Contents
- 1War Comes to Krynn
- 2Chapter 1: Character Creation
- 3Chapter 2: Prelude to War
- 4Chapter 3: When Home Burns
- 5Chapter 4: Shadow of War
- 6Chapter 5: The Northern Wastes
- 7Chapter 6: City of Lost Names
- 8Chapter 7: Siege of Kalaman
- 9Appendix A: Gear and Magic Items
- 10Appendix B: Friends and Foes
- 11Appendix C: Sidekicks
- 12Appendix D: Story Concept Art
- 13Appendix E: Maps
- 14Credits
Chapter 2: Prelude to War
The Dragon Queen's conquest of Ansalon has begun. The eastern half of the continent has already fallen, and the Red Dragon Army has tested its forces against isolated and fractious lands. The Dragon Army now turns its attention to the west—to the land of Solamnia, a nation known as the home of knights and heroes. Now, the true war begins.
Dragonlance: Shadow of the Dragon Queen tells the tale of the Dragon Army's first strike into Solamnia and thrusts a group of heroes into the path of a world-altering war. This chapter provides an overview of the adventure presented in the chapters to come, as well as details on how to further involve the characters in the plot.
[image: Dragon Highmaster Kansaldi Fire-Eyes leads the Red Dragon Army to war against Solamnia]
Overview
Dragonlance: Shadow of the Dragon Queen is a Dungeons & Dragons adventure optimized for four to six player characters. The characters are the heroes of the story; this book describes the villains the heroes must overcome and the locations they must explore to bring the adventure to its conclusion.
This book also presents the continent of Ansalon on the planet of Krynn, home of the Dragonlance campaign setting. The introduction and chapter 1 cover broad details of the world but focus on the lands surrounding the city of Kalaman in the nation of Solamnia—the setting of the adventure presented in this book. Prominent details about the setting are covered in these sections, but the wider world is left for you to detail as you please.
Running the Adventure
To run the adventure, you need the fifth edition core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual).
When a creature's name appears in bold type, that's a visual cue pointing you to its stat block as a way of saying, "Hey, DM, you better get this creature's stat block ready. You're going to need it." The Monster Manual contains stat blocks for most of the creatures encountered in this adventure. The rest can be found in appendix B.
Spells and equipment mentioned in the adventure are described in the Player's Handbook unless the text points you to appendix A. Magic items are described in the Dungeon Master's Guide unless the text directs you to an item's description in appendix A.
Using the Maps
This book contains a number of interior maps and a foldout poster map.
Interior Maps
Maps that appear in this book are largely for the DM's eyes only. As the characters explore locations on a given map, you can redraw portions of the map on graph paper, a wet-erase mat, or another surface to help your players visualize locations that might have unusual shapes or features. Your maps don't need to be exact replicas of the originals, and you can alter their features as you see fit. Omit details that aren't readily visible (such as secret doors and other hidden features) until the characters can detect and interact with them. Appendix E provides two maps for player use. Reproduce these maps and share them with your players as you see fit.
Poster Map
The poster map is meant to be shared with the players. It depicts the continent of Ansalon on the world of Krynn. While this adventure takes place on only one small part of this map, the lands depicted here are referenced throughout this book. Players can use this map to gain context for the adventure and to determine what lands are important to their characters.
Adventure Flow
The adventure flowchart visualizes the narrative flow of the adventure. As the DM, keep in mind the narrative goals described below as the adventure progresses.
Adventure Flowchart
Chapter 2: Preludes
This chapter provides introductory elements to develop the bonds between characters and set them on the path to the community where the adventure begins. The rest of the chapter provides prelude encounters that establish important details about the world of Krynn.
Chapter 3: When Home Burns
The characters come to the village of Vogler to attend the funeral of a friend and to participate in the Kingfisher Festival, a local tradition. During the festival, a reenactment of a legendary battle goes awry when treacherous mercenaries attack. This ambush foreshadows a greater attack by the Dragon Army. The characters must help the people of Vogler escape the village before the Red Dragon Army overwhelms them.
Encourage the characters to forge connections to each other and to the earnestly hospitable people of Vogler. Many of the people the characters meet here will be their allies throughout the adventure, and the characters should have developed a relationship with the community by the time the Dragon Army attacks.
Chapter 4: Shadow of War
The characters and the people of Vogler flee to the city of Kalaman. There, the characters are conscripted to fight alongside Kalaman's troops against the Dragon Army menace. The characters and their allies defend against Dragon Army threats, culminating in a surprise attack on Kalaman by the death knight Lord Soth.
In this chapter, the characters must ally with Kalaman's military against the Dragon Army. The characters' experience in Vogler should give them personal stakes in this conflict. The characters' relationship with Kalaman's military is flexible, whether they're members of the army, special adventuring agents, or something less formal. The characters should view Kalaman and its military leadership as allies.
Chapter 5: The Northern Wastes
The characters' encounter with Lord Soth revealed the Dragon Army desires more than just conquest in the Kalaman region. In the Northern Wastes, the forces of the Dragon Queen seek a ruin called the City of Lost Names. The characters and a detachment of Kalaman's troops venture into the Northern Wastes to find the lost city and prevent whatever wickedness the Dragon Army plots.
In this chapter, the characters and their allies from Kalaman's military explore the dangerous Northern Wastes and discover the region isn't as empty as the people of Kalaman say. This part of the adventure is largely free form, and how it progresses is up to you and the players.
Chapter 6: City of Lost Names
Upon finding the City of Lost Names, the characters must infiltrate the ruin as it teems with enemy forces. There, the characters learn the Dragon Army seeks to make the ancient, magical ruin fly as it did in the distant past. The characters must find the source of the ancient city's magic and prevent Dragon Army commanders from taking control.
This chapter presents a vast ruin the characters can explore as they please while dodging the occupying Dragon Army forces. Here, the Dragon Army's plan in the Northern Wastes comes into view: to reactivate the City of Lost Names as a magical flying war machine. Use defeated Dragon Army forces and captured intelligence to direct the characters toward the Dragon Army's leaders and, potentially, the restoration of a dragonlance (see appendix A). Also use these forces to deter the characters from visiting the Bastion of Takhisis, which takes center stage in the next part of the adventure.
Chapter 7: Siege of Kalaman
The City of Lost Names shatters into dozens of flying pieces. One of these carries an ancient temple of the evil gods into the sky. This flying citadel and the rest of the Dragon Army converge on Kalaman. The characters must aid in the city's defense, then infiltrate the flying citadel and bring it down.
This chapter pits the characters and their allies against the full might of the Dragon Army. The lead-up to the Dragon Army's attack is a great time for allies to return and support the characters. Ultimately, the characters have the opportunity to infiltrate the Dragon Army's flying citadel and destroy it. This daring operation will bring the characters face-to-face with the infamous x and the Dragon Army commander Highmaster x (detailed later in this chapter).
The Dragon Queen's Threat
[image: After centuries of secrecy, the followers of the Dragon Queen emerge prepared for war]
Throughout this adventure, most of the characters' foes are servants of Takhisis the Dragon Queen, an evil god who seeks to conquer Krynn. Her agents are many, but her organized forces are known as the Dragon Armies. This book's introduction provides additional details on Takhisis and the Dragon Armies. As the adventure unfolds, the characters find themselves opposed by several of the Dragon Queen's agents. The characters' goal in this adventure isn't to lay low the entirety of the Dragon Armies or to stop the threat of the Dragon Queen herself. Rather, their deeds will oppose the Red Dragon Army's forces seeking to conquer the Kalaman region.
Draconians
As early as the preludes later in this chapter, the characters will face the Dragon Army's secret weapon: draconians. These dragon-like monstrosities are unnatural creatures born of the Dragon Queen's foul magic. All draconians are fanatically devoted to Takhisis and want nothing more than her conquest of the world. They are utterly loyal to the Dragon Army and those who speak in their god's name. In the course of the adventure, present draconians as magical, monstrous, fanatical, and unknowable. They aren't creatures with their own goals and ambitions. Rather, they are magical manifestations of the Dragon Queen's thirst for conquest, and they wreak her will with lethal efficacy.
The various draconians of Krynn are detailed in appendix B.
Kansaldi Fire-Eyes
Dragon Highmaster Kansaldi Fire-Eyes leads a massive contingent of the Red Dragon Army. Following orders from her master, Dragon Highlord Verminaard, Kansaldi seeks to conquer Kalaman in the Dragon Queen's name. To aid in this mission, Kansaldi has ordered the black-robed wizard Lohezet to follow his research to a ruin in the Northern Wastes, where he believes a great weapon lies in wait. An array of lesser commanders supports Kansaldi's operations, including her trusted adviser, Belephaion (detailed in x), and the dragonnel-riding ace known as Red Ruin (see appendix B). The Dragon Queen has ordered the death knight Lord Soth to cooperate with Kansaldi. While Kansaldi respects the knight's lethal efficacy, she largely leaves him to his own dreadful devices.
Kansaldi is the ultimate villain of this adventure and confronts the characters at the climax of x. Throughout the adventure, use apprehended Dragon Army soldiers and captured intelligence to reveal details about Kansaldi, primarily her fanatical devotion to the Dragon Queen, the fear and respect she commands from her troops, her tactical prowess, and her signature crimson eye.
More details on Kansaldi appear in appendix B.
Lord Soth
As the Dragon Queen turns her ambitions toward Solamnia, she summons forth one of its foulest villains: the infamous death knight Lord Soth. This villain has allied himself with the Dragon Queen to retake his ancestral land of Nightlund and take vengeance against the hated Knights of Solamnia. However, he isn't a member of the Dragon Army or a commander of its troops. Soth and his Undead knights keep their own council and have their own agendas. The only person whose lead Soth follows is Kansaldi Fire-Eyes, and that is only because she speaks on behalf of the Dragon Queen herself.
While Lord Soth is well known in tales of the Dragonlance setting, this adventure doesn't assume the characters, or most of Kalaman's people, know the death knight's legend or expect him to be at work in the world. The characters can learn relevant details about Lord Soth throughout the adventure. Even as the characters reach their highest levels, Lord Soth likely remains too great a threat for them to defeat. Rather than presenting him as a foe to be challenged in combat, portray Soth as a terrifying example of the villains in the Dragon Queen's service—a lurking threat to be avoided. By the adventure's end, the characters will have opportunities to undermine Soth's plans and remove him from the Dragon Army's service—at least for a time.
Lord Soth's stat block appears in appendix B, and his history is summarized in x.
Character Connections
Players should use chapter 1 to create characters connected to Krynn and, if possible, to one another. They should also each have a connection to a mutual friend named Ispin Greenshield. Ispin has recently passed away, and the characters are invited to his funeral in Vogler.
Ispin Greenshield
Before retiring to the village of Vogler, Ispin Greenshield traveled across Ansalon as a teacher, trader, and adventurer. Along the way, he forged friendships with each of the characters. Each character knows the following information about him:
- Ispin was a good-natured human adventurer from Solamnia.
- Ispin took his name from a distinctive green shield he found early in his adventuring career. He claimed the shield was magical, but it had no obvious magical properties.
- The bighearted Ispin loved telling tall tales of his travels to anyone who would listen.
- Ispin used to adventure with a human Knight of Solamnia named Becklin and a hill dwarf warrior named Cudgel. These two featured in many of Ispin's stories of fighting sea monsters and goblin raiders.
- Ispin retired from traveling years ago, becoming a permanent resident of a little-known village in Solamnia called Vogler.
The Meeting Ispin Greenshield table suggests a few ways characters might have come to know and likely respect Ispin. Players can elaborate on these connections however they'd like. Characters can use their relationship with Ispin to reinforce how they know one another.
Meeting Ispin Greenshield
| d6 | Experience |
|---|---|
| 1 | Ispin was a close friend of one of your parents. You've known him since you were a child. |
| 2 | You and Ispin defended a community from a notorious band of goblin raiders. |
| 3 | Ispin tracked you down to return something precious that a thief stole. |
| 4 | Ispin visited your homeland, bringing with him goods and stories from far-off lands. He taught you much about the world. |
| 5 | Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. |
| 6 | You and Ispin once competed for the same person's affections, only to discover each other's friendship. |
Invitation to a Funeral
Ispin Greenshield wished to have his life celebrated in a simple way, with friends from the lands he traveled joining for festivities and sharing stories. Upon Ispin's death, his friend Becklin Uth Viharin, a Solamnic knight stationed in Vogler, sought to fulfill Ispin's wish and sent each of the characters a copy of the letter presented as handout 2.1.
Each character has agreed to attend Ispin's funeral and has set off on the road to Vogler. The extent of this undertaking might vary for each character. Characters who travel by sea disembark at the port of Kalaman (detailed in x) and then travel by road to Vogler. The characters' travels are largely uneventful until the final leg of their journey (see the "x" section). Chapter 3 gives characters who have not been traveling together the opportunity to reunite and share details of their journeys.
[image: Handout 2.1]
Pronunciation Guide
The Pronunciations table highlights notable people, deities, and locations, along with how to pronounce their names. The "Introduced" column notes where in the book you can find their introduction or more details about them.
Pronunciations
| Name | Pronunciation | Description | Introduced |
|---|---|---|---|
| Akhviri | AK-veer-ee | Black dragon serving the Red Dragon Army | x |
| Alstare Bellis | AL-stair BELL-is | Human vampire servant of Chemosh | x |
| Bakaris Uth Estide | bah-kah-RIS ooth es-TIDE | Insufferable human Solamnic noble | x |
| Becklin Uth Viharin | BEK-lin ooth ve-HAR-in | Human Knight of Solamnia stationed in Vogler | x |
| Belephaion | be-LEF-ee-an | Blue dragon servant of Takhisis | x |
| Caradoc | kare-AH-dock | Spectral seneschal of Lord Soth | x |
| Cithcillion | SITH-sil-lee-on | Elven spirit of a Silvanesti ambassador | x |
| Clystran | kly-STRAN | Human explorer from Heart's Hollow | x |
| Dalamar | DHAL-ah-mar | Elf mage researching the Northern Wastes | x |
| Darrett Highwater | DARE-et HIGH-wah-ter | Human Knight of Solamnia in training | x |
| Demelin | dem-ME-lin | Elf high mage of the city of Onyari | x |
| Duskwalker | DUSK-wahl-ker | Treant guardian of the City of Lost Names | x |
| Draydan | DRAY-den | Aurak draconian commander | x |
| Elthar | el-THAR | Human owner of the Fishbowl in Vogler | x |
| Gragonis | gra-GON-iss | Half-ogre mercenary commander | x |
| Grasha Migan | GRASH-ah ME-ghan | Dwarf matron of a reclusive clan | x |
| Ishvern | ish-VERN | Sea elf leader of a group of Dimernesti elves | x |
| Ispin Greenshield | ISS-pin GREEN-shield | Deceased storytelling human adventurer | x |
| Istar | ISS-tar | Land destroyed during the Cataclysm | x |
| Jeyev Veldrews | jay-EV VELL-drews | Human mercenary scout commander | x |
| Kalaman | KAL-ah-man | Walled trade city in eastern Solamnia | x |
| Kansaldi Fire-Eyes | kan-SAWL-dee FIE-ur-eyes | Human commander of the Red Dragon Army forces | x |
| Karavarix | kare-AH-vare-ix | Murdered gold dragon | x |
| Leedara | lee-DAR-ah | Mysterious elven performer | x |
| Lohezet | low-ZHET | Black-robed human mage serving the Dragon Army | x |
| Loren Soth | LORE-an SAWTH | Infamous death knight | x |
| Lorry Wanwillow | LOR-ee WAN-will-oh | Kender vampire | x |
| Nestra Vendri | nez-TRA ven-DREE | Human leader of Kalaman's military | x |
| Nezrah | NEZ-rah | Leader of Heart's Hollow, disguised bronze dragon | x |
| Onyari | AWN-yar-ee | Istarian name for the City of Lost Names | x |
| Paladine | PAL-ah-dine | God of rulers and guardians, Bahamut | x |
| Ridomir Ironsmile | rid-OH-mere EYR-on-smile | Dwarf captain of the Ironclad Regiment mercenaries | x |
| Solamnia | so-LAM-nee-ah | Ancient land of knights and heroes | x |
| Takhisis | ta-KEE-sis | God of night and hatred, Tiamat the Dragon Queen | x |
| Tatina Rookledust | ta-TEE-na ROO-kel-dust | Reclusive gnome inventor | x |
| Than | THAWN | Gnome inventor from Vogler | x |
| Vingaard | VIN-gard | Mighty Solamnic river | x |
| Virruza | vee-RUE-zah | Obsessed bozak draconian at the Sunward Fortress | x |
| Vogler | VOG-ler | Quaint fishing village | x |
| Wakenreth | wah-ken-RETH | Ruined elven monument | x |
| Wersten Kern | WER-sten KERN | Undead standard bearer of Lord Soth | x |
| Wyhan | WHY-an | Human black-robed Mage of High Sorcery | x |
| Yalme | YALL-me | Human keeper of the Brass Crab in Vogler | x |
| Yearkal | YEAR-kal | Sea elf servant of Habbakuk | x |
| Zanas Sarlamir | ZHAN-as sar-LAH-meer | Deceased human Knight of Solamnia | x |
| Zhelsuel | ZHEL-soo-el | Elf leader of a group of Silvanesti mages | x |
Preludes
This section presents three short encounters for 1st-level characters, each highlighting a unique aspect of the Dragonlance setting. These encounters focus on the following events:
"Broken Silence" heralds the gods' return and provides participating characters with a better understanding of their relationship to the gods.
"Eye in the Sky" sets participating characters on the path to becoming members of the x (see chapter 1).
"Scales of War" reveals the mysterious draconians.
Before starting the adventure in chapter 3, review the encounters here and choose one or more to run that are relevant to characters in your group. The Prelude Overview table notes what types of characters are likely to be interested in which encounters.
Prelude Overview
| Encounter | Focal Characters |
|---|---|
| "x" | Clerics, druids, paladins, and other characters with god-given powers |
| "x" | Sorcerers, warlocks, wizards, or others seeking membership in the Mages of High Sorcery |
| "x" | Any character |
Running Preludes
The encounters in this section take place after characters have received their invitations to Ispin Greenshield's funeral. Before heading to Vogler or on their way to the village, each character should participate in a prelude encounter.
After you've determined which preludes to run, choose which characters will participate in which. Then consider how to best run each prelude you're using:
- Focus on Specific Characters. Run the prelude with a spotlight on the focus characters. Consider running it with a single player or a small group of players before the adventure begins. The "x" and "x" preludes lend themselves to this.
- Focus on the Group. Run the prelude for a group of characters. These characters meet during their travels and participate in the encounter together. The "x" prelude lends itself to this.
Throughout these preludes, mentions of "characters" refer to those characters who are the focus of the prelude. Characters can participate in preludes that don't focus on them; they just won't gain a divine connection as a result of participating in the "Broken Silence" prelude or a relationship to the Mages of High Sorcery in the "Eye in the Sky" prelude if they don't want to join that organization.
Once you've run any preludes you deem appropriate for your group, all characters advance to level 2. After this, proceed with chapter 3.
Broken Silence
For hundreds of years, the world of Krynn has been bereft of those who call upon the favor of the gods. Legends say deities turned away from the world after the Cataclysm, and the prayers of the few who remember them have been met with silence ever since. But that silence is now being broken. A chosen few hear the call of the gods and awaken to their power. This prelude suits characters who hear that calling and respond to it.
Running This Prelude
Characters in this prelude can come from any background. Perhaps they're discovering the gods for the first time, or they might be steadfast followers. Characters who draw their magic from gods won't have access to spells or magical class features until the end of the encounter, as this prelude details a meeting with their deity. Characters with no special interest in serving a deity might participate in the "x" prelude instead.
The prelude unfolds in a surreal, dreamlike situation where characters can follow a divine calling to learn about their deity's goals and become one of their chosen. You may alter any of this prelude's elements to better match individual gods' virtues and identities.
Before you begin, make sure any players involved have chosen gods for their characters. Krynn's deities and their provinces are listed in this book's x.
Visions of Divinity
This prelude focuses on characters who have been experiencing a recurring vision that comes to them in times of great turmoil or doubt. This vision might be a recent occurrence or something they've been experiencing for a long time, possibly since childhood.
The read-aloud text below describes such a vision. You can add details that correspond to each character's deity. For example, a character who worships Sirrion might find the surrounding forest aflame, while a character called by Paladine might notice the fallen soldier's eyes turning into pools of silver.
Read or paraphrase the following text to describe the vision the characters have been having:
[image: Kiri-Jolith, God of War, is one of many deities seeking followers to carry their faith back to Krynn]
The characters wake after having the vision and find nothing out of the ordinary. They realize the object in the vision was an amulet. The amulet bears a design they might not recognize, but is the symbol of the god the character's player chose during character creation. The echoes of battle don't mean anything in particular to the characters but feel like a bad omen.
Lost and Found
Prior to the vision, the characters were traveling to Vogler and had stopped to camp or rest near a forested path. After experiencing the vision, the characters wake to find their camp sacked and some of their belongings missing. The characters are the only creatures in the camp; no one else who might have been traveling with them is in sight.
A character who examines the surroundings finds a trail of food, cloth, and discarded trinkets that leads into the brush. A few hundred feet away, the characters find their belongings discarded in the middle of the forest. Nothing is missing or damaged. There is no sign of what brought the characters' possessions here.
Mysterious Symbol and Temple
Among their belongings, the characters find an item that closely matches the amulet from their visions. As in the vision, the characters might feel inexplicably drawn to the item. If the characters have different gods, they each find a holy symbol for their chosen deity. As soon as a character touches the amulet, a pulse of divine energy ripples from them, causing the amulet to vanish from their hands. The pulse flattens the surrounding vegetation, creating an unnatural clearing similar to the one in the characters' visions. The cleared plants also reveal overgrown ruins nearby:
Characters who don't approach the ruin feel supernaturally drawn toward the place, as if a familiar voice were calling their name. As characters approach the door, they hear faint voices inside.
Read the following text when the characters enter the ruin:
The statues were once larger-than-life depictions of several of Krynn's deities, but most of them are ruined. A character who succeeds on a DC 12 Intelligence (Religion) check can identify as many of the statues as you deem appropriate. The character instantly recognizes the statue of the god whose symbol they just found.
Divine Manifestation
Soon after the characters enter the room, a faint glow begins emanating from the statue of the god whose symbol they just discovered. The glow coalesces around the ruined statue, creating a spectral semblance of what the statue looked like in the past. Depending on its nature, the holy symbol might also appear somewhere on or near the statue, perhaps held or worn by it. If the characters have different gods, this happens to multiple statues.
Once a character approaches the statue of their deity, they hear that deity's voice in their thoughts. The deity invites the character to take the holy symbol and become their herald in the world. Use the details on Krynn's deities from the x to roleplay the deity. The deity wants the character to carry their power and divine message into the world now—when Krynn needs it most. The god won't elaborate on why they chose the character or why they're revealing themself now. This brief conversation allows characters to learn as much as you deem necessary about their gods, and it ends with the characters gaining access to any god-granted spells and divine class features.
Conclusion
As soon as the characters exit and leave sight of the temple, the structure vanishes.
The characters find no trace of any disturbance in their camp. If they were traveling with anyone else, their companions are waiting for them when they return. Any fellow travelers didn't notice the characters leaving the camp and have no recollection of anything strange happening.
Any attempt to return to the ruined temple fails, as if it was never there.
Eye in the Sky
The Mages of High Sorcery harness the magical power of the three moons of Krynn: Solinari the White, Lunitari the Red, and Nuitari the Black. Those blessed by the moons might show talent for magic and, with proper training, become apprentice mages. But to be accepted into one of the robed orders, a mage must officially join the Mages of High Sorcery and be subjected to the Test of High Sorcery, wherein their dedication to the magical arts is challenged. Failing the test can be deadly, but those who dare to seek magical power without passing the test are branded renegades and enemies of the Mages of High Sorcery.
Running This Prelude
The prelude focuses on characters who are apprentice spellcasters aspiring to take the Test of High Sorcery. Characters of any background are welcome, but the focal characters must be able to cast spells. Spellcasting characters with no interest in joining the Mages of High Sorcery might participate in the "x" prelude instead.
Night of the Eye
Every year and a half, the moons of Krynn align in an event known as the Night of the Eye. This prelude unfolds during one of these fateful nights, shortly before the characters head to Vogler.
Placing the Prelude
The prelude happens at the Barb, a centuries-old spire where promising apprentice mages go to test their magic. The Barb is located anywhere in the world that befits your story. It was built before the Cataclysm by the Mages of High Sorcery, but its intended purpose is lost to time. Many extradimensional spaces within it remain active, though they're accessible only during the Night of the Eye.
Trial of the Barb
The prelude begins with the characters nearing the Barb:
The characters know that they're here to participate in a test and that if they succeed, they'll learn the next steps to joining the Mages of High Sorcery. They also know any of the information from this prelude's introduction.
When the characters enter the Barb, read the following description to set the scene:
The red-robed mage is named Rovina, and she serves as the Barb's caretaker. She welcomes the characters to the atrium. She explains that the Barb is a place of ancient power where, during the Night of the Eye, magic flares to life to test would-be mages. Rovina also answers any questions the characters have about the x (as detailed in chapter 1).
Characters who examine the tapestries recognize each of the three moons and their relation to the three orders of the Mages of High Sorcery.
A character who succeeds on a DC 10 Wisdom (Perception) check realizes that while the doors in the room should lead outside, no other entrances into the Barb were visible from the exterior.
[image: A Spellbook Emblazoned with the Symbol of the Mages of High Sorcery]
Rules of the Trial
Rovina leads the characters to a door and shares the following information:
- To pass the night's test, the characters must face the trial in one of the tower's rooms, which are accessible only for the night.
- The trial requires magical talent but carries none of the dangers of the Test of High Sorcery. It provides a foundation for the real test.
- The goal is to complete the challenge presented in the room, implying different apprentices will face different challenges.
- The characters have until the Night of the Eye ends, at which point the rooms vanish, expelling everyone inside.
The Trial Begins
Once the characters are ready, Rovina opens a door, revealing a portal filled with swirling amber light. She directs anyone intending to face the trial to enter the portal together. If a single character is going through this prelude and you think they'd appreciate assistance, Rovina can also admit another visiting apprentice (an acolyte) to aid the character.
Hall of Sight
As characters pass through the door, read the following text:
The room is 100 feet in diameter, with a door on the wall opposite the characters and the pedestal at the center. The door is locked and can be opened only by the key at the center of the rotunda or by casting the knock spell on the door.
Invisible Maze
If the characters move more than 5 feet toward the pedestal, they run into an invisible wall. The wall extends to the ceiling and is part of an invisible, shifting maze that the characters must traverse to reach the key at the center. The maze is 90 feet in diameter, leaving a 5-foot gap between it and the rotunda's walls.
A character who casts detect magic sees the walls of the maze glow with auras of illusion and transmutation magic. Other spells that reveal invisibility, such as faerie fire or see invisibility, also reveal the walls. Characters who can see the walls can easily navigate to the maze's center. Characters who can't see the walls can still complete the test, but doing so takes an hour and requires a successful DC 14 Intelligence (Investigation) check. Characters can attempt this check again after an additional hour of effort.
Wall Carvings
The carvings on the wall around the rotunda are magical runes. A character who examines the carvings learns their meaning by succeeding on a DC 14 Intelligence (Arcana) check or by spending an hour studying them. The runes are an arcane cipher for the knock spell. Reading the spell from the wall allows a character to cast the spell as if they were casting it from a spell scroll of knock, except the spell on the wall isn't consumed. The characters can use this spell to open the door and complete the test.
Golden Key
Touching the key at the center causes the walls of the maze to vanish. The key can then be used to open the locked door. The key vanishes once it is used.
Conclusion
Upon completing the trial and passing through the door, the characters emerge into the atrium of the Barb. Rovina congratulates them on passing the challenge and deems their apprenticeship complete. They are now ready to take the next step on the path to becoming members of the Mages of High Sorcery.
[image: After completing the Trial of the Barb, an adventurer receives this scroll and instructions to take it to Wyhan in Kalaman]
Rovina hands each character an ornate scroll and a spellbook emblazoned with the symbol of the Mages of High Sorcery. She says the books are meant for the characters, either to use as spellbooks or to fill with their discoveries. The scrolls are meant for the mage who will lead the characters on the next step of their journey: a black-robed mage named Wyhan who resides in the city of Kalaman near Vogler. The characters have already received their invitation to Ispin Greenshield's funeral, and Kalaman is conveniently nearby.
Rovina tells the characters they must take their scrolls to Wyhan. She emphasizes that they must not open the scrolls under any circumstances, as their contents are meant for Wyhan only. More details about Wyhan and the characters' next step on the path to joining the Mages of High Sorcery can be found in x. Rovina will answer any other questions the characters have about the Mages of High Sorcery. After that, she congratulates them once more and bids them good luck on their travels.
Scales of War
An army carrying the banner of Takhisis the Dragon Queen marches to war, its ranks filled with monstrous, dragon-like beings that revel in destruction. This Dragon Army now encroaches on Solamnia, where its agents already strike beyond the nation's borders, and several farms and garrisons have been sacked.
Running This Prelude
The characters witness the aftermath of a vicious attack by draconian servants of the Dragon Army. This prelude is appropriate for characters of all backgrounds and classes.
Frantic Farmer
The prelude begins on the road to Vogler. At some point during travel, the characters encounter Rhys, a young human commoner who barely survived a recent attack on the caravan he was traveling with.
Read or paraphrase the following text to start this prelude:
This young man is Rhys. He's terrified and barely coherent in his frantic pleas for help. If a character spends a minute trying to calm Rhys down, he finally realizes he's not being chased by anything. Once this happens, Rhys reveals the following information:
- Rhys works at a nearby farm and was hired by a group of soldiers to travel with them and care for their horses.
- Rhys doesn't know much about the soldiers. He heard them talk about enemy troops supposedly afoot in the region.
- Just moments ago, the soldiers Rhys was with were attacked by black-cloaked figures.
- Rhys didn't get a good look at the cloaked attackers. He hid in the brush and escaped while the soldiers fought them off.
If the characters are visibly armed, Rhys urges them to help the soldiers, fearing his employers might fall against their attackers. He can lead the characters to where the caravan was attacked, about a half mile down the road.
Rhys doesn't know this, but the soldiers who hired him weren't merely solders—they were Knights of Solamnia who were deployed to investigate reports of recent attacks by strange creatures in the region.
Fallen Caravan
[image: A terrifying new enemy infiltrates the shadows of Solamnia: draconians]
Rhys leads the characters down the road. Once they approach the place where Rhys and the soldiers were ambushed, Rhys refuses to go any farther. He tells the characters the soldiers should be just ahead.
The ambush site is a few hundred feet ahead. Read the following text when the characters arrive:
The mysterious raiders are a kapak draconian and four baaz draconians (see appendix B for both stat blocks). They wear armor emblazoned with the symbol of Takhisis, which any character can recognize by succeeding on a DC 12 Intelligence (Religion) check.
If the characters want to remain hidden, have them roll Dexterity (Stealth) checks against the kapak draconian's passive Wisdom (Perception) score of 13. If the draconians don't notice the characters, they pick the wagon clean of valuables and leave shortly after.
If the draconians notice the characters, the kapak draconian orders two of the baaz draconians to attack, then slips away with the other two into the surrounding forest. The baaz draconians are battered from the fight with the knights and have half their normal hit points. The retreating draconians won't fight the characters under any circumstances; they have orders to immediately rejoin the Dragon Army elsewhere and report on the knights' fate.
Murdered Knights
By the time the characters arrive, the three soldiers who hired Rhys have been killed. They are beyond the aid of a revivify spell. A character who examines the dead soldiers' armor and succeeds on a DC 12 Intelligence (History) check recognizes them as Knights of Solamnia.
If the characters search the remains, they find correspondence that states the knights were investigating reports of nearby farmsteads being raided by strange creatures that match the draconians' descriptions.
Treasure
The three soldiers each wear plate armor with filigree and horned helmets distinctive to Knights of Solamnia, but each suit bears vicious claw marks that make it unusable. Among the wreckage are also three longswords, eight days of food and water for one person, and 40 gp.
Conclusion
Shortly after the draconians are defeated, Rhys rejoins the characters and asks them what those monsters were. He has no idea, and the characters likely don't either. This is one of the first times draconians have made their way into Solamnia, but it won't be the last.
If battle turns against the characters, another group of travelers can be heard approaching on the road. Not wanting to risk a larger fight, the wounded draconians retreat, leaving the characters to be saved by these travelers, who are also headed to Vogler.