Dragonlance Key of Destiny Adventure Path: Book Two, Spectre of Sorrows; Chapter One: Clash of Fire and Darkness See that wicked-looking bald elf on the cover? That's Lothian with Kayleigh. I did not mention it before, but Book One made absolutely no mention of their backstory until the Introduction of this book, along with the Dragon's Graveyard and Shroud of Soul's calling. The majority of the introduction of Book Two is dedicated to this task. Yes, this means the original Key of Destiny book was absurdly vague.
Last time we left our heroes, they freed a bunch of kender from the Peak of Malystryx and discovered the legendary Dragonlance of Huma. With the help of the Phalanx Ants they safely ventured back to the ruins of Kendermore, where Elijayess waits for them to escort the kender back to Port Balifor.
At least, that's the plan. When the PCs return Kerra Whistlewalk happily reunites with her brother, and Deuce Spadestomper is tending to the wounds of the kender left behind with Elijayess. The party's arrival will be met with questions by the kender, and many more if the Dragonlance is visibly carried. After 8 hours of rest (unless the PCs choose to set out earlier), Elijayess recommends that they all head out before the ogres and dragonspawn find them to take revenge for their fallen leaders.
There is a sudden deep rumbling sound from the volcano, a reverberation that causes the ground beneath your feet to tremble. A flaming spume explodes violently from the mouth of the peak and a noxious black cloud billows upwards, blanketing the sky in cinder and ash. Trails of molten light streak through the clouds, fragments of rock hurtle through the sky and strike the ground with concussive force. Unfortunately, the strength of the explosion is strong enough that some of those fragments are heading directly towards you.
The Peak erupts, sending an ash cloud 50 miles around the mountain and blotting out the sun for nearly a week. Immediate dangers include falling rocks along with toxic fumes 10 miles from the Peak's epicenter, with chocking soot and ash 20-40 miles away. The toxic gas is slow-acting, doing small amounts of nonlethal damage over a course of several hours to those who fail a Fortitude save, but should not be lethal for the PCs.
The kender are also a handful. 17 of them are afflicted kender, 1st level commoners with little in the way of talents who scatter to safety during combat. The other four kender, not including Parrick Whistlewalk and Deuce Spadestomper, are true kender and have some levels in PC classes, ranging from 2-4th level. They can provide indirect support, such as Survival checks and cloths to help guard against the Desolation's weather, and can useminor healing magic, ranged attacks, and taunts in combat. The book points out that none of the kender should be played for comic relief: the afflicted kender have been severely traumatized, and the desperation of the surrounding environs is inappropriate for the mood. Very good advice.
And if the PCs escort the kender to safety, they get a "story award" (role-playing experience) of an encounter level equal to their average party level + 1.
The PCs are supposed to head back to Balifor, but sudden changes will force them to go northward instead, to the Dark Knight fortress of Darkhaven, and then to Flotsam. We'll get to that later. First, random encounters!
6 out of the 9 encounters are straight monster fights (giants, sand wretches, and the like), but 3 of them are unique encounters. A kender vampire will strike at night, targeting one of the refugee kender. He can be tracked back to his lair, which contains treasure!
A second encounter involves a group of 8 miserable-looking goblins chased by a behir (huge multi-armed lizard who breathes lightning). If the PCs help them out, the grateful goblins will lead them to an underground network of tunnels for shelter. They span for miles all over the Desolation, and can provide a secret way to Darkhaven.
The final one's titled
Lamia Seductress, of said monster in disguise as a distressed damsel. She managed to overcome a dark knight patrol and took one of the survivors back to her lair to feast. She tells the party that her brother is injured in a cave (in reality her lair), begging for assistance. Once there she'll try to convince one of the male party members to stay with here "while the rest look for help." Her magical disguise will fall if touched, and for that end she'll avoid spellcasting PCs (she fears they'll see through easily). The unconscious "brother" is Brandel Bloodstone, who will be indebted to the characters for saving him from the lamia. He'll give them a letter of writ to show to any Dark Knight patrols, detailing his location. In return he wants the PCs to swear an oath to tell any encountered patrols his location so that he can be retrieved.
And now we're on to required story encounters. One of them is a
Dark Knight Patrol, as an advance unit for a larger force. Turns out the Knights somehow got wind of the Dragonlance's location (probably through their magical seers), and are heading to the Peak in a mission to secure it. They also heard that one of the two
Tears of Mishakal are in the Desolation as well, and already secured one of them in their fortress.
The encounter can end in bloodshed, or bypassed entirely. The squires will break off to report back if combat occurs, and the battle will attract the attention of flying dragonspawn patrols, who will report back to the Peak as well. Either way, the party will soon be hunted by one or both factions.
The encounter itself is trivial, consisting of a 6th level Lily Knight leader and 4 2nd-level soldiers.
Twenty-four hours after the Patrol, or 3 days after the volcano explodes (whichever comes first). Bloodmane, the boyfriend of Sindra, is leading a war party of 8 dragonspawn to kill the PCs! Bloodmane is driven by a thirst for vengeance, and the others are disorganized and focus on one opponent, unconcerned about the welfare of their teammates. Still, they have breath weapons and an aerial advantage, making melee hit-and-runs before flying out of reach.
If the PCs are overwhelmed or the fight's going too easily, a second group of 15 soldiers arrives, the Dark Knights, led by a stern Captain Velaria Grimstone (what's up with these Dark Knight surnames?).
Once again the PCs can avoid this encounter if they don't display the Dragonlance and successfully bluff her or show her the writ. She'll tell them that the safest route now out of the Desolation is northwest, through Darkhaven.
The encounter can play out many different ways, as you can see. They can be escorted safely by the Dark Knights (which won't be safe for long, as Darkhaven's leaders will be interested in the PCs reasons for being in the Desolation), fought as a normal encounter, captured by the Knights and taken to Darkhaven's cells, or bypassed entirely with some clever social skills.
Remember how I mentioned the winged elves, the Phaethons, back in Book One of Key of Destiny? And how Anasana in the Shattered Temple told the PCs that only the
Tears of Mishakal can cleanse the unholy taint from the ruins? Well, these two things are tied up nicely in the next encounter,
Wings of Flame! More than the others, it is necessary to move the story forward and meant to be used by the DM for this time. Two phaethon brothers, appearing as normal (if stocky) elves, emerge from the shadows and tell the PCs to come with them. They mention that forces are arraying against them, and that they can help the PCs get out of the Desolation alive. They are sincere in their desires to help, and if any kender were at all separated, they will mention that they retrieved them.
If the PCs follow them, they'll be led to their village in the mountains. Elf PCs and others might recognize their markings as that of the Phaethons with a Knowledge (History) check, elves of legend said to be blessed by Habbakuk.
The village is located in an enclosed encampment with stone ramparts. The phaethons live in stone buildings surrounding a central open square with goat pens and gardens. After the PCs are gifted with clean water from the spring and goat meat and cheeses, the 3 village elders will come out to meet with them.
Three phaethons, two men and one woman, approach from one of the buildings. All three resemble bronze statues, noble and exquisite, their features serenely beautiful.
When they speak, their voices are melodious. “Welcome, fated ones, to our camp,” says the woman, who wears the medallion of Habbakuk around her neck. “Please, partake of our hospitality and rest, for your destiny weighs heavy upon you and the road ahead is long. There is much that you must know.”
They'll be more than happy to converse with the characters, telling them to ask what they wish and they'll answer as best they can. Their god Habbukuk has blessed them with answers to the PCs' dilemma in the form of visions. Unlike the previous prophets, ghosts, and seers of this adventure path, the elders are far more informative: they tell them that the Key of Quinari's magic is not in the music box, but the melody contained therein, which can open a portal to the ancient burial grounds of the dragons of Light, located somewhere in Nordmaar, a nation to the north. To aid them in their quest, they will give the PCs a precious relic, one of the Tears of Mishakal...
Priceless Artifact Count: 5
...which will be needed once they pass through the portal to the Dragon's Graveyard and in future endeavors. The other Tear has been corrupted by Chemosh millennia ago, and is now being held in the dungeons of Darkhaven. Once they have both, the knowledge required to purify the Tear can be found in the town of Flotsam to the north of Darkhaven, "your next stop on the journey to
Nordmaar and the Dragons’ Graveyard."
They are still vague on who is manipulating them:
"Several forces are moving against you and each other. One is but a pawn who shall find the strength to break free. One marked forever by betrayal shall be both a great enemy and a great ally. One cares not what you do, but shall use you if need be as a tool of vengeance. One shall have that which is not his own torn from him. And one seeks protection and is willing to destroy the world in order to do so. [Referring to Kayleigh, the
Betrayer, Chemosh, Lothian, and Gellidus, respectively.]
Know this, the ones who seek to control your destinies are not allies and, in working against one another, may in fact aid you in fulfilling your true destiny—if you have the courage to face it and accept whatever cost you must pay to fulfill it."
Vague Prophecy Count: 12, but is nicely balanced by some pertinent information. At least they finally know about the Dragon's Graveyard and the Key's real purpose!
The Tear of Mishakal is a Major Artifact glowing with a blue radiance, acting much like a charged item. It has 20 charges which can be used by a non-evil wielder to cast spells of restorative nature (the more powerful the spell, the more charges it consumes). Its most powerful spells (heal, raise dead, heroes' feast) can only be used in conjunction with the other Tear, which must be uncorrupted. The Tear regains 1 charge per day at daybreak. Additionally, the Tear can convert a gallon of normal water to holy water after 24 hours, and bestows a continual Shield of Faith (armor class bonus) and Dimensional Anchor spell, the latter of which prevents the use of teleportation magic and dimensional travel as long as the wielder carries it (and even if overcome the Tear is left behind and dropped). The only exception is the Dragon's Graveyard, to which it is attuned. The corrupted Tear is similar, except that it casts death and evil magic, glows with a sickly green light, regains charges at night, and can only be used by non-good characters.
The teleport-negation is an important feature for the adventure. By 9th level, primary spellcasters can cast teleport and plane shift. As the adventure path is heavily travel-based where the PCs get embroiled with encounters along the way and visit neat locations on their quest, bypassing all that would be a major impediment to the adventure. And even if they scout out ahead and keep the Tears in a safe place, they have to carry them all the way anyway.
The PCs now have a new mission: infiltrate Darkhaven. Before that is some good news: the Phaethon can safely escort all the Kender to Port Balifor, accompanied by Elijayess (whose path is different from the PCs now), and Parrick Whistlewalk tells the PCs that they can make use of the underground goblin tunnels if they want to get into the fortress without being spotted.
Back during the days of the Empire of Istar, human mercenaries hunted and killed goblins for money. For safety the goblins dug a series of tunnels beneath Istar, assisted in part by Kender (who themselves were persecuted and hunted by the Empire). Even after the Cataclysm the network remained intact, and its rediscovery by the Kender was used in Kendermore's evacuation when Malystryx razed the city. Now populated by the dragons' experiments and foul spawn of Chaos, it is just as dangerous as the Desolation above. Its nearest entryway for the PCs is a deep fissure plunging into darkness. Potential encounters include wights, chaos beasts, and fiendish goblins (warped by Malystryx).
Key of Destiny Custom Soundtrack: Infiltrating DarkhavenDarkhaven used to be the major center of operations for the Knights of Neraka in southeastern Ansalon. It's composed of a main keep and a number of smaller buildings, surrounded by a high wall. Beyond the keep proper is a double wall with towers stretching across the valley. This prevents easy travel to and from the region.
These Knights are different than the main order: they worked for Malystryx. Basically, during the time when Takhisis stole the world of Krynn away and the gods disappeared once again, some within the knighthood sought out a new patron for protection. Deserting the main organization, the knights of Darkhaven sought an alliance with Malystryx, who at first violently retaliated with her minions and only accepted after their Lieutenant managed to evade their pursuit through weeks on the run. After her minions captured him, she made him pledge an oath of loyalty to her as commander of the new legion. Most of the knights fled Darkhaven after Malystryx's death, only a few left behind with decreased morale. Their mystics chanced upon a corrupted Tear of Mishakal in the region, guided by visions from Chemosh (who is working to turn them to his service).
For the purposes of this adventure only the lower levels are detailed, as an above-ground assault is fortified with legions of troops (including arcane and divine spellcasters). And then the PCs have to deal with getting past the wall. Sneaking in via the Goblin Tunnels can allow the party to get in via a passage hidden by barrels, strike quickly, get the other Tear, and escape with the main keep none the wiser. They could end up in Darkhaven, too, if they were captured by a dark knight patrol (in that case one of the Phaethon scouts will be imprisoned in the cells).
The lower levels are home to 15 Knights: 4 normal soldiers, 4 Knight of the Skull acolytes (mystics), 4 Knight of the Thorn acolytes (fighter/wizards), and 3 officers of each order of Knighthood (6th-8th level). In addition to that are trained beasts in the kennels (22 and 23 on the map), warped through experimentation by the corrupt Tear: they include 4 Dread Cats (undead leopards with unholy resilience) and 4 Dread Spiders (undead giant spiders with unholy resilence). In the event of an alarm being raised, the Knights will take out the dreadcats with an officer in tow, with a regiment guarding the upper level (basement level). The remaining beasts will be unleashed into the dungeon level to kill anyone who isn't wearing a dark knight uniform.
Combat-wise the knights, even the officers, are easy for a group of 7th level PCs to fight if caught unawares. However, combat in the complex in "alert mode" can be tough: the Dread creatures are well-suited to melee (the cats have improved grab and pounce, the spiders poison) and give off a rotting stench which can sicken enemies. They also have a telepathic link with their creators, the spellcasting knights. As for the knights, the Thorns can cast magic missile, while acolytes of both orders have an assortment of necromantic spells to unleash upon the PCs.
The dungeon level contains the typical stuff (prison cells, torture chambers, guard quarters), but areas 9 and 10 are a research library and necromantic laboratories, containing sufficient spell components and a few magic scrolls with spells! Room 15 has a permanent Wall of Ice to act as cold storage for perishable food (like in the Shattered Temple I enjoy the idea of a magical refrigerator). If the PCs were captured by the Dark Knights, they'll encounter one of the phaethon scouts in the cells (area 4), who will aid them in breaking out of Darkhaven and insist that they accompany him to his village (he knows the directions of the tunnels).
The Tear itself is in Room 25, accessible via a hall of black marble veined with red and Dark Knight symbols in room 24. The whole area is affected by an unhallow spell, which bolsters undead creatures along with necromantic and evil magic. Knights and Dread beasts who hold their ground here have an advantage in this regard. The spellcasting officers and their acolytes will be here in case of an alarm.
The corrupted Tear of Mishakal rests on a wrought iron stand in room 25, a chamber which smells of death and is dimly lit with four coal-burning braziers. A
Greater Shadow guards the Tear and hides in the shadowy illumination, taking 10 on its Hide check for a DC 28 Spot check to be noticed. It will attack the PCs, and retreats back within the Tear when defeated. It can be summoned to follow the PCs bidding by expending 10 charges, remaining until dismissed or destroyed.
Priceless Artifact Count: 6.
This can be a very powerful option for the PCs; despite its low Intelligence, its strength-draining touch attack can bring down most opponents, as it does not allow a save. Its Hide bonus and fly speed make it a passable, if unintelligent, scout. It cannot abide the touch of light, so it can't be used in broad daylight, but otherwise is a good minion.
The best way to escape Darkhaven, once they get the Tear, is to go out via the Goblin Tunnels through a northern path. It leads out into the ground to the north of the Desolation and south of Flotsam, a very convenient location. The adventure doesn't give any information on how the PCs will known this, unfortunately. I'd recommend having the goblins or phaethon tell the PCs of this possible escape route if you run the adventure.
Thoughts so far: The second books leads off with a solid start. A sidequest for protecting the kender, some combat encounters, the first real information on the Key and the PCs' main quest, and a fortress infiltration mission of varying difficulty have little in the way of flaws.
Next time, Chapter 2, Flotsam & Jetsam!