly protecting the town. In reality, they're working only for Toede, who is serving as an advance scout for the Dragonarmies. Begin the encounter by reading or paraphrasing the following:

There is a rustling from the bushes to your left. Suddenly, dark shapes scurry from the woods on both sides of the road. Their yellow-green skin pales against their heavy black armor; their twisted faces glare from the evening darkness. They crouch in a large circle around you, well beyond sword range.

A stout pony climbs up onto the road, ridden by a flabby figure who appears similar to, though larger than, those that surround you. The rider turns his head toward you and yells, "Onyx demands the Blue Crystal Staff! Forfeit the Staff now or die!"

    Situation. Eight hobgoblins are advancing on the heroes, determined to kill them. Encounter distance is 30 feet and initiative should be rolled immediately.

Creatures. Fewmaster Toede (p XXX), 8 hobgoblins (Monster Manual p 186).

Tactics. Toede, mounted on a war pony, is assumed to roll a 20 for initiative; on his round, he orders his troops to kill the heroes before he withdraws at top speed. The hobgoblins attack carefully, attempting to screen Toede's retreat; then they work in pairs to flank their targets. It's important that Toede survive the encounter.

Development. Any hobgoblins who are captured reveal only that they were hired by Toede to pose as mercenaries protecting Solace, but their true mission is to search for the Blue Crystal Staff. They know of no other such advance scouts, nor do they know of the Dragonarmies themselves--they work for Toede.

Soldiers of the Highseeker

2,000 XP Encounter Value

The Seekers of Haven are in charge of much of Abanasinia, and rumors of the Blue Crystal Staff have reached their ears. Their militia has been ordered to seek it out at all costs. This encounter emphasizes social skills, clever use of enchantment spells, or, alternatively, skills of woodcraft and stealth if the heroes wish to avoid the guards altogether. If they resort to force, things could go very badly for them rather quickly. Read or paraphrase the following:

As you approach Solace, the end of your long journey, your anticipation of rest and reunion with your fellows grows. Just as you see the first of the treetop houses peeking from among the fall foliage, you notice that the road is blocked; just around the bend ahead of you is a group of guards, the Highseeker's militia. A farmer's oxcart is stopped on the road, and six soldiers are searching its contents while the driver and passenger stand by. Two additional soldiers watch from a short distance away; one of the soldiers holds the chains of two ferocious-looking dogs.

    Situation. The guards are searching the oxcart for the Blue Crystal Staff. Every major road into town has such a checkpoint with six interrogators, a sergeant, and a dog handler. Thirty seconds after the heroes first spot them (200 feet away); they'll wave the farmers through the checkpoint into the town.

If the heroes retreat off the road during these thirty seconds, they have a chance to bypass the checkpoint unnoticed. The road is surrounded by an apple orchard, providing some cover for stealthy characters. The sergeant makes his Wisdom (Perception) check vs. the heroes' Dexterity (Stealth) checks. If the sergeant fails his check, the guards are none the wiser as the heroes slip by. If the sergeant succeeds in his check, he orders his troops to give chase and blows two blasts of a warning horn. This alerts the rest of the Seeker militia in Solace, and the heroes will need to avoid several patrols to get into town. Have the heroes make additional Dexterity (Stealth) checks vs the sergeant's Wisdom (Perception); if they succeed, they can slip into town unnoticed, although the Seekers will know someone got past the checkpoints and will be more vigilant in town.

If the heroes go straight into the checkpoint, two of the guards call for the heroes to stop and begin asking questions.

  • Where are you coming from?
  • What business do you have in Solace?
  • Have you heard anything about a Blue Crystal Staff?
  • Open your backpack, we need to search it. I might have to confiscate this...what is this, bat guano?
  • And other similar questions...

The guards are arrogant, swaggering bullies. As the two questioners interrogate the heroes, the other four soldiers stand twenty feet away, at the edge of the orchard, one restraining a fierce dog on a chain. The sergeant's warning horn is conspicuous; it doesn't take an ability check for the heroes to realize that it would be very difficult to dispatch these soldiers quietly.

Creatures. 7 thugs (Monster Manual p 350), 2 dogs (wolf stats, Monster Manual p 341), and one Seeker Sergeant (p XXX).

Tactics. The guards begin the encounter with an indifferent attitude toward the PCs, but they can turn hostile at any moment. If the heroes can bluff, negotiate, bribe, enchant, or otherwise alter their attitudes to friendly, the soldiers let them pass. If not, the soldiers turn them away from town. If they botch their efforts and the soldiers' attitudes become hostile, the soldiers attempt to arrest the heroes. In the event of a fight, the dog handler orders his dog to attack, then he also attacks along with the four thugs. The sergeant spends his first round blowing three sharp blasts on his warning horn, then attacks. The warning will bring six additional thugs in one minute. Expecting reinforcements to arrive, the Seekers will fight to the death.

Development. If the heroes get past peacefully, no further complications should arise because of the encounter. If the heroes fight and win, they will be able to get into town, but the Seeker militia will be extremely vigilant--subjecting random people to searches and harassment, etc. If the heroes fight and lose, they will be imprisoned in Solace (any hero on death's door as a result of the fight will be stabilized by one of the Seekers with first aid experience). It's likely their comrades will hear of their capture once they arrive at the Inn and will organize a rescue.

Goblin Deserters

2,000 XP Encounter Value

Abused by their "lizardmen" masters, this troop of goblins grew tired of inadequate food, hard work, and being expected to fight and give their lives in battle. They deserted the Red Dragonarmy, only to discover that food to satisfy goblins was no easier to find on the plains of Abanasinia than in the camps of the Dragonarmies. They've been reduced to banditry to get enough to fill their bellies; they have staked out a good ambush position and are waiting to attack any travelers that seem likely to have food or coin.

Still a few miles from Solace, the bushes rustle alongside the road you are traveling. With little warning, eleven filthy, shabbily-clad but heavily armed wretches scramble out of the underbrush and rush at you, screaming desperate cries of battle.

    Situation. Allow the heroes a Wisdom (Perception) check vs. the goblins' Dexterity (Stealth) check (grant the goblins advantage due to effective preparation) to see how much warning the heroes get; the encounter distance is 40 feet if the heroes make their check, 15 if they fail. The terrain is moderately wooded with large amounts of underbrush.

Creatures. 12 goblins (Monster Manual p 166), goblin boss (Monster Manual p 166).

Tactics. Terrified and hungry beyond words, the goblins attack with the frenzy of wretched creatures with little to lose, so they display little tactical subtlety. Once eight goblins have fallen, the survivors turn tail and run.

Development. If any goblins are captured, the heroes find them half-mad with starvation and fear. They know that capture by anyone--Dragonarmy or human--likely means death, so any captives whimper and blubber incoherently. They don't speak Common, and any hero who understands Goblin can only make out "Don't take me to the lizardmen!" They know nothing of the Red Dragonarmy's plans, so even magical coercion reveals little about the draconian armies poised to strike Abanasinia.

Solace

On a major crossroads in a wide, fertile valley in the heart of Abanasinia sits the town of Solace--perhaps the most unique town on the continent of Ansalon. With only a few exceptions, all the businesses and dwelling places of Solace are built among the branches of mighty vallenwood trees. The people of Solace are hale, hearty, and trustworthy folk who are generally open and polite to strangers, even in these strange times. In the shaded branches of the giant vallenwood trees, the townsfolk live in relative peace. That peace is about to be shattered forever.

Solace is ostensibly under the control of High Theocrat Hederick of the Seekers religious sect. Behind the scenes, however, Fewmaster Toede and his hobgoblins are mercenaries protecting the town. In reality, they're advance scouts for the Dragonarmies. At Toede's request, Hederick is searching for the Blue Crystal Staff; if he found it, however, it's unclear whether he'd give it to Toede or report it to his religious superiors in the Lordcity of Haven.

Solace (Village)

Population: 338
Government: Seeker Hederick, the High Theocrat of Solace,     is responsible for the town's wellbeing. He has made a deal     with Fewmaster Toede.
Defense: The town hosts 25 seeker militiamen, commanded     by Seeker Hederick. Fewmaster Toede commands 8     hobgoblin mercenaries who work in conjunction with the     militia.
Commerce: Basic supplies are readily available, mostly from     merchants in the Town Square and Theros Ironfeld's     smithy. Sometimes the itinerant merchants will have less     common goods available.
Organizations: The Inn of the Last Home is one of the most     important institutions in the entire village. In the absence     of any temple or prominent government building, it stands     as the town's primary place of gathering, information, and     community.

Attitudes in Solace

Situated at a crossroads, most people traveling through Abanasinia end up passing through Solace; it's been good for business for the residents of Solace to be accepting of strangers. Lately, however, travelers have been bringing odd tales from the hinterlands: strange beasts, missing farmers and villagers, travelers vanishing without a trace. As a result, Solace's fabled friendliness has been tainted by a trace of suspicion in recent weeks.


People to Meet in Solace

The following characters are the town's significant residents who play their parts in the scenes in Solace.

Otik Sandath. Lawful good human male. A middle-aged man, short and rotund, with pudgy hands and a cheerful smile, Otik Sandath is the owner of the famous Inn of the Last Home. Otik is well-known for his ale, with a reputation for excellence spread far and wide, but he is perhaps even better known for his secret recipe for spiced potatoes.

Theros Ironfeld. Neutral good human male (p XXX). Theros, a master blacksmith, carpenter, and builder, runs Solace's smithy. He hasn't been in town for long, having just finished a large job for the elves of Qualinesti before setting up shop in Solace. Theros is a large, powerfully built man with a gruff, no-nonsense demeanor; he doesn't easily suffer fools, kender, or people who waste his time.

Tika Waylan. Neutral good human female (p XXX). Tika is the barmaid at the Inn of the Last Home. Her mother died when she was very young and her father was abusive and neglectful; at the age of ten, she ran away. Four years later, she was taken in by Otik (whom she was trying to rob), who raised her as his own. She is a strong, lovely, and friendly young woman, but if any customer gets to friendly with her, she does not hesitate to show him the business end of a cast-iron skillet.

High Theocrat Hederick. Lawful neutral human male (p XXX). Seeker Hederick is the ruler of Solace. He has been told both by Fewmaster Toede (whom he believes to be a mercenary captain helping to protect the town) and his own religious superiors in Haven that the Blue Crystal Staff has been seen in the region and that it is possibly an artifact of the most terrible evil. Hederick is an arrogant and, at heart, desperate man; his religious convictions are wavering, and he exhibits an outward fanaticism to compensate for his internal doubt.

Fewmaster Toede. Lawful evil male hobgoblin (p XXX). A hobgoblin leading a troop of advance scouts for the Red Dragonarmy, Toede poses as a mercenary captain in the employ of Seeker Hederick. He's carrying out his Dragonarmy masters' orders to seek the Blue Crystal Staff, and he has duped the gullible Hederick into helping him. Toede is a bully and a craven coward, but somehow he succeeds despite these shortcomings.

Places to Visit in Solace

Houses and businesses are connected by a series of suspended rope walkways and swinging bridges. These can be reached only by a few staircases that lead up into the trees, stairs that can quickly be scuttled should the town be attacked. The following locations match to the Solace map included with this adventure.

S1. Inn of the Last Home. The largest building in Solace, the Inn is about forty feet off the ground and can be reached by a staircase that winds around the trunk of the vallenwood in which it is built. Readily visible from the main road, the Inn has two stories--common room and kitchen on the main floor, sleeping rooms above. It is a lovely building with gabled roofs and stained glass windows. Stables are located beneath the Inn for the convenience of the guests. The Inn is run by Otik Sandath; Tika Waylan is one of the barmaids.

What the Inn's Patrons Know

If questioned about the Blue Crystal Staff, the tales of monsters and disappearances, or other unusual goings-on, the Inn's patrons will say (provided they're friendly to the heroes):

Otik: "A magical staff! I bet it was forged by something from that terrible Darken Wood." His eyes take a darker tone as he quietly adds, "Cursed place, that forest is."

Tika: "I just serve the ale; I don't want anything to do with the affairs of Seekers and mages."

Man at a table: "Yeah, I saw some strange men wearing hoods asking about a crystal staff just the other day, over by the town square. Strange folk. Didn't seem to be from around here, guessing by their manner of speech."

Man seated near the Storyteller: "Now that you mention it, a Holy Guard--one of them stuffed-shirt Seeker types from Haven--rode through town two days ago, hassling people about some crystal staff or some such thing. He said that anyone who knew anything should get to Haven, posthaste, and tell...uh...Seeker High-and-mighty about it. Let me tell you, Hederick seemed none too happy about that guy being here. Bah! Politics! Don't get involved, that's what I say."

Another man: "Well, some folk might not like the Seekers much, but there's one of them that's not all bad. That Elistan fellow, the High Seeker. He's down there in Haven, on the council. He's a decent man, was kind to my family when we went down there last spring. Wise, too. He'll know what to do.

Old Storyteller: The old man takes on a wild-eyed expression. "I foresee a great and terrible destiny in your eyes. There is a Blue Crystal Staff which you must return to Xak Tsaroth! There, a few days hence, you shall face your greatest peril in contest for the greatest gift given to mortals." The heroes notice that a brief but awkward silence falls over the Inn as the other patrons look askance at the old man's strange declaration.

A girl at a table: "It was probably from Darken Wood. I hear the ruins there are full of gems and steel pieces... 'Course, I never heard of anyone coming out of there alive, so who knows."

A young boy by the fire: "I saw the White Stag up on Prayer's Eye Peak just a few days ago! My Nana used to say that anyone who could catch the White Stag would be blessed by the old gods. When I was little I used to believe her, but I'm older now."

    S3. Town Square. Not so much a true town square as a large cleared area located between the intersections of several roads, this patch of land serves as a meeting place for the inhabitants of Solace. Here itinerant merchants set up market-stalls or park their wagons, traveling troupes of players give performances, and children and adults play at sports like goblin ball and kender keep-away. Celebrations such as Spring Dawning are also held here.

S4. Theros Ironfeld's Smithy. Built of stone and located just off the Town Square, the smithy is one of the few buildings on ground level. The great bellows roar as the forge fire burns hot; the sounds of hammering and clanging can be heard throughout Solace.

S5. The Trough. This is a disreputable watering hole that caters to those who have nefarious business to conduct, those who would rather not show their faces in public, or those addicted to dwarf spirits. The Trough is built on the ground--since no one who has been drinking dwarf spirits should be climbing trees. Its signboard features a pig wallowing in swill. The tavern itself is a gray V-shaped building wedged between the boles of two large vallenwoods. Visitors can reach the Trough without going through Solace proper. It is said of the Trough that "the barmaids are deaf, the tavern keeper mute, and all of them are blind," to better insure the privacy of its patrons.

Scenes in Solace

The major scene in Solace proper is at the Inn of the Last Home, where the heroes have promised to meet. In this scene, they will be nudged along their way by a mysterious old man...

Old Friends and Mysterious Strangers

The heroes finally arrive at the Inn of the Last Home. Perhaps some arrive with Seekers on their heels (they can count on Otik to provide some misdirection to a patrol looking for them), perhaps some arrived with battle wounds from having confronted Toede, and others have encountered little trouble. Either way, read or paraphrase the following.

The Inn of the Last Home rests cradled high in the boughs of a vallenwood tree, its worn steps winding around the heavy trunk up to the familiar, carved door. Warm laughter and cooking smells drift down to entice travelers to leave the road and rest from their journey.

For returning patrons, the Inn seems timeless, unchanging. The wooden bar weaves around living branches of the tree, its burnished glow deepening with each year. The delicate windows of stained glass behind the bar are being polished by Otik Sandath, the barkeeper. He turns and waves, smiling at you, and motions the barmaid in your direction.

The low murmur of voices fills the inn. An old man weaves stories in the corner by the hearth, to the delight of the crowd gathered about him. At a far table, near the storyteller, a man and a woman sit together and speak quietly. Another man stands near the storyteller, but he doesn't engage with him or his listeners; a small boy stares thoughtfully into the fire a few paces away.

Having delivered the last drinks on her tray, the barmaid steps toward you with a smile and shows you to a table. Something about her seems familiar. The hair? The intelligent glint of her eyes? Could this be Tika, the little girl who swept the tavern floors a short five years ago? The Inn never changes, but surely its people do...

    Otik Sandath, Tika Waylan, and a variety of townspeople are here. The people in the Inn all speak in low, hushed voices. Any NPCs the heroes approach are initially indifferent. Social skills can be used to improve their attitudes toward the heroes, but Otik will look disapprovingly on any enchantment spells. "Hey hey, none of that here," he'll scold with the confidence of a man accustomed to being obeyed in his own Inn. "Take it outside, if you please."

If the Prophet is not already with the party, they will meet her at the Inn of the Last Home. They should discover that she's carrying the Blue Crystal Staff and that she's in need of help. The heroes should be motivated to do something--either take it to Xak Tsaroth, like the old man advises, or take it to Elistan and the Seekers in Haven, who may or may not be trustworthy.

Leaving Solace

Once the characters are ready to leave Solace, the heroes have probably decided to do one of two things: take the Blue Crystal Staff to Xak Tsaroth or take the staff to Haven and speak to the Highseekers about it. It's also possible that they have decided to do something completely unanticipated or have no firm plans at all.

If the heroes are traveling to Haven, see the "Haven" section. If they're taking the road to east toward Xak Tsaroth, it's likely they'll first pass through "The Plains." If they go elsewhere, you may need to improvise. Remember the vast Red Dragonarmy hosts lie miles to the north and southeast.

The Plains

The Plains of Abanasinia are not the largest on Ansalon (not by a long shot), but to the provincial people of Solace and Haven, they seem to stretch on forever. The bulk of the Plains stretch north from Solace to the sea and an arm reach to Solace's east. The Abanasinian Plains are the home of semi-nomadic tribal humans. The Qué-The, Qué-Kiri, and Qué-Shu people settle in villages in the wide valley east of Solace for at least part of the year; the sites of these towns are well-established, determined by mutual agreement reached hundreds of years earlier in an attempt to end the nearly constant low-intensity warfare among the tribes. With that fighting in the past, the Plainsmen live in relative security, though they are much more at the mercy of wind and weather than their distant cousins in the hamlets and farms around Solace, Gateway, and other Abanasinian towns.

That said, the Plainsmen continue to maintain a proud warrior tradition. They are descendants of the barbarian tribes who joined with Fistandantilus during the Dwarfgate War; martial skills (especially riding, archery, and wilderness survival) are still highly valued. The Plains are an untamed and dangerous place; wild beasts, bandits preying on travelers, and stranger things still are known to roam the grasslands.

Traveling Through the Plains

The Abanasinian Plains are grasslands, stretching from the hills around Solace north and east to the sea. The land isn't mirror-flat; the plains are gently rolling, broken by the occasional stream or rain gully.

Two thousand years ago, the ancient Ergothians constructed a system of stone-paved roads across the Abanasinian Plains. Though now reduced to rough trails, bits and pieces of this network are still useable. The Plainsmen call it the Sageway, and it's still used by travelers and nomads alike. The East Road, part of this ancient system, leads out of Solace, through the Kiri Valley, over the northernmost ridge of the Kharolis Mountains, and down into the village of Qué-Kiri. Trails run from Qué-Kiro to Qué-Shu and Qué-Teh, from Qué-Teh to Gateway, and east from Qué-Shu into the Eastwall Mountains. A road runs north from Solace towards the far-off coastal towns of Crossing and North Keep.

Weather

The temperate Abanasinian Plains have warm summers and cool, dry winters. In autumn, the time of year in which this adventure occurs, wet winds coming from Southern Ergoth and Southlund are beginning to be replaced by the colder breezes coming from the towering Kharolis Mountains to the south. Thunderstorms can roll across the plains from any direction, depending on the whim of the winds. The morning's reassuringly northerly breeze can be replaced in the afternoon by a chill from the south, a reminder that winter's night must fall soon.

Flora and Fauna

Tall grasses dominate, occasionally reaching up to four feet high; they average one to two feet high in most places, providing excellent grazing for large herbivores and good cover for stalking predators. Small copses and groves of windblown trees cluster in stream gullies, washouts, and other protected spots. The heroes spot small herds of wild oxen, bison, and (especially in the Higher steppes close to the mountains) antelope, and some of the streams are large enough to support trout. In the region between Solace and the Eastwall Mountains, the herds aren't large enough to support vast numbers of predators, but the Plainsmen have learned to avoid those that do exist.

Places to Visit in the Plains

The following locations correspond to keyed areas on the regional map of Abanasinia.

AB 3. Qué-Kiri. The structures of this town don't seem completely permanent. The village consists of about 150 family huts and primitive cottages, plus a small handful of permanent common buildings. Most of the family dwellings are made from wood, bark, and tanned hides, augmented with mud and adobe; the common buildings are made from logs, adobe, and even some stone with thatched roofs. Qué-Kiri's population is very tense and suspicious of outsiders, such as the heroes. Only simple provisions and equipment can be obtained here and then only for barter; the Plainsmen know something terrible is coming, and items with as little practical value as metal coin carry far less worth in such times.

AB 4. Qué-Shu. Qué-Shu will be in ruins by the time the heroes reach it.

AB 5. Qué-Teh. Like the other Plainsmen villages, the structures of this town don't seem completely permanent. The village consists of about one hundred family huts and primitive cottages, plus a small handful of permanent

Distances in the Plains

Travel times for journeys between various settlements in the Abanasinian Plains (assuming travelers use the roads and trails available) are listed below. If the heroes go off-road, estimate the distance they travel and consult Chapter 8: Adventuring in the Player's Handbook to determine travel times.
 
Qué-Kiri to or from Solace, Qué-Shu, or Qué-Teh
(15 miles)

  • Slow: 8 hours
  • Normal: 5 hours
  • Fast: 4 hours


Qué-Teh to Qué-Shu (26 miles)

  • Slow: 13 hours
  • Normal: 9 hours
  • Fast: 7 hours


Gateway to Qué-Teh (10 miles)

  • Slow: 5 hours
  • Normal: 4 hours
  • Fast: 3 hours


Qué-Teh to New Ports (32 miles)

  • Slow: 16 hours
  • Normal: 11 hours
  • Fast: 8 hours

common buildings. The family dwellings are made from wood, bark, and tanned hides, augmented with mud and adobe; the common buildings are made from logs, adobe, and even some stone with thatched roofs. Qué-The will be abandoned by the time the heroes get there.

AB 6. Gateway. A town of about 300, Gateway resembles Solace in many respects, from its size to the attitudes of its people. The major difference is that it has none of the mighty vallenwood trees, so the town is constructed on the ground. It also has no smith skilled in working iron or steel. The town is surrounded by farms and pastureland. Residents of Gateway scoff at tales of dragonmen or evil armies, calling them "kender tales." A lightly-used trail leads north into the hills, through Gateway Pass, back to Solace, but it passes dangerously close to Darken Wood. Residents of Gateway don't much like taking that road.

AB 7. New Ports. New Ports, until recently a town of over 3,000 residents, is fractured in its organization. There are a number of different guilds in the city that each claim to have a "captain" and a "crew." There is no central authority, and each guild maintains a number of homes within its section of the city. Each guild barters with the others for its needs. This makes it difficult for New Ports to respond as a city to any outside threats, as each guild is primarily concerned with its own welfare.

If the heroes arrive here before Autumn Harvest 19th (day 7), they may be able to book passage on a ship to take them to Xak Tsaroth (or elsewhere, if they decide against going there). From Autumn Harvest 20th onward, the town is occupied by the Red Dragonarmy. Many of its residents have been rounded up and shipped south to work as slaves in the mines of Pax Tharkas. Others remain in the ruined town, forced to work the port as it becomes an important supply center for the invaders.

AB 8. Eastwall Mountains. Representing the eastern border of the Plains, these hills and ridges separate the Plains from the coastal strip. This region is discussed in the section entitled "AB 25: Forsaken Pass, Qué-Teh."

Random Encounters in the Plains

The Plains have not yet been fully overrun by the Dragonarmies, but it's still a very dangerous place. Make a roll every 6 hours--there is a 30% chance of an encounter with any given roll. All encounters are standard; encounter distance is 6d6 x 40 feet.

Plains Encounters
d% Encounter
01-10 1d6 + 3 baaz draconians (p XXX)
11-20 1d4 + 1 cockatrices (MM p 42)
21-35 1d4 + 1 ankhegs (MM p 21)
36-50 1d8 + 4 bugbears (MM p 33)
51-65 2d6 + 6 skeletons (MM p 272)
66-80 1 wyvern (MM p 303)
81-90 1 bulette (MM p 34)
   91-00    1d6 + 2 dire wolves (MM p 321)

Events in the Plains

The following scenes can take place in the Plains of Abanasinia. Each is dependent upon the heroes to some extent, but you may introduce one whenever the situation seems appropriate.

Qué-Kiri

When the heroes come out of the Kiri valley, they are met by several plainsmen warriors, guards from Qué-Kiri keeping watch over the road. The group consists of five plains warriors, led by one plains hunter.

The plainsmen are suspicious and unfriendly, especially the woman who leads them. They insist the heroes skirt the nearby village of Qué-Kiri rather than pass through it. If the heroes can convince them they are no threat, they'll offer to give the heroes food and water, but will continue to insist the heroes avoid the village.

If the heroes manage to convince the plainsmen that they are friends, they divulge that their tribal shaman has had a dream about the Blue Crystal Staff that is somehow related to a city underground. They also warn the heroes that their tribal scouts have reported mysterious fires far to the north. Any character who makes a DC 10 Intelligence (Nature) or Wisdom (Survival) check realizes that natural wildfires would

be unlikely, given the recent rains in the area. However, the plainsmen will still not allow the heroes to go through their village.

If by some means the heroes manage to convince the plainsmen to trust them, they will allow them through the village (but not without an escort). The heroes may have a chance to stop and barter with the nomads here and be able to establish a positive relationship that could be useful later. In this event, asking to meet the tribe's shaman and showing him the Blue Crystal Staff earns the heroes the advice to take it east to Xak Tsaroth as quickly as possible.

Under no circumstances will the plainsmen provide horses for the heroes. Horses are far too valuable.

Tracks

This scene is not essential, but it can help to build the sense of impending doom and foreshadows the coming invasion. Include it when appropriate in your game.

As the heroes travel, either along the trails or not, they come across an odd swath in the waving grass of the Plains. As they draw nearer, they see a broad path has been trampled, as though hundreds of beings had recently marched across the Plains in a north-south direction.

With a successful DC 15 Wisdom (Survival) check, a ranger can determine that the tracks were made in part by strange, non-human feet and that there were several wagons among the horde. In truth, the tracks were made by a company of draconian and human mercenary soldiers scouting for the Blue Crystal Staff.

If followed south, the tracks eventually lead toward the southern end of the Eastwall Mountains and around north again toward Xak Tsaroth. If followed north, they lead across the plains for two dozen miles, eventually to a Red Dragonarmy encampment. At that point, if the heroes are foolish enough not to withdraw before they're noticed, they will likely be swarmed by hundreds of draconians with predictable results.

Nightshade

2,000 XP Encounter Value
 
Run this encounter when the heroes are three or four miles east of Qué-Kiri or coming north or east from Qué-Teh. Read or paraphrase the following:

A single figure in the garb of a plainsman scurries over a gentle rise. It is a man, and a dozen yards behind him come ten other figures loping in pursuit. The pursuers wear long hooded cloaks, flowing in the stiff autumn breeze, and brandish swords menacingly. Even from this distance you can hear their taunting laughter; they seem to be toying with the man they're chasing, even as he visibly struggles to keep himself moving.

    The figures are still 500 feet away; however the fleeing man is stumbling toward the heroes with all his strength, and he manages to cry out for help. Any character who strains to hear the voices better can make a DC 20 Wisdom (Perception) check. If they've encountered draconians before, they'll recognize the voices; if not, tell the heroes that the pursuers' laughter isn't quite like any voices they've ever heard before.

Situation. The draconians will attack the heroes on sight, so roll for initiative immediately. Encounter distance is fairly long on the plains, so the heroes should be able to prepare themselves for the fight.

Creatures. 10 baaz draconians (p XXX).

Tactics. The draconians rush at the heroes on sight and fight to the death. They make only the feeblest of attempts to coordinate their tactics.

Development. If the heroes defeat the draconians, they will receive the undying gratitude of Nightshade, the plainsman refugee. Read or roleplay the following:

Gasping, the exhausted plainsman croaks a greeting. "I am Nightshade of the Qué-Teh, and I am in your debt. The dragonmen raided our village a few days ago. They came upon us like fiends of the Abyss, killing any who resisted and capturing the rest. They ransacked the village and interrogated us, asking about some crystal staff. Many more died in the questioning. Apparently they were satisfied that we had no idea what they wanted, because they're taking the people south; they say we are to be put to work as slaves. The elders of the tribe held a secret council, chained as they were; I was chosen to attempt to escape and go to Qué-Shu to seek aid. Those four"--he points to the remains of the draconians--"intercepted me. Wherever you are headed, you must be careful. A great evil lies to the south, and in their idle chatter, they mentioned another host of fiends to the north poised to strike against the Seeker lands. They hold back only for fear of this crystal staff they're looking for.

    Nightshade insists on continuing to Qué-Shu, with or without the heroes. If pressed about his debt to the heroes, he says he will repay them when he is able, but his obligation to his tribe must come first. He will require an hour or two of rest before he's able to continue on (unless healed by the Blue Crystal Staff), and he will gratefully accept any assistance the heroes offer to provide. If they show him or tell him about the Blue Crystal Staff, he warns them not to allow it to fall into the hands of the dragonmen; keep it safe, at any cost, he insists. If they tell him of their mission to Xak Tsaroth, he approves heartily. Surely that's where the staff's secret lies, for that place is full of the ghosts of the past, he advises them. If the heroes offer to try to rescue his people, he politely declines, saying that so few could not possibly hope to fight against so many of the dragonmen. He must summon his people's cousins of the Qué-Shu tribe, who are great in number and fierce in battle.

Draconians

4,500 XP Encounter Value
 
This is a great encounter to pick up the pace if your players are craving some action. It's a straight-up fight against an armed and ready section of draconians.

Situation. A section of draconians has set up an ambush, hoping to kill any travelers they encounter and search the corpses for any sign of the Blue Crystal Staff. The draconians aren't good at hiding, but they've taken their time which gives them advantage on their Dexterity (Stealth) checks.

    If neither side notices the other, the encounter begins at a distance of 30 feet when both sides sudenly realize they are not alone. If both sides spot each other, the encounter begins at a distance of 70 feet. If only one side becomes aware, assume this occurs at 70 feet away.

Creatures. 15 baaz draconians (p XXX).

Tactics. These draconians are much more clever about their business than the ones chasing after Nightshade. They'll prefer to lie in ambush until the heroes walk within 30 ft. They attack savagely, fighting to the death, and using effective flanking and swarming tactics. Stress the strangeness of these enemies and don't forget that the baaz death throes might render weaponless the first hero or two to take one down.

Qué-Shu

If the heroes skirt Qué-Shu, within three miles of the village, they see a great deal of black smoke rising from its direction. They see large swaths of trampled grass, signs that they've seen before--a great host passed this way. As they approach the village, they notice a handful of crows circling the town. Once they get within a hundred yards of the village's outskirts, the heroes feel chill winds dispersing the smoke from dying fires in the midst of the village. Buzzards and carrion crows wheel over the motionless settlement, descending slowly among the huts. Everything is still and eerily quiet but for the occasional caw of a crow.

If the heroes enter the village itself, read or paraphrase the following:

They are gone. The tents, huts, and common buildings of the Qué-Shu are abandoned, and many are burning. A strange creaking sound comes from the center of town.

Birds perch atop a wooden gallows hastily cobbled together in the center of the village. Two stout posts have been driven into the ground, their bases nearly splintered by the impact. Ten feet above the ground, a crosspiece is lashed to the posts. All the posts are charred and flash-burned. Three iron chains, each now cold but clearly once partially softened by heat, creak in the wind. Suspended from each chain, apparently by feet, is a corpse. Though blackened and seared, the bodies are clearly not human. Atop the structure, a shield has been nailed into the crossbeam with a broken sword blade. A message is roughly carved onto the shield as if by a huge but expertly wielded blade.

    The sign is written in Nerakese. If the heroes know some means of reading the language, it reads: "Be it known, servants of Highlord Verminaard, the fate of ye who disobey his commands or show cowardice."

If a hero looks at the carved message closely, and makes a DC 15 Intelligence (Investigation) check, they can determine that the message was actually carved by a very, very large claw. Anyone who is proficient with smith's tools has advantage on their Intelligence (Investigation) check. What they cannot discern is that Ember, Verminaard's red dragon, scribed the sign.

The heroes find signs that the villagers left their homes in a terrified rush. A ranger or other expert tracker can find the tracks with a DC 15 Wisdom (Survival) check. They lead off to the Eastwall Mountains.

Qué-Teh

This is the village of which Nightshade spoke. The heroes find it abandoned. Many buildings are burned, and evidence of a brief and violent struggle is obvious; several human skeletons have been picked clean by scavengers, with broken swords and bows discarded nearby. A ranger or other tracker can find the tracks of many lizardlike feet among the human footprints with a DC 15 Wisdom (Survival) check. They lead to the south, along with the tracks of many heavy wheeled carts.

The Seeker Lands

The lands the Seekers hold sway over include the entire stretch of Abanasinia, from the edge of the plains to the borders of Qualinesti. Darken Wood and Haven have their own sections, while the rest are handled below. The Seeker Lands are a mixture of mountains and wooded valleys, with pleasant streams and pastures at the base of steep white cliffs and windswept crags. If the heroes are from Solace originally, all of this will be very familiar terrain to them; you might allow them advantage to Survival and Intelligence (Nature) checks here.

The following entries correspond to numbered locations on the regional map of Abanasinia.

AB 12: Twin Flat

6,000 XP Encounter Value
 
As the heroes travel through the area of the New Haven Road known as the Twin Flat, they encounter a section of draconians in disguise. This is a great chance for a hero good at bluff or smooth talk to work their magic.

A clear mountain valley sprawls in every direction around you. To the northwest and southeast, thick vallenwood forests flash their yellow and scarlet finery. To the east shimmers the cool blue of the Crystalmir Lake, two shades lighter than the bright autumn sky. Westward, the valley enters a canyon rimmed by granite cliffs. Only in the northeast does the valley floor continue unobstructed.

Some distance away, a group of huddled men pull a large cart slowly west down the New Haven Road. They sway rhythmically. Coarse, heavy robes completely conceal their features.

    Situation. A section of baaz draconian is traveling the New Haven Road, disguised as hooded religious pilgrims. Two are pulling a large, two-wheeled cart. The section of scouts is searching for the Blue Crystal Staff; they stop the heroes on the road and ask them about it.

Creatures. 1 baaz draconian spy (p XXX), 18 baaz draconians (p XXX).

Tactics. The baaz spy knows his business--he is skilled at disguise and smooth talk. Assume the spy disguised his comrades and himself, setting the DC to see through the disguises at 17.

He'll parlay with the heroes, trying to get information out of them without risking his life and mission. "Good day to you, travelers," he says in a slightly raspy voice. "Please pardon

this old cleric's ramblings, but some days ago our healing staff was stolen from Xak Tsaroth. Now, one of our flock is dying--he's lying yonder in the cart--and we desperately need that staff to restore him to health. Have you heard any word of a Blue Crystal Staff?"

If the heroes manage to convince the spy that they don't know anything about the Staff, the draconians let them pass. If the heroes admit they've seen it, or know something about it but don't have it, the spy begins to fire additional questions at them, sounding increasingly agitated. Where did they see it? Who had it? Which way did they go? How many were there?

If the heroes fail to convince the spy that they're harmless, he orders his scouts to move in and kill them. Roll initiative and resolve the melee. Play up the enemies' strangeness, their tactical savvy (the spy will take every opportunity to flank and make use of its sneak attack), and don't forget that the baaz death throws might render weaponless the first hero or two to kill one.

AB 13: Prayer's Eye Peak

The White Stag stands at the edge of the woods on the lower slopes of Prayer's Eye Peak and tries to lure the heroes into the Darken Wood. If it succeeds, they'll likely never get to Haven, as the Forestmaster has other ideas for them. This scene is a chance for the Ranger to demonstrate their abilities.

An autumn breeze carries the sharp, fresh scents of fallen leaves and cooling air. To the southwest, the white-capped outline of Prayer's Eye Peak soars in the distance. Barely visible from here, a sharp crack splits the peak, the two halves pressed together like two hands in a worshipful pose.

    Any hero who makes a DC 20 Wisdom (Perception) check sees the White Stag (p XXX). The Stag, 300 feet away, will walk into the trees to the south of the road. If the heroes pursue, it leads them on a merry chase through the woods, always a few steps ahead, through the crack in Prayer's Eye Peak, and straight into Darken Wood, where it loses them. Go to "Spirit Forest" in "Darken Wood."

If any hero nocks an arrow or prepares to cast a spell against the Stag, the woods around them suddenly seem very menacing, as if the trees were leaning in toward them, groaning and threatening; the Blue Crystal Staff vibrates alarmingly. Nothing will actually stop the heroes from taking a shot at the Stag if they wish, but they should definitely get the feeling that it is a bad idea.

AB 14: Jakanth Vale

While traveling along the road, have any ranger or other expert tracker make a DC 15 Wisdom (Survival) check. On a success, they notice tracks leading away from the road, tracks that seem to have been made by feet wrapped in linens similar to the "clerics" in the "Twin Flat" encounter. The tracks lead away from the road for a bit more than a mile into the Jakanth Vale, but even at the edge of the woods, an unnatural stillness has settled on the place, heaviness presses on the air. Even the insects are silent. The tracks lead to a campsite.

The campsite smells like burned hair. Charred bones lie in the ashes of the fire pit. The grass has been stamped down around the area.

Searching the area uncovers a bright silver bracer fitted with four gems. Inside the band is engraved: "Firehawk, warrior of the Qué-Shu." Qué-Shu plainsmen can identify this as the bracer of one of the warriors whose task it is to defend the tribe. These bands are forged around the warriors' arms; only death removes them.

AB 15: Sentinel Gap

Walls of granite soar on either side of the narrow canyon floor. A chilly breeze whistles between the cliffs.

AB 16: Twin Peaks Vale

The twin peaks, Tasin and Fasin, stand to either side of the Shadow Canyon and overlook the north road to the capital city of Haven. In front of them, a lush mountain valley echoes with the sweet sounds of the forest.

AB 17: Shadow Canyon

Solid granite cliffs vault high overhead, forming walls that seem to scrape the clouds, casting shadows into the crevasse which are broken only for one hour each day at noon. The canyon floor is narrow, well-traveled, and clear.

AB 18: Refugees of North Seeker Reaches

While still in the northern part of the valley leading to the Lordcity, the heroes will meet many refugees on the road to Haven. The people flee south, intent on nothing else. Their eyes fixed to the road ahead of them, these refugees are reluctant to stop to talk with the heroes. If they do stop, however, they have an interesting story: "See the smoke rising from the valley yonder? Devils from the Cataclysm, they were, that started the fires! Came down from the north, only three days ago, and ever since they've plundered and killed. Now we're fleeing south to the capital, to Haven. Surely from there we can get to happier and safer country."

AB 19: Refugees of Haven's Vale

Farther south, the scene seems bleaker. Dust cloaks the highway which stretches down the center of the plain. A stream of refugees shuffles and limps southward toward the glistening, distant spires of Haven.

Every cultivated field in this area stands abandoned, the harvest left to rot. Refugees flee down the road, staggering and occasionally engaging in petty squabbles. All of them are too worried or too busy foraging in the abandoned fields to speak with the heroes, other than to beg for food or money. Now and then, a contingent of Holy Guards rides up and down the lines of refugees trying to keep order (and looking for the Blue Crystal Staff). All of these people have but a single thought: get to the city of Haven as fast as they can. There they believe the Highseekers can guide them and grant them the protection of the new gods. There they hope to be safe from the invaders.

Darken Wood

Darken Wood is an ancient forest that covers nearly all the land between Haven and Solace, from the White-Rage Cut north to Haven Road. The woods are bordered by mountains, except for the open maw of the south, and comprised mostly of aspens and oaks. The moment anyone steps into the forest, they become aware of an awe-inspiring power that seems neither good nor evil. There is anger and despair, and there is hope. Most living creatures avoid the area or, if they must enter, do so with caution. Darken Wood has a reputation in the surrounding lands for being haunted.

Features of Darken Wood

No light source, not even a magical one, can cast light in Darken Wood farther than 40 ft. (20 ft. at night); the air hangs thick and heavy, seeming to diffuse even the brightest illumination. Darkvision doesn't work in these woods, so even elves and dwarves entering must rely on ordinary vision. All Wisdom (Perception) checks are made with disadvantage, even within the radius of illumination of a light source.

The forest is blanketed by a permanent confusion spell (Wisdom save DC 15). Any character that succeeds on their saving throw is immune to this effect until they leave and reenter Darken Wood. While in the forest all attempts at tracking, including retracing the path by which one has arrived, are made with disadvantage due to the mysteriously shifting trees. Attempts to tell the exact time of day usually fail.

Creatures in Darken Wood

Although most creatures stay clear of this place, there are two groups which the heroes might encounter.

Spectral Minions

Darken Wood is defended by a host of spectral minions, all that remains of an ancient army; they ceaselessly patrol the forest in search of intruders. The minions will try to kill any creature that has darkness in its heart, and will try to frighten anyone else from the forest. Intelligent creatures that harm any animal or plant in the Darken Wood, or attempt to build a fire, will also draw their wrath.

Centaurs

Centaurs patrol the woods, searching for those who manage to elude the spectral minions. All intruders are interrogated and, if they have evil intent, killed. Those with good hearts may be brought into the presence of the Forestmaster but, more often than not, they are escorted outside the forest.

Places in Darken Wood

The following locations correspond to the appropriate numbered locations on the regional map of Abanasinia.

AB 9: Starlight Canyon

At the north end of the wood, near the Twin Peaks that guard the New Haven Road, lies the Starlight Canyon, home to the largest population of pegasi (MM p 250) in Krynn. Most of these magnificent winged horses make their lairs in the network of caves that dot the canyon, though some live in the


ground camps or elsewhere. The canyon takes its name from the soft haze of starlight that blankets it. As a result, this part of the wood has better illumination than the rest, and light sources cast light up to 80 ft.

AB 10: Dryad Forests

The east of Darken Wood is comprised of the Dryad Forests and oak trees instead of aspens. The dryads (MM p 121) are non-confrontational, leaving their safety in the hands of the centaurs or the spectral minions, but they are not above charming one of the heroes to help them protect their groves--or to serve as their slave labor.

AB 11: Unicorn's Grove

The central part of the wood is named Unicorn's Grove and is considered the domain of the Forestmaster. Very few creatures enter the Grove, and few stay very long. An atmosphere of awe permeates the Grove, which contains a clearing and a ledge, aptly named the Forestmaster's Ledge, on which the unicorn prefers a lounge.

Events in Darken Wood

The following scenes occur at specific points as the heroes explore Darken Wood.

Spirit Forest

6,300 XP Encounter Value (Hard)
 
As the heroes enter the forest, they travel for only a few hundred feet before they're suddenly aware that they're not alone. Unless the heroes take steps to conceal their presence, a troop of spectral minions has crept upon the heroes and is surrounding them.

Situation. The spectral minions are defending the forest, and their goal is to frighten the heroes into leaving. They are obsessed with defending the borders of the woods and will stop at (almost) nothing to accomplish their goal. Remind the players that (except for the Sage) this is probably the first time their characters have encountered spirits of any kind, and the terror they'd probably feel would be almost overpowering.

Creatures. 1 spectral captain (p XXX), 14 spectral warriors (p XXX).

Tactics. If the heroes speak with the spectral minions, their captain demands to know the heroes' business in the woods. If they say they were chasing the White Stag, the captain immediately sends three of his warriors after it in the direction the heroes indicate--the spectral minions of Darken Wood are doomed to forever hunt, but never catch, the White Stag.

If they speak of the Blue Crystal Staff, the captain demands to see it. If the heroes refuse to show the spectral minions the Blue Crystal Staff, the captain threatens them with death unless they leave the woods immediately. If they don't, it will come to a fight.

If the Prophet produces the Staff, the spectral minions gasp and seem to take a step back in shock. After only a few seconds, the captain demands that the heroes follow him: "Come with us, the Master has need of you. You will not be harmed." He leads the heroes to the centaurs.

If the heroes don't attempt to parley, they only thing that prevents a fight is for the Prophet to present the Blue Crystal

Staff. If she does, the captain and his warriors seem shocked, but the captain sheathes his sword and gestures that he is to be followed. He leads the heroes to the centaurs.

If it comes to a fight, the spectral minions fight hard. However, their primary goal is to drive the heroes from Darken Wood, not to kill them. If the Prophet uses the Blue Crystal Staff, the fight abruptly comes to an end as the spectral minions are awed by its power, and the captain attempts to lead the heroes to the centaurs.

Centaur Reaches

10,000 XP Encounter Value
 
If the heroes manage to avoid the spectral minions or parley peacefully with them, they will either encounter or be led to the centaurs. Eight centaur warriors step out of the foliage and surround the heroes. They dismiss the spectral minions, if the heroes are being escorted by them, and then address the heroes. Read or paraphrase the following:

Ten giant horse-men seem to materialize from the very forest itself. They are enormous, eight feet tall at the head, with amazingly muscular torsos and shoulders that seem able to rip one of the forest's trees right from the ground. Their horse bodies seem equally powerful; their skill at woodland stealth seems incongruous with the raw strength they seem to exude. It takes you a moment to realize that they are flesh and blood, not figments of your imagination; these must be the centaurs you've heard about from children's tales and old myths. All are armed, some with great bows, others with swords. "Halt, prisoners," the leader says in archaically accented Common. "Ye be trapped. Ye will be taken to the Master to be judged. Ye will not be harmed unless ye attempt to escape, so cometh peacefully."

    Situation. These centaurs have been tasked with bring the heroes to the Forestmaster. If the heroes try to escape, the centaurs will hunt them down, aided by spectral minions.

Creatures. 10 centaurs (MM p 38).

Tactics. Wise heroes avoid a fight here--the centaurs are not their enemies. If it comes to a fight, the centaurs will fight to the death, but not before one blows a long blast on a horn which will sound the alarm for other centaur and spectral minion patrols. Eight more centaurs will arrive in ten rounds, and ten rounds after that a troop of 14 spectral warriors and 1 spectral captain. The heroes will need to fight a running battle to escape from the woods, for they do not stand a chance against these forces. They will never be able to enter Darken Wood peacefully again.

If the heroes remain peaceful, they will encounter the Forestmaster; proceed to "The Forestmaster" below. As an optional interlude before they reach the Forestmaster, you may wish to have the centaurs lead the heroes through the Dryad Forests, where one or two of the lovely tree-spirits may attempt to charm a hero.


The Forestmaster

Read or paraphrase the following.

The dense oak forest suddenly opens into a forest glade. Soft green grasses carpet the ground up a hillside. At the top of the hillside, an outcropping of granite has been pushed through the topsoil by forces even more ancient than the forest itself. Atop this majestic natural dais stands a magnificent unicorn, its head raised high and proud but with a strange sadness in its eyes. The centaurs bow reverently and motion for the heroes to approach the hill.

    The Forestmaster (unicorn, MM p 294) speaks when they come closer. "I am the Forestmaster. You have entered my Great Forest, and I grant you safe passage and the aid of all creatures while you remain within our borders." The heroes will not be attacked by any creature until they leave Darken Wood, unless the heroes attack first.

If the heroes request aid, enough pegasi arrive for each hero. The flying horses will carry them to the mountains outside Xak Tsaroth. If the heroes do not request aid, they'll be escorted out of Darken Wood in the direction of their choice.

Leaving Darken Wood

If the heroes have spoken to the Forestmaster and secured the aid of the pegasi, they'll be leaving Darken Wood airborne, headed toward Xak Tsaroth (see "Eastern Abanasinia"). If they spoke to the Forestmaster but don't have the pegasi, they can be escorted to whichever border they wish. Otherwise, they're probably being chased out by centaurs, spectral minions, or both and will likely head for the nearest border; be certain to apply the confusion effects to the heroes.

Haven

The largest city in Abanasinia, the Lordcity of Haven is a farming comunity centrally located between Solace and Gateway. Haven has been declared a Lordcity by its inhabitants, who naively believe their city rivals the great Lordcities of Solamnia. Still, Haven is an important hub of activity in Abanasinia. Its fertile farmlands yield many crops that help sustain the local people. In the past, even the Qualinest ielves purchased their grapes from Haven vineyards, making a wine that became famous throughout Ansalon. Because of its central location, Haven has long attracted false religions seeking to gain influence and power. The Seeker Theocracy has currently developed Haven as a stronghold, working to gain both religious and political dominance in the lands of Abanasinia.

Getting to Haven

The New Haven Road is the primary route into the so-called Lordcity. The only other route is through the Darken Wood; if the heroes have managed to brave that sylvan realm and won the trust of the Forestmaster, they might be able to avoid the refugee-choked road. Haven may also be reached from Qualinesti, but the White-Rage River is a formidable barrier.

Haven (City)

Population: 14,889
Government: The Highseekers Council are religious zealots
    who claim to seek religious truths. They label as heretics
    anyone who does not follow their beliefs, creating an
    atmosphere of secrecy and paranoia among the local
    population. Some of the Highseekers have lately fallen
    under the influence of the Dragon Highlord Verminaard
    and are increasingly surrounded by strangely-cloaked
    clerics.
Defense: Dressed in red and white tunics over chain shirts,
    the Holy Guard are under the direct orders of the Council
    of Highseekers. They are typicall armed with longswords
    and heavy shields.
Commerce: Almost any goods or services are readily
    available in the street markets, or the makeshift shops set
    up by refugees outside the city walls desperate to earn
    money for food.
Organizations: The Highseekers have driven all competing
    religions out of the city, or at least into hiding. They, and
    their Holy Guard, are the most prominent and powerful
    group in Haven. Citizens and merchants alike are careful
    not to get on the wrong side of Highseeker law.

Features of Haven

Although Haven is geographically large, its population has been relatively small in the past, numbering around five thousand people. However, with refugees flooding the city, the population has swollen to just under fifteen thousand. With such a massive influx, thieves and other people of dubious profession walk the streets. Holy Guards are stationed throughout the city, viewing everyone with suspicion.

The city is surrounded by a low marble wall that was originally constructed to keep out wildlife. A guardhouse stands at the city gates, which until recently were left open during the day, welcoming people from across the land. The gates are now closed to bar the entry of more refugees. Six tall marble towers stand at even intervals along the wall. The town boasts a grain mill, street markets, and a blacksmith.

Places to Visit in Haven

The following entries correspond to keyed locationss on the map of Haven and represent the most significant places to visit for the purpose of this adventure.

H10. Steel Tankard Tavern. Calling the Steel Tankard a dive would be charitable. They serve lousy ale and watery dwarf spirits at prices that don't encourage moderation; they have a loyal clientele of drunkards and ne'er-do-wells. Unfortunately, it's also the only inn in town with any rooms remaining--the Ivy Inn and the High Hand Tavern are both full, and almost every private house has rented out space to refugees. The Steel Tankard will rent space on the floor of the common room for a copper a night; after last call, those who've paid up can bunk down on the beer-stained floor and try to catch some sleep. "It beats sleeping outside," the barman will admonish the heroes if they balk at the offer. "With all these refugees in town, the Holy Guards are having a hard time keeping the peace. Sleep outside only if you want your pockets picked and maybe your throat cut."

H12. Council Hall of the Highseekers. This structure is a large hall supported by six towers, representing the six towers that surround the city. From the Council Hall, the Council of Highseekers spread the word of their new gods of truth. Currently, refugees flock to the temple, begging the Seekers to demonstrate th power of their gods and protect them from the evils of the north. Here, Seeker leaders meet to discuss plans for dealing with the city's problems; levvying decrees they hope will keep their streets safe. Anyone with news of the Blue Crystal Staff is brought to this location for questioning.

People to Meet in Haven

The following characters are the town's significant residents who play their parts in the scenes in Haven.

Elistan. Laqwful good human male (p XXX). Elistan is that rarest of people among the Seekers: one who is genuinely seeking the truth. A thin, sickly man his forties, Elistan has lived in Haven his entire life. Now one of the Highseekers, he has begun to see the corruption in the movement; with each passing day, the hope he clings to becomes more elusive.

Refugees. Human commoners. People have fled to Haven from across Abanasinia. Most are desperate and fearful, but some are willing to chat. Only a few will admit to having seen a draconian, but everyone will talk about rumors of evil creatures, terrible fires on the horizon, and a looming evil that's about to swoop down from the north.

Things That Happen in Haven

The following scenes occur at the specified points as the heroes explore the Lordcity of Haven.

Entering Haven

4,500 XP Encounter Value
 
When the heroes approach Haven, read or paraphrase the following:

Six white towers rise from the foothills of the eastern mountains. Glistening with gold, they encircle the delicate architecture of Haven. A long file of refugees chokes the road leading to the city's main gate.

    The city overflows with refugees. The heroes finally enter Haven only after enduring the long and chaotic wait outside the city. Once they've cleared the guardpost at the gates, they'll enter into a city overcrowded with far more people than it was ever intended to host. Squabbling refugees, crying children, and impatient and overworked city guards are everywhere. Pickpockets work the crowd mercilessly. Just a few feet away, a fight breaks out among several refugees; the heroes see a troop of guards, unarmored and wielding long clubs instead of swords, come running and lash out indiscriminately to break up the altercation. Once the fight breaks out, if the heroes don't actively move away from it, they may have several of the guards single them out.

Situation. In a scene of utter chaos, overzealous riot guards are trying to break up a fight among several refugees on a crowded street. The street is 30 ft. wide and choked with dozens of refugees.

    Creatures. 5d4 human commoners (MM 345), 15 human thugs (MM 350) armed with clubs instead of maces and crossbows.

Tactics. It will be obvious to the heroes that the guards are not using lethal force. They're not cruel people, but they are exhausted, overworked, and under tremendous pressure to restore order at any cost. They simply rush toward the fighting refugees, clubbing anyone within reach, whether they were part of the fight or not. Their objective is to break up the fight and clear the street, so if the heroes withdraw, they won't pursue. They certainly won't arrest anyone. If the heroes use lethal force in response, the guards will withdraw to get reinforcements. The scene is chaotic enough that, unless the heroes really make a spectacle of themselves, there won't be future consequences from this altercation with the authorities.

Appendix 1: Monsters and More

This appendix contains all of the stat blocks needed to run Dragons of Autumn. The stat blocks are divided into four chapters, and within each chapter, they are further separated into "Leaders and Personalities" and "Minions, Monsters, and Minor Characters". In each group, the stat blocks are arranged alphabetically. Within the text of the adventure, page references will direct you to this appendix so you can quickly locate the NPC or monster you need.

Chapter 1: Despair

Leaders and Personalities

These creatures are either monsters with some sort of significance or authority, or they're actually NPCs with class levels. Each one is unique, with a proper name and often a place within the greater narrative.


Fewmaster Toede

Medium humanoid (goblinoid), lawful evil


  • Armor Class 14 (studded leather armor, shield)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 6 (-2)

  • Skills Intimidate +0
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1 (200 XP)


Martial Advantage. Once per turn, Toede can deal an extra 10 (3d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Toede that isn't incapacitated.

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


White Stag

Medium beast (holy), lawful good


  • Armor Class 17 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 12 (+1) 18 (+4) 16 (+3)

  • Saving Throws Wis +6
  • Skills Diplomacy +5, Perception +8, Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 18
  • Languages --
  • Challenge 4 (1,100 XP)


Divine Sanctity. Any creature who targets the Stag must first make a DC 14 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect the Stag from area effects, such as the explosion of a fireball.

Divine Strike. Once per day, the Stag may cause a single melee attack to deal double damage against a celestial creature, or triple damage to a fiend or an undead creature.

Empathy. The White Stag may communicate with any intelligent creature as if it possessed an empathic link with them.

Innate Spellcasting. The Stag's spellcasting ability is Wisdom (spell save DC 14). The Stag can innately cast the following spells, requiring no components:

1/day: geas, heal, hold monster

Magic Resistance. The Stag has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Stag makes two hoof attacks and one gore attack.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Hoof. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Selective Invisibility. As a bonus action on its turn, the Stag may become invisible. It may select up to 6 creatures which are not subject to this effect, and can perceive it normally. Any undesignated creature must make a DC 14 Wisdom saving throw. On a failed save, the creature cannot perceive the Stag by any means.
    If the Stag makes an attack, this ability ceases to function and cannot be used again for 1 minute. Divination magic can locate the Stag if the caster is at least 7th level.

Minions and Monsters

These creatures tend to be generic, unimportant, or replaceable. The heroes might encounter various numbers of each creature, and they have no real names or histories, but you are encouraged to invent some.


Baaz Draconian

Medium dragon (draconian), chaotic evil


  • Armor Class 14 (natural armor, chain shirt)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

  • Skills Intimidation +2, Perception +3
  • Condition Immunities paralyzed
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
  • Languages Common, Draconic
  • Challenge 1/2 (100 XP)


Death Throes. When the draconian dies, it turns to stone instantly. If a creature dealt the killing blow with a slashing or piercing weapon, it must make a DC 11 Dexterity saving throw. If the save fails, the creature's weapon is stuck in the petrified draconian and cannot be removed. The draconian crumbles to dust 1d4 minutes after death, releasing any trapped weapon. The draconian's equipment is not affected by its death throes.

Dragon Heritage. The draconian is immune to sleep and other magical sleep effects, as well as disease. In addition, the draconian can survive on one-tenth the food and water it takes to sustain a human.

Glide. The draconian cannot fly, but is not subject to falling damage. In addition, when it falls the draconian can travel horizontally up to four times the vertical distanced it descends.

Magic Resistance. The draconian has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The draconian makes one bite attack and two claw attacks, or one longsword attack and one claw attack.

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.


Baaz Draconian Spy

Medium dragon (draconian), chaotic evil


  • Armor Class 16 (natural armor, chain shirt)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

  • Skills Deception +2, Intimidation +2, Perception +3, Stealth +4
  • Condition Immunities paralyzed
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
  • Languages Common, Draconic
  • Challenge 1 (200 XP)


Death Throes. When the draconian dies, it turns to stone instantly. If a creature dealt the killing blow with a slashing or piercing weapon, it must make a DC 11 Dexterity saving throw. If the save fails, the creature's weapon is stuck in the petrified draconian and cannot be removed. The draconian crumbles to dust 1d4 minutes after death, releasing any trapped weapon. The draconian's equipment is not affected by its death throes.

Dragon Heritage. The draconian is immune to sleep and other magical sleep effects, as well as disease. In addition, the draconian can survive on one-tenth the food and water it takes to sustain a human.

Glide. The draconian cannot fly, but is not subject to falling damage. In addition, when it falls the draconian can travel horizontally up to four times the vertical distanced it descends.

Magic Resistance. The draconian has advantage on saving throws against spells and other magical effects.

Sneak Attack. Once per turn, the draconian can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll.
    It doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the draconian doesn't have disadvantage on the attack roll.

Actions

Multiattack. The draconian makes one bite attack and two claw attacks, or one shortsword attack and one claw attack.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.



Plains Hunter

Medium humanoid (human), neutral


  • Armor Class 12 (leather armor)
  • Hit Points 26 (4d8 + 8 or #d# Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

  • Skills Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages Common, Plainsfolk
  • Challenge 1/2 (100 XP)


Reckless. At the start of its turn, the hunter can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The hunter makes two handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Plains Warrior

Medium humanoid (human), neutral


  • Armor Class 11 (leather armor)
  • Hit Points 13 (2d8 + 4 or #d# Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 14 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Skills Perception +2, Survival +2
  • Senses passive Perception 12
  • Languages Common, Plainsfolk
  • Challenge 1/8 (25 XP)

 

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.



Seeker Sergeant

Medium humanoid (human), neutral evil


  • Armor Class 13 (chain shirt)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 13 (+1)

  • Skills Intimidation +3
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)


Pack Tactics. The sergeant has advantage on an attack roll against a creature if at least one of the sergeant's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The sergeant makes two melee attacks.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.


Spectral Captain

Medium undead, lawful neutral


  • Armor Class 12
  • Hit Points 32 (5d8 + 10)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Skills Perception +3
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abanasinian, Common
  • Challenge 3 (700 XP)


Incorporeal Movement. The captain can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The captain has advantage on saving throws against spells and other magical effects.

Turn Immunity. The captain is immune to effects that turn undead.

Actions

Multiattack. The captain makes two longsword attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) necrotic damage, or 7 (1d10 + 2) necrotic damage it used with two hands.



Spectral Warrior

Medium undead, lawful neutral


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +2
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abanasinian, Common
  • Challenge 1/2 (100 XP)


Incorporeal Movement. The warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The warrior has advantage on saving throws against spells and other magical effects.

Turn Immunity. The warrior is immune to effects that turn undead.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) necrotic damage, or 7 (1d10 + 2) necrotic damage if used with two hands.

Chapter 2: Flame

Leaders and Personalities

These creatures are either monsters with some sort of significance or authority, or they're actually NPCs with class levels. Each one is unique, with a proper name and often a place within the greater narrative.



Elistan

Medium humanoid (human), lawful good cleric


  • Armor Class 14 (chain shirt)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 16 (+3)

  • Saving Throws Wis +6, Cha +6
  • Skills Persuasion +6, Religion +5
  • Senses passive Perception 13
  • Languages Abanasinian, Common, Solamnic
  • Challenge 1 (200 XP)


Divine Absence. At the start of the adventure, Elistan cannot make use of the following features: Spellcasting, Turn Undead.
    Once the Disks of Mishakal are found, and Goldmoon and Elistan bring news of the gods to the people, he is granted access to these features.

Spellcasting. Elistan is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Elistan cannot prepare spells yet, but when he can he tends to prepare the following:

Cantrips (at will): guidance, resistance, sacred flame,
    spare the dying
1st level (4 slots): bless, cure wounds, detect evil and
    good, sanctuary
2nd level (3 slots): aid, calm emotions, lesser
    restoration, zone of truth
3rd level (3 slots): dispel magic, magic circle
4th level (1 slot): none

Actions

Sacred Flame. Flame-like radiance descends on a creature Elistan can see within 60 ft. The target must succeed on a DC 14 Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Turn Undead. Each undead that can see or hear Elistan within 30 feet of him must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it iss turned for 1 minute or until it takes any damage.
    A turned creature must spend its turns trying to move as far away fropm Elistan as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Minions and Monsters

These creatures tend to be generic, unimportant, or replaceable. The heroes might encounter various numbers of each creature, and they have no real names or histories, but you are encouraged to invent some.

Appendix 2: Heroes of the Lance

This appendix includes statistics blocks for the Heroes of the Lance as they are at the beginning of Dragons of Autumn. They may be used as pregenerated characters, or you might choose to use them as NPCs or incidental characters if the players are using their own heroes. Eight are available at the start, while two more (Gilthanas and Tika) do not become available as player characters until Chapter 2: Flame.

Heroes in Chapter 1

If you are running this adventure with only four players, you may want to provide the players with the stat blocks for Goldmoon, Raistlin, Tanis, and Tasslehoff and either advance them by two levels, or have the other four characters remain with the party as NPCs. A third option, which can be quite rewarding, is to assign two heroes to each player, with the following combinations being ideal: Goldmoon/Riverwind, Tanis/Sturm, Raistlin/Caramon, Tasslehoff/Flint.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Hero Stat Blocks

The stat blocks differ slightly from those in Appendix 1 in that they include sections that most stat blocks do not. Namely level, class, personal details, and feat listings, since these are full-fledged characters and not monsters or NPCs. Additionally, human members of the party use the variant human traits presented in the Player's Handbook, rather than the default.



Caramon Majere

Medium humanoid (human), lawful good


  • Armor Class 19 (chain mail +1, shield)
  • Hit Points 58 (5d10 Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+3)

  • Saving Throws Str +7, Con +6
  • Skills Animal Handling +3, Arcana -1, Deception +1, Insight +3, Intimidation +6, Investigation -1, Medicine -1, Nature -1, Perception +3,
    Performance +1, Persuasion +1, Religion -1, Sleight of Hand -2, Stealth -2, Survival +3
  • Senses passive Perception 13
  • Languages Abanasinian, Camptalk, Common
  • Level 5 fighter (10,250 XP earned)

 
Champion Features. Improved Critical (19-20), Remarkable Athlete.

Fighter Features. Action Surge, Extra Attack, Fighting Style (protection), Martial Archetype (champion), Second Wind (bonus action, 1d10 + 5, short rest).

Folk Hero. Rustic Hospitality. Caramon has spent a lifetime among the community around Solace building the reputation of a dependable, hardworking, goodhearted person. Everyone knows that in an emergency, or even mundane daily tasks, Caramon will lend help if he's able (even if he does bring along that dour brother of his).
    Since he comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives for him.

Protection. When a creature Caramon can see attacks a target other than him that is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll. He must be wielding a shield.  
 
 
 
 
 
 
 

Actions

Action Surge. On his turn, Caramon can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.

Extra Attack. Caramon can attack twice, instead of once, whenever he takes the Attack action on his turn.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage, or 1d10 + 4 slashing damage if used with two hands.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage.

Feats

Charger. When Caramon uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature.
    If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack's damage roll (if he chose to make a melee attack and hits) or push the target up to 10 feet away from him (if he chose to shove and succeeds).

Sentinel. Caramon has mastered techniques to take advantage of every drop in an enemy's guard, gaining the following benefits:

  • When he hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of Caramon provoke opportunity attacks from him even if they take the Disengage action before leaving his reach.
  • When a creature within 5 feet of him makes an attack against a target other than him (and that target doesn't have this feat), Caramon can use his reaction to make a melee weapon attack against the attacking creature.

Details

Armor Proficiencies. All armor, shields.
Weapon Proficiencies. Simple weapons, martial
    weapons.
Tool Proficiencies. Vehicles (land), woodcarver's tools.

Height 6'; Weight 200 lb.; Age 25 (Adult)
Lgt 96 lb., Med 192 lb., Hvy 288 lb., Max 576 lb.
Equipment chainmail +1, dagger, longsword, shield,
    waterskin, whetstone (71 lb.);
    Coins 12 steel (0 lb.)



Flint Fireforge

Medium humanoid (dwarf), neutral good


  • Armor Class 14 (studded leather armor, shield)
  • Hit Points 69 (5d10 Hit Dice)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 10 (+0) 12 (+1) 13 (+1)

  • Saving Throws Str +6, Dex +2, Con +7
  • Skills Arcana -2, Deception -2, Insight +4, Intimidation +4, Investigation -2, Medicine -2, Nature -2, Performance -2, Persuasion +4, Religion -2, Sleight of Hand -2, Stealth -2, Survival +4
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Dwarven, Goblin
  • Level 5 fighter (10,250 XP earned)

 
Battle Master Features. Combat Superiority, Student of War.

Combat Superiority. Flint has 4d8 superiority dice, and knows the following maneuvers.
    Commander's Strike. When Flint takes the Attack action on his turn, he can forgo one of his attacks and use a bonus action to direct one of his companions to strike. When he does so, choose a friendly creature who can see or hear him and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
    Evasive Footwork. When he moves, Flint can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
    Maneuvering Attack. When he hits a creature with a weapon attack, Flint can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack's damage roll, and he chooses a friendly creature who can see and hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Flint's attack.

Dwarven Resilience. Flint has advantage on saving throws against poison.

Dwarven Toughness. Flint's hit point maximum increases by 1, and it increases by 1 every time he gains a level.

Fighter Features. Action Surge, Extra Attack, Fighting Style (defense), Martial Archetype (battle master), Second Wind (bonus action, 1d10 + 5, short rest).

Guild Artisan. Guild Membership. As an established and respected member of the smith's guild, Flint can rely on certain benefits that membership provides. His fellow guild members will provide him with lodging and food if necessary, and pay for his funeral if needed. In some cities and towns, a guildhall offers a central place to meet other smiths, which can be a good place to meet potential patrons, allies, or hirelings.
    Flint must pay dues of 5 stl per month to the guild. If he misses payments, he must make up back dues to remain in the guild's good graces.

Stonecunning. Whenever Flint makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check, instead of his normal proficiency bonus.

Actions

Action Surge. On his turn, Flint can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.

Extra Attack. Flint can attack twice, instead of once, whenever he takes the Attack action on his turn.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 4 slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Feats

Shield Master. Flint uses shields not just for protection but also for offense. He gains the following benefits while he is wielding a shield:

  • If he takes the Attack action on his turn, he can use a bonus action to try to shove a creature within 5 feet of him with his shield.
  • If he isn't incapacitated, he can add his shield's AC bonus to any Dexterity saving throw he makes against a spell or other harmful effect that targets only him.
  • If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he can use his reaction to take no damage if he succeeds on the saving throw, interposing his shield between himself and the source of the effect.

Details

Armor Proficiencies. All armor, shields.
Weapon Proficiencies. Simple weapons, martial
    weapons.
Tool Proficiencies. Jeweler's tools, leatherworker's
    tools, smith's tools.

Height 4'7"; Weight 147 lb.; Age 148 (Middle-Aged)
Lgt 63 lb., Med 126 lb., Hvy 190 lb., Max 379 lb.
Equipment 3 daggers, handaxe +1, shield, studded
    leather armor (24 lb.);
Coins 113 steel (2 lb.)



Goldmoon

Medium humanoid (human), lawful good


  • Armor Class 13 (leather armor)
  • Hit Points 35 (5d8 Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 12 (+1) 17 (+3) 17 (+3)

  • Saving Throws Wis +6, Cha +6
  • Skills Medicine +6, Perception +6, Persuasion +6, Religion +4, Survival +6
  • Senses passive Perception 16
  • Languages Abanasinian, Common, Plainsfolk
  • Level 5 cleric (10,250 XP earned)

 
Chieftain's Daughter. Divine Right. Goldmoon was raised as divine royalty among her people. She was given the very best, treated like a queen, and wanted for nothing. This privileged but cultivated upbringing leaves her slightly put out by the unworshipful attitudes of some people, but she has developed the grace and maturity to handle it.
    Whenever she is among the people of the Qué-Shu, or a friendly tribe in the plains of Abanasinia, she is afforded every luxury. Members of the tribe make every effort to accommodate her and avoid her displeasure, and other people of high station treat her as a member of the same social sphere. She can secure an audience with any member of tribe nobility if she needs to.

Cleric Features. Channel Divinity (turn undead), Destroy Undead, Divine Domain (Life). Spellcasting (cantrips, ritual casting).

Disciple of Life. Whenever she uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Divine Absence. At the start of the adventure, Goldmoon cannot make use of the following class features: Channel Divinity, Destroy Undead, Divine Domain, Spellcasting.
    Once the Disks of Mishakal are found, and Goldmoon and Elistan bring news of the gods to the people, she is granted access to these class features.

Life Domain Features. Bonus Proficiency (heavy armor), Channel Divinity (preserve life), Disciple of Life.

Spellcasting. Goldmoon is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Goldmoon cannot prepare spells yet.

Cantrips (at will): none
1st level (4 slots): none
2nd level (3 slots): none
3rd level (2 slots): none

Actions

Blue Crystal Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage, or 1d8 + 3 bludgeoning damage if used with two hands.

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d4 + 2 bludgeoning damage.

Feats

Healer. Goldmoon is an able physician, allowing her to mend wounds quickly and get her allies back in the fight. She gains the following benefits:

  • When Goldmoon uses a healer's kit to stabilize a dying creature, that crature also regains 1 hit point.
  • As an action, Goldmoon can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus aditional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Details

Armor Proficiencies. All armor, shields.
Weapon Proficiencies. All simple weapons.
Tool Proficiencies. None.

Height 5'9"; Weight 134 lb.; Age 29 (Adult)
Lgt 44 lb., Med 88 lb., Hvy 133 lb., Max 265 lb.
Equipment blanket, Blue Crystal Staff, healer's kit,
    leather armor, lute, sling with 20 bullets, waterskin
    (28.5 lb.);
Coins none (0 lb.)

Blue Crystal Staff

Staff, legendary

Usually, this staff appears to be a simple, plain, unadorned wooden quarterstaff. But whenever its powers are used, or it is viewed through a true seeing spell, the staff's true appearance is revealed. In its true form the staff is six feet long, carved of pure, unflawed blue crystal. It is crowned by an ornamental headpiece, resembling two crescent moons that are connected to one another back to back. A flawless blue sapphire, the size of a child's fist, is inset within the headpiece.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If placed within the open hands of the statue of Mishakal in Xak Tsaroth, the staff is returned to a full 20 charges. Once the staff has been recharged by the statue of Mishakal, it cannot be recharged in that way again until after the following dawn.

If any creature that is not of good alignment attempts to wield this staff, the creature suffers 2d6 points of radiant damage every round, and cannot make use of the staff's powers.

Holy Strike. When you use the Attack action to make an attack with this staff, you can expend 2 charges to double the damage of your attack on a successful hit. If the attack is a critical hit, the damage is instead tripled. You may also expend 4 charges to deal triple damage on a normal hit, and quadruple damage on a critical hit.

This ability may only be used once on a single opponent. If this ability is used, the staff cannot be used to heal for 1 hour per charge expended for this ability.

Spells. While holding this staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: command (2 charges), continual flame (4 charges), cure wounds (1st-level version, 2 charges), cure wounds (4th-level version, 8 charges), detect poison and disease (0 charges, but the staff must have at least 1 charge remaining), protection from poison (4 charges), raise dead (must be activated by cleric, 10 charges), regenerate (must be activated by cleric, 14 charges), remove curse (6 charges), resurrection (must be activated by cleric, 14 charges).

Protection from Dragons. As a reaction, you can deflect the breath weapon of any dragon from yourself and any creature within 10 feet of you. Once you use this ability, you cannot use it again until after the next dawn.

Teleport. The staff may choose to teleport its wielder and no one else to any location that it wishes, at the DM's discretion. In addition, if the wielder is a cleric of Mishakal, then the wielder can choose to activate this ability. For the purposes of this ability, the percentile dice are automatically treated as 100. Once this ability is used, it cannot be used until after the next dawn.



Raistlin Majere

Medium humanoid (human), neutral


  • Armor Class 16 (robes, staff of Magius)
  • Hit Points 18 (5d6 Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 9 (-1) 18 (+4) 12 (+1) 10 (+0)

  • Saving Throws Str +2, Dex +6, Con +2, Int +10, Wis +7, Cha +3
  • Skills Arcana +7, History +7, Insight +4, Medicine +4, Sleight of Hand +6
  • Senses passive Perception 16
  • Languages Abanasinian, Common, Elven, Magius, Solamnic
  • Level 5 wizard (10,250 XP earned)

 
Illusionist Features. Illusion Savant, Improved Minor Illusion.

Raistlin's Curse. When he took his Test at the Tower of Wayreth, Raistlin's victory came at a terrible price. His skin became gold in color, and his hair turned stark white. The irises of his eyes also turned gold, and his pupils resemble black hourglasses.
    In Raistlin's eyes, everything rots and decays with the passage of time. He sees every building as crumbling away, trees and grass are dead, even living creatures appear to him as if they are rotting away. There is no physical beauty for him to see.
    In addition, his body has been nearly destroyed. He barely sleeps, can't keep much food down, and has random fits of coughing that can leave him debilitated. This can occur at any moment; the DM may arbitrate these coughing fits, or have them occur randomly. The only remedy for his coughing fits is an herbal tea given to him by Par Salian, head of the Conclave of Wizards. It smells disgusting and tastes worse, but it eases his cough. Usually too busy coughing to boil water, Raistlin often relies on his brother to prepare it.
    No spell, effect, or magic item can remove this.

Sage. Researcher. Raistlin not only has access to the libraries of the Tower of Wayreth (as does any other wizard in good standing), but he is more familiar with it than many other young wizards who are less dedicated to the Art. When he attempts to learn or recall a piece of lore, if Raistlin doesn't know that information, he often knows where and from whom he can obtain it. Usually, this information comes from the Tower of Wayreth, or a sage or other learned person or creature.

Spellbook. In addition to the spells he has prepared, Raistlin's spellbook contains the following spells:

1st level: burning hands, Tenser's floating disk,
    protection from evil and good
2nd level: mirror image, see invisibility
3rd level: fear

Spellcasting. Raistlin is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +10 to hit with spell attacks). Raistlin has the following wizard spells prepared:

Cantrips (at will): chill touch, light, mage hand, minor
    illusion, prestidigitation
1st level (4 slots): charm person, comprehend
    languages, identify, magic missile, sleep
2nd level (3 slots): darkness, detect thoughts, web
3rd level (2 slots): slow

Wizard Features. Arcane Recovery (3 slots), Arcane Tradition (school of illusion), Spellcasting (cantrips, ritual casting, spellbook).

Actions

Staff of Magius. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning damage, or 1d8 + 1 bludgeoning damage if used with two hands.

Dagger of Magius. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage.

Feats

Observant. Quick to notice details of his environment, Raistlin gains the following benefits:

  • If he can see a creature's mouth while it is speaking a language he understands, he can interpret what it's saying by reading its lips.
  • He has a +5 bonus to his passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Details

Armor Proficiencies. None.
Weapon Proficiencies. Daggers, darts, slings,
    quarterstaffs, light crossbows.
Tool Proficiencies. None.

Height 5'9"; Weight 135 lb.; Age 25 (Adult)
Lgt 39 lb., Med 78 lb., Hvy 118 lb., Max 235 lb.
Equipment dagger of Magius, herbalist's kit, ink, pouch
    of herbal tea, red robes, scrolls, spellbook, staff of
    Magius, writing supplies (15 lb.);
Coins 23 steel (0 lb.)

Dagger of Magius

Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with this silvered magic weapon.

While you are carrying this dagger on your person, if you are a wizard, it cannot be detected by magical or mundane searches.

Staff of Magius

Staff, legendary (requires attunement by a wizard)

This staff is said to have been created and wielded by Magius, whose magic was instrumental in defeating the Queen of Darkness. Upon his death the staff was kept in the Tower of Wayreth, until it was handed to Raistlin as compensation for the terrible price exacted by his Test.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell attack rolls.

While holding this staff, you can use a bonus action on your turn to cast feather fall on yourself. Once you use this ability, you cannot use it again until the next dawn. In addition, at will you can cast light centered on the staff's headpiece.

When you cast any spell that creates light, manipulates the air, or affects minds, you can double the spell's range and duration. This ability can only be used three times per day.

Oddly, this staff seems to exhibit different abilities for each wielder. As the wielder gains levels and dedicates time to studying the staff's secrets, new abilities may be unlocked.



Riverwind

Medium humanoid (human), neutral good


  • Armor Class 17 (leather armor +2, Dual Wielder)
  • Hit Points 57 (3d12, 2d10 Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 13 (+1) 14 (+2) 11 (+0)

  • Saving Throws Str +7, Con +5
  • Skills Athletics +7, Intimidation +3, Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages Abanasinian, Common, Plainsfolk
  • Level 3 barbarian, 2 ranger (10,250 XP earned)

 
Barbarian Features. Danger Sense, Primal Path (path of the totem warrior), Rage, Reckless Attack, Unarmored Defense.

Danger Sense. Riverwind has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can't be blinded, deafened, or incapacitated.

Outlander. Wanderer. Riverwind was born, raised, and trained in the wilds of the wilds of Abanasinia; he has hunted, and lived, outside what some people would call "civilization" his entire life. He has an excellent memory for maps and geography, and he can alwys recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Ranger Features. Favored Enemy (beasts), Fighting Style (two-weapon fighting), Natural Explorer (grassland), Spellcasting.

Reckless Attack. When Riverwind makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during his turn, but attack rolls against him have advantage until his next turn.

Spellcasting. Riverwind is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Riverwind knows the following spells:

1st level (2 slots): hunter's mark, longstrider

Totem Spirit. Wolf. While he's raging, Riverwind's friends have advantage on melee attack rolls against any creature within 5 feet of him that is hostile to him.

Totem Warrior Features. Spirit Seeker (cast beast sense and speak with animals as rituals), Totem Spirit (wolf).

Actions

Two-Weapon Fighting. When Riverwind takes the Attack action and attacks with his longsword, he can use a bonus action to attack with his kukri.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage, or 1d10 + 5 slashing damage if used with two hands.

Kukri. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage.

Rage. On his turn, Riverwind can enter a rage as a bonus action.
    While raging, he gains the following benefits if he isn't wearing heavy armor:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gains a +2 bonus to the damage roll.
  • He has resistance to bludgeoning, piercing, and slashing damage.

Riverwind can't cast spells or concentrate on them while raging.
    His rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action.
    Once he has raged 3 times, Riverwind must finish a long rest before he can rage again.

Feats

Dual Wielder. Riverwind has mastered fighting with two weapons, gaining the following benefits:

  • He gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand.
  • He can use two-weapon fighting even when the one-handed melee weapons he is wielding aren't light.
  • He can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.

Details

Armor Proficiencies. Light armor, medium armor,
    shields.
Weapon Proficiencies. Simple weapons, martial
    weapons.
Tool Proficiencies. Plains flute.

Height 6' 6"; Weight 175 lb.; Age 32 (Adult)
Lgt 81 lb., Med 161 lb., Hvy 242 lb., Max 483 lb.
Equipment 20 arrows, backpack, blanket, 50 ft. hempen
    rope, kukri (shortsword), leather armor +2, longbow,
    longsword +1, traveler's clothes, waterskin (45 lb.);
Coins none (0 lb.)



Sturm Brightblade

Medium humanoid (human), lawful good


  • Armor Class 18 (half plate armor, shield)
  • Hit Points 60 (5d10 Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 12 (+1)

  • Saving Throws Str +6, Con +6
  • Skills Animal Handling +4, Athletics +6, History +5, Perception +4, Persuasion +4
  • Senses passive Perception #
  • Languages Abanasinian, Common, Solamnic
  • Level 5 fighter (10,250 XP earned)

 
Battle Master Features. Combat Superiority, Student of War.

Combat Superiority. Sturm has 4d8 superiority dice, and knows the following maneuvers.
    Goading Attack. When Sturm hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. He adds the superiority die to the attack's damage roll, and the target must make a DC 14 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Sturm until the end of Sturm's next turn.
    Parry. When another creature damages Sturm with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the number he rolls on his superiority die + his Dexterity modifier.
    Riposte. When a creature misses Sturm with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, add the superiority die to the attack's damage roll.

Fighter Features. Action Surge, Extra Attack, Fighting Style (protection), Martial Archetype (battle master), Second Wind (bonus action, 1d10 + 5, short rest).

Noble. Position of Privilege. Sturm grew up in exile, but he is a noble none the less. His mother raised him with proper etiquette and decorum, and he carries the weight of his noble lineage. Thanks to his birth and bearing, people are inclined to think the best of him. He is welcome in high society, and people assume he has the right to be wherever he is. The common folk make every effort to accommodate him and avoid his

displeasure, and other people of high birth treat him as a member of the same social sphere. He can secur an audience with a local noble if he needs to.

Protection. When a creature Sturm can see attacks a target other than him that is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll. He must be wielding a shield.

Actions

Action Surge. On his turn, Sturm can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.

Extra Attack. Sturm can attack twice, instead of once, whenever he takes the Attack action on his turn.

Brightblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage, or 1d10 + 3 slashing damage if used with two hands.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Feats

Heavy Armor Master. Sturm can use his armor to deflect strikes that would kill others. He gains the following benefits:

  • Increase his Strength score by 1, to a maximum of 20.
  • While he is wearing heavy armor, bludgeoning, piercing, and slashing damage that he takes from nonmagical weapons is reduced by 3.

Tough. Sturm's hit point maximum increased by an amount equal to twice his level when he gained this feat. Whenever he gains a level thereafter, his hit point maximum increases by an additional 2 hit points.

Details

Armor Proficiencies. All armor, shields.
Weapon Proficiencies. Simple weapons, martial weapons.
Tool Proficiencies. Calligrapher's supplies, dragon chess.

Height 6'; Weight 180 lb.; Age 29 (Adult)
Lgt 81 lb., Med 162 lb., Hvy 243 lb., Max 486 lb.
Equipment bedroll, Brightblade, dagger, half plate
    armor, shield, signet ring, waterskin (62 lb.);
Coins 37 steel (0 lb.)

Brightblade

Weapon (longsword), rare

The Brightblade is an exquisite sword, old fashioned with a beautiful golden dragonhead carved into the hilt. Powerful dwarven runes of friendship and peace run the length of the blade. Approximately 2900 years old, it is said that the blade will not break unless its wielder does.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you have advantage on Charisma (Persuasion) checks made while the weapon is sheathed on your person.

As an action while wielding this weapon, you can cast either daylight or protection from evil and good. Each spell may only be cast once, and cannot be cast again until after the next dawn.

If any creature that is not of good alignment attempts to wield this weapon, the creature suffers 1d6 points of radiant damage, and the weapon shatters.



Tanis Half-Elven

Medium humanoid (half-elf), neutral good


  • Armor Class 16 (leather armor +2)
  • Hit Points 43 (5d10 Hit Dice)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 12 (+1) 12 (+1) 13 (+1) 15 (+2)

  • Saving Throws Str +6, Con +4
  • Skills Athletics +6, Insight +4, Perception +4, Persuasion +5, Stealth +6, Survival +4
  • Senses darkvision 60 ft., passive Perception #
  • Languages Common, Camptalk, Elven, Goblin
  • Level 5 fighter (10,250 XP earned)

 
Champion Features. Improved Critical (19-20), Remarkable Athlete.

Fey Ancestry. Tanis has advantage on saving throws against being charmed, and magic can't put him to sleep.

Fighter Features. Action Surge, Fighting Style (archery), Martial Archetype (champion), Second Wind (bonus action, 1d10 + 5, short rest).

Outlander. Wanderer. Torn between two worlds, too elven to live with humans and too human to live with elves, Tanis has been a traveler and a wanderer his whole life. Not exactly an outcast, but not exactly welcome. He has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Actions

Action Surge. On his turn, Tanis can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.

Extra Attack. Tanis can attack twice, instead of once, whenever he takes the Attack action on his turn.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage, or 1d10 + 4 slashing damage if used with two hands.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage.

Feats

Inspiring Leadr. Tanis can spend 10 minutes inspiring his companions, shoring up their resolve to fight. When he does so, choose up to six friendly creatures (which can include Tanis) within 30 feet of him who can see or hear him and who can understand him. Each creature can gain 7 temporary hit points (level + Cha mod). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Details

Armor Proficiencies. All armor, shields.
Weapon Proficiencies. Simple weapons, martial
    weapons.
Tool Proficiencies. Lute.

Height 5' 11"; Weight 163 lb.; Age 102 (Middle-Aged)
Lgt 70 lb., Med 140 lb., Hvy 210 lb., Max 421 lb.
Equipment 20 arrows, backpack, bedroll, 3 daggers,
    leather armor +2, longbow, longsword +1, 50 ft. silk
    rope, tinderbox, whetstone (38 lb.);
Coins 17 steel (0 lb.)



Name

Size type (subtype), alignment


  • Armor Class # (stuff)
  • Hit Points # (#d# Hit Dice)
  • Speed # ft.

STR DEX CON INT WIS CHA
## (##) ## (##) ## (##) ## (##) ## (##) ## (##)

  • Saving Throws Abi #
  • Skills Acrobatics -2, Animal Handling -2, Athletics -2, Arcana -2, Deception -2, History -2, Insight -2, Intimidation -2, Investigation -2, Medicine -2, Nature -2, Perception -2, Performance -2, Persuasion -2, Religion -2, Sleight of Hand -2, Stealth -2, Survival -2
  • Senses passive Perception #
  • Languages Stuff
  • Level # class (10,250 XP earned)

 
Feature. Stuff

Actions

Weapon. Melee or Ranged Weapon Attack: # to hit, reach # ft. or range #/# ft., targets. Hit: #d# + # # damage, or #d# + # # damage if used with two hands.

Feats

Feat. Benefits:

  • Stuff.

Details

Armor Proficiencies. Stuff.
Weapon Proficiencies. Stuff.
Tool Proficiencies. Stuff.

Height #; Weight # lb.; Age # (Category)
Lgt # lb., Med # lb., Hvy # lb., Max # lb.
Equipment stuff (# lb.);
Coins # (# lb.)