Chapter Two: The Mystery Unfolds
Thematic travel music. The chapter begins with the PCs out in the badlands of Southern Khur. It will take 3-5 days to reach the desert temple (hereafter known as the Shattered Temple). Most of the land is arid and inhospitable, with temperature extremes, sandstorms, bandits, and wandering monsters makes travel in the area not for the faint of heart.
In addition to Diplomancers and heroic types, this adventure’s also very kind to nature experts. Much of the Key of Destiny is spent traveling through inhospitable wilderness between points of civilization. Not only does the chapter remind you of the perils of dehydration and heat exhaustion, there’s desert quicksand and sandstorms that can spring up in random encounters! And the badlands are downright mild compared to the future territories of the Burning Lands and the Desolation. PCs without Survival or appropriate magic will go through hell if they dally too long or travel during the day.
Fictional flora is a regular feature of the adventure. In keeping with the wondrous nature of the Dragonlance setting, they often have magical applications for spellcasters of an herbalist bent. Since their insertion can be a distraction from the main event, I’ll introduce them in a post separate from the chapter.
Random Encounters
Just like in Pashin, the encounters of Chapter 2 strive to be more than just a random assortment of monsters to kill; several “unique” events have NPCs with stories of their own which can only be encountered once. I recommend dropping these events onto the PCs as you please instead of leaving things up to random die rolls. An encounter with a centaur band, followed by giant eagles searching for their eggs are much more exciting than running into monstrous scorpions, then giant ants, and a desert menagerie of flesh-eating bugs.
Minotaur Expedition: In this encounter, the PCs meet a band of three minotaurs on a scouting mission from the occupied nation of Silvanesti. Since their presence is meant to be covert, they’ll attack the PCs with ranged weapons if spotted. They’ll try to take down any ranged fighters or spellcasters first. Since the fight begins with both parties 120 feet away from each other, it’s possible that the minotaurs can outmaneuver the PCs if the group has subpar ranged weapons. The minotaurs carry desert robes, which can help give the edge in staving off heat exhaustion. Despite being in a hot environment the minotaurs are the only NPCs in this chapter who have such clothing. What’s up with that?
Libertad’s Note: Dragonlance Minotaurs are different. They’re a Medium-size, LA 0 PC race. The Minotaurs are a highly militaristic, Lawful society of seafaring warriors. They used to work with the Dark Knights, but their xenophobic attitudes and intolerance for “the weaker races” means that they off break off such alliances when they feel that it’s advantageous to do so. Far from typical dungeon-crawling monsters, the Minotaur nation is a major powerhouse on the islands off the eastern coast of Ansalon.
Centaur Band: The PCs get to meet the other major “tauric” race of Dragonlance. Young adult centaurs often play a sport known as “counting coup,” where they try to knock each down by using natural force and momentum. The centaurs will try to engage the party in this game by running up to them in a non-lethal overrun attack. PCs who fail a DC 10 Sense Motive believe the Centaurs to be dangerous opponents. If any of the centaurs die from combat, the party will have earned the ire of a very large and powerful tribe. The adventure does not expand on this further, only encouraging the DM to create future encounters and complications for the rest of the time the PCs spend in the nation of Khur.
PCs who kill the centaurs get half experience for the encounter if they’re not evil-aligned. That’s what you get for being axe-crazy! If you really don’t want characters to be violent Chaotic Stupid maniacs, just say so in the Introduction!
Libertad’s Note: Centaurs of Dragonlance are just as likely to live in large, flat plains as they are in the forest. They’re not very populous in Khur, and they’ve shed their more isolation stances in recent years to build up interactions with nomadic humans. Centaurs work hard and play hard, preferring to go with their feelings and act now instead of giving extensive deliberation to decisions. They also have an antiquated form of speech akin to Old English, using “thou” and “thy” instead of “you” and “your.”
Black Riders: The Black Riders are a group of Khurish human brigands dressed in black robes, black scarves, and black cloaks (wonder how they got the name?). The encounter is comprised of four bandit warriors led by a leader, all on horseback. When the encounter starts, they’re 1 mile away by line of sight. Once again, PCs without adequate ranged attacks will do very badly unless they have a way to keep up with the horses’ speed.
The PCs, if they’re victorious, will have not one, but five horses (one warhorse). This can be a boon to parties with slow-moving and heavily armored characters. I’d recommend using this encounter if your group contains such folk.
Giant Eagles: The PCs will be approached by flying giant eagles in search of their lost eggs. The eagles will tell them that two draconian stolen their eggs by luring them the mother away from the nest. If the party offers assistance, the eagles will give the PCs a feather whistle, a new magic item, to blow on when they’ve found the eggs.
The draconian are located in a separate encounter. They only ambush and hunt at night, and they do not carry the eggs on their person. If the PCs wish to complete the sidequest, they must either capture the draconians alive or have the Track feat and Survival to find the cave. The eggs will be there along with a bunch of art items and goods. The eggs are very valuable and can be sold for 2,500 steel pieces each in a trade town, or they can be returned to the giant eagle parents for 2 more feather whistles and sweet, sweet, experience points. Since Giant Eagles are free-willed, sapient creatures, selling the eggs is akin to slavery and a very dick move. If they do the right thing and get the feather whistles, they get two separate uses of summoning giant eagles whenever they’re in a tough spot. Not too shabby!
Libertad’s Notes: The setting of Dragonlance uses steel coins instead of gold pieces as the economic standard. The reason is that gold and art objects decreased in value after the Cataclysm, meaning that hard, practical metals such as iron and steel rose in demand as a form of currency. This doesn’t make much economic sense, but I have yet to see a plausible economic system in an RPG which did not bog the game down in complexity, so this is small grapes compared to the other problems of D&D.
Draconians are the Uruk-hai of the Dragonlance setting. Back in the original adventures, they were the main grunt troops of the Dragon Empire created from the unholy ritual of dark magic and the eggs of good dragons. The females were sheltered away to prevent the draconians from growing too powerful. After a successful rebellion and retrieval of the eggs, the Draconians are now a free people with their own nation. A lot of draconians are still brigands and serve with the Dark Knights, but they’re just as likely to be neutral as they are evil.
Meeting the Mikku
This mandatory encounter places the PCs near a large encampment of Khurish nomads. Everybody’s partying and having a good time, and they don’t seem to mind the PCs much as long as they’re not overtly hostile. Alakar the Silent, a loud and boisterous leader of the tribe, will happily ask for the PCs to join in the festivities.
There’s no hidden motive on the part of the nomads. In a land as inhospitable as Khur, the indigenous people fill their lives with joy through sports, festivals, and dance. In fact, there’s a big festival planned annually in the capital city, and this particular tribe, the Mikku, is getting ready to participate in the grand performance.
While the PCs, rest, they can interact with Alakar, Asmara the obligatory mystic seer, and Malat the “Minotaur,” so named for being the biggest and strongest member of the tribe. Alakar can tell the PCs much about the history of Khur, the various tribes, their religious beliefs, and the Valley of Hurim and the Shattered Temple.
Abridged Version: The nation of Khur was fertile grassland before the Cataclysm. When the Cataclysm arrived and the meteor descended upon Istar, a charismatic leader known as Keja united the warring tribes together into a nation. The Khurish people never lost faith in the Gods, even as they left the world a second time during the War of Souls, having faith that their perseverance would be rewarded. Now that the Gods came back, they welcomed them with open arms.
The Shattered Temple of Hurim was a pilgrimage rest stop and house of worship before the Cataclysm for Khur and Istarians alike. But a traitorous priest sold the safety of the Temple to an invading Ogre warlord. The priests in their final moments invoked a curse upon the traitor and the valley. Nobody who ventured into Hurim ever lived more than a few days, and the valley’s location was lost during the Cataclysm. In recent months, a landslide re-opened the valley, and Khurish holy men and women detect a great evil in the region.
Asmara, a.k.a. Seer #3, can predict the PC’s future in the form of personal riddles. The sample riddles detail future encounters that the party’s intended to figure out on their own, but they can also serve as a baseline for the DM to develop some of his own. As usual, the sample riddles are so vague that the PCs may not get the hint until they’re right at the encounter, making them more akin to an “oh, I get it!” moment than an intuitive puzzle which builds up and adds more clues over the course of the campaign. To me, an ideal riddle is something that can be solved before the event and gives the successful heroes an edge or preemptive advantage. But this is very hard to pull off in most gaming sessions.
Example:
“A figure of fire and damnation, forged from dragon’s blood, but seeming Abyss born, stands guard over a weapon of light long thought lost…” This hints at the final battle in the Key of Destiny book. The “figure of fire and damnation” is Sindra the Dragonspawn, the lady with the whip on the cover title. The players won’t encounter her personally before the battle and won’t make the connection unless they know that Dragonspawn are created by the Dragon Overlords, and that she looks demonic but isn’t.
Malat doesn’t really have much in the way of information or interaction other than to challenge warrior-type characters in a friendly duel or flirt with female PCs. Not much else to do except set up camp for the night…
Strange Visitors in the Night
While the characters are sleeping, a ghostly presence will approach an elf or spellcasting PC in early morning before dawn. The shadowy form is that of a little girl. If nobody spots the figure enter the tent, they’ll awaken to the sound of her voice.
“You must hurry… the winds carry the voices of many spirits, and they are crying for help. You must keep the key safe otherwise all will be lost. In the temple of the betrayed, you must find the shard of light. It shall lead you on the path you have been chosen to walk.” She suddenly leaves the tent just as a strong whirlwind blows through the area. Two summoned Air Elementals will attack the party! This encounter isn’t meant to kill the PCs so much as shock and confuse them; the Summon spell’s duration is only 3 rounds, and the elementals toss them around with their Whirlwind ability instead of trying to kill anybody. Even though they’re summoned, the PCs get experience if they vanquish them in time.
The Mikku will rush to the scene of combat at the end of the encounter and ask the PCs what happened. I can’t really describe the mood of the scene by just saying what happened, and no Open Gaming Content means I can’t just quote from boxed text. Once again, I’ll try my best to replicate the scene with
Libertad’s Mood-Setting Descriptive Text!Asmara softly cries as she buried her head in her hands. “I cannot explain it,” she says, “but I know that she was Uleena, my daughter.
“Uleena was a beautiful child,” Alakar says. “She was gifted with the same talents of her mother. She always looked at the world with wonder and joy, even at the worst of times. She died in a landslide, the same one that revealed the hidden Valley of Hurim. I know in my heart that the gods sent her here to help you with some great task.”
Asmara and Alakar know nothing about the shard of light or what Uleena said, but they know that the elementals were a warning. The tribe will be on high alert for the rest of the night. The nomads will escort the PCs to Hurim on the morrow.
Libertad's Notes: Like
Prophecy & Immolation, this is yet another one of those weird encounters: it’s a vague prophecy from a female followed up by a sudden, inexplicable magic attack which isn’t really explained in the adventure background. It’s not said who summoned the air elementals or why the PCs needed to be distracted. Additionally, the timing of the air elementals makes it seem like Uleena had direct involvement in their presence. If you used
Prophecy & Immolation as is, I’d recommend changing the circumstances of this encounter around so that the PCs don’t start thinking that the seers are the enemy or that somebody's screwing with them and leading them along. A good idea is to have the air elementals be summoned monsters pursuing Uleena so that the players don't perceive her as the enemy.
Next Stop: Finishing up Chapter 2 and the Ruins of Hurim