By Doug Niles

ISBN-10: 0880380950

ISBN-13: 9780880380959

Beckoned by way of 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 slender valley among the amazing volcanoes referred to as the Lords of Doom, holds the key of the nice dragons' oath.

Unimaginable terrors watch for the social gathering as they seek the town, looking a key to the fiery lair of the Dragon Highlord and his evil minions. Can the heroes clear up 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 magnificent end to the second one e-book of the epic DRAGONLANCE saga, to be used with the complicated DUNGEONS & DRAGONS online game process. you could play this event on its own or as a part of the grand quest that covers the full DRAGONLANCE tale.

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Extra resources for Dragons of Deceit (Advanced Dungeons & Dragons Dragonlance Module DL9)

Sample text

The numbers under the column labeled “Check” show how often you should check to see if a Random Encounter occurs in that area. For example, “1/3 hours” means that you should make a Random Encounter check once every three game hours while in that area. To make a Random Encounter check, roll 1d10. If the result is 1, a Random Encounter takes place. ” Roll the die listed and add the modifier beside it. Look up the resulting number on Table 2 to find the Random Encounter that takes place. The statistics for the encounter are listed above.

A stairway climbs from ground level to the doors leading onto the walls, and from there This room is always guarded by four Red Watch Sivak draconians. The locked doors at either end are barred iron gates. d12. Mass Cells d5. Arena Each of these rooms is sleeping quarters for a dozen Baaz or Kapak guards permanently stationed in the city. The rooms are plain and crude, containing nothing of value. Roll for a random encounter (with the usual 33% chance) each time the heroes examine one of these rooms.

BUT HE IS NOW GONE‚ LOST IN A FIRE OF T ARSIS. F LINT’S OTHER FRIEND IS THE LIGHT-HEARTED T ASSLEHOFF B URRFOOT. F LINT IS CYNICAL‚ BRAVE AND HONEST. H E UNDERSTANDS THE OTHER DWARVES BETTER HALF-ELVEN. 10TH-LEVEL KENDER THIEF HAS A NEW Tasslehoff Burrfoot HATRED—BOATS. LEFT THE HOMELANDS OF THE PARENTS. WHEN HE REACHED ADULTHOOD‚ 12 16 GULLY D WARVES WHO HELD HIM PRISONER FOR F LINT FOUND THE D WARVES HAD ABANDONED SETTLING IN SOLACE AND LIVING AS A TIN- WAS CAPTURED BY TO HIS OWN LAND‚ THE AREA.

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