By Doug Niles
Beckoned through a mysterious customer, the heroes embark on a undertaking into the very center of the Dragon Highlords' realm. The ominous urban of Sanction, crouched in a slim valley among the robust volcanoes referred to as the Lords of Doom, holds the key of the nice dragons' oath.
Unimaginable terrors look ahead to the get together as they seek the town, looking a key to the fiery lair of the Dragon Highlord and his evil minions. Can the heroes resolve the secret of the dragons' oath? Will they penetrate the deception of the darkish Queen in time to carry salvation to Krynn? Or will their valiant efforts be in vain?
"Dragons of Deceit" is the incredible end to the second one booklet of the epic DRAGONLANCE saga, to be used with the complicated DUNGEONS & DRAGONS video game procedure. you could play this experience on its own or as a part of the grand quest that covers the total DRAGONLANCE tale.
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Additional resources for Dragons of Deceit (Advanced Dungeons & Dragons Dragonlance Module DL9)
L23. altar of Corruption This is the chamber where the chanting is coming from. As the heroes reach the doorway, describe the scene: Two hooded figures flank a small, slimecovered altar. They stare at an object on the altar in rapt concentration, uttering the low, droning chant. Looming over the two human-sized creatures, also staring at the object upon the altar, is a sinuous red dragon. Craning for a better view, you see that on the altar sits a silver dragon egg. The chanting has reached some kind of climax, for the hooded figures pause.
Non-draconians are regarded hostilely by cold, reptilian eyes. They are ignored if they seek information. The tents in this camp are occupied 50% of the time by d12 draconians. If occupied, roll a d4 to determine draconian type: 1 = Baaz, 2 = Kapak, 3 = Bozak, 4 = Sivak. 28. Lava Streams and Bridges The rivers of molten rock streaming through the City of Doom are actually moving quite slowly. They are, nonetheless, extremely hot and mean near-certain death for any non-fire resistant creature unfortunate enough to fall into one.
39 Each of these dingy cages is a 10 foot x10 foot cube of stone and iron, not even a mat as furnishings for the inmates. There are four listless male prisoners in four separate cells (determine randomly). If freed, the prisoners will not fight for the heroes, but make every effort to get away. d13. Morgue Prisoners who die from excesses of torture or lack of food are carried here and left to rot. The stench in the room is vile. In addition, five ghasts subsist on the corpses. Although they do not attack draconians, they eagerly assault any warm-blooded prey entering the room.