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Dragons Of Flame

A D&D® 3rd Edition Conversion


By
Cam Banks

Credits
Editor and Layout: Neil Burton
Adventure Portal Selection Committee: Cam Banks, Richard Connery,
Adam J. Dembroski, Doug Meerschaert, Claus Oleson, James O’Rance,
Troy Trboyevich, Keith Williams

Dragonlance® and D&D® and logos are trademarks of Wizards of the Coast
and are used with permission. This material is copyright © 2001 The Dragonlance Nexus,
Cam Banks, and Wizards of the Coast, and is not to be re-used without the express
permission of all of the copyright holders.
Visit the Nexus at www.dl3e.com and
Wizards of the Coast at www.wizards.com
The Dragonlance Nexus • DL2: Dragons Of Flame

Table O f Contents
Introduction...................................................................................................................................................................................... 4
Summary of Conversion ............................................................................................................................................................... 4
How to Use This Document ......................................................................................................................................................... 4
Chapter 5: Que Kiri and the Plains .............................................................................................................................................. 5
Encounter 2. The Draconians ....................................................................................................................................................... 5
Encounter 5: Captured! ................................................................................................................................................................. 5
Chapter 6: Solace............................................................................................................................................................................. 7
Encounter 6: The Inn of the Last Home....................................................................................................................................... 7
Encounter 7. Unwelcome Guests ................................................................................................................................................. 7
Encounter 8: Prisoners of the Guard............................................................................................................................................ 7
Chapter 7: The Slave Caravan...................................................................................................................................................... 8
Encounter 9: The Elven Stranger ................................................................................................................................................. 8
Encounter 11: The Wagons Roll .................................................................................................................................................. 8
Encounter 13: Fight for Freedom................................................................................................................................................. 8
Chapter 8: Elvenhome .................................................................................................................................................................... 9
Encounter 14: Away From the Elves ........................................................................................................................................... 9
Encounter 18: Laurana of Qualinesti ........................................................................................................................................... 9
Encounter 20: Kidnap!.................................................................................................................................................................. 9
Chapter 9: To the Walls of Pax Tharkas...................................................................................................................................10
Encounter 22: Ambush................................................................................................................................................................10
Encounter 24: Trolls....................................................................................................................................................................10
Encounter 28: Hall of the Ancients ............................................................................................................................................10
Encounter 29: The Closed Corridor ...........................................................................................................................................10
Encounter 30: Chamber of Doom ..............................................................................................................................................10
Encounter 31: The Sliding Wall.................................................................................................................................................11
Encounter 32: Tomb of the Zombies .........................................................................................................................................11
Encounter 34: Trap......................................................................................................................................................................11
Encounter 35: Chain and Support ..............................................................................................................................................11
Encounter 36: Tharkadan Treasure Vault..................................................................................................................................11
Chapter 10: The Tharkadan Towers..........................................................................................................................................12
Encounter 38: Cellar ...................................................................................................................................................................12
Encounter 39: Lower Gatehouse ................................................................................................................................................12
Encounter 40: Women’s Prison #1.............................................................................................................................................12
Encounter 41: Women’s Prison #2.............................................................................................................................................12
Encounter 42: Maidens ...............................................................................................................................................................12
Encounter 43: Chamber of the Aghar ........................................................................................................................................12
Encounter 44: Storage Room......................................................................................................................................................13
Encounter 45: Upper Hallway....................................................................................................................................................13
Encounter 46: Reception Room..................................................................................................................................................13
Encounter 48: Kitchen ................................................................................................................................................................13
Encounter 49: Guardroom..........................................................................................................................................................13
Encounter 50: Prison Cell...........................................................................................................................................................14
Encounter 51: Verminaard’s Throne Room ..............................................................................................................................14
Encounter 52b: Private Dining Room........................................................................................................................................14
Encounter 52c: Verminaard’s Bedroom ....................................................................................................................................14
Encounter 53: Children’s Playroom...........................................................................................................................................14
Encounter 54: Chamber of the Nursemaid ................................................................................................................................14
Encounter 57: Children’s Room.................................................................................................................................................14
Encounter 58: Upper Landing ....................................................................................................................................................15
Encounter 61: Chamber of the Chain.........................................................................................................................................15
Encounter 62: Gate-Blocking Mechanism.................................................................................................................................15
Encounter 63: The Great Wall....................................................................................................................................................15
Encounter 64: Western Hallway.................................................................................................................................................15

2 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

Encounter 65: Western Guardroom............................................................................................................................................15


Encounter 66: Large Prison ........................................................................................................................................................15
Encounter 67: Monster Mess Hall..............................................................................................................................................15
Encounter 68: Western Supply Room........................................................................................................................................16
Encounter 70: Armory................................................................................................................................................................16
Encounter 71: Smelter and Mill .................................................................................................................................................16
Epilogue: Escape From Pax Tharkas.........................................................................................................................................17
Appendix A – Random Encounters ............................................................................................................................................18
Appendix B – NPC Capsules .......................................................................................................................................................20
Appendix C – Treasures and Tomes ..........................................................................................................................................23
Nightbringer.................................................................................................................................................................................23
Wyrmslayer..................................................................................................................................................................................23
Appendix D – Summary and Credits .........................................................................................................................................24
Converted Product.......................................................................................................................................................................24
Additional Credits .......................................................................................................................................................................24

A Dragonlance Nexus Adventure Conversion 3


The Dragonlance Nexus • DL2: Dragons Of Flame

Introduction
Summar y of Co nversion Ho w to Use This Document
Dragons of Flame was the second official Dragonlance This conversion is meant to give DM’s all of the
module. This conversion is the second in the series of information they need to run the original adventure using
conversions for the DL modules. 3rd Edition rules.

Only encounters with creatures, treasure, or traps of some Events and encounters in the module are listed below
kind were converted. This document has been designed wherever a 3ed perspective is needed or is useful, listing
to go hand-in-hand with a copy of either the original 1st for example DC’s for various tasks, or relevant skills to
edition module DL2 Dragons of Flame, or the section 2 be used.
of the 2nd edition revised collection Dragonlance
Classics Vol. 1. As such, no maps or module text have Stat blocks for all monsters and NPC’s are given in the
been included except where necessary as part of a body of the text – repeated where necessary for your
conversion. convenience, with the exception of Special Attacks and
Qualities, which are listed only once, the first time the
Please note that this module makes certain assumptions creature is mentioned (let us know how this format works
regarding the number of characters in the party - it is for you).
designed for 8 characters of levels 5-7, and is best used
with my Heroes of the Lance/Innfellows pregenerated Finally, various appendices detail magical items and
character conversions. The encounter levels and random encounter tables to use as you see fit.
challenge ratings included in this conversion are scaled
for a party of 4, as described in the DMG, but assume
that a party of 8 PCs can handle an EL or CR of 2 levels
higher than the average party level.

Full stat blocks are given for most encounters, even those
which appear in the Monster Manual. The exception to
this is the Wandering Monster section, although monsters
that aren’t included in the Monster Manual do receive a
full stat block in that section. I find having more than just
the name and hit points very helpful during the course of
a game!

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Dragonlance Nexus • DL2: Dragons Of Flame

Chapter 5: Que Kiri and the Plains


otherwise defeat the party without inflicting standard
Encounter 2. The Draconians damage. Neither of them will use their breath weapon
except as a warning - PCs who narrowly avoid being
Creatures (EL 10) roasted alive may think better of taking the monsters on.
This is a tough fight, even for a party of eight. The
kapaks start at a range of 180 ft, lick their blades, and Old Red Dragons (2): CR 19; Gargantuan Dragon
then charge the party. Since this might be the party’s first (Fire) (44 ft. long); HD 28d12+196; hp 378; Init +4
encounter with kapaks, you can have a lot of fun (Improved Initiative); Spd 40 ft., fly 200 ft (clumsy);
highlighting their differences from baaz and bozaks. AC 33 (-4 size, +27 natural); Atk +36 melee (4d6+12,
bite) or +31 melee (2d8+6, 2 claws) or +31 melee
Kapak Draconians (9): CR 4; Medium-Size (2d6+6, 2 wings) or +31 melee (2d8+18, tail slap) or
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp crush (Reflex DC 30 to avoid being pinned, Medium-
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 size opponents or smaller only, 4d6+18
natural); Atk +6 melee (1d4+3, claws) or +4 melee damage/round); Face 20 ft by 40 ft; Reach 15 ft; SA
(1d4+1 and poison, bite), or +6 melee (1d6+3 and breath weapon, spells (cast as Sor11), tail sweep; SQ
poison, short sword); SA poison, death throe; SQ spell SR 24, Damage Reduction 10/+1, frightful presence
resistance 14, glide, disease immunity, low (Will save DC 29), spell-like abilities, darkvision 800
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str ft, immunities, blindsight 240 ft; AL CE; SV Fort +23,
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10. Ref +16, Will +21; Str 35, Dex 10, Con 25, Int 20,
Skills: Disable Device +6, Hide +7, Listen +6, Move Wis 21, Cha 20.
Silently +7, Open Lock +7. Skills: Appraise +33, Bluff +33, Concentration +35,
Feats: Dodge, Multiattack, Run. Diplomacy +33, Escape Artist +14, Intimidate +33,
SA-Death throe (Ex): On the round that a Kapak Jump +40, Knowledge (arcane) +33, Listen +33,
reaches 0 or fewer hit points, his body instantly Move Silently +14, Search +33, Sense Motive +33,
dissolves into a 5-foot-radius pool of acid. All within Spellcraft +33, Spot +33. Feats: Cleave, Flyby Attack,
this area suffer 1d6 points of acid damage each round Improved Initiative, Power Attack, Silent Spell,
they remain in the pool. The acid evaporates in 1d6 Snatch, Still Spell, Wingover.
rounds. All items the Kapak was carrying are rendered SA-Breath weapon (Su): 60 ft long/wide cone of fire,
useless by the acid. 16d10 fire damage, Reflex DC 30, usable once every
SA-Poison (Ex): Bite or blade; Fortitude save (DC 13); 1d4 rounds.
initial damage paralysis, secondary damage 0. SQ-Spell-like abilities (Sp): 3/day: suggestion; 1/day:
Paralysis lasts 2d6 minutes. Before entering combat, locate object. Cast as 11th-level sorcerer.
male Kapaks often lick the blades of their swords. The Sorcerer Spells (6/7/7/7/7/5; base DC = 15 + spell
poison remains on the blade for 3 rounds level), chosen from the following list: 0 - arcane
SQ-Disease immunity (Ex): Kapaks are immune to all mark, daze, detect magic, ghost sound, light,
natural diseases. open/close, prestidigitation, read magic, resistance;
SQ-Glide (Ex): A Kapak can use its wings to glide, 1st - burning hands, magic missile, protection from
negating any damage from a fall of any height and good, shocking grasp, sleep; 2nd - blur, detect
allowing it to travel horizontally up to four times the thoughts, flaming sphere, pyrotechnics, summon
vertical distance descended. monster II; 3rd - fireball, hold person, magic circle
SQ-Low metabolism (Ex): Kapaks can survive on one- against good, slow; 4th -minor globe of
tenth the food and water it takes to sustain a human. invulnerability, polymorph self, wall of fire. 5th -
Possessions: Short sword feeblemind, mind fog

Encounter 5: Capture d! Kapak Dragonriders, Draconians (2): CR 4;


Medium-Size Monstrous Humanoid (6 ft 6 in. tall);
HD 3d8+6; hp 19; Init +1 (Dex); Spd 20 ft.; AC 18
Creatures (EL 20+ ) (+1 Dex, +7 natural); Atk +6 melee (1d4+3, claws) or
This is essentially a no-win encounter, and the party are +4 melee (1d4+1 and poison, bite), or +6 melee
likely to be overwhelmed before they begin. Two old red (1d6+3 and poison, short sword); SA poison, death
dragons could wipe the characters out, but in this case throe; SQ spell resistance 14, glide, disease immunity,
they only act to immobilize, render unconscious, or

A Dragonlance Nexus Adventure Conversion 5


The Dragonlance Nexus • DL2: Dragons Of Flame

low metabolism; AL LE; SV Fort +3, Ref +4, Will +4;


Str 16, Dex 13, Con 15, Int 12, Wis 12, Cha 10.
Skills: Disable Device +6, Hide +7, Listen +6, Move
Silently +7, Open Lock +7.
Feats: Dodge, Multiattack, Run.
Possessions: Short sword

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Dragonlance Nexus • DL2: Dragons Of Flame

Chapter 6: Solace
Encounter 6: The I nn of t he Last Encounter 8: Prisoners of t he
Home Guard
Tika is an NPC at this stage in the adventure, though she Creatures (EL 10+ )
may become a PC later. Her stats are given at the end of These stats are presented here purely for the sake of
these conversion notes. Otik’s stats are not important to potentail conflict. Toede and his kapaks intend to capture
this adventure - DMs who would like to have them may the PCs, not kill them, but the number of guards is
find them in the conversion notes for DL1 Dragons of considerably greater than the party can deal with at this
Despair. stage.

Encounter 7. Unwelco me Guests Fewmaster Toede’s stats are given at the end of these
conversion notes.
Creatures (EL 9) Kapak Draconians (8): CR 4; Medium-Size
For the purposes of the combat with the kapaks, Tika is Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp
assumed to have rolled a 20 for her Initiative, which with 19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7
her Initiative Bonus is a 23. Gilthanas (the elf the natural); Atk +6 melee (1d4+3, claws) or +4 melee
draconians are picking on) does not fight, choosing (1d4+1 and poison, bite), or +6 melee (1d6+3 and
instead to retreat to a corner or out of the way. poison, short sword); SA poison, death throe; SQ spell
resistance 14, glide, disease immunity, low
Kapak Draconians (5): CR 4; Medium-Size metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp 16, Dex 13, Con 15, Int 12, Wis 12, Cha 10.
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 Skills: Disable Device +6, Hide +7, Listen +6, Move
natural); Atk +6 melee (1d4+3, claws) or +4 melee Silently +7, Open Lock +7.
(1d4+1 and poison, bite), or +6 melee (1d6+3 and Feats: Dodge, Multiattack, Run.
poison, short sword); SA poison, death throe; SQ spell Possessions: Short sword
resistance 14, glide, disease immunity, low
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str Forty more kapaks await outside in case of an armed
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10. resistance - the eight above are the ones who come in
Skills: Disable Device +6, Hide +7, Listen +6, Move with Toede.
Silently +7, Open Lock +7.
Feats: Dodge, Multiattack, Run.
Possessions: Short sword

A Dragonlance Nexus Adventure Conversion 7


The Dragonlance Nexus • DL2: Dragons Of Flame

Chapter 7: The Slave Caravan


This chapter re-introduces Gilthanas, from the Inn, as
well as introducing Elistan and Sestun. Elistan is a High
Encounter 13: Fight for Freedom
Seeker from Haven, and his statistics are not important at
this stage in the campaign. For reference, however, Creatures (EL 9)
consult my Heroes of the Lance conversion documents. Given the slow introduction of the goblins (two at a
Sestun’s stats are provided in encounter 11. Tika may time), this encounter all-told may end up being EL 9,
become a player character in this chapter (if she does not, though scale this down if the party flees before dealing
replace one of the 2 Solace fighters in the prison wagon with all the goblins or if they leave without engaging the
with her.) hobgoblins.

Goblins (20): CR 1/4; Small Humanoid (Goblinoid)


Encounter 9: The Elven Stranger (4 ft. tall); HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC
14 (+1 size, +1 Dex, +2 leather); Atk +1 melee (1d6-1,
Gilthanas is also currently an NPC character. His stats short sword); SQ Darkvision 60 ft; AL LE; SV Fort
are provided at the end of these conversion notes. +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10,
Wis 11, Cha 8.
Encounter 11: The Wagons Roll Skills: Hide +6, Listen +3 (includes Alertness feat),
Move Silently +4, Spot +3 (includes Alertness feat).
Sestun the gully dwarf can be played for comic relief, Feats: Alertness.
but he’s also one of the unsung heroes of the saga. His Possessions: leather armor, short sword
stats are provided at the end of this document.
Hobgoblins (16): CR 1/2; Medium-Size Humanoid
(Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1 (Dex);
Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1
small shield); Atk +1 melee (1d8, longsword); SQ
Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will
+0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills: Hide +1, Listen +3 (includes Alertness feat),
Move Silently +3, Spot +3 (includes Alertness feat).
Feats: Alertness.
Possessions: studded leather armor, longsword, small
shield

8 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

Chapter 8: Elvenhome
Skills: Concentration +7, Hide +5, Knowledge
Encounter 14: Away Fro m t he (arcana) +9, Listen +4, Move Silently +6, Search +6,
Elves Spellcraft +9, Spot +3.
Feats: Dodge, Scribe Scroll, Silent Spell, Spell
Here are the statistics for the elven war party the PCs Penetration, Still Spell.
may encounter if they decide to make their own way into Spells Prepared (4/4/3/1: base DC = 12 + spell level):
Qualinesti (or are itching for a fight). The Encounter 0-daze, flare, mending, resistance; 1st-magic missile
Level for this is very high - it’s easily an EL of 12+. (x2), shield, sleep; 2nd-cat’s grace, invisibility, web;
Dungeon Masters are advised to use the CRs given for 3rd-slow
each opponent as a rough guide, but the emphasis here is Spellbook: 0-All 0-level spells; 1st-feather fall, hold
not on going toe-to-toe with a heavily armed troop of elf portal, magic missile, shield, sleep. 2nd-cat’s grace,
warriors. invisibility, resist elements, web. 3rd-haste, non-
detection, slow.
Qualinesti Warriors, Male Elf War1 (40): CR 1/2; Possessions: Dagger, robes, shortbow, quiver with 20
Medium-Size Humanoid (5 ft. 6 in. tall); HD 1d8+1; arrows, scroll of web, potion of invisibility.
hp 7; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather
armor); Atk +2 melee (1d8+1, long sword) or +3
ranged (1d8, longbow); SQ low-light vision, elf traits;
Encounter 18: Laurana of
AL CG; SV Fort +3, Ref +2, Will +0; Str 12, Dex 14, Qualinesti
Con 12, Int 11, Wis 11, Cha 11.
Skills: Climb +2, Hide +3, Listen +2, Search +2, Spot Laurana is an NPC character at this point in the saga.
+2. Her stats are provided at the end of these conversion
Feats: Point-Blank Shot. notes.
Possessions: Longbow, long sword, leather armor,
quiver and 20 arrows.
Encounter 20: Kidnap!
Qualinesti Fighters, Male Elf Ftr3 (3): CR 3;
Medium-Size Humanoid (5 ft. 6 in. tall); HD 3d10+3; Creatures (EL 9)
hp 20; Init +3; Spd 30 ft.; AC 15 (+3 Dex, +2 leather The kapaks attack the party as Toede’s wyvern flies off
armor); Atk +4 melee (1d8+1, long sword) or +7 in the distance, with Laurana on board. The wyvern and
ranged (1d8, longbow); SQ low-light vision, elf traits; Toede are not part of this fight, but the draconians are a
AL CG; SV Fort +5, Ref +4, Will +1; Str 12, Dex 16, reasonable distraction.
Con 12, Int 11, Wis 13, Cha 11.
Skills: Climb +2, Hide +5, Listen +4, Search +3, Spot Kapak Draconians (6): CR 4; Medium-Size
+4. Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp
Feats: Far Shot, Point-Blank Shot, Rapid Shot, 19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7
Weapon Focus (longbow). natural); Atk +6 melee (1d4+3, claws) or +4 melee
Possessions: Longbow, long sword, leather armor, (1d4+1 and poison, bite), or +6 melee (1d6+3 and
quiver and 20 arrows. poison, short sword); SA poison, death throe; SQ spell
resistance 14, glide, disease immunity, low
Qualinesti Wizard, Male Elf Wiz5 (1): CR5; metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str
Medium-size Humanoid (5 ft. 8 in. tall); HD 5d4+5; 16, Dex 13, Con 15, Int 12, Wis 12, Cha 10.
hp 13; Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +2 Skills: Disable Device +6, Hide +7, Listen +6, Move
melee (1d4, dagger) or +4 ranged (1d6, shortbow); SQ Silently +7, Open Lock +7.
Low-light vision, elf traits, spells; AL CG; SV Fort Feats: Dodge, Multiattack, Run.
+2, Ref +3, Will +4; Str 11, Dex 14, Con 12, Int 15, Possessions: Short sword
Wis 11, Cha 11.
Note that after this fight, Gilthanas becomes available as
a player character.

A Dragonlance Nexus Adventure Conversion 9


The Dragonlance Nexus • DL2: Dragons Of Flame

Chapter 9: To the Walls of Pax Tharkas


that opens a locked iron strongbox, inside of which are
Encounter 22: Ambus h 257 sp and three gems (worth 150 stl, 100 stl, and 200
stl). All values in stl are steel or gp equivalent.
Creatures (EL 6)
This encounter may or may not begin with a surprise
round for the draconians. Make a decision based on the Encounter 28: H all of the
party’s reaction to Eben’s groaning, or simply call for a
Spot check from the PCs (DC 15). The baaz will fight to
Ancients
the death. Treasure: Resting in its scabbard on Kith-Kanan’s
skeletal lap is Wyrmslayer, whose statistics are provided
Baaz Draconians (7): CR 1; Medium-Size Monstrous at the end of these conversion notes.
Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws)
or +2 melee (1d6, short sword); SA death throe; SQ Encounter 29: The Closed
spell resistance 11, glide, disease immunity, low
metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str
Corridor
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Creatures (EL 8)
Listen +5 (includes Alertness feat), Spot +4 (includes Once the heroes get within 60 feet of the far end of the
Alertness feat). corridor, where the boulders block any further progress,
Feats: Alertness, Run. the area’s primary resident will slide forth and attack.
Possessions: Cloaks, robes, short sword The slug is able to turn in any 20 ft wide corridor - since
most of the finished passages in the Sla-Mori are 20 ft
Eben Shatterstone, the soldier of fortune who’s left here wide, the party will be in for quite a pursuit if they run.
as an agent of Verminaard, will join in the fight near the
end and perhaps deal the finishing blow to a baaz, in Giant Slug (1): CR 8; Huge Vermin (25 ft. long); HD
hopes of proving himself to the PCs. He will accompany 12d8+60; hp 114; Init -2 (Dex); Spd 20 ft.; AC 16 (-2
them, if possible. His statistics are given at the end of size, -2 Dex, +10 natural); Atk +9 melee (2d6+7, bite);
these conversion notes. Face/Reach 10 ft. by 20 ft./10 ft.; SA spit acid; SQ
vermin, weapon immunity, blindsight; AL N; SV Fort
+13, Ref +2, Will +4; Str 21, Dex 6, Con 20, Int -,
Encounter 24: Trolls Wis 10, Cha 2.
Skills: Climb +9, Hide +4.
Creatures (EL 8) SA-Spit Acid (Ex): 5 ft wide/30 ft long stream of acid
There are only three of these monsters, but they’re still (4d6 acid damage, Reflex save DC 21, usable once
tough. The trolls attempt to surprise the heroes by per round)
sneaking up on them (unskilled Move Silently roll of 12) SQ-Weapon Immunity (Ex): Takes no damage from
so Spot checks will be in order. bludgeoning attacks due to its soft tissue and lack of
bones.
Trolls (3): CR 5; Large Giant (9 ft. tall); HD 6d8+36; SQ-Blindsight (Ex): Giant slugs have no visual organs
hp 63; Init +2 (Dex); Spd 30 ft.; AC 18 (-1 size, +2 but can ascertain all foes within 30 feet using sound,
Dex, +7 natural); Atk +9 melee (1d6+6, 2 claws) or +4 scent, and vibration.
melee (1d6+3, bite); SA Rend 2d6+9; SQ SQ-Salt Vulnerability (Ex): A giant slug is highly
Regeneration 5, scent, darkvision 90 ft; AL CE; SV susceptible to salt. One pound of salt deals 1d8 points
Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int of damage to a giant slug.
6, Wis 9, Cha 6.
Skills: Listen +5 (includes Alertness feat), Spot +5
(includes Alertness feat).
Encounter 30: C hamber of Doom
Feats: Alertness, Iron Will.
Creatures (EL 5)
Treasure: In a small cave about a 1000 yards away is the While not a very challenging encounter by the numbers,
troll’s treasure. This consists of a +1 shield, a rusty key if this graverobber’s spirit teams up with the zombies in

10 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

area 32, the situation will become much worse. Even


alone, this creature may cause some grief for the party.
Encounter 34: Tr ap
Wraith (1): CR 5; Medium-Size Undead Pit Trap (20 ft. deep, door trigger): CR 1; no attack
(Incorporeal) (6 ft tall); HD 5d12; hp 32; Init +7 (Dex, roll necessary (2d6); Reflex save (DC 20) avoids;
Improved Initiative); Spd 30 ft., fly 60 ft. (good); AC Search (DC 22); Disable Device (DC 22). Note:
15 (+3 Dex, +2 deflection); Atk +5 melee (1d4, Affects all within 20 ft of the door.
incorporeal touch); SA Con drain (1d6 permananent,
Fort save DC 14), create spawn; SQ Undead, Encounter 35: C hain and
incorporeal, +2 turn resistance, unnatural aura,
daylight powerlessness; AL LE; SV Fort +1, Ref +4, Support
Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15.
Skills: Hide +11, Intimidate +10, Intuit Direction +6, A kender or child-sized human could climb the chain up
Listen +12 (includes Alertness feat), Search +10, into the defense mechanism chamber. This requires a
Sense Motive +8, Spot +12 (includes Alertness feat). successful Climb check (DC 18). The chain has a
Feats: Alertness, Blind-fight, Combat Reflexes, Hardness of 10 and 360 hit points, though red dragon
Improved Initiative. breath will melt through it…
SQ-Incorporeal (Su): Can be harmed only by magic,
+1 or better magical weapons, or other incorporeal
creatures. 50% chance to ignore damage from a
Encounter 36: Thar kadan
corporeal source. Its own attacks ignore armor, it can Treasure Vault
pass through solid objects, always moves silently.
Treasure: Although 25,000 gold ingots may sound like a
lot of treasure, the gold is worthless to the player
Encounter 31: The Sliding Wall characters. Anywhere else, of course, this much gold (at
1000 gp value per ingot) would be an absolute fortune.
Once the sliding wall is discovered (Search DC 20), it
can be opened with a Strength check (DC 30). Up to 4
people can assist an individual in opening the door - have
them make Strength checks (DC 10) in order to provide a
+2 circumstance bonus to the character making the
check. The wall has a Hardness of 8 and 80 hit points.

Encounter 32: To mb of the


Zombies
Creatures (EL 9)
Forty zombies sounds like a huge amount, but this
combat should still be in the realms of capability for the
party. Some well-executed plans, and judicial use of
turning ability, will prevent tragedies. And, the party can
always flee…

Zombies (40): CR 1/2; Medium-Size Undead (5 ft. 8


in. tall); HD 2d12+3; hp 10; Init -1 (Dex); Spd 30 ft;
AC 11 (-1 Dex, +2 natural); Atk +2 melee (1d6+1,
slam); SQ Undead, partial actions only; AL N; SV
Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con -, Int -,
Wis 10, Cha 1.
Feats: Toughness.

A Dragonlance Nexus Adventure Conversion 11


The Dragonlance Nexus • DL2: Dragons Of Flame

Chapter 10: The Tharkadan Towers


Encounter 38: Cellar Encounter 41: Wo men’s Prison
Determining that the items in the wooden crates comes
#2
from Solace and Gateway requires an Appraise check
(DC 15). Sixty more women are locked up in here. Use the same
statistics for all of them unless the DM chooses to single
one or two out in the course of play.
Encounter 39: Lo wer Gatehouse
Prisoners, Female Human Com1 (60): CR 1/2;
Creatures (EL 10) Medium-Size Humanoid; HD 1d4; hp 3; Init +0; Spd
The kapaks in this room are busy manhandling Laurana 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL
and can potentially be surprised. If one or more kapaks var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10, Con
dies, the others attempt to flee and raise the alarm in the 10, Int 10, Wis 9, Cha 9.
fortress. None of these kapaks will have time to envenom Skills: Climb +2, Profession (varies) +3, Ride +1,
their blades. Swim +2.
Feats: Skill Focus (varies).
Kapak Draconians (8): CR 4; Medium-Size
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7
Encounter 42: Maidens
natural); Atk +6 melee (1d4+3, claws) or +4 melee 45 unmarried young women are locked up in here. Refer
(1d4+1 and poison, bite), or +6 melee (1d6+3 and to the module for details on escape plans, etc.
poison, short sword); SA poison, death throe; SQ spell
resistance 14, glide, disease immunity, low Prisoners, Female Human Com1 (45): CR 1/2;
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str Medium-Size Humanoid; HD 1d4; hp 3; Init +0; Spd
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10. 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL
Skills: Disable Device +6, Hide +7, Listen +6, Move var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10, Con
Silently +7, Open Lock +7. 10, Int 10, Wis 9, Cha 9.
Feats: Dodge, Multiattack, Run. Skills: Climb +2, Profession (varies) +3, Ride +1,
Possessions: Short sword Swim +2.
Feats: Skill Focus (varies).
Encounter 40: Wo men’s Prison
#1
Encounter 43: C hamber of the
Maritta the Seamstress (Female Human Expert 2
(Seamstress), 10 hp) lives in this room along with 10
Aghar
other women. Also present is a wounded Elistan (see
NPC Capsules appendix for his stats) who is presently an Creatures (EL 8)
NPC and will not be a PC until much later (DL6). Refer This isn’t really a combat encounter unless the party
to the module text for what happens if anybody uses makes it one. In fact, depending on how they treat these
healing magic on Elistan or the others. misbegotten servants of the draconians, the gully
dwarves might even become allies.
Prisoners, Female Human Com1 (10): CR 1/2;
Medium-Size Humanoid; HD 1d4; hp 3; Init +0; Spd Klahd Clan Gully Dwarves, Male Aghar War2
30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL (12): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall);
var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10, Con HD 2d8-2; hp 7; Init +1 (Dex); Spd 20 ft.; AC 14 (+1
10, Int 10, Wis 9, Cha 9. size, +1 Dex, +2 leather armor); Atk +2 melee (1d6-1,
Skills: Climb +2, Profession (varies) +3, Ride +1, short sword); SQ darkvision 60 ft, dwarf traits; AL
Swim +2. CN; SV Fort +2, Ref +1, Will -2; Str 9, Dex 13, Con
Feats: Skill Focus (varies). 9, Int 7, Wis 7, Cha 7.
Skills: Climb +2, Hide +7, Listen +0, Spot -1, Tumble
+3.

12 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

Feats: Dodge, Run. Skills: Disable Device +6, Hide +7, Listen +6, Move
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus Silently +7, Open Lock +7.
on Climb, Craft (junk), Hide and Tumble checks, +2 Feats: Dodge, Multiattack, Run.
racial bonus on saving throws against poison, spells Possessions: Short sword
and spell-like effects.
Possessions: Dirty leather armor, short sword, tin
helmets.
Encounter 48: Kitc hen
Creatures (EL 1)
Encounter 44: Storage Room These gully dwarves are actually pretty good cooks.
They’re also a lot surlier and rude than the others in room
Refer to the rules on smoke dangers in the DMG (p 89) if 43.
anybody chooses to ignite the oil in this room as
described in the module text. Use these rules instead of Klahd Clan Gully Dwarf Cooks, Male Aghar Exp2
the rules given in the module. The smoke will still spread (4): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall);
as described in the module text, however. HD 2d-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1
size, +1 Dex); Atk +1 melee (1d6-1, frying pan) or +1
Encounter 45: U pper H allway (1d4-1, kitchen knife); SQ darkvision 60 ft, dwarf
traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex
13, Con 9, Int 7, Wis 7, Cha 7.
Creatures (EL 1) Skills: Climb +2, Craft (junk) +1, Hide +7, Listen +2,
These hobgoblin guards will not attack, but will ask for Profession (Cook) +3, Spot +3, Tumble +3.
identification and if alarmed run off to get help from Feats: Dodge, Run.
room 49. SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus
on Climb, Craft (junk), Hide and Tumble checks, +2
Hobgoblins (2): CR 1/2; Medium-Size Humanoid racial bonus on saving throws against poison, spells
(Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1 (Dex); and spell-like effects.
Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 Possessions: Dirty clothes, club or dagger, assorted
small shield); Atk +1 melee (1d8, longsword); SQ junk
Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will
+0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills: Hide +1, Listen +3 (includes Alertness feat), Encounter 49: Guar droom
Move Silently +3, Spot +3 (includes Alertness feat).
Feats: Alertness. Creatures (EL 8)
Possessions: studded leather armor, longsword, small These hobgoblin guards will attack any intruders.
shield Twenty-eight hobgoblins is a lot of guards, and any who
can slip out the door to raise the alarm will do so.
Encounter 46: Recept ion Room Otherwise, they fight to the death.

Hobgoblins (28): CR 1/2; Medium-Size Humanoid


Creatures (EL 9) (Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1 (Dex);
Although these draconians have been drinking, the only Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1
effect this has on them is to make them more belligerent. small shield); Atk +1 melee (1d8, longsword); SQ
They will envenom their blades as they charge, and once Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will
they take more than 50% losses they will flee to get +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
assistance and raise the alarm. Skills: Hide +1, Listen +3 (includes Alertness feat),
Move Silently +3, Spot +3 (includes Alertness feat).
Kapak Draconians (5): CR 4; Medium-Size Feats: Alertness.
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp Possessions: studded leather armor, longsword, small
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 shield
natural); Atk +6 melee (1d4+3, claws) or +4 melee
(1d4+1 and poison, bite), or +6 melee (1d6+3 and Treasure: The key to the cell door in encounter area 50
poison, short sword); SA poison, death throe; SQ spell is hanging on a nail in the wall. 54 steel pieces, 187 silver
resistance 14, glide, disease immunity, low pieces and 327 bronze pieces are lying around on tables,
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str on the hobgoblins’ persons, or otherwise strewn about if
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10. the party feels like looting the room.

A Dragonlance Nexus Adventure Conversion 13


The Dragonlance Nexus • DL2: Dragons Of Flame

Encounter 52c: Verminaard’s


Encounter 50: Prison Cell Bedroom
Sestun the gully dwarf is here, imprisoned as described
in the module text. Also here will be any of the player Trap (Sleep Gas Trap): CR 2; 20 ft radius cloud
characters (or NPCs with them) captured in Pax Tharkas. centred on desk; Will save negates (DC 12); Search
(DC 26); Disable Device (DC 26). Note: The gas
possesses all the properties of a sleep spell, caster
Encounter 51: Ver minaard’s level 1.
Throne Room Treasure: The desk contains 2 clerical scrolls: one with
cure serious wounds, prayer, and find traps; and another
Creatures (EL 19): This is one of the most dangerous with augury, cure light wounds and light. All spells are at
rooms in Pax Tharkas. Refer to the module text for caster level 5. Verminaard’s closet holds several robes, a
events in this room. Ember and Verminaard’s statistics black cloak, a pair of boots and a suit of black-enamelled
are included at the end of these conversion notes, in the half-plate.
NPC Capsules appendix. Both are extremely powerful
opponents, and although Verminaard leaves most of the
action in here to Ember, the dragon is more than the PCs Encounter 53: C hildren’s
can probably handle. Play this encounter with caution.
Playroom
Kapak Draconians (6): CR 4; Medium-Size
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp The beam across the double doors may be removed with
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 a Strength check (DC 20). One or two individuals may
natural); Atk +6 melee (1d4+3, claws) or +4 melee assist the person lifting it by making successful Strength
(1d4+1 and poison, bite), or +6 melee (1d6+3 and checks (DC 10) to add a +2 circumstance bonus per
poison, short sword); SA poison, death throe; SQ spell assistant. This room will also have 6 Kapak guards here,
resistance 14, glide, disease immunity, low if the fortress alarm has been raised. See Encounter 51
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str for their statistics.
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10.
Skills: Disable Device +6, Hide +7, Listen +6, Move Encounter 54: C hamber of the
Silently +7, Open Lock +7.
Feats: Dodge, Multiattack, Run. Nursemaid
Possessions: Short sword
Creature (EL 20): This room houses Flamestrike, the
Treasure: There isn’t any treasure to be found in here, senile old red dragon left to guard the children of the
although if any PCs or NPCs were captured or locked up prisoners. Her statistics are given at the end of these
in the cell in encounter 50, their gear will be stashed conversion notes. The Encounter Level is somewhat
behind the throne. dependent on the actions of the party - certainly, taking
on Flamestrike is an extremely dangerous proposition.
For the purposes of the adventure, sneaking the children
Encounter 52b: Private Dining past Flamestrike and getting them out can be considered
Ro o m evading an EL of 12, especially considering the fact that
if the PCs have Wyrmslayer, Kith-Kanan’s sword, it’s
Trap (Poison Needle): CR 2; +8 ranged (1, plus buzzing will definitely wake the dragon. Refer to the
deathblade poison); Search (DC 22); Disable Device module text for more information.
(DC 20). Note: See DMG p 80 for deathblade poison
and its effects. Encounter 57: C hildren’s Room
Treasure: In the trapped drawer are 2 potions of cure Refer to the module text and Encounter area 53 for
serious wounds, a potion of gaseous form and a potion of details of managing the freeing of the children in this
invisibility. room, and Flamestrike’s actions.

14 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

Encounter 58: U pper Landing Encounter 65: Wester n


Detecting the secret door that leads to the Chamber of the
Guardroom
Chain (area 61) requires a successful Search check (DC
18). Creatures (EL 4)
These hobgoblins are here to guard the large women’s
prison in room 66. If discovered, one of them will try to
Encounter 61: C hamber of the get help from room 67 while the other 7 fight. 5 rounds
Chain later, the creatures from room 67 will arrive to join the
fight.
The crack in the wall looking down into area 51 provides
anyone looking through it with nine-tenths cover (+10 to Hobgoblins (8): CR 1/2; Medium-Size Humanoid
AC from attacks in area 51, and +4 cover bonus to Reflex (Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1 (Dex);
saves, with failure indicating half damage and success Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1
indicating none). If Ember attacks the PCs through this small shield); Atk +1 melee (1d8, longsword); SQ
crack with his firey breath, they stand a chance of being Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will
unhurt (though the chain will melt, as described in the +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
module text). Skills: Hide +1, Listen +3 (includes Alertness feat),
Move Silently +3, Spot +3 (includes Alertness feat).
Feats: Alertness.
Encounter 62: Gate-Bloc king Possessions: studded leather armor, longsword, small
shield
Mechanis m
Treasure: If the heroes stop long enough to pick it all
Turning the great screw and winch mechanism requires a up, the hobgoblins have 23 steel, 15 silver and 5 platinum
Strength check (DC 23). Up to 4 people can assist the coins. One of the hobgoblins carries the keys to room 66,
individual in turning the winch - have them make as well as a pouch containing a 300 gp/steel value gem.
Strength checks (DC 10) in order to provide a +2
circumstance bonus to the character making the check.
Once the mechanism is activated, in 3d6 rounds the rocks Encounter 66: Large Prison
will be released and the effects as described in the
module will occur. Note that the chain itself has a 287 Plainsmen women are held here. They have the same
Hardness of 10 and 360 hit points, it somebody decides statistics as the women in area 40 and 41. The double
to take the more difficult and blunt course of action. doors that lead outside have a Break DC of 25, Hardness
of 5, and 40 hit points.
Encounter 63: The Great Wall
Encounter 67: Monster Mess Hall
Operating the huge winches to open the gates here
requires a Strength check (DC 30). Up to 4 people can Creatures (EL 7)
assist the individual in opening the doors - have them These are the reinforcements that will show up if a
make Strength checks (DC 10) in order to provide a +2 hobgoblin guard from area 65 runs for help. If they are
circumstance bonus to the character making the check. encountered here prior to showing up as reinforcements,
Even if successful, the process can take 20 minutes just they attack desperately and attempt to raise the alarm.
to open or close a gate. The gates themselves are
immense, thick, and impenetrable. Baaz Draconians (7): CR 1; Medium-Size Monstrous
Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
Encounter 64: Wester n Hallway 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws)
or +2 melee (1d6, short sword); SA death throe; SQ
The DC to pick the locked door is 25. spell resistance 11, glide, disease immunity, low
metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5,
Listen +5 (includes Alertness feat), Spot +4 (includes
Alertness feat).
Feats: Alertness, Run.

A Dragonlance Nexus Adventure Conversion 15


The Dragonlance Nexus • DL2: Dragons Of Flame

Possessions: Cloak, short sword


Encounter 68: Wester n Supply
Hobgoblins (6): CR 1/2; Medium-Size Humanoid Ro o m
(Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1 (Dex);
Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 Apart from the unsavory smoked meat in the crates, this
small shield); Atk +1 melee (1d8, longsword); SQ room (and the effects of starting a fire in here) closely
Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will resemble room 44.
+0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills: Hide +1, Listen +3 (includes Alertness feat),
Move Silently +3, Spot +3 (includes Alertness feat). Encounter 70: Ar mory
Feats: Alertness.
Possessions: studded leather armor, longsword, small The doors to this room are locked (Open Lock DC 25)
shield and very thick (Break DC 25, Hardness 5, 25 hit points).
Inside are 23 short swords, 8 longswords, 108 spear
Note: Going upstairs to the upper level barracks will heads (which can be attached to hafts to create either
result in encounters with Kapak draconians (1d20 per halfspears, shortspears or longspears), and 60 daggers.
floor). Their statistics: Unless cleaned up (takes about 2 minutes each), they will
confer a -1 attack penalty due to rust.
Kapak Draconians (1-20): CR 4; Medium-Size
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7
Encounter 71: Sme lter and Mill
natural); Atk +6 melee (1d4+3, claws) or +4 melee Just for completion’s sake, here are the statistics for the
(1d4+1 and poison, bite), or +6 melee (1d6+3 and gully dwarf miners:
poison, short sword); SA poison, death throe; SQ spell
resistance 14, glide, disease immunity, low Klahd Clan Gully Dwarf Miners, Male Aghar
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str Exp2 (4): CR 1; Small Humanoid (dwarf) (3 ft. 6 in.
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10. tall); HD 2d-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12
Skills: Disable Device +6, Hide +7, Listen +6, Move (+1 size, +1 Dex); Atk +1 melee (1d8-1, huge
Silently +7, Open Lock +7. hammer); SQ darkvision 60 ft, dwarf traits; AL CN;
Feats: Dodge, Multiattack, Run. SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int
Possessions: Short sword 7, Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +2, Hide +7, Listen +2,
Profession (miner) +3, Spot +2, Tumble +3.
Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus
on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells
and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted
junk.

16 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

Epilogue: Escape From Pax Tharkas


The ending should be played out as described in the Experience points should be awarded once the heroes and
module text. DMs who wish a face-off with Verminaard the refugees escape into the mountains. As the module
and the heroes may do so, but since Verminaard and text states, there are enough skilled individuals amongst
Ember come back in later modules (DL3 and DL4) any the refugees to provide training for PCs who wish to
deaths should be of the “obscure” variety. Note that it advance a level, and Goldmoon (and the newly converted
may be better if the DM simply described Ember and Elistan) can use the Disks of Mishakal coupled with
Flamestrike’s mighty clashes, rather than actually made meditations and prayers to advance a level in cleric.
rolls for the fight like any other fight - this is an epic
conclusion to the adventure!

A Dragonlance Nexus Adventure Conversion 17


The Dragonlance Nexus • DL2: Dragons Of Flame

Appendix A – Random Encounters


1. Townspeople, Male and Female Human Com1 Skills: Bluff +5, Disguise +5, Gather Information +5,
(2d6): CR 1/2; Medium-Size Humanoid; HD 1d4; hp Listen +5 (includes Alertness feat), Spot +4 (includes
3; Init +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, Alertness feat).
unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str Feats: Alertness, Run.
10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. Possessions: Cloak, short sword
Skills: Climb +2, Profession (varies) +3, Ride +1,
Swim +2. 8. Hobgoblins (1d6+6): hp 5 each; see Monster
Feats: Skill Focus (varies). Manual p 119.

2. Baaz Draconians (2d4): CR 1; Medium-Size 9. Wyvern (1): hp 59; see Monster Manual p 186.
Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13;
Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 10. Trolls (1d3): hp 63 each; see Monster Manual p
(1d4, claws) or +2 melee (1d6, short sword); SA death 180.
throe; SQ spell resistance 11, glide, disease immunity,
low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 11. Elk (3d10): hp 30 each; see Monster Manual p
Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 194, use “Bison” statistics.
Skills: Bluff +5, Disguise +5, Gather Information +5,
Listen +5 (includes Alertness feat), Spot +4 (includes 12. Wights (1d6): hp 26 each; see Monster Manual p
Alertness feat). 183.
Feats: Alertness, Run.
Possessions: Cloak, short sword 13. Dire Wolves (2d4): hp 45 each; see Monster
Manual p 57.
3. Wild Dogs (1d4): hp 6 hp each; see Monster
Manual p 195, “Dog”. 14. Griffons (1d2): hp 59 each; see Monster Manual
p 113.
4. Kapak Draconians (2d6): CR 4; Medium-Size
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp 15. Giant Boars (1d6): hp 22 each; see Monster
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 Manual p 194.
natural); Atk +6 melee (1d4+3, claws) or +4 melee
(1d4+1 and poison, bite), or +6 melee (1d6+3 and 16. Zombies, Medium-Sized (2d10): hp 16 each; see
poison, short sword); SA poison, death throe; SQ spell Monster Manual p 191.
resistance 14, glide, disease immunity, low
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str 17. Carrion Crawlers (2d4): hp 19 each; see Monster
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10. Manual p 29.
Skills: Disable Device +6, Hide +7, Listen +6, Move
Silently +7, Open Lock +7. 18. Wraith (1): hp 32; see Monster Manual p 185.
Feats: Dodge, Multiattack, Run.
Possessions: Short sword 19. Giant Wasps (2d6): hp 32 each; see Monster
Manual p 206.
5. Goblins (3d6): hp 4 each; see Monster Manual p
107. 20. Baaz Draconians (2d6): CR 1; Medium-Size
Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13;
6. Monstrous Centipedes, Small (2d12): hp 2 each; Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee
see Monster Manual p 207. (1d4, claws) or +2 melee (1d6, short sword); SA death
throe; SQ spell resistance 11, glide, disease immunity,
7. Baaz Draconians (2d12): CR 1; Medium-Size low metabolism; AL LE; SV Fort +2, Ref +3, Will +2;
Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee Skills: Bluff +5, Disguise +5, Gather Information +5,
(1d4, claws) or +2 melee (1d6, short sword); SA death Listen +5 (includes Alertness feat), Spot +4 (includes
throe; SQ spell resistance 11, glide, disease immunity, Alertness feat).
low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Feats: Alertness, Run.
Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. Possessions: Cloak, short sword

18 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

21. Kapak Draconians (1d8+2): CR 4; Medium-Size 24. War Dogs (2d4): hp 13 each; see Monster Manual
Monstrous Humanoid (6 ft 6 in. tall); HD 3d8+6; hp p 196, “Dog, Riding”.
19; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7
natural); Atk +6 melee (1d4+3, claws) or +4 melee 25. Gully Dwarves (1d4): CR 1; Small Humanoid
(1d4+1 and poison, bite), or +6 melee (1d6+3 and (dwarf) (3 ft. 6 in. tall); HD 2d8-2; hp 7; Init +1
poison, short sword); SA poison, death throe; SQ spell (Dex); Spd 20 ft.; AC 14 (+1 size, +1 Dex, +2 leather
resistance 14, glide, disease immunity, low armor); Atk +2 melee (1d6-1, short sword); SQ
metabolism; AL LE; SV Fort +3, Ref +4, Will +4; Str darkvision 60 ft, dwarf traits; AL CN; SV Fort +2, Ref
16, Dex 13, Con 15, Int 12, Wis 12, Cha 10. +1, Will -2; Str 9, Dex 13, Con 9, Int 7, Wis 7, Cha 7.
Skills: Disable Device +6, Hide +7, Listen +6, Move Skills: Climb +2, Hide +7, Listen +0, Spot -1, Tumble
Silently +7, Open Lock +7. +3.
Feats: Dodge, Multiattack, Run. Feats: Dodge, Run.
Possessions: Short sword SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus
on Climb, Craft (junk), Hide and Tumble checks, +2
22. Hobgoblins (3d4): hp 5 each; see Monster racial bonus on saving throws against poison, spells
Manual p 119. and spell-like effects.
Possessions: Dirty leather armor, short sword, tin
23. Goblins (2d8): hp 4 each; see Monster Manual p helmets
107.

A Dragonlance Nexus Adventure Conversion 19


The Dragonlance Nexus • DL2: Dragons Of Flame

Appendix B – NPC Capsules


Eben Shatterstone, Male Human Ftr5: CR 5; Medium- Reduction 10/+1, frightful presence (Will save DC 29),
Size Humanoid (5 ft. 10 in. tall); HD 5d10-5; hp 28; Init spell-like abilities, darkvision 800 ft, immunities,
+1 (Dex); Spd 20 ft; AC 16 (+1 Dex, +4 chain shirt, +1 blindsight 240 ft; AL CE; SV Fort +23, Ref +16, Will
small steel shield); Atk +8 melee (1d8+4, longsword) or +21; Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20.
+7 melee (1d4+2, dagger), +6 ranged (1d4+2, dagger); Skills: Appraise +33, Bluff +33, Concentration +35,
AL CN; SV Fort +3, Ref +2, Will -1; Str 14, Dex 13, Diplomacy +33, Escape Artist +14, Intimidate +33, Jump
Con 8, Int 15, Wis 7, Cha 15. +40, Knowledge (arcane) +33, Listen +33, Move Silently
Skills: Bluff +7 (includes Skill Focus feat), Climb +4 1, +14, Search +33, Sense Motive +33, Spellcraft +33, Spot
Craft (cooking) +6, Diplomacy +5, Knowledge (royalty +33.
and nobility) +4, Move Silently +31, Perform (dance) +4, Feats: Cleave, Flyby Attack, Improved Initiative, Power
Ride +5; Attack, Silent Spell, Snatch, Still Spell, Wingover.
Feats: Dodge, Expertise, Mounted Combat, Skill Focus SA-Breath weapon (Su): 60 ft long/wide cone of fire,
(bluff), Weapon Focus (longsword), Weapon 16d10 fire damage, Reflex DC 30, usable once every 1d4
Specialization (longsword). rounds.
Possessions: Longsword, chain shirt (check penalty -2), SQ-Spell-like abilities (Sp): 3/day: suggestion; 1/day:
dagger, small steel shield, once-fine clothing. locate object. Cast as 11th-level sorcerer.
1
Includes -2 armor check penalty. Sorcerer Spells (6/7/7/7/7/5; base DC = 15 + spell level),
chosen from the following list: 0-arcane mark, daze,
Elistan of Haven, Male Human Clr6: CR 6; Medium- detect magic, ghost sound, light, open/close,
Size Humanoid (5 ft. 9 in. tall); HD 6d8+8; hp 44; Init +1 prestidigitation, read magic, resistance; 1st-burning
(Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +5 melee hands, magic missile, protection from good, shocking
(1d6+1, quarterstaff); SA spells; SQ spells, turn undead grasp, sleep; 2nd-detect thoughts, flaming sphere, mirror
(10/day); AL LG; SV Fort +6, Ref +3, Will +8; Str 13, image, pyrotechnics, web; 3rd-fireball, haste, magic
Dex 12, Con 12, Int 14, Wis 16, Cha 16. circle against good, slow; 4th-minor globe of
Skills: Concentration +9, Craft (carpentry) +6, invulnerability, polymorph self, wall of fire. 5th-
Diplomacy +10, Heal +10, Knowledge (religion) +10, feeblemind, passwall
Listen +5 (includes Alertness feat), Profession (scribe)
+8, Sense Motive +5, Spellcraft +2, Spot +5 (includes Fewmaster Toede, Male Hobgoblin Ftr4: CR 4;
Alertness feat). Medium-Size Humanoid (Goblinoid) (5 ft. 5 in. tall); HD
Feats: Alertness, Extra Turning, Leadership, Toughness 4d10; hp 22; Init +4 (Improved Initiative); Spd 30 ft.; AC
Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell 14 (+3 studded leather, +1 small shield); Atk +6 melee
level): 0-create water, cure minor wounds (x2), (1d6+2, short sword) or +6 melee (1d4+2, dagger); SQ
guidance, purify food & drink; 1st-bless, remove fear, Darkvision 60 ft, leaping; AL LE; SV Fort +6, Ref +1,
cure light wounds, detect evil, sanctuary†; 2nd-aid†, Will +1; Str 16, Dex 10, Con 16, Int 8, Wis 11, Cha 6.
calm emotions, consecrate, remove paralysis, zone of Skills: Intimidate +1 (+11 vs goblins, hobgoblins and
truth; 3rd-dispel magic, magic circle against evil†, ogres), Jump +141, Move Silently +41, Ride +3.
prayer, searing light. Feats: Alertness, Improved Initiative, Mounted Combat,
Domains: Good (+1 caster level w/Good spells) , Skill Focus (Intimidate), Trample.
Protection (protective ward 1/day) SQ-Leaping (Ex): Toede has a +10 bonus to Jump
Possessions: Seeker robes, quarterstaff checks.
† Domain spell SQ-Goblin Charm (Ex): Toede has a +10 bonus to
Intimidate checks vs. goblins, hobgoblins and ogres.
Ember (Pyros), Male Old Red Dragon: CR 19; Possessions: studded leather armor, small shield, short
Gargantuan Dragon (Fire) (44 ft. long); HD 28d12+196; sword, dagger.
1
hp 378; Init +4 (Improved Initiative); Spd 40 ft., fly 200 Includes +4 racial bonus to Move Silently and +10
ft (clumsy); AC 33 (-4 size, +27 natural); Atk +36 melee bonus to Jump.
(4d6+12, bite) or +31 melee (2d8+6, 2 claws) or +31
melee (2d6+6, 2 wings) or +31 melee (2d8+18, tail slap) Flamestrike (Matafleur), Female Ancient Red
or crush (Reflex DC 30 to avoid being pinned, Medium- Dragon: CR 20; Gargantuan Dragon (Fire) (44 ft. long);
size opponents or smaller only, 4d6+18 damage/round); HD 34d12+306; hp 400; Init +2 (+4 Improved Initiative,
Face 20 ft by 40 ft; Reach 15 ft; SA breath weapon, -2 one-eyed); Spd 40 ft., fly 200 ft (clumsy); AC 36 (-4
spells (cast as Sor11), tail sweep; SQ SR 24, Damage size, +30 natural); Atk +44 melee (2d8+14, bite) or +39

20 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

melee (2d8+7, 2 claws) or +39 melee (2d6+7, 2 wings) Spells Prepared (4/4/3: base DC = 12 + spell level): 0-
or +39 melee (2d8+21, tail slap) or crush (Reflex DC 35 detect magic, flare, open/close, resistance; 1st-magic
to avoid being pinned, Medium-size opponents or smaller missile (x2), sleep, true strike; 2nd-cat’s grace (x2), web.
only, 4d6+21 damage/round); Face 20 ft by 40 ft; Reach Spellbook: 0-All 0-level spells; 1st-hold portal, magic
15 ft; SA breath weapon, tail sweep; SQ SR 28, Damage missile, protection from evil, sleep, true strike. 2nd-cat’s
Reduction 10/+2, frightful presence (Will save DC 30), grace, levitate, resist elements, web.
spell-like abilities, darkvision 1000 ft, immunities, Possessions: Masterwork longsword, longbow, quiver
blindsight 300 ft; AL CE; SV Fort +28, Ref +17, Will with 20 arrows, chain shirt (check penalty -2, 20% arcane
+27; Str 39, Dex 10, Con 29, Int 12, Wis 18, Cha 16. spell failure), buckler, cloak.
1
Skills: Appraise +27, Bluff +31, Diplomacy +21, Escape Includes -2 armor check penalty.
Artist +14, Intimidate +21, Jump +40, Knowledge
(arcane) +19, Listen +32, Move Silently +14, Search Laurana, Female Qualinesti Elf Ftr3: CR 3; Medium-
+17, Sense Motive +30, Spellcraft +12, Spot +30. Size Humanoid (5 ft. 6 in. tall); HD 3d10+6; hp 18; Init
Feats: Cleave, Flyby Attack, Great Cleave, Improved +3; Spd 30 ft.; AC 19 (+3 Dex, +5 chain shirt, +1 shield);
Initiative, Iron Will, Power Attack, Snatch, Wingover. Atk +6 melee (1d6+1, short sword); SQ low-light vision,
SA-Breath weapon (Su): 60 ft long/wide cone of fire, elf traits; AL CG; SV Fort +5, Ref +4, Will +4; Str 13,
20d10 fire damage, Reflex DC 33, usable once every 1d4 Dex 17, Con 14, Int 15, Wis 12, Cha 16.
rounds. Skills: Diplomacy +6, Handle Animal +5, Listen +3
SQ-Old (Ex): Flamestrike is old and senile. She has less (includes racial bonus), Perform (dance, singing) +6,
Intelligence, Wisdom and Charisma than other red Ride +8, Search +4 (includes racial bonus), Spot +3
dragons of her age, and unlike those dragons, Flamestrike (includes racial bonus), Swim +6.
can no longer cast sorcerer spells or use her eyebite spell- Feats: Dodge, Iron Will, Weapon Finesse (short sword)
like ability. Her bite does less damage (as if she were a Possessions: Masterwork chain shirt (check penalty -1),
Huge dragon instead of a Gargantuan dragon) as her teeth small steel shield, short sword.
are broken and blunt. Her Damage Reduction is reduced
due to many scars and old wounds, though the required Sestun, Male Gully Dwarf Rog2: CR 2; Small
magical bonus to penetrate it is not. Her natural armor Humanoid (3 ft. 7 in. tall); HD 2d4+6; hp 10; Init +3
bonus is likewise reduced. Despite these penalties, she is (Dex); Spd 20 ft.; AC 14 (+1 Dex, +1 size, +2 leather
still a fearsome opponent. armor); Atk +3 melee (1d6+1, hand axe); SA sneak
SQ-One-eyed (Ex): Flamestrike is blind in one eye. As attack +1d6; SQ darkvision 60 ft, dwarf traits, evasion;
such, she suffers a -2 penalty to the following skill AL N; SV Fort +4, Ref +6, Will -2; Str 12, Dex 17, Con
checks (factored in the skill check bonuses above): Spot, 16, Int 9, Wis 7, Cha 10.
Search, Appraise, Alchemy, Forgery, Decipher Script, Skills: Climb +10, Craft (junk) +5, Hide +14, Listen +3,
Open Lock, Disable Device, Craft, Read Lips, Scry, Move Silently +8, Pick Pocket +8, Spot +3, Tumble +6.
Sense Motive, Spellcraft. She also suffers a -2 penalty to Feats: Skill Focus (Climb).
all Initative checks, Dexterity checks, and Reflex saving SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on
throws (all factored into the statistics above). The DC of Climb, Craft (junk), Hide and Tumble checks, +2 racial
her breath weapon is likewise reduced by -2. bonus on saving throws against poison, spells and spell-
SQ-Spell-like abilities (Sp): 3/day: suggestion; 1/day: like effects.
locate object. Cast as 13th-level sorcerer. Possessions: Hand axe, helmet too big for his head,
leather armor.
Gilthanas, Male Qualinesti Elf Ftr2/Wiz4: CR 6;
Medium-Size Humanoid (5 ft. 8 in. tall); HD
4d4+2d10+6; hp 17; Init +3; Spd 30 ft.; AC 18 (+3 Dex,
+4 chain shirt, +1 buckler); Atk +6 melee (1d8+1,
masterwork longsword), +7 ranged (1d8, longbow); SA
spells; SQ low-light vision, elf traits; AL CG; SV Fort
+5, Ref +4, Will +4; Str 12, Dex 16, Con 12, Int 14, Wis
10, Cha 13.
Skills: Climb +4 1, Concentration +9, Diplomacy +5,
Knowledge (arcana) +6, Listen +3, Ride +5, Search +4,
Spellcraft +6, Spot +2, Swim +3. Feats: Combat Casting,
Dodge, Expertise, Point Blank Shot, Scribe Scroll, Still
Spell

A Dragonlance Nexus Adventure Conversion 21


The Dragonlance Nexus • DL2: Dragons Of Flame

Tika Waylan, Barmaid, Female Human Rog3/Ftr2: Verminaard, Dragonlord of the Red Wing, Male
CR 5; Medium-Size Humanoid (5 ft. 8 in. tall); HD Human Clr8: CR 8; Medium-Size Humanoid (6 ft. 2 in.
3d6+2d10+5; hp 22; Init +3; Spd 30 ft.; AC 14 (+3 Dex, tall); HD 8d8+16; hp 50; Init +0; Spd 20 ft.; AC 19 (+9
+1 leather apron); Atk +7 melee (1d8+2, heavy frying half-plate); Atk +12/+7 melee (1d8+5, Nightbringer),
pan); SA sneak attack +2d6; SQ uncanny dodge, evasion; +6/+1 ranged (1d2 subdual, whip); SA spells; SQ spells,
AL NG; SV Fort +5, Ref +6, Will +2; Str 14, Dex 16, rebuke undead; AL LE; SV Fort +8, Ref +2, Will +11;
Con 13, Int 9, Wis 12, Cha 14. Str 14, Dex 10, Con 15, Int 12, Wis 16, Cha 18.
Skills: Bluff +6, Climb +10, Disable Device +3, Hide +5, Skills: Bluff +6, Concentration +8, Intimidate +10
Intimidate +6, Jump +3, Move Silently +5, Open Lock (includes Skill Focus feat), Intuit Direction +6,
+7, Pick Pocket +9, Profession (barmaid) +5, Ride +4, Knowledge (religion) +7, Ride +4, Spellcraft +7.
Search +3, Sense Motive +5, Tumble +7. Feats: Combat Casting, Exotic Weapon Proficiency
Feats: Dodge, Mobility, Spring Attack, Weapon Focus (whip), Iron Will, Skill Focus (Intimidate), Weapon
(heavy mace/frying pan), Weapon Focus (short sword). Focus (heavy mace)
Possessions: Frying pan, leather apron, gold ring (on Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 +
chain around neck). spell level): 0-cure minor wounds (x2), guidance, inflict
minor wounds (x2), resistance; 1st-bane, cause fear, cure
light wounds (x2), detect good, inflict light wounds†;
2nd-augury, desecrate, hold person, shatter†, spiritual
weapon (heavy mace); 3rd-animate dead, contagion, cure
serious wounds, inflict serious wounds†, prayer; 4th-cure
critical wounds, divine power†, inflict critical wounds.
Domains: Destruction (smite 1/day, +4 attack/+8
damage), War (gives free Weapon Focus feat)
Possessions: Nightbringer (+3 unholy heavy mace, see
Appendix), Red Dragonarmy +2 half-plate, whip, heavy
leather gloves, dragon goad, dry meat, furred cloak,
medallion of faith (Takhisis).
† Domain spell.

22 A Dragonlance Nexus Adventure Conversion


Dragonlance Nexus • DL2: Dragons Of Flame

Appendix C – Treasures and Tomes


Nightbringer Wyr mslayer
Verminaard’s weapon is a +3 unholy heavy mace. When Kith-Kanan’s sword is a +3 dragon bane greatsword. It
a command word is given (“Midnight”) and an opponent is immune to the imprisoning effects of the death throes
is successfully hit, the weapon casts blindness on the of Baaz draconians, and when held by the hilt the sword
opponent (Fortitude save negates, DC 14). The spell only grants the weilder a +3 resistance bonus on all saving
lasts for 2-12 rounds. A character of good alignment who throws against dragon breath weapons, dragon spells and
picks up Nightbringer must make a Fortitude save at a -2 spell-like abilities, and spells cast by draconians. It also
profane penalty or be affected by the blindness spell also, gives off a loud buzzing noise when within 30 ft of a true
although in this instance it is permanent unless dispelled dragon (not a draconian or wyvern, for example) which
or cured. will always wake a sleeping dragon.

A Dragonlance Nexus Adventure Conversion 23


The Dragonlance Nexus • DL2: Dragons Of Flame

Appendix D – Summary and Credits


Converted Product
Name: ‘DL2 Dragons of Flame’
Product Code: 9132
Published: 1984 by TSR
System: AD&D® 1 st Edition

Additional Cre dits


• Giant slug stat block converted by Scott Greene. Visit Scott Greene’s Creature Catalog website for other creature
conversions and original creature creations at:

http://www.rpgplanet.com/dnd3e/creaturecatalog/

• Gully dwarf stat blocks originally converted by James O’ Rance (dragon-dreamer@geocities.com). Some
modifications may have been made for this adventure conversion.

• All encounter conversions and NPC conversions created by Cam Banks (boymonster@mindspring.com)

24 A Dragonlance Nexus Adventure Conversion

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