TEXT:   
    
  CChhaaooss  RReeaavveerr  
  A SAGA® Adventure 
  By 
  Simon Collins 
   
  Credits 
  Editor and Layout: Neil Burton 
  Cartographer: James O’Rance 
  Adventure Portal Selection Committee: Cam Banks, Richard Connery, 
  Adam J. Dembroski, Doug Meerschaert, Claus Oleson, James O’Rance, 
  Troy Trboyevich, Keith Williams 
   
   
   
   
   
   
   
   
   
   
    
    
  Dragonlance® and SAGA® and logos are trademarks of Wizards of the Coast  
  and are used with permission. This material is copyright © 2001 The Dragonlance Nexus,  
  Simon Collins, 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   •  Chaos Reaver 
  2 
  A Dragonlance Nexus Adventure 
  TTaabbllee  OOff  CCoonntteennttss  
    
  Introduction ......................................................................................................................................................................................4 
  Adventure Background...................................................................................................................................................................5 
  Adventure Synopsis .........................................................................................................................................................................7 
  The Quest........................................................................................................................................................................................7 
  The Heroes .....................................................................................................................................................................................7 
  Non-Standard Rules.......................................................................................................................................................................7 
  References......................................................................................................................................................................................7 
  Before Play.....................................................................................................................................................................................8 
  Scene One: Worgs Of The Misty Mountains ...............................................................................................................................9 
  Overview ........................................................................................................................................................................................9 
  Characters.......................................................................................................................................................................................9 
  The Story Begins............................................................................................................................................................................9 
  Scene Two: The Tower Of Magus .............................................................................................................................................. 11 
  Overview ..................................................................................................................................................................................... 11 
  Characters.................................................................................................................................................................................... 11 
  The Story Continues ................................................................................................................................................................... 11 
  The Ground Floor....................................................................................................................................................................... 11 
  The Secret Library...................................................................................................................................................................... 11 
  The Upper Floor Of The Tower................................................................................................................................................. 12 
  Scene Three: Chasm Of The Daemon Warrior........................................................................................................................ 14 
  Overview ..................................................................................................................................................................................... 14 
  Characters.................................................................................................................................................................................... 14 
  The Story Continues ................................................................................................................................................................... 14 
  Scene Four: The Ruins Of Baleph.............................................................................................................................................. 16 
  Overview ..................................................................................................................................................................................... 16 
  Characters.................................................................................................................................................................................... 16 
  The Story Continues ................................................................................................................................................................... 16 
  Scene Five: The Tower Of Daltigoth.......................................................................................................................................... 19 
  Overview ..................................................................................................................................................................................... 19 
  Characters.................................................................................................................................................................................... 19 
  The Story Continues ................................................................................................................................................................... 19 
  Scene Six: Shadow Wights........................................................................................................................................................... 21 
  Overview ..................................................................................................................................................................................... 21 
  Characters.................................................................................................................................................................................... 21 
  The Story Continues ................................................................................................................................................................... 21 
  Appendix A: The White Dragon’s Spy...................................................................................................................................... 23 
  Overview ..................................................................................................................................................................................... 23 
  Characters.................................................................................................................................................................................... 23 
  Optional Encounter 1.................................................................................................................................................................. 23 
  Optional Encounter 2.................................................................................................................................................................. 23 
  Optional Encounter 3.................................................................................................................................................................. 23 
  Optional Encounter 4.................................................................................................................................................................. 23 
  Appendix B: The Heroes.............................................................................................................................................................. 24 
  Rebecca Earling .......................................................................................................................................................................... 24 
  Davvyd Clayton .......................................................................................................................................................................... 25 
  Crow............................................................................................................................................................................................. 26 
  Wolf............................................................................................................................................................................................. 27 
  Kithas Owlbear............................................................................................................................................................................ 29 
  Tirana (Tiranthalasa Wanderer)................................................................................................................................................. 30 
  Appendix C: Handouts................................................................................................................................................................. 32 
  Tirana’s Letter To Sir Liam Ehrling – Tirana’s Copy.............................................................................................................. 32 
  Excerpts From the Diary of Magus............................................................................................................................................ 33 
  Letter from the Scion Milgas Kadwar to Magus....................................................................................................................... 34 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  3 
  From ‘The Ruins of Baleph’ ...................................................................................................................................................... 35 
  Runes of the Obsidian Tomb...................................................................................................................................................... 36 
  Appendix D: Narrator’s Information........................................................................................................................................ 37 
  Morithelien, Chaos Reaver......................................................................................................................................................... 37 
  Tirana’s Letter To Sir Liam Ehrling – Narrator’s Copy........................................................................................................... 37 
  Heroes Statistics Table ............................................................................................................................................................... 38 
  Magic And Favourite Spells of the Heroes ............................................................................................................................... 38 
  Character Roster – Combat Tables ............................................................................................................................................ 38 
  Appendix E: Maps ........................................................................................................................................................................ 40 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  4 
  A Dragonlance Nexus Adventure 
  IInnttrroodduuccttiioonn  
   
  This adventure surrounds the discovery of three ancient 
  documents in the library of Castle Uth Wistan (the 
  headquarters of the Knights of Solamnia on Sancrist Isle) 
  by Tirana, a follower of the famous bard The Herald (see 
  Tirana’s letter to Sir Liam Ehrling in Appendix One). 
  The documents give some clues about the sword Chaos 
  Reaver, hinting that it may help the peoples of the 
  Southern Sirrion Sea combat the plague of chaos 
  creatures that still infest the area. It is implied that the 
  sword may be located in the Tower of Magus on the isle 
  of Cristyne. 
    
  Under the orders of Sir Liam Ehrling, the Grand Master 
  of the Solamnic Knights, Rebecca (his daughter and a 
  Knight), Tirana, and a Solamnic Auxiliary Sorcerer, 
  Davvyd, sail to Cristyne, seeking to retrieve the sword. 
  They arrive in the town of Merwick where there is a 
  Solamnic circle headed by knight-commander, Sir Daniel 
  of Merwick. As well as providing supplies, Sir Daniel 
  introduces the three to Crow, Wolf and Kithas, 
  Kagonesti elf guides who live on Cristyne. Sir Daniel has 
  arranged for these elves to guide them to the Tower of 
  Magus and to help the party with any difficulties they 
  might come across. 
    
  If the Narrator does not wish to use the Heroes provided 
  with this adventure, these alternative hooks can be used: 
   
  • 
  If the PCs have connections or are members of the 
  Knights of Solamnia, they may be ordered by Sir 
  Liam Ehrling, the Grand Master of the Solamnic 
  Knights, to sail from Sancrist to Cristyne to retrieve 
  the sword. They arrive in the town of Merwick 
  where there is a Solamnic circle headed by knight-
  commander, Ginervra Northwell. As well as 
  providing supplies, Ginervra gives directions to the 
  PCs to guide them to the Tower of Magus. 
   
  • 
  If the PCs are residents of Cristyne or visitors, they 
  could be induced (by payment or persuasion from 
  Ginervra Northwell) to help the Solamnics retrieve 
  the sword. PCs begin from Merwick and head 
  towards the Tower of Magus. Residents will 
  probably know of the Tower, whilst visitors can be 
  given directions. 
   
  • 
  If the PCs are fighting against the Great Dragons, 
  they could learn that one of the Dragons (preferably 
  not Gellidus) has learnt of the whereabouts of a 
  powerful sword that could aid them in their 
  collection of magical items, for use in some grand 
  evil spell. One of the Dragons spies has managed to 
  read the documents in Castle Uth Wistan. The PCs 
  could seek to stop the Dragon by retrieving the 
  sword first, or even work on behalf of the Dragon if 
  they have secretly infiltrated the ranks of the 
  Dragon’s minions. Again, the PCs start off from 
  Merwick towards the Tower of Magus. 
    
  Through dark magic a Daemon Warrior, Quaal, has 
  learnt of the heroes’ quest for the sword Chaos Reaver. 
  This quest threatens the existence of chaos creatures on 
  Ansalon, so the Warrior has been calling for 
  reinforcements in the form of shadow wights to come to 
  the area. He is frustrated that none have arrived yet, but 
  expects several within the next few days. In the 
  meantime, he seeks to destroy or at the least hinder the 
  heroes until the point when reinforcements arrive. He has 
  sent a group of worgs to try to delay the heroes.  
    
  In addition, a spy from Merwick reporting to the white 
  dragon overlord, Gellidus, has also gained information 
  on the heroes’ quest. The spy - Tassja, an evil mystic – 
  has travelled ahead of the party to the Tower of Magus. 
  Shortly before the heroes arrive at the tower she is 
  poisoned by a needle-trap in the tower and the heroes 
  will come across her on the upper floor of the tower 
  when they arrive. 
    
  The Narrator should note that Cristyne is an island 
  covered by mist and fog for much of the year. Limited 
  visibility, dull sound and the eerie atmosphere created by 
  these weather conditions should be emphasised regularly. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  5 
  AAddvveennttuurree  BBaacckkggrroouunndd  
   
  In the Age of Dreams the God of All and Nothing, 
  Chaos, attempted to destroy Krynn. To stop him, the 
  god Reorx trapped Chaos within a grey gem. This 
  Greygem was given to the three moon gods of magic 
  for safekeeping and held on the red moon Lunitari. 
  Reorx was tricked by the god of lies, Hiddukel, into 
  believing that the gods of magic would use the stone 
  to rule over the other gods. He helped Milgas 
  Kadwar, one of the ancient dwarven folk, the Smiths, 
  to forge and climb a magical ladder to Lunitari. 
  There Milgas stole the Greygem and attempted to 
  bring it to Krynn. His intention was to use it in a 
  Great Machine the Smiths were building. However, 
  as soon as the Greygem reached the face of Krynn, it 
  was able to tap into the power of Chaos and sped 
  away from the Smith. As the angry folk attempted to 
  punish the Smiths who were involved in the release of 
  the Greygem, the stone mutated these Smiths into a 
  magical race of gold-skinned dwarves called the 
  Scions, which enabled them to escape the angry mob. 
   
  Vowing to capture and destroy the evil they had loosed 
  upon Krynn, the Scions forged a sword they believed 
  capable of destroying the chaos gem. The Scions imbued 
  it with the power of the three gods of magic when it was 
  forged. The hilt was made from white gold given by 
  Solinari, the handguard from ruby donated by Lunitari 
  and the blade from the black steel of Nuitari. The sword 
  benefited from powers of attack, defence and the 
  strengthening of certain magics that harmed chaos. 
    
  While the Scions were forging the sword, a human lord 
  named Gargath had managed to capture the Greygem 
  using two magical gems, Pathfinder and Spellbinder 
  which were given to him by the god Zivilyn. The Scions 
  and their allies attempted to besiege Gargath’s castle in 
  order to destroy the Greygem. During the final breaching 
  of the walls, one of the gems was dislodged and the 
  Greygem escaped the Scions again. The Scions found the 
  two magical gems in the ruins of Gargath’s castle and 
  had them set into the sword that they made, increasing its 
  power against Chaos. Concerned that the powerful sword 
  may fall into the wrong hands the Scions took the sword 
  to Silvanost where elven sorceries were placed upon the 
  sword, allowing it to be touched by only the pure of heart 
  and soul. There it was named Morithilien by the elves, or 
  Chaos Reaver. Meanwhile, the Scions learned that the 
  Greygem was lying hidden somewhere in the Northern 
  Sirrion Isles and determined to be close when the 
  Greygem once again surfaced, they took the sword to the 
  most westerly Tower of High Sorcery, at Daltigoth. 
    
  Meanwhile, a small elven community had sprung up in 
  the area that is now the Isle of Cristyne, named Baleph. 
  One of the elves from Baleph, Nuitariel, became a 
  leading member of the High Tower at Daltigoth. In order 
  to reduce travel time between his two homes, he created 
  an obsidian mirror that would transport him between the 
  two places. When the wizard was executed at the hands 
  of the elves of Baleph for practising necromancy, he 
  cursed the elves to become shadows. In order to try and 
  protect themselves, the elves built an obsidian tomb for 
  the wizard, surrounded by protective wards. The wizard 
  and his mirror were buried deep in the obsidian pyramid. 
  Unfortunately, the wards failed to protect the elves from 
  the necromancer’s curse and within a few months they 
  became undead shadows.  
    
  When the Kingpriest of Istar sent mobs to destroy the 
  High Tower of Sorcery at Daltigoth, the mages combined 
  their power to send the tower into another dimension, the 
  Grey. They arranged for a powerful illusion to fool the 
  mobs into thinking that the tower exploded. All valuable 
  items were removed from the tower, except for the sword 
  Chaos Reaver as within the short space of time the 
  mages had, they could find no-one ‘of pure heart and 
  soul’ able to touch the sword. Thus, the sword was 
  displaced into the Grey along with the tower. The mirror 
  of the evil elven necromancer remained the only link 
  between the displaced tower and the material plane and 
  still retains the ability to transport people to the displaced 
  Tower of Daltigoth. 
    
  Three hundred years later, a white-robed wizard named 
  Magus spoke with a Silvanesti elf, one of the mages who 
  had helped to displace the tower. He learnt that Chaos 
  Reaver still remained in the tower. Magus had already 
  experienced a vision, which caused him to believe that a 
  great evil was coming to Krynn and that the sword was 
  perhaps a key component in fighting the evil he foresaw. 
  Finding evidence that a link to the Daltigoth tower 
  existed on the island Magus built his wizard’s tower 
  upon Cristyne. After many years research Magus learnt 
  of the mirror, which he hoped would still provide a 
  gateway to the tower where the sword lay. When he 
  finally discovered the location of the obsidian pyramid, 
  Magus set off for the ruins of Baleph. Although mortally 
  wounded by the shadows that still plagued the ruins, 
  Magus managed to neutralise some of the protective 
  wards and enter the Grey through the mirror. By the time 
  he found the sword, Magus realised he was dying. With 
  his final act, he imbued his spirit into the sword he had 
  spent all his life searching for, adding a final dimension 
  to the power of the sword. In the following years Magus’ 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  6 
  A Dragonlance Nexus Adventure 
  tower was looted but his secret library, containing much 
  information on the sword, was never discovered. 
    
  Thirty years ago, the Greygem was split open by the 
  magical race of ogres, the Irda, releasing the God 
  Chaos into Krynn. He sought to destroy Krynn once 
  more, creating creatures of pure chaos – Fire Dragons, 
  Daemon Warriors, Shadow and Frost Wights. He was 
  banished from Krynn in a heroic climactic battle but 
  the creatures of chaos he created were left behind to 
  wreak havoc upon Krynn. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  7 
  AAddvveennttuurree  SSyynnooppssiiss  
   
  TThhee  Q
  Quueesstt  
   
  The heroes set out to retrieve the sword Chaos Reaver 
  from the Tower of Magus. 
   
  Scene One: Worgs attack the heroes in the foothills on 
  their way to the Tower of Magus. They have been sent to 
  delay the heroes by a Daemon Warrior. 
   
  Scene Two: Reaching the Tower of Magus, the heroes 
  find the tower looted, but a clue from Magus’ secret 
  library leads the heroes to believe the sword resides in 
  the ruins of Baleph in the south-west of Cristyne. A spy 
  working for Gellidus, the white dragon overlord, lies 
  poisoned on the upper floor of the tower. 
   
  Scene Three: The heroes’ path to the ruins is blocked by 
  a gorge – only the columns of an old stone bridge 
  provide a means of crossing. A daemon warrior is 
  determined to stop the heroes from entering the ruins and 
  retrieving the sword.  
   
  Scene Four: The heroes enter the ruins. If they can avoid 
  the undead shadows that haunt the place the heroes find a 
  strange mirror in an obsidian pyramid. The mirror is a 
  Gate that leads to another dimension, where the Tower of 
  High Sorcery of Daltigoth now resides. 
   
  Scene Five: The heroes enter the Tower of Daltigoth. 
  They meet the spirit of Magus and must undergo a test of 
  purity to retrieve the sword from the tower. 
   
  Scene Six: When the heroes emerge from the mirror gate 
  they must defeat a group of shadow wights using the 
  power of the sword Chaos Reaver. 
    
  TThhee  H
  Heerrooeess  
   
  Rebecca Ehrling – a human female Knight of Solamnia  
  Davvyd Clayton – a human male Solamnic Auxiliary 
  Sorcerer 
  Crow – a male Kagonesti Elf Shaman 
  Wolf – a male Kagonesti Elf Yeoman 
  Kithas Owlbear – a male half-Kagonesti Elf Warrior-
  Mystic 
  Tirana (Tiranthalasa Wanderer) – a female half-
  Qualinesti Elf Keeper of the Word 
   
  Which heroes for which players? The Narrator may 
  hand out the heroes randomly or by player choice. 
  However, it may enhance the adventure if the following 
  guidelines are noted: Inexperienced players should take 
  Rebecca or Wolf. Players with some experience, 
  particularly with freeform magic, should take Davvyd, 
  Crow or Kithas. Tirana should be taken by a player with 
  a good knowledge of the background and history of 
  Dragonlance.  
    
  NNoonn--SSttaannddaarrdd  RRuulleess  
   
  • 
  The Narrator and players are encouraged to make 
  use of the magic system ‘Magic Made Easy’ from 
  ‘A Saga Companion’, a summary of which can be 
  found in the Magic section of Appendix Four – it 
  works the same as the normal Action system. 
  Players should be informed of this non-standard 
  rule at the beginning of the game.  
  • 
  Narrators are encouraged to use the rule from ‘A 
  Saga Companion’ that no Dragon card played can 
  ever be trump, even if the hero would normally get 
  an automatic trump for an action. Players should be 
  informed of this non-standard rule at the 
  beginning of the game. 
  • 
  The adventure makes use of the optional random 
  aura draws from the main Saga rules – a card is 
  drawn from the fate deck and the colour behind the 
  number and symbol (white, red or black) is used to 
  assess what happens to a hero in a certain situation. 
  These situations and their effects are explained fully 
  in the main text of the adventure.  
  • 
  To enhance ease of play, all Action descriptions 
  contain a new section, entitled Standard Target 
  Number. This number represents the total of the 
  Difficulty + Opposition Ability under normal or 
  standard circumstances. Narrators may need to 
  modify this total for unusual situations.  
  • 
  Also included for ease of play is a character roster 
  giving special combat tables. See the Character 
  Roster sheet in Appendix Two for details of use.  
    
  RReeffeerreenncceess  
   
  This adventure draws on information from all the 
  Dragonlance Saga Fifth Age roleplaying rulebooks and 
  supplements. In addition, the role of Keeper of the Word 
  comes from a magazine article in Dragon Annual 2. 
  However, all relevant information on this and any other 
  matter is included in the text of the adventure. 
      
   
  
  The Dragonlance Nexus   •  Chaos Reaver 
  8 
  A Dragonlance Nexus Adventure 
   
  BBeeffoorree  PPllaayy  
   
  The Narrator should read, if at all possible, the entire 
  adventure before running it. The Narrator should make 
  the copy of the map of the isle of the Sirrion Sea and the 
  map of Cristyne available to the players to look at. 
  Narrators may wish to refer to the other basic rules 
  included in Appendix Four if they do not have the 
  rulebook with them. They may wish to show new players 
  these rules to give them a brief overview. 
   
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  9 
  SScceennee  OOnnee::  W
  Woorrggss  OOff  TThhee  M
  Miissttyy  M
  Moouunnttaaiinnss  
   
  O
  Ovveerrvviieeww  
   
  The heroes set off towards the Tower of Magus. Once 
  into the mountains they are troubled by fog and worgs. 
  This scene should start eerily before the Narrator begins 
  to build up the suspense. Before starting play, the 
  Narrator should check on the placement of heroes as they 
  travel. 
    
  CChhaarraacctteerrss  
   
  The following characters have roles in this part of the 
  story: 
   
  Five Worgs: Animals. Co 7, Ph 12, In 3, Es 4, Dmg +5, 
  Def –2, also acute sense (smell) 
  The Narrator may feel free to snarl, snap and growl in a 
  half-language as they roleplay the worgs! 
   
  Mule: Animal. Co 8, Ph 9, In 1, Es 2, Dmg +2, Def –2, 
  also kick 
    
  TThhee  SSttoorryy  BBeeggiinnss  
   
  The Narrator should remind the players that they are on 
  the misty isle of Cristyne. After gathering supplies and 
  liasing with the commander of the Knights of Solamnia 
  in Merwick, they have set off across the plains of 
  Cristyne towards the mountains that hold the Tower of 
  Magus. Narrators may read or summarise the following: 
    
  You have left the plains of Cristyne behind and are now 
  travelling through the foothills of the mountains towards 
  the Tower of Magus. All your supplies are tethered 
  securely to the single pack mule given to you by Sir 
  Daniel of Merwick. The patchy autumn mists of the 
  plains have now developed into an thick fog as you enter 
  the foothills. Since you’ve started climbing into the pine-
  forested hills, the eerie howls of wolves, or something 
  worse, have echoed in the distance.  
    
  The Narrator informs the scout (Wolf) that with the thick 
  fog it is becoming more and more difficult to identify the 
  path through the foothills. He will need to be alert to 
  keep from getting lost: 
    
  Avoid Getting Lost 
  Difficulty: Average (8) 
  Action Ability: Perception 
  Opposition Ability: None 
  Standard Target Number: 8 
  Comments: Scouts who are successful manage to keep 
  on the path that leads to the Tower of Magus and find a 
  decent place to camp for the night. Failure means that the 
  heroes are lost. The Narrator should draw a card – the 
  number reveals how many hours it takes for the heroes to 
  find the path again. 
  Mishap: The Scout stumbles into a deadfall. The hero 
  loses any one card of his/her choosing. 
    
  As the day comes to a close, read the players the 
  following: 
    
  As you finish setting up camp you notice that the howls 
  of the wolves have stopped. Now, strange growls, grunts 
  and whines echo dully all around you. Suddenly, out of 
  the corner of your eye, you catch a brief glimpse of a 
  huge wolf-like being skulking through the pines to your 
  left, red eyes glowing in the gathering gloom. Worgs! 
  Before you can turn to look, you hear a snarling behind 
  you as one of the huge ridge-backed creatures leaps out 
  of the forest at the screaming mule. 
    
  A small pack of worgs has been following the heroes for 
  some time and as night falls they have closed in. One 
  worg stages a mock attack on the mule, aiming to split 
  the party, whilst the rest of the pack will attack any 
  isolated individuals. They will not attack the party as a 
  whole but will use hit and run tactics or try to draw one 
  of the heroes out on his own. If any of the heroes is 
  foolish enough to leave the rest of the party at any time, 
  the worgs attack as a pack. Apart from the normal 
  combat actions that may ensue, the leader of the heroes 
  (Rebecca) must resist the clever manoeuvres of the 
  worgs to isolate an individual hero or mount: 
    
  EEvvaaddee  W
  Woorrggss  CCoo--oorrddiinnaatteedd  AAttttaacckk  
  Difficulty: Challenging (12) 
  Action Ability: Perception 
  Opposition Ability: Presence/Essence 
  Standard Target Number: 16 
  Comments: Leaders should perform this action. If 
  successful, they manage to thwart the attempts of the 
  worgs. Failure allows a single worg to isolate and attack 
  an individual one-on-one. On a Random Aura Draw it is 
  the mule if white or red, and a hero (the most isolated) if 
  black. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  10 
  A Dragonlance Nexus Adventure 
  Mishap: One worg has fooled the party and the rest of 
  the pack make a co-ordinated attack on an individual – 
  that individual may be chosen using the system of an 
  Aura Draw as described above. The victim must succeed 
  in an average Endurance action, opposed by the 
  combined total of the four worgs’ Physiques (48). 
  Standard Target Number = 56. If this fails, the worgs 
  inflict damage points equal to half the group’s combined 
  Physiques (24) plus the leader’s racial damage rating 
  (+5), for a total of 29 damage points. The worgs don’t 
  bother to finish off the victim, but the victim dies in a 
  number of minutes equal to their Endurance unless 
  magically healed during this time. 
    
  If the heroes manage to capture any of the worgs, they 
  have a rudimentary growling language, which may be 
  understood by the heroes with a daunting Reason 
  (Reason/Intellect) action to understand the worg’s 
  guttural language. The worgs will reluctantly tell the 
  heroes that they have been coerced by a powerful demon 
  (actually Quaal, the daemon warrior from Scene Four) to 
  harry and delay the heroes. They don’t know why they 
  have been asked to do this, but they feared the demon 
  and did as he wished. The worgs perceived the ‘demon’ 
  to have the face of the fearsome Great Worg Himself. 
  Note that the mystical sphere of Animism cannot affect 
  worgs as they have a basic intelligence (Reason 4) which 
  negates the effects of this sphere – they can only be 
  communicated with magically using mentalism. 
   
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  11 
  SScceennee  TTw
  woo::  TThhee  TToow
  weerr  OOff  M
  Maagguuss  
   
  O
  Ovveerrvviieeww  
   
  The heroes arrive at the Tower of Magus. They find the 
  tower already looted. On the upper floor a woman - a spy 
  for Gellidus - lies unconscious, poisoned by a needle-
  trap. The trap protects a torc that holds the power word 
  for the opening of the obsidian mirror gate. Downstairs is 
  a secret library that holds several clues to the location 
  and history of the sword Chaos Reaver, gleaned from the 
  information Magus collected over years of research. 
    
  CChhaarraacctteerrss  
   
  Tassja (TASS-YER) Mooncoin: Civilized Human, 
  Cunning demeanour. Co 5, Ph 4, In 8, Es 8 (64), Dmg  
  +2 (weighted sash), +3 (chakrum), Def –2 (Leather), also 
  Alteration, Mentalism, Sensitivity. Also non-magical 
  gold amulet shaped like a white dragon – an amulet worn 
  by emissaries of Gellidus. Tassja is a beautiful woman 
  who uses all her charms to gain power over others. She 
  uses this power to garner useful knowledge for Gellidus 
  and herself. She is talented in the arts of seduction and 
  blackmail. She is not ashamed to use her considerable 
  mystical talents for these nefarious ends. 
    
  TThhee  SSttoorryy  CCoonnttiinnuueess  
   
  The Narrator should explain that it is about two hours 
  after the heroes set out in the morning. They are 
  travelling through the mountains. After traversing a long 
  valley, they see the following: 
    
  The high valley curves sharply round to the left and then 
  begins to open out into an area of wide meadows. In the 
  middle of the meadows, a high jagged rock stretches 
  towards the sky. A ruined tower clings to the top of the 
  rocky outcrop. A tattered cloak of mist drifts around the 
  tower. This must be the Tower of Magus. 
    
  If the heroes state they are looking carefully for tracks, 
  they might spot the occasional footprint (made by Tassja 
  Mooncoin) leading towards the tower over the meadow, 
  with a challenging Perception action. 
    
  TThhee  G
  Grroouunndd  FFlloooorr  
   
  As they enter the building read the players the following: 
    
  As the door creaks open, a small shower of dust trickles 
  from the lintel above. Inside, the round room is a 
  shambles with upturned tables, cobwebs, shards of glass, 
  broken furniture and rotting material strewn everywhere. 
  On the far side you can see the first few steps of a stone 
  spiral staircase leading up to the next floor. The room 
  smells of damp with a faint trace of sulphur. 
    
  This room was once the laboratory, kitchen and living 
  area of Magus. Although this room was looted long ago, 
  it has recently been turned over once more, very 
  thoroughly, by Tassja Mooncoin, a spy for the white 
  dragon overlord, Gellidus. She learnt about the heroes 
  quest whilst spying in Merwick, and has beaten the 
  heroes by a few hours to the tower. Neither she, nor 
  previous looters, discovered the secret trapdoor in the 
  floor underneath the spiral staircase, which leads to a 
  small library below. The stairs to the upper floor are 
  made of stone and are steep and spiralling. 
    
  TThhee  SSeeccrreett  LLiibbrraarryy  
   
  FFiinndd  TThhee  SSeeccrreett  LLiibbrraarryy  
   
  Difficulty: Challenging (12) 
  Action Ability: Perception 
  Opposition Ability: None 
  Comments: The mechanism on the underneath of the 
  first spiral stair, which opens the secret trapdoor to the 
  library, cannot be seen – the hero must reach underneath 
  and find it by touch. Success means the hero finds the 
  mechanism. Failure means that hero cannot find it but 
  another hero may try. 
  Mishap: The hero finds the mechanism but breaks it in 
  trying to use it. The hero can hear where the click came 
  from and may still be able to smash the flagstone to gain 
  entry. 
    
  If the heroes are able to find the mechanism which opens 
  the trapdoor (located on the underneath of the first step 
  of the spiral staircase), read the following: 
    
  You hear a loud metallic click beneath you. The 
  flagstone underneath you begins to slide slowly down. 
  After a few moments it stops, allowing you to see a few 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  12 
  A Dragonlance Nexus Adventure 
  stairs leading down into a small room lined with shelves 
  of musty books. 
    
  In the library are a number of ancient books about a 
  variety of arcane and mundane matters, including  
   
  • 
  Magus’ diary which contains information on Magus’ 
  search for Chaos Reaver including the finding of the 
  torc of Nuitariel, his meeting with the Scion Milgas 
  Kadwar and the letter that followed, and finally the 
  parchment about the ruins of Baleph. It also tells of 
  the hiding of the torc before Magus left the tower for 
  the last time (give the players the Diary of Magus 
  handout) 
  • 
  A letter from Milgas Kadwar regarding the history 
  of Chaos Reaver (give the players the Letter from 
  Milgas Kadwar Handout) 
  • 
  A parchment about the ruins of Baleph, that 
  indicates how the sword can be retrieved from the 
  tower of Daltigoth (give the players the Ruins of 
  Baleph Handout) 
  • 
  A spellbook, which would have been invaluable in 
  the days of high sorcery but is now only a curiosity 
  piece. 
    
  In addition to the books, there is an old worn armchair in 
  one corner along with a small reading table and a candle. 
  There is nothing else of immediate interest in the library. 
    
  TThhee  UUppppeerr  FFlloooorr  O
  Off  TThhee  TToowweerr  
   
  When the heroes reach the top of the stairs, read or 
  summarise the following: 
    
  This circular room at the top of the tower seems to be in 
  the same state as the room below, though the smell of 
  damp and mildew is stronger here and there is a puddle 
  of water under a hole in the roof. An old trestle table 
  stands next to the ruined bed in the centre of the room. 
  Sprawled unmoving on the other side of the bed you spot 
  what seems to be an unconscious woman with dark hair, 
  dressed in leather, a bag at her side.  
    
  The human woman is Tassja Mooncoin. She is 
  unconscious due to the effects of a poisoned needle-trap 
  that she accidentally set off. The needles are situated 
  along the front and sides of a hinged flagstone under the 
  bed. The poison causes victims to sleep. Tassja is now 
  asleep and will be so for the next two hours – the heroes 
  unable to wake her during this time except through 
  channeling or healing.  Under the flagstone is a small 
  niche containing an obsidian torc, also undiscovered by 
  previous looters until Tassja found it a few hours ago. 
  Enscribed on the torc is the word ‘Nuitariel’ – the power 
  word for opening the Gate through the obsidian mirror 
  later in the adventure. It is possible to unhinge the 
  flagstone from the back to avoid the needles or lever it 
  up using a piece of wood or other instrument.  
    
  SSppoott  TThhee  TTrraapp  
  Difficulty: Daunting (16) 
  Action Ability: Perception 
  Opposition Ability: None 
  Standard Target Number: 16 
  Comments: Success allows the hero to find the hinged 
  flagstone and it’s needle-trap. Failure means that the hero 
  spots the hinged flagstone but believes it not to be 
  trapped.  
  Mishap: The hero remains unaware of either the trap or 
  the hinged flagstone. 
    
  DDiissaarrm
  m  TThhee  TTrraapp  
  Difficulty: Challenging (12) 
  Action Ability: Dexterity 
  Opposition Ability: None 
  Standard Target Number: 12 
  Comments: A successful hero unhinges the flagstone 
  from the back or lifts the flagstone with an item. Failure 
  means that hero is unable to disarm the trap or lift the 
  flagstone. Another hero may try instead.  
  Mishap: The hero sets the trap off accidentally and is hit 
  by the poison needles. If an item is being used to lever 
  the stone up, it breaks. 
    
  RReessiisstt  PPooiissoonn  
  Difficulty Level: Average (8) 
  Action Ability: Endurance 
  Opposition Ability: Strength (of poison) 
  Standard Target Number: 20 
  Comments: The poison has a Strength of 12. If the hero 
  fails, the poison induces a coma-like sleep for 10 hours 
  minus the victim’s Endurance. The poison takes about 
  five minutes to take full effect though a victim will be 
  aware of the beginnings of it’s effects after about 1 
  minute. The victim cannot be woken via normal means 
  but Healing and Channeling will work. All heroes, even 
  if successful, suffer a –3 to all actions attempted whilst 
  under the influence of the poison – for successful heroes 
  this time is 10 hours minus their Endurance. In addition, 
  no hero can benefit from a trump bonus during this 
  period. 
  Mishap: The victim is affected immediately and sleeps 
  for the full ten hours. 
    
  If the heroes search Tassja, they find sixteen steel pieces 
  in her belt pouch, leather armour to fit a human woman, 
  a chakrum (sharp-edged throwing disc) and a weighted 
  sash tied around her middle. Round her neck is a gold 
  chain – if the heroes pull it from beneath the leather vest 
  she wears, a gold amulet in the shape of a stylised dragon 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  13 
  is revealed. Wolf will recognise this as a token of the 
  white dragon overlord Gellidus, given only to those 
  minions who have fairly high status in the dragon’s 
  hierarchy. Other heroes have to succeed at a challenging 
  Reason action to identify the shape as that of a white 
  dragon. The amulet is non-magical. Her bag contains 
  various supplies and adventuring equipment, including a 
  set of lock picks and a small container of deadly poison. 
  This poison is unmarked and very different in nature to 
  the poison that has affected her (see the Optional 
  Encounters section at the end of the adventure for details 
  of the effects of this poison). Heroes may spot the needle 
  marks and the stain of the sleeping poison on the tips of 
  her fingers with an average Perception action. 
    
  Once Tassja is awake, she will use the following ploys to 
  join with or escape from the heroes, dependent on the 
  reaction of the heroes: 
   
  • 
  Claims Gellidus set an enchantment on her, which 
  has been broken by the effects of the poison 
  • 
  Senstivity spell to engender trust (challenging 
  Perception (Spirit) action to become aware of 
  attempt, average Spirit (Spirit) action to resist)  
  • 
  Mentalism spell to convince the heroes to let her go 
  (challenging Perception (Spirit) action to become 
  aware of attempt, average Presence (Spirit) action to 
  resist) 
  • 
  Alteration spell to change into a bird and escape 
  through the hole in the roof 
    
  She will not attempt to fight the heroes unless they 
  physically threaten her life. For further ideas on how 
  Tassja can be used throughout the rest of the adventure, 
  see the Optional Encounter section at the end of the 
  adventure. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  14 
  A Dragonlance Nexus Adventure 
  SScceennee  TThhrreeee::  CChhaassmm  OOff  TThhee  DDaaeemmoonn  W
  Waarrrriioorr  
   
  O
  Ovveerrvviieeww  
   
  The heroes must cross a chasm to reach the ruins of 
  Baleph. On the crumbling bridge, a daemon warrior 
  blocks their path.  
    
  CChhaarraacctteerrss  
   
  The following characters have roles in this part of the 
  story: 
   
  Daemon Warrior: Undead. Co 9, Ph 12, In 9, Es 9, 
  Dmg +12, Def –8. Also Fear (aura), immune to normal 
  weapons, mentalism and poison. 
   
  The Narrator should remember that the face of the 
  Daemon Warrior represents each individual’s worst 
  nightmare – each hero will see something different. 
    
  TThhee  SSttoorryy  CCoonnttiinnuueess  
   
  The Narrator should inform the heroes that they have 
  travelled along game trails for the last two days through 
  the thickly forested (and misty!) terrain of western 
  Cristyne. It is late afternoon. 
    
  The thick forest canopy has cut out most of the light over 
  the last two days travel but at last you seem to see a 
  glimmer of daylight ahead. You can also hear the roaring 
  of a cascading river. Emerging from the trees, you see an 
  impressive gorge runs directly across your path to the 
  ruins of Baleph. Once, a stone bridge crossed the chasm 
  but now only the supporting columns remain, creating 
  six 50-foot high giant stepping stones across the gap. 
  You think it may be possible to leap from one to another 
  to reach the other side. However, in the depths of the 
  gorge, the river cascades around jagged boulders – it’s a 
  long and potentially deadly fall! 
    
  The gorge runs to either side from the coast up into the 
  mountains, and the bridge is the only possible land 
  crossing for many miles, though the heroes may find 
  other means of getting across. If the heroes do try to 
  cross here, they must traverse the six columnar ‘stepping 
  stones’ in order to reach the other side. Each column is 
  10 feet in diameter and allows two people to stand on it 
  at any one time. The columns are 50 feet tall and, apart 
  from a small ledge about 10 feet down, plummet to the 
  rocky cascades below. The gaps between the columns are 
  just about possible to leap across.  
    
  GGaatthheerr  TThhee  CCoouurraaggee  TToo  CCrroossss  
  Difficulty: Average (8) 
  Action Ability: Presence 
  Opposition Ability: None 
  Standard Target Number: 8  
  Comments: A successful hero may attempt the crossing. 
  Even if the hero fails, they may make another attempt to 
  gather courage, this time at one difficulty level higher. 
  The difficulty level is reduced by 2 for each hero that 
  successfully crosses. If the difficulty level reaches 
  Impossible, use the system explained in Mishap below. 
  Should the difficulty level drop below Easy, the hero can 
  automatically attempt the crossing. 
  Mishap: A Mishap means the hero is too afraid to make 
  the attempt and must be convinced by another hero with 
  code A or B in Presence to attempt the crossing – this 
  should be achieved through roleplaying. 
    
  CCrroossss  TThhee  GGoorrggee  
  Difficulty: Average (8) / Desperate (20) 
  Action Ability: Agility 
  Opposition Ability: None/Agility 
  Standard Target Number: 8/29  
  Comments: A successful hero crosses the gorge. If a 
  hero fails, the Narrator should perform a random draw 
  and apply the colour of the aura to the fate of the hero as 
  he/she falls: 
   
  • 
  White – the hero manages to grab the ledge around 
  the column 10 feet down and haul himself back onto 
  the ledge. The hero can then be pulled up by his 
  comrades. 
  • 
  Red – the hero falls into the river and takes 7 
  damage points, but is able to crawl safely to a rock 
  at the bottom of the gorge.  
  • 
  Black – the hero falls into the river taking 12 
  damage points as he crashes into a rock in the 
  middle of the river before gaining solid ground.  
   
  To climb out of the gorge requires a daunting Agility 
  action. Use of a rope reduces this to easy. Failure should 
  be dealt with by the same method described above. In the 
  case of all falls, only the armour defence rating reduces 
  damage. Should the damage points left over from paying 
  for a fall exceed the hero’s Endurance, that hero is 
  instantly slain. 
  Mishap: The hero falls directly onto the rocks sustaining 
  22 damage points. 
    
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  15 
  However, the moment the first hero leaps across to the 
  first column, a daemon warrior appears from the forest 
  on the other side of the gorge and jumps onto the first 
  column on the other side. The daemon warrior seeks to 
  stop the heroes from finding the sword in the ruins of 
  Baleph, knowing that it could help defeat the minions of 
  Chaos: 
    
  As you jump onto the first column, a black-cloaked 
  figure emerges out of the misty forest on the other side of 
  the gorge and nimbly leaps onto the final column, 
  blocking your way across. As he draws his dark sword 
  and meets your gaze, you momentarily recoil in horror – 
  the daemon warrior’s face seems fashioned from your 
  darkest nightmares.   
    
  RReessiisstt  DDaaeem
  moonn  W
  Waarrrriioorr’’ss  FFeeaarr  AAuurraa  
  Difficulty: Challenging (12) 
  Action Ability: Presence 
  Opposition Ability: Spirit/Essence 
  Standard Target Number: 21  
  Comments: The daemon warrior’s visage appears as 
  each individual’s worst nightmare and the Narrator may 
  ask the player to explain what that might be based on the 
  hero’s background if necessary. Success enables the hero 
  to resist the horror he feels whilst failure causes the hero 
  to flee the warrior – the effect lasts for an hour. 
  Mishap: The hero simply cowers in fear, unable to 
  mount any defence. Armour defence ratings still apply. 
    
  If the hero attempts to cross the gorge despite the attack 
  of the warrior the difficulty level rises to a desperate 
  Agility (Agility/Co-ordination) action and the hero may 
  offer no combat defence action – the hero’s armour but 
  not shield defence rating apply. 
    
  When determining combat actions, the Narrator should 
  keep in mind that the daemon warrior is immune to the 
  attacks of normal weapons (magical weapons can affect 
  it). It is also immune to poison and mentalism. The 
  Narrator should pay particular attention to Rebecca, if 
  still alive. She should be drawn to fight the creature by 
  her requirements for advancement within the knights and 
  her duty not to run away from battle, even if she 
  succumbs to the aura of fear the warrior emanates. Magic 
  is the best means of attack against the chaos warrior, e.g. 
  using summoning or aeromancy to force the warrior into 
  the gorge, geomancy to collapse a pillar, etc. The heroes 
  may also use magic or mundane means to try and cross 
  the gorge elsewhere. On a random draw of a dragon, the 
  daemon warrior will await them on the other side, having 
  tracked their movements. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  16 
  A Dragonlance Nexus Adventure 
  SScceennee  FFoouurr::  TThhee  RRuuiinnss  OOff  BBaalleepphh  
   
  O
  Ovveerrvviieeww  
  The heroes enter the eerie ruins of Baleph, an ancient 
  elven community now inhabited by shadows. From the 
  clues in the book from the library of Magus, the heroes 
  know they should enter the pyramid at the centre of the 
  ruins to find the obsidian gate mirror. The mirror once 
  belonged to an evil elven necromancer and is now 
  entombed with him, deep in the heart of the pyramid.  
    
  CChhaarraacctteerrss  
   
  20 Shadows: Undead. Co 6, Ph 10, In 3, Es 4, Dmg +3, 
  Def -3, also drain (Strength), and immune to mentalism, 
  cold and poison. 
   
  Wichtlin: Undead. Co 5, Ph 16, In 2, Es 6, Dmg +6, Def 
  –4, also necromancy, cryomancy, paralyze, poison, 
  immune to mentalism, normal weapons and poison. 
    
  TThhee  SSttoorryy  CCoonnttiinnuueess  
   
  Once the heroes have successfully crossed the bridge 
  over the gorge, the Narrator can read or summarise the 
  following: 
    
  Entering the depths of the forest once more, you begin to 
  notice ruined buildings engulfed by the verdant growth 
  of trees and bushes. Shortly after, the path seems to 
  become clearer and wider. Once more, the forest opens 
  up before you and you find yourself looking down into a 
  huge natural amphitheatre. Along the sides of the bowl, 
  collapsed buildings run in terraced circles. At the lowest 
  point of the bowl sits a low flat-topped black crystal 
  pyramid, topped by a small building. 
    
  SSppoott  SShhaaddoowwss  
  Difficulty: Average (8) 
  Action Ability: Perception 
  Opposition Ability: Agility/Co-ordination 
  Standard Target Number: 14 
  Comments: Success means the scout spots the shadows 
  in the ruins. Failure means they did not see the shadows. 
  Mishap: The scout believes the shadows to be shadow 
  wights. 
    
  If the scout spots the shadows, read or summarise the 
  following: 
    
   
  You spot movement around the buildings closest to the 
  pyramid. Focussing more closely you see that creatures 
  of darkness, like living shadows, slide through the ruined 
  settlement in eerie silence. 
    
  Though magic may negate the need for the following 
  action, the heroes might try to sneak through the ruined 
  settlement into the pyramid without alerting the shadows 
  to their presence. 
    
  SSnneeaakk  IInnttoo  PPyyrraam
  miidd  
  Difficulty: Challenging (12) 
  Action Ability: Dexterity 
  Opposition Ability: Perception/Intellect 
  Standard Target Number: 15 
  Comments: If the leader of the group completes this 
  action successfully, the heroes make it to the top of the 
  pyramid without being spotted by the shadows. Failure 
  means the heroes are spotted by a single shadow and it 
  moves to attack. 
  Mishap: The heroes make their presence known to all or 
  most of the shadows (Narrators discretion) or they are 
  spotted by a shadow and the shadow moves to alert the 
  others of its kind that intruders are in the ruins. 
    
  Any hero damaged by a shadow needs to perform the 
  additional following action to resist the shadow’s drain 
  attack: 
    
  RReessiisstt  SShhaaddooww’’ss  SSttrreennggtthh  DDrraaiinn  
  Difficulty: Average (8) 
  Action Ability: Strength 
  Opposition Ability: Strength/Physique 
  Standard Target Number: 18 
  Comments: Success negates this special attack. Failure 
  causes the loss of 1 point of Strength permanently. 
  Mishap: The hero must defend a free counterattack from 
  his opponent in addition to the loss of strength, as he 
  collapses from weakness. 
    
  If the heroes are successful in reaching the building at 
  the top of the pyramid, read or summarise the following: 
    
  A set of winding obsidian steps descends in to the depths 
  of the pyramid. 
    
  If the heroes continue, they see the following (continued 
  over): 
    
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  17 
   
  Along the walls are carved strange pictures of elves 
  wearing clothes of a strange and ancient design, 
  underscribed with flowing runes. Finally, the stairs end 
  in a short corridor leading to a huge set of double doors, 
  again fashioned from the dark crystal. In front of the 
  doors lie small piles of charred bones and bone dust. 
    
  With an average Reason action, Tirana should be able to 
  gain an understanding of the purpose of the pyramid 
  from the carvings and runes. Give Tirana’s player the 
  Runes of The Obsidian Tomb Handout. 
    
  She should see that the elves set wards and protections 
  on the double doors to seal the tomb but will not know 
  that these wards and protections have been neutralised by 
  Magus when he passed through – the charred remains are 
  of previous unsuccessful attempts to loot the tomb. The 
  doors open normally. Once inside the tomb of the 
  necromancer, read or summarise the following: 
    
  As the doors open, you see in front of you a dais built 
  from white marble, etched with the same strange runes as 
  you found on the walls above. On the dais is an elaborate 
  white marble sarcophagus, again covered in ancient 
  runes. Both the dais and the sarcophagus glow faintly 
  with a bluish light. At the back of the tomb is a tall white 
  curtain. Like the dais and sarcophagus it stands in stark 
  contrast to the dark crystal of the walls, floor and 
  ceilings. 
    
  Again, Tirana should be able to decipher that the 
  protective runes on the dais and sarcophagus are magical 
  and will cause damage. This time, however, the 
  protective wards are still intact. Unless overcome by 
  magical means a hero will receive 15 points of damage 
  from setting foot on the dais and 30 points of damage 
  from the magical energy of the ward from touching the 
  sarcophagus. Should the damage points left over from 
  paying for this damage exceed the hero’s Endurance, that 
  hero is instantly slain. Attempts to remove the lid of the 
  sarcophagus by mundane means are blocked by the 
  magical energy.  
    
  The lid may be removed by a number of magical 
  methods, including the following desperate Reason spell 
  actions: 
   
  • 
  Teleport the lid off the sarcophagus (required: 
  Summoning and Geomancy) 
  • 
  Blow the lid off (required: Aeromancy) 
  • 
  Stonesculpt the Sarcophagus from a distance to 
  reveal what is inside (required: Geomancy and 
  Transmutation) 
    
  Should the heroes manage to circumvent the protective 
  wards, they release the undead soul of the dark elf 
  necromancer from the sarcophagus. The soul of the evil 
  elf has become a wichtlin over the centuries of unending 
  agony that kept it locked within its magical prison. The 
  wichtlin attacks immediately. It will choose elves in 
  preference to other races as its first victims. The 
  sarcophagus otherwise contains only the bones of an 
  elven skeleton with a few tattered remains of what was 
  once a black cloak.  
    
  The wichtlin may only use one of its special abilities per 
  attack (though its immunities are permanent). In addition 
  to its natural abilities, the wichtlin has control of a sphere 
  of mysticism (necromancy), and a school of sorcery 
  (cryomancy). The wichtlin will use these powers to 
  freeze the room, making all the heroes’ Physical actions 
  one degree more difficult. It then begins to magically 
  drain the heroes’ energy, draining one card (randomly 
  drawn by the Narrator from the player’s hand) per 
  successful attack. The Wichtlin then uses these points to 
  revitalise its Physique score, to a maximum of 16. 
  Heroes may resist this drain attack with an average Spirit 
  (Presence) action. Heroes regain lost cards naturally at 
  the rate of one card per day, rather than the normal one 
  per week. 
    
  RReessiisstt  W
  Wiicchhttlliinn’’ss  PPooiissoonn  
  Difficulty: Average (8) 
  Action Ability: Endurance 
  Opposition Ability: Strength/Physique 
  Standard Target Number: 24 
  Comments: The right hand of the wichtlin inflicts a 
  poison into the system of the hero when it successfully 
  hits. Failure causes the hero to lose one card per day until 
  they die. 
  Mishap: The hero loses one card per minute until they 
  die. 
    
  AAvvooiidd  W
  Wiicchhttlliinn’’ss  PPaarraallyyzzaattiioonn  
  Difficulty: Average (8) 
  Action Ability: Endurance 
  Opposition Ability: Strength/Physique 
  Standard Target Number: 24 
  Comments: The left hand of the wichtlin causes the 
  victim to become paralysed for about 15 minutes. The 
  effects of paralysis can be negated using mysticism. 
  Extremely strong-willed heroes can shrug off its effects 
  with a daunting Spirit (Presence/Essence) action. 
  Mishap: The hero is paralysed for about 30 minutes. 
    
  AAvvooiidd  W
  Wiicchhttlliinn’’ss  SSuuggggeessttiioonn  
  Difficulty: Average (8) 
  Action Ability: Reason 
  Opposition Ability: Presence/Essence 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  18 
  A Dragonlance Nexus Adventure 
  Standard Target Number: 14 
  Comments: An attack from the wichtlin’s left hand 
  causes an additional problem if an elf is the victim. The 
  wichtlin can plant a suggestion in the elf’s mind which 
  the elf must follow if he fails. 
  Mishap: The elf follows two of the wichtlin’s commands 
    
  Should the heroes pull back the white silk curtain, read 
  or summarise the following: 
    
  The curtain slides back silently and before you stands a 
  ten-foot tall oval obsidian mirror. Intricately carved 
  magical runes adorn the edge of the mirror and its 
  mahogany base. 
    
  If the heroes look into the mirror, they see a reflection of 
  themselves, though it seems slightly further away than it 
  should be. The mirror can be activated by the use of the 
  power word ‘Nuitariel’ with an easy Reason action, or by 
  the use of a desperate Reason spell action (if not in 
  possession of the power word) by a sorcerer skilled in 
  the school of summoning. This is reduced to an easy 
  Reason action if the name of the necromancer is 
  pronounced (this information can be gleaned by Tirana 
  from the elven runes). The mirror seems to shift focus 
  and the following should be read or summarised: 
    
  As the surface of the mirror shifts once more, your 
  reflection has disappeared. Instead, you now view a 
  scene of a small dust-covered room complete with a 
  wooden bed, chair and table. There is a closed door on 
  the far side of the room and a thin arched window on the 
  left-hand side. 
    
  If the heroes even touch the surface of the mirror, they 
  experience a strong disorientating whirling sensation and 
  are instantly transported to the room they can see in the 
  mirror. Heroes remaining on the far side can see their 
  companion in the room. The hero in the room now sees 
  an identical obsidian mirror on the wall opposite the 
  door. He can see his companions in the tomb if he uses 
  the power word and can pass back through if he touches 
  the surface of the mirror. No sound passes between the 
  two areas. Both the mirrors are immune to normal 
  physical damage. The protective wards on the mirror 
  have been neutralised by Magus previously and do no 
  damage to anyone touching or using the mirror. 
   
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  19 
  SScceennee  FFiivvee::  TThhee  TToow
  weerr  OOff  DDaallttiiggootthh  
   
  O
  Ovveerrvviieeww  
   
  The heroes arrive in the Tower of High Sorcery that once 
  stood in Daltigoth, but now lies in The Grey. They 
  discover the sword, Chaos Reaver, only to find it is 
  protected by the spirit of Magus, a white-robed wizard 
  who bound his soul in death to the sword.  
    
  CChhaarraacctteerrss  
   
  Magus, Artefact Spirit. Undead: Co N/A, Ph N/A, In 9 
  (81), Es 8 (64), Dmg N/A, Def N/A, also sensitivity, 
  enchantment. 
  Magus still seeks to make the sword available to one of 
  pure heart and soul, so that it can be used against the 
  forces of chaos. Though serious, Magus is good-hearted 
  and will seek to aid heroes who show that they intend to 
  use the sword for the purposes of good. 
    
  TThhee  SSttoorryy  CCoonnttiinnuueess  
   
  The heroes find themselves in the tower of Daltigoth, 
  which now resides in the Grey, another dimension. 
  Should the heroes look out of any window in the tower, 
  read or summarise the following: 
    
  All you are able to see is a circle of dark trees 
  surrounding what you think to be a multi-spired tower. 
  Beyond you can only see a dense grey void. 
  Occasionally, you think you can make out bodies, faces 
  or hear the angry shout of a multitude of voices in the 
  distance, but they quickly fade into the void before you 
  can focus on them. 
    
  Exploring the tower, the heroes can find a series of 
  rooms similar to the one they arrived in via the mirror – 
  rooms that once belonged to the mages of the tower of 
  Daltigoth – spread across the five spires of the tower. All 
  the rooms are fairly empty and dusty. The heroes may 
  also find a great dining hall, laboratories, a cellar, a large 
  but somewhat diminished library, crypts where wizards 
  of old are buried (in peace), a kitchen, jakes, an 
  infirmary, and various storerooms. No magic items 
  remain in the tower except for Chaos Reaver. Due to the 
  sorceries laid upon the sword, none of the mages in the 
  tower at the time of its displacement were able to pick it 
  up. Any spells of sorcery cast within the confines of the 
  tower receive a +5 action bonus, as well as up to 5 
  sorcery points for the spell. 
    
  If the heroes attempt to leave the safety of the tower, 
  they immediately fall into a dreamless sleep, caused by 
  the magical aura of the forest still surrounding the tower. 
  If they succeed in a desperate Spirit action, they may 
  avoid this effect and enter the Grey beyond the forest. 
  Their only point of reference in the Grey will be the 
  tower.  
    
  At the top of the central spire, the heroes come across a 
  domed room forged from transparent crystal, open to the 
  greyness above, which provides a dim light. Read or 
  summarise the following: 
    
  In the centre of the crystal room the most beautiful sword 
  you have ever seen floats, point down, in mid-air, slowly 
  turning. As it rotates, you see the white-gold hilt, the 
  ruby handguard and the blade of black steel. You have at 
  last found the legendary sword Morithilien, Chaos 
  Reaver. 
    
  As soon as the heroes enter the crystal room, the Narrator 
  can read or summarise the following: 
    
  Suddenly, from all around the sword, a thin mist begins 
  to twist and curl. The mist thickens and finally coalesces 
  until you can make out the features of an elderly mage, 
  obviously from before the second Cataclysm, since he 
  wears the white robes of a wizard of high sorcery. He 
  turns to look at you each in turn before he speaks: “I am 
  the spirit of the wizard Magus, once of Cristyne. Why do 
  you seek the sword Chaos Reaver?” 
    
  The spirit knows nothing of the coming of the god Chaos 
  and frowns at the mention of chaos creatures. The 
  Narrator should note that Magus can’t be harmed in any 
  way except through the destruction of the sword itself. 
  When the heroes have finished explaining the reason 
  they have come in search of the sword, the spirit of the 
  old mage speaks again: 
    
  Grave news indeed! I see that it is time the sword entered 
  the world once more. Come forward those of pure heart 
  and soul, for only those dedicated to the good of the 
  world, both on an inner and outer level may wield 
  Morithilien, Chaos Reaver. Do you all agree that I may 
  search your heart and soul before you attempt to grasp 
  the sword. 
    
  All heroes must agree to have their minds, and auras 
  examined by Magus if they wish to attempt to take the 
  sword. As they do, the wizard’s spirit will pass the 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  20 
  A Dragonlance Nexus Adventure 
  following comments as he uses sensitivity to assess the 
  heroes’ worth: 
    
  • 
  Rebecca – “Hmmm, you are strong in spirit, and 
  will be a leader of people against great evil some 
  day. I feel you may be worthy of the sword, but 
  beware your ambition – temper it with your 
  compassion for others.” 
  • 
  Davvyd – “Ah, yes, the power of magic, and such 
  love in your heart! You must use this love to heal 
  your bitterness and disappointment with the past – it 
  can be done, my lad, but that is true magic!” 
  • 
  Crow – “I see you have studied many of the 
  mysteries of life. But never forget that life is to be 
  lived in joy. Even amongst the hardest of times, it 
  keeps hope alive to celebrate life!” 
  • 
  Wolf – “Such passion, such determination from one 
  so young! You have real fire in the belly! Use that 
  rage to fight against the dying of the light – do not 
  despair!” 
  • 
  Kithas – “Such a twisted mask you wear! There is 
  no need for it. True friends, such as you have here, 
  do not need the sadness of this mask – they would 
  rather glory in your golden heart.” 
  • 
  Tirana – “Ah! You carry the old stories in your 
  heart, and have learnt from the true history of 
  Krynn. But look around you for the stories that are 
  going on right now!” 
    
  Yes, you all have qualities that speak of people dedicated 
  to the good of the world. I judge you all worthy to make 
  the attempt to take the sword. However, Chaos Reaver 
  has its own ideas about who may wield it and those who 
  are not of pure heart and soul will find they cannot touch 
  it. Come forward each of you who wish to try and take 
  the sword. 
    
  Note that when the heroes go to pick the sword up, only 
  those with a pure heart and soul (nature and demeanour 
  drawn from a white card) should be able to touch the 
  sword (of the heroes, only Rebecca meets these criteria). 
  Any other hero attempting to touch the sword, suddenly 
  find themselves just out of reach of it, a victim of the 
  summoning power of Chaos Reaver. If Rebecca is not 
  there, the Narrator may allow any of the heroes that have 
  behaved in a good and honourable way during the 
  adventure to take the sword. Otherwise, Davvyd may 
  summon the sword with a daunting Reason spell action. 
  At a pinch, Magus can temporarily overcome the power 
  of the sword, allowing any hero to take it, with the 
  admonition that they can only hold the sword until the 
  next full moon (about 2 weeks). After this time the magic 
  will once again come into effect and they must pass the 
  sword onto one that is pure of heart and soul before this 
  time. Magus may tell the heroes about the powers of the 
  sword (as per the information sheet on Chaos Reaver) 
  and will explain to the heroes that his spirit resides 
  within the sword, and that he will help the heroes if he 
  can. Magus can impart any general information on the 
  sword (full information on the sword can be found in 
  Appendix Three). Once the conversation has finished, 
  Magus will disappear into the sword once more. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  21 
  SScceennee  SSiixx::  SShhaaddoow
  w  W
  Wiigghhttss  
   
  O
  Ovveerrvviieeww  
   
  When the heroes exit from the mirror in the Ruins of 
  Baleph, they find shadow wights waiting for them (and 
  the Daemon Warrior if undefeated from Scene Three). 
  This encounter should not be run if the heroes emerge 
  without the sword Chaos Reaver. Instead, use an 
  encounter with Tassja Mooncoin as detailed in the 
  Optional Encounters section below. 
    
  CChhaarraacctteerrss  
   
  3 Shadow Wights: Undead. Co 6, Ph 15, In 5, Es 9, 
  Dmg N/A, Def N/A, also delude, despair, incorporeal, 
  nullify, and immune to mentalism, normal weapons and 
  poison. 
   
  Daemon Warrior: Undead. Co 9, Ph 12, In 9, Es 9, 
  Dmg +12, Def –8. Also Fear (aura), immune to normal 
  weapons, mentalism and poison. 
   
  20 Shadows: Undead. Co 6, Ph 10, In 3, Es 4, Dmg +3, 
  Def -3, also drain (Strength), and immune to mentalism, 
  cold and poison. 
    
  TThhee  SSttoorryy  CCoonnttiinnuueess  
   
  As the heroes exit from the depths of the pyramid, it has 
  turned to dusk – time has passed differently in the Grey 
  and it is now seven days later. As they seek escape from 
  the ruins, the heroes begin to hear whispering coming 
  from the ruined houses around them.  The Narrator might 
  move round the table to whisper the messages to the 
  players. The voices speak to them of the heroes’ greatest 
  fears: 
   
  • 
  that Rebecca will be disgraced and drummed out of 
  the knights for failing in her mission 
  • 
  that Davvyd will allow Rebecca to be killed, he will 
  end his life sad and alone, exiled by the knights 
  • 
  that Crow will lose his magic and be destroyed by 
  creatures of chaos 
  • 
  that Wolf will be caught by Gellidus and forced to 
  betray his contacts in the resistance 
  • 
  that Kithas will alienate all the people that he cares 
  about, dying bitter and friendless 
  • 
  that Tirana will lose her memory, that history is 
  meaningless 
   
  Out from the buildings, come three shadow wights, each 
  having taken on the image of one of the heroes, filled 
  with despair. They are drawn to (but may be held at bay 
  by) Chaos Reaver. The wights may be led by the 
  Daemon Warrior from Scene Three if he remained 
  undefeated by the heroes. The Shadow Wights attack 
  with their delusion and despair special abilities. They 
  become incorporeal if attacked and use their nullify 
  ability if allowed to physically attack a hero. Narrators 
  should bear in mind that both shadow wights and 
  daemon warriors are immune to normal weapons and 
  poison. 
    
  RReessiisstt  DDeessppaaiirr  ooff  tthhee  SShhaaddooww  W
  Wiigghhttss  
  Difficulty: Average (8) 
  Action Ability: Presence 
  Opposition Ability: Spirit/Essence 
  Standard Target Number: 17 
  Comments: Failure causes the hero to slump to the 
  ground in despair for 15 minutes. 
  Mishap: The hero despairs for 30 minutes 
    
  DDeetteecctt  DDeelluussiioonn  ooff  tthhee  SShhaaddooww  W
  Wiigghhttss  
  Difficulty: Average (8) 
  Action Ability: Perception 
  Opposition Ability: Spirit/Essence 
  Standard Target Number: 17 
  Comments: Success allows the hero to see through the 
  façade of the image presented and understand that these 
  are creatures of chaos. 
  Mishap: The hero moves forward to investigate the 
  delusion, allowing a free counterattack by the shadow 
  wight. 
    
  RReessiisstt  NNuulllliiffyy  bbyy  tthhee  SShhaaddooww  W
  Wiigghhttss  
  Difficulty: Average (8) 
  Action Ability: Presence 
  Opposition Ability: Spirit/Essence 
  Standard Target Number: 17 
  Comments: Failure causes the hero to instantly vanish. It 
  also alters the memory of all sentient creatures to make it 
  seem as if the victim had never lived. No-one remembers 
  his name, his material goods go unclaimed, and his past 
  deeds remain forgotten. Heroes who get too close to 
  these creatures should be strongly reminded by the 
  Narrator about the horrific powers of these creatures. 
  They should be encouraged to back off and let Chaos 
  Reaver deal with them 
  Mishap: Failure is bad enough! 
    
  
  The Dragonlance Nexus   •  Chaos Reaver 
  22 
  A Dragonlance Nexus Adventure 
  RReessiisstt  DDaaeem
  moonn  W
  Waarrrriioorr’’ss  FFeeaarr  AAuurraa  
  Difficulty: Challenging (12) 
  Action Ability: Presence 
  Opposition Ability: Spirit/Essence 
  Standard Target Number: 21 
  Comments: The daemon warrior’s visage appears as 
  each individual’s worst nightmare and the Narrator may 
  ask the player to explain what that might be based on the 
  hero’s background if necessary. Success enables the hero 
  to resist the horror he feels whilst failure causes the hero 
  to flee the warrior – the effect lasts for an hour. 
  Mishap: The hero simply cowers in fear, unable to 
  mount any defence. Armour defence ratings still apply. 
    
  The Narrator should note the powers of the sword Chaos 
  Reaver at this point, particularly in relation to the trump 
  bonus in resisting shadow wights’ special abilities. If the 
  heroes defeat the chaos creatures too easily, they could 
  find that some of the shadows have been attracted by the 
  battle. 
   
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  23 
  AAppppeennddiixx  AA::  TThhee  W
  Whhiittee  DDrraaggoonn’’ss  SSppyy  
   
  O
  Ovveerrvviieeww  
   
  The following are a series of short optional encounter 
  ideas with Tassja Mooncoin or her allies if the heroes 
  storm through the adventure a bit quickly and the 
  Narrator feels a need for an extra encounter(s). 
    
  CChhaarraacctteerrss  
   
  Tassja 
  Mooncoin, 
  Civilized 
  Human, 
  Cunning 
  demeanour. Co 5, Ph 4, In 8, Es 8 (64), Dmg +2 
  (weighted sash), +3 (chakrum), Def –2 (Leather), also 
  Alteration, Mentalism, Sensitivity. Also non-magical 
  gold amulet shaped like a white dragon – an amulet worn 
  by emissaries of Gellidus (hidden). 
   
  6 White Dragonspawn. Co 6, Ph 9, In 4 (25), Es 6, Dmg 
  +7, Def –3, also breath attack (frigid air: 9 damage 
  points), sorcery (cryomancy), death throe (melts into a 
  ten foot pool of frigid water that then hardens, trapping 
  all standing in it for 10 minutes, at which point it 
  evaporates) 
    
  O
  Oppttiioonnaall  EEnnccoouunntteerr  11  
   
  Tassja Mooncoin has escaped from the party in Scene 2 
  and seeks to follow the heroes to learn of their progress. 
  Heroes must make a challenging Perception (Agility) 
  action to spot her in the misty environment, and an 
  average Agility (Agility) action to catch her. The heroes 
  get the feeling they are being watched. 
    
  O
  Oppttiioonnaall  EEnnccoouunntteerr  22  
   
  Tassja Mooncoin has joined the party. She learns of the 
  whereabouts of the sword. Stealing any information and 
  the torc, Tassja leaves the heroes and races ahead of 
  them towards the pyramid. The heroes may find her dead 
  from the daemon warrior, the shadows or Magus. She 
  may have released the wichtlin in the tomb in Scene 
  Four. Otherwise, she may be found in the tower in Scene 
  Five attempting to retrieve the sword. 
    
  O
  Oppttiioonnaall  EEnnccoouunntteerr  33  
   
  Tassja Mooncoin has found the ruins of Baleph and is 
  waiting for the heroes after they escape from the pyramid 
  and/or the shadow wights. She attempts to steal the 
  sword from them in the night. The watchman must 
  succeed in a challenging Perception (Agility/Co-
  ordination) action to spot Tassja as she infiltrates the 
  camp. Once she realises she cannot touch the sword, she 
  will attempt to kill the heroes in their sleep using poison 
  which she dribbles into their mouth (succeed at a 
  daunting Perception (Agility/Co-ordination) action or 
  swallow the poison – trump bonus for those with 
  enhanced touch or taste. An alternative is that Tassja 
  could have kidnapped a child that is ‘pure of heart and 
  soul’ to carry the sword for her. 
    
  RReessiisstt  PPooiissoonn  
  Difficulty Level: Average (8) 
  Action Ability: Endurance 
  Opposition Ability: Strength (of poison) 
  Standard Target Number: 16 
  Comments: The poison has a Strength of 8. If the hero 
  fails, the poison causes the hero to instantly lose 
  consciousness. The hero will die in a number of hours 
  equal to his Endurance unless healed magically. 
  Successful heroes are violently sick and are considered 
  to have scores of 1 in all Physical abilities for a number 
  of hours equal to their Endurance. 
  Mishap: The hero is instantly slain by the poison. 
    
  O
  Oppttiioonnaall  EEnnccoouunntteerr  44  
   
  In the time that the heroes are in the Grey, Gellidus has 
  received Tassja’s message and has sent a small group of 
  his spawn to attempt to retrieve the sword. The heroes 
  are attacked on their way back to Merwick. Tassja can 
  arrange for a person of ‘pure heart and soul’ to retrieve 
  the sword once the heroes bodies have been removed 
  from the battle scene. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  24 
  A Dragonlance Nexus Adventure 
  AAppppeennddiixx  BB::  TThhee  HHeerrooeess  
   
  RReebbeeccccaa  EEaarrlliinngg  
  Civilised Human, Knight of Solamnia (Knight of the 
  Crown) 
  Agility: 5B 
  Dexterity: 3C 
  Endurance: 8A 
  Strength: 8A 
  Reason: 6C 
  Perception: 5C 
  Spirit: 7C 
  Presence: 8A 
  Damage: +10 (Narthisk, Two-Handed Sword of 
  Distinction) 
  Defense: -7 (Salakim, Plate Mail of Distinction) 
   
  BBaacckkggrroouunndd  
  Quests: 6 
  Reputation: Adventurer 
  Hand 4 
  Wealth: 6 
  Social Status: Gentry 
  Rebecca is the daughter of Sir Liam Ehrling, the Grand 
  Master of the Knights of Solamnia. Growing up under 
  the influence of such a famous father has had its trials, 
  but Rebecca has come through them to grow into a 
  knight of outstanding courage and determination. She 
  possesses excellent leadership qualities and is being 
  groomed for a place high in the political echelons of the 
  knighthood. Already an experienced adventurer, Rebecca 
  is close to being accepted into the Order of the Sword. 
  She may petition for advancement when she has 
  accomplished the following: 
   
  • 
  A journey of at least thirty days covering at least 500 
  miles 
  • 
  Restoring something that was lost 
  • 
  Victory in single combat with an equally powerful 
  evil foe 
  • 
  Three tests of wisdom, one of generosity and one of 
  compassion 
   
  To this end, Rebecca was excited to learn of the findings 
  of the half-elf Tirana, who had been studying in the 
  library of Castle Uth Wistan. Apparently, the half-elf had 
  discovered in an ancient tome that a magical sword, lost 
  to the people of Ansalon since the First Cataclysm, may 
  lie in the Tower of Magus, a ruined wizard’s tower on 
  the isle of Cristyne. From the document, it would seem 
  that the sword, called Chaos Reaver, may help fight the 
  plague of chaos creatures that infest the isles of Enstar 
  and Nostar in the Southern Sirrion Sea. As this goal is 
  only a minor one compared to the war against the dragon 
  overlords, only one knight could be spared to retrieve the 
  sword. Rebecca ensured that she was that knight. 
  Teamed with Tirana the half-elf and her friend Davvyd, a 
  sorcerer from the auxiliary ranks, she set sail for the 
  misty isle of Cristyne. There, the knight-commander, Sir 
  Daniel of Merwick, introduced them to the rest of the 
  party, two Kagonesti elves (Crow and Wolf) and a half-
  Kagonesti (Kithas), who knew Cristyne well and would 
  lead them to the Tower of Magus. Provided with mounts 
  and supplies by the Merwick Circle, the party have 
  travelled without incident for three days across the 
  eastern plains of Cristyne towards the spine of mountains 
  where the tower lies. 
    
  RRaaccee  aanndd  RRoollee  AAddvvaannttaaggeess  aanndd  DDiissaaddvvaannttaaggeess  
  Actions that are always trump:  
  • 
  Closing with the enemy 
  • 
   Personal or melee attack against a Legionnaire or 
  Knight of Takhisis 
  • 
  Mounted melee attack (non-cumulative with above) 
   
  Actions that are never trump: 
  • 
   Surprise before combat 
   
  Other Special Abilities/Limitations: 
  • 
  If the Narrator ever feels Rebecca fails to uphold the 
  Measure, she immediately loses 1 point of Presence 
  if she fails a daunting Presence action. 
  • 
  Knights of Solamnia hate retreating from or refusing 
  combat with evil foes. To tear herself away from a 
  foolish or useless combat situation, Rebecca must 
  succeed in an average Reason (Presence – 
  intelligent foes only) action. If the foe outnumbers 
  the party by three to one or more, the difficulty level 
  becomes easy. If a trusted ally adds his argument, 
  add the ally’s Presence score to the Reason action 
  score. 
    
  RRoolleeppllaayyiinngg  
  Nature: Valiant and Motivated (3 of Swords, Huma 
  Dragonbane, White Aura) 
  Demeanour: Decisive and Courageous (3 of Helms, 
  Kharas, White Aura) 
  Rebecca has sworn to uphold the Oath and the Measure 
  of the Knights of Solamnia which is summed up by the 
  adage ‘Est Sularus oth Mithas’ – My honour is my life. 
  Whilst a member of the Order of the Crown, honour 
  begins with loyalty and obedience – to her superiors, the 
  departed good gods (Paladine, Kiri-Jolith and Habbakuk 
  in particular) and to those rulers who govern with justice 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  25 
  and compassion. However, the Order of the Sword to 
  which she aspires, holds the qualities of heroism, 
  courage and spirituality in high esteem and Rebecca aims 
  to embody these values fully as she hopes to join the 
  Order soon. She has vowed to protect the weak, the 
  oppressed and the poor wherever and whenever she can. 
  If that means fighting evil foes, all the better as far as 
  Rebecca is concerned. She is a born leader and will be 
  brave, decisive, yet smart in her actions. 
    
  TThhee  OOtthheerr  HHeerrooeess  
  Davvyd – Davvyd is a competent sorcerer who has just 
  joined the Solamnic Auxiliaries. Davvyd was Rebecca’s 
  childhood sweetheart. Having to follow different paths in 
  their life tore them apart but now, for the first time in 
  years, they find themselves together again. Rebecca feels 
  that Davvyd is attracted to her. Although she is also 
  attracted to him and may consider pursuing a relationship 
  with him in the future, she will let nothing interfere with 
  her quest to join the Order of the Sword. 
  Crow – A shaman of the Kagonesti elves, Rebecca is 
  slightly repulsed by Crow’s totally black eyes and 
  barbarian trappings. She is still unsure of the point of Sir 
  Daniel having recommended the Kagonesti, although he 
  assured her that the elf’s healing abilities may be useful 
  if combat was required. 
  Wolf – Another Kagonesti Elf, the scout and guide for 
  the party, Rebecca admires the confidence and ease with 
  which Wolf exists in the wilderness. She feels she can 
  learn from his skills but still feels a little uncomfortable 
  with his barbarian nature. 
  Kithas – Rebecca finds this half-elf just downright 
  irritating. Though she can see that he has some fighting 
  skills, his cynical attitude annoys her and she feels he is 
  just along for the ride. She cannot see the ‘heart of gold’ 
  which Tirana seems to sense beneath the prickly exterior. 
  Tirana – Rebecca has found Tirana to be an entertaining 
  companion, full of stories and poems from history – 
  Rebecca particularly likes the stories about Huma 
  Dragonbane, the famous Solamnic Knight from the Age 
  of Dreams. Tirana is a follower of the Herald, Ansalon’s 
  greatest and most mysterious bard, who motivates the 
  free peoples to fight against chaos and evil with his 
  songs and tales of past glories. 
   
  DDaavvvvyydd  CCllaayyttoonn  
  Civilised Human, Solamnic Auxiliary Sorcerer 
  Agility: 5D 
  Dexterity: 7D 
  Endurance: 6D 
  Strength: 5D 
  Reason: 9A (81) 
  Perception: 5C 
  Spirit: 7C 
  Presence: 6B 
  Damage: +2 (Quarterstaff), +2 (Sling) 
  Defense: -1 (Padded Silk) 
   
  BBaacckkggrroouunndd  
  Quests: 5 
  Reputation: Adventurer 
  Hand: 4 
  Wealth: 4 
  Social Status: Tradesman 
  Davvyd comes from Palanthas, where he once worked in 
  his father’s shop. His father was a low-level wizard who 
  sold spells and spell components. As his father was good 
  friends with the Knights of Solamnia, Davvyd spent 
  some of his childhood with Rebecca Ehrling, when she 
  came to Palanthas. When the Dark Knights took 
  Palanthas, Davvyd and his father were framed for a 
  crime they did not commit. The Knights of Solamnia 
  rescued them from prison but in the escape attempt his 
  father was killed. Needing to escape from Palanthas 
  Davvyd came to Castle Uth Wistan on Sancrist Isle, and 
  has dedicated himself to the cause of the Solamnics. 
  Whilst there he has renewed his love for the knight 
  Rebecca, the daughter of Sir Liam Ehrling, Grand Master 
  of the Knights of Solamnia. Davvyd has put himself 
  forward to accompany Rebecca on a mission to retrieve a 
  powerful artefact, the sword Chaos Reaver, from the 
  Tower of Magus, a ruined wizard’s tower on the Isle of 
  Cristyne. The sword is reputed to have powers to combat 
  the chaos creatures that plague the isles of Nostar and 
  Enstar to the south. Teamed with Tirana the half-elf who 
  discovered the whereabouts of the sword, and Rebecca, 
  he set sail for the misty isle of Cristyne. There, the 
  knight-commander, Sir Daniel of Merwick, introduced 
  them to the rest of the party, two Kagonesti elves (Crow 
  and Wolf) and a half-Kagonesti (Kithas), who knew the 
  isle of Cristyne well and would lead them to the Tower 
  of Magus. Provided with mounts and supplies by the 
  Merwick Circle, the party have travelled without incident 
  for three days across the eastern plains of Cristyne 
  towards the spine of mountains where the tower lies. 
    
  RRaaccee  aanndd  RRoollee  AAddvvaannttaaggeess  aanndd  DDiissaaddvvaannttaaggeess  
  Special Abilities/Limitations: 
  Schools of Sorcery: Geomancy (affects rock and stone), 
  Summoning 
  (teleportation 
  and 
  summoning), 
  Transmutation (manipulates and transforms non-living 
  matter – can only be used with other schools) 
  Favourite spells:  
  • 
  Stonesculpt – Over a few minutes, Davvyd 
  concentrates on sinking his hands into stone to 
  mould it like wet clay – creating a hole in a wall for 
  example.  
  • 
  Wall Of Stone – Davvyd instantly summons a 10 
  foot by 10 foot wall of stone for protection.  
  
  The Dragonlance Nexus   •  Chaos Reaver 
  26 
  A Dragonlance Nexus Adventure 
  • 
  Teleport – After a short arcane ritual, Davvyd 
  instantly teleports a group of people to another point 
  within his sight. 
    
  RRoolleeppllaayyiinngg  
  Nature: Meticulous and Resourceful (2 of Arrows, Tanis 
  Half-Elven, White Aura) 
  Demeanour: Honourable and Grandiose (4 of Hearts, 
  Vinas Solamnus, Red Aura) 
  Davvyd has fully taken on the Solamnic adage ‘Est 
  Sularus oth Mithas’ – My honour is my life. He has 
  vowed to help the poor, the oppressed and the needy, and 
  is not above lecturing someone on the finer points of 
  morality. A trait he picked up from his father is that if a 
  job is worth doing, it’s worth doing well. He likes to be 
  well prepared for all eventualities and can sometimes be 
  a bit too careful. At other times, this trait can be a life-
  saver. In his behaviour, Davvyd is a shining example of 
  honour, virtue and chivalry – sometimes this selflessness 
  threatens to deny his own desires though. Davvyd shows 
  great bitterness and contempt towards the Knights of 
  Takhisis due to his history with them. Davvyd will 
  portray any emotion he feels in a forthright manner, 
  except for his love for Rebecca, which he hides. 
    
  TThhee  OOtthheerr  HHeerrooeess  
  Rebecca – Rebecca Ehrling is the daughter of the Grand 
  Master of the Knights of Solamnia, and a knight herself. 
  Rebecca was Davvyd’s childhood sweetheart. Having to 
  follow different paths in their life tore them apart but 
  now, for the first time in years, they find themselves 
  together again. Though Davvyd respects Rebecca as his 
  leader on this mission, he finds it hard to hide the love he 
  still feels for her. He is concerned that she will reject 
  him. He will protect her any way he can, even with his 
  life. 
  Crow – Davvyd is fascinated with this enigmatic 
  Kagonesti shaman. Possessing the powers of mysticism 
  and sorcery, the elf’s mystery is enhanced by his totally 
  black eyes. He would like to speak with the Kagonesti 
  about his magic. 
  Wolf – Bemused by his tight-lipped attitude and uncanny 
  knack for finding the right trail, Davvyd is also 
  somewhat awed by the Kagonesti woodsman’s physical 
  prowess. 
  Kithas – Davvyd feels that this handsome half-
  Kagonesti warrior is a threat to his budding relationship 
  with Rebecca. His cocky comments and attempted ‘good 
  deeds’ have irritated Davvyd, but he tries to smother his 
  irritation with a cool politeness. 
  Tirana – An entertaining companion, this half-
  Qualinesti is a follower of the great bard, the Herald. 
  Davvyd feels she may have sorcerous potential and 
  encourages her to develop her natural ability, but she 
  seems too wrapped up in the past and her ancient legends 
  of past heroes.  
   
  CCrrooww  
  Kagonesti Elf, Kagonesti Shaman 
  Agility: 6X 
  Dexterity: 6B 
  Endurance: 5D 
  Strength: 5D 
  Reason: 7B (49) 
  Perception: 6B 
  Spirit: 9A (81) 
  Presence: 6B 
  Damage: +2 (Kagonesti Mallet), +2 (Self Bow) 
  Defense: -2 (Leather Hide) 
   
  BBaacckkggrroouunndd  
  Quests: 5 
  Reputation: Adventurer 
  Hand: 4 
  Wealth: 3 
  Social Status: Commoner 
  Crow grew up on the island of Nostar in the Southern 
  Sirrion Sea. At the point that Crow went on his vision 
  quest to complete his training to become a shaman for 
  his tribe, the god Chaos came to Ansalon. In his visions, 
  as he lay deep within a cave structure beneath Nostar, 
  Crow saw the shadow and frost wights that Chaos let 
  loose upon the isles decimate his tribe. At least, Crow 
  thinks they did, since once they had been killed by the 
  wights, he lost all memory of them ever having existed. 
  When he returned to the surface, all he found were the 
  empty tents where the tribe had once lived. His only 
  reminder of the horrendous visions of his tribe’s death 
  was that his eyes had turned completely black. Fleeing 
  the plague of wights, Crow came to the misty isle of 
  Cristyne, where he joined a new tribe, formed from 
  refugees from Enstar, Nostar and the white dragon 
  Gellidus’ realm on Southern Ergoth. The tribe has 
  become known as the Tribe of the Lost. Still looking to 
  reclaim his homeland and wreak vengeance on the 
  wights that infest it, Crow learnt of a quest to retrieve a 
  powerful artefact from a ruined wizards tower, the Tower 
  of Magus, in the north of Cristyne. The quest was being 
  organised by the Knights of Solamnia. He travelled to 
  Merwick on the east coast with his companions, Wolf (a 
  Kagonesti Yeoman) and Kithas (a half-Kagonesti 
  Warrior-Mystic). There he met the leader of the quest, a 
  Knight of Solamnia, Rebecca Ehrling, and her 
  companions, a Solamnic Auxiliary Sorcerer named 
  Davvyd, and Tirana, a half-Qualinesti. Tirana is a bard 
  who had discovered documents in a library hinting at the 
  location of the artefact in the wizard’s tower. The sword 
  is reputed to have the power to combat chaos creatures. 
  Provided with mounts and supplies by the Merwick 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  27 
  Circle, the party have travelled without incident for three 
  days across the eastern plains of Cristyne towards the 
  spine of mountains where the tower lies. 
    
  RRaaccee  aanndd  RRoollee  AAddvvaannttaaggeess  aanndd  DDiissaaddvvaannttaaggeess  
  Actions that are always trump:  
  • 
  Animism spells 
  • 
  Any missile attack using his self bow 
  • 
  Any Perception action in a forest 
  • 
  Any attempt to move quietly or remain unseen in a 
  forest 
  • 
  Any Perception action involving sight 
    
  Actions that are never trump: 
  • 
  Any Presence action when dealing with non-
  Kagonesti (except to resist mysticism) 
    
  Other Special Abilities/Limitations: 
  • 
  +3 to any Presence action to influence animals 
  • 
  -3 to Presence actions with Silvanesti elves 
  • 
  -2 to Presence actions with Qualinesti elves 
   
  School of Sorcery: Aeromancy (affects air). 
  Spheres of Mysticism: Animism (communicate, detect 
  and control animals and plants), Alteration (change 
  shape and looks), Healing (returns cards to the wounded) 
  Favourite spells:  
  • 
  Crowshift – After performing a strange shamanic 
  ritual which often takes the best part of an hour, 
  Crow’s body sprouts black feathers and he 
  shapeshifts into a crow.  
  • 
  Heal – Crows short healing ritual draws upon the 
  magic of the heart to aid others in pain (heals 4 cards 
  back to any hero or animal).  
  • 
  Crowtalk – Crow has the ability to hold brief 
  conversations with crows when he concentrates 
  briefly.  
  • 
  Fly – Crow is instantly able to summon a gust of 
  wind to lift him briefly into the air. 
    
  RRoolleeppllaayyiinngg  
  Nature: Resolute and Stout-hearted (2 of Helms, Flint 
  Fireforge, White Aura) 
  Demeanour: Enigmatic and Introspective (5 of Moons, 
  The Shadow Sorcerer, Red Aura) 
  Crow is determined to regain his homeland, and is 
  prepared to work with nearly anybody to achieve his 
  goals - unusual for the isolationist Kagonesti. Crow 
  generally comes over as being fairly serious. He seeks to 
  help people with the inner wisdom he has discovered – 
  this may be using his healing ability or by offering a gem 
  of information, thought or advice which he believes the 
  person needs to hear, however painful. He is not cruel or 
  sarcastic in these comments, only seeking to enable the 
  person to understand themselves or their situation. The 
  only problem is that often people don’t wish to hear what 
  he has to say or don’t understand the depth of his 
  comment. Crow obviously harbours a deep hatred for all 
  chaos creatures, but not to the point of reckless attack – it 
  is a hatred brewed slowly over the last thirty years. 
    
  TThhee  OOtthheerr  HHeerrooeess  
  Rebecca – Crow acknowledges the leadership of this 
  Knight of Solamnia on their quest for the sword. He also 
  sees her desire for power and that she can be a little too 
  concerned with worldly power at times, and he subtly 
  attempts to help the knight to look inside herself for the 
  means to overcome these minor faults. 
  Davvyd – Though a powerful sorcerer, Davvyd is a 
  human and prone to quick emotions. Perhaps his hidden 
  love for Rebecca may teach him to stabilise and cease to 
  be so forthright in his views and feelings. 
  Wolf – A solid Kagonesti woodsman, a friend and a 
  person to trust with your life, Wolf knows Cristyne like 
  the back of his hand. Crow suspects that Wolf hides 
  things from his past, even with his friends. 
  Kithas – Crow is bemused by the roguish pretence that 
  this half-Kagonesti warrior-mystic presents to the world. 
  Why he hides his essentially good nature is a mystery 
  even Crow has not figured out yet. 
  Tirana – This half-Qualinesti is a follower of the famous 
  bard, the Herald, who travels the face of Ansalon, telling 
  tales of heroes fighting injustice. This appeals to Crow 
  and he enjoys the company of Tirana, even though she is 
  partly Qualinesti. 
   
  W
  Woollff  
  Kagonesti Elf, Yeoman 
  Agility: 8D 
  Dexterity: 8A 
  Endurance: 7D 
  Strength: 5B 
  Reason: 5D 
  Perception: 8A 
  Spirit: 5C 
  Presence: 4D 
  Damage: +4 (Kagonesti War Club), +4 (Long Bow) 
  Defense: -2 (Leather Hide, Buckler) 
   
  BBaacckkggrroouunndd  
  Quests: 6 
  Reputation: Adventurer 
  Hand: 4 
  Wealth: 2 
  Social Status: Peasant 
  Wolf grew up on the isle of Southern Ergoth knowing 
  the forests like the back of his hand. When the white 
  dragon Gellidus invaded the island and turned his 
  homeland to an icy arctic waste, Wolf worked with the 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  28 
  A Dragonlance Nexus Adventure 
  rebels to fight against the dragon overlord and his 
  minions. An attempt to infiltrate one of Gellidus’s 
  strongholds left his companions dead and the attention of 
  the mighty dragon focused on him. Wolf therefore 
  decided to visit the misty isle of Cristyne where he met 
  up with Crow, a Kagonesti shaman, and Kithas Owlbear, 
  a half-Kagonesti Warrior-Mystic, members of the Tribe 
  of the Lost, refugees from the isles to the South. He 
  proceeded to explore Cristyne as thoroughly as possible, 
  seeing the possibilities of centring a rebel base on the 
  island. Meanwhile, he learnt of the Solamnic Knights’ 
  circle at Merwick and thought to look into the 
  possibilities of gaining the support of the powerful 
  knights in his fight against Gellidus. When Kithas and 
  Crow told him about the quest for a powerful magical 
  sword, Chaos Reaver, fronted by the Solamnics, Wolf 
  saw his chance to gain the notice of the knights. He is 
  also able to help his friends and hopes that the sword can 
  be used to help the Solamnics fight Gellidus, though he 
  understands the sword is thought to have the power to 
  fight creatures of Chaos. Wolf travelled with Crow and 
  Kithas to Merwick, where he met the leader of the quest, 
  a Knight of Solamnia, Rebecca Ehrling. She was 
  accompanied by two companions, a Solamnic Auxiliary 
  Sorcerer named Davvyd, and Tirana, a half-Qualinesti 
  who had discovered documents in a library hinting at the 
  location of the artefact – a ruined wizard’s tower, The 
  Tower of Magus, which Wolf came across in his 
  exploration of the isle previously. Provided with mounts 
  and supplies by the Merwick Circle, the party have 
  travelled without incident for three days across the 
  eastern plains of Cristyne towards the spine of mountains 
  where the tower lies that reputedly holds the sword. Wolf 
  guides the party through the land. 
    
  RRaaccee  aanndd  RRoollee  AAddvvaannttaaggeess  aanndd  DDiissaaddvvaannttaaggeess  
  Actions that are always trump:  
  • 
  Any action to avoid or gain surprise outdoors 
  • 
  Any Reason or Perception action to follow a 
  creature’s trail outdoors 
  • 
  Any missile attack using his long bow 
  • 
  Any Perception action in a forest 
  • 
  Any attempt to move quietly or remain unseen in a 
  forest 
  • 
  Any Perception action involving sight, hearing or 
  smell 
    
  Actions that are never trump: 
  • 
  Any Presence action when dealing with non-
  Kagonesti (except to resist mysticism) 
    
  Other Special Abilities/Limitations: 
  • 
   -3 to all actions indoors or underground 
  • 
   -3 to Presence actions with Silvanesti elves 
  • 
  -2 to Presence actions with Qualinesti elves 
    
  RRoolleeppllaayyiinngg  
  Nature: Capable and Stubborn (4 of Shields, Gilthanas, 
  Red Aura) 
  Demeanour: Tight-lipped and Confident (3 of Shields, 
  Linsha Majere, White Aura) 
  After years of stealthy rebellion, Wolf has developed a 
  hard-edged attitude towards people and life in general. 
  He values his independence but acknowledges his need 
  for help in his struggle against Gellidus. He enjoys 
  flaunting his knowledge of outdoor survival techniques. 
  He acts and speaks with an air of confidence, careful to 
  hide the despair that sometimes settles on him. He seeks 
  to impress those around him with his physical abilities 
  and considers those unused to the outdoor life as inferior. 
  He intensely dislikes giving up or backing down from a 
  confrontation. He feels he must constantly boost his 
  sense of purpose, as he fears that the despair he 
  sometimes feels may become permanent and stop his 
  crusade against Gellidus. 
    
  TThhee  OOtthheerr  HHeerrooeess  
  Rebecca – Intent on proving his capability to this Knight 
  of Solamnia, he fully accepts her leadership on this 
  quest. He admires her strength of character and seeks to 
  gain her favour and so further his aim to encourage the 
  Knights to focus on Gellidus as their prime target in their 
  campaign against the dragon overlords. 
  Davvyd – This human sorcerer is too caught up in his 
  magic to see the harsh reality of life. He may be useful in 
  the war against Gellidus due to his powerful spells, so 
  Wolf treats him with cool respect, even during some of 
  his more pompous moments. 
  Crow – A staunch ally, Crow has taught Wolf a thing or 
  three about focussing one’s emotions over a period of 
  time. Some of what Crow says goes straight over Wolf’s 
  head and his totally black eyes still make him uneasy, but 
  the Kagonesti shaman has come through for him too 
  many times in the past for any distrust to remain. 
  Kithas – A strong warrior and friend, the half-Kagonesti 
  makes Wolf laugh with his outrageous comments, and 
  smile with his true good nature – both unusual things for 
  Wolf to do. 
  Tirana – A historian and follower of the famous bard, 
  the Herald, this half-Qualinesti has her work cut out to 
  impress Wolf – certainly her pointless stories and 
  constant good humour have not worked so far. If she can 
  earn her name in the quest to come, Wolf may find some 
  grudging respect for her. 
   
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  29 
  K
  Kiitthhaass  O
  Owwllbbeeaarr  
  Half-Kagonesti Elf, Warrior-Mystic 
  Agility: 6B 
  Dexterity: 5C 
  Endurance: 8C 
  Strength: 8B 
  Reason: 4D 
  Perception: 5B 
  Spirit: 7B (49) 
  Presence: 7C 
  Damage: +8 (Morningstar), +3 (Light Crossbow) 
  Defense: -6 (Chain Mail, Target) 
   
  BBaacckkggrroouunndd  
  Quests: 4 
  Reputation: Adventurer 
  Hand: 4 
  Wealth: 3 
  Social Status: Commoner 
  The son of a Solamnic Knight and a Kagonesti elf, 
  Kithas Owlbear has learned to adapt to two cultures. 
  Brought up by his father at the Solamnic circle of 
  Merwick in the east of the misty isle of Cristyne, Kithas 
  sought out his estranged mother in the forests to the west 
  when he was old enough. There he met Crow, a 
  Kagonesti shaman of the Tribe of the Lost, refugees from 
  the isles to the south that had been devastated by the 
  attacks of Chaos Wights. They became firm friends. 
  Later he also befriended Wolf, a Kagonesti woodsman, 
  escaped from the white dragon’s realm on Southern 
  Ergoth. When he recently returned to see his father in 
  Merwick, Kithas learned of a quest for a powerful sword, 
  led by a Solamnic Knight from Sancrist. The artefact, 
  named Chaos Reaver, was thought to lie in a ruined 
  wizard’s tower, the Tower of Magus, in the north of 
  Cristyne and was reputed to be capable of defeating 
  Chaos creatures. The quest was being organised by the 
  Knights of Solamnia. Enlisting the aid of his two friends, 
  Kithas returned to Merwick. There he met the leader of 
  the quest, the Knight of Solamnia Rebecca Ehrling, and 
  her companions, a Solamnic Auxiliary Sorcerer named 
  Davvyd, and Tirana, a half-Qualinesti who had 
  discovered documents in a library hinting at the location 
  of the artefact. Provided with mounts and supplies by the 
  Merwick Circle, the party have travelled without incident 
  for three days across the eastern plains of Cristyne 
  towards the spine of mountains where the tower lies. 
    
  RRaaccee  aanndd  RRoollee  AAddvvaannttaaggeess  aanndd  DDiissaaddvvaannttaaggeess  
  Actions that are always trump:  
  • 
  Any spell used in combat aimed at hindering or 
  damaging the enemy, or enhancing attacks against 
  the enemy, as long as the spell is used at near missile 
  range or closer 
  • 
  Any attack at melee or personal range if unarmed, 
  unarmoured and shieldless 
  • 
  Any Perception action in a forest 
  • 
  Any Perception action requiring touch 
    
  Actions that are never trump: 
  • 
   Any attack action at far missile range or further, 
  even spells 
  • 
  Any Presence action involving elves (except to resist 
  mysticism) 
    
  Other Special Abilities/Limitations: 
  Sphere of Mysticism: Channeling (increases or reduces 
  physical ability scores) 
  Favourite spell:  
  • 
  Ogre Strength – By drawing on his innate power, 
  Kithas takes a few minutes to channel his power into 
  creating bulging muscles if he knows he is about to 
  go into battle (increases strength by 5 points).  
    
  RRoolleeppllaayyiinngg  
  Nature: Honest and Kind (2 of Hearts, Jasper Fireforge, 
  White Aura) 
  Demeanour: Roguish and Cynical (8 of Shields, Rig 
  Mer-Krel, Black Aura) 
  Kithas has never been fully accepted by either the human 
  or elven cultures that he has lived around. This has not 
  made him bitter, though at times his amusing sarcastic 
  comments might lead one to think he was. It’s just that 
  he has seen the bad side of both cultures and is not one to 
  be easily fooled by pretence. Underneath his somewhat 
  nonchalant exterior is a kind-hearted person who has 
  empathy for the downtrodden and rejected. He’s too 
  embarrassed by this side of his personality to let it be 
  widely known, so he cultivates the image of a cynical 
  rogue to cover himself. However, friends will sometimes 
  find kind deeds done out of the blue – if suspected, 
  Kithas will deny any involvement or give an amusing 
  reason why it was actually a selfish act. His only 
  downfall is his infatuation with the opposite sex – he just 
  can’t resist the temptation to flirt and show off, and with 
  his good looks things often develop a bit more quickly 
  than he expects. 
    
  TThhee  OOtthheerr  HHeerrooeess  
  Rebecca – Attractive for a human, this Knight of 
  Solamnia has strongly resisted all Kithas’ attempts to 
  charm her. He hasn’t given up yet, but he respects the 
  strength of character and leadership skills the woman 
  shows.   
  Davvyd – The cool façade of this Solamnic sorcerer 
  doesn’t fool Kithas. Underneath he’s a boiling pot of 
  emotion and Kithas is going to find out why – probably 
  the hard way. It may be that Kithas can help bring a bit 
  of fun and cheer into Davvyd’s too-ordered life.  
  
  The Dragonlance Nexus   •  Chaos Reaver 
  30 
  A Dragonlance Nexus Adventure 
  Crow – This strange Kagonesti shaman has taught 
  Kithas everything he always wanted to know about the 
  culture of his mother. Despite his completely black eyes, 
  Kithas has learnt to trust the mystic with his life. 
  Wolf – If Crow taught Kithas about Kagonesti culture, 
  the Kagonesti woodsman Wolf taught Kithas about 
  Kagonesti survival techniques. If anything, Kithas found 
  this even more invaluable, and he views Wolf as the 
  closest person to being a brother he could have. 
  Tirana – Though a Qualinesti half-elf, Kithas feels 
  drawn to this dreamer and weaver of tales long forgotten 
  and is impressed that she has learnt her trade from the 
  greatest of all bards, the Herald. He aches to be the hero 
  of one of Tirana’s legends. Perhaps it takes a half-elf to 
  truly understand a half-elf for Kithas feels Tirana 
  responds to his flirting, and perhaps he just might take 
  things further. 
   
  TTiirraannaa  ((TTiirraanntthhaallaassaa  W
  Waannddeerreerr))  
  Half-Qualinesti Elf, Keeper of the Word 
  Agility: 5D 
  Dexterity: 7B 
  Endurance: 7X 
  Strength: 4B 
  Reason: 8C 
  Perception: 5C 
  Spirit: 7B (49) 
  Presence: 7C 
  Damage: +3 (Soris, +2 to climbing actions), +4 (Staff 
  Sling) 
  Defense: -3 (Padded Silk, Kite) 
   
  BBaacckkggrroouunndd  
  Quests: 6 
  Reputation: Adventurer 
  Hand: 4 
  Wealth: 8 
  Social Status: Nobility 
  Tirana is the illegitimate daughter of a cousin of 
  Porthios, exiled ruler of the Qualinesti. Having a human 
  father led Tirana to quickly seek her own way in the 
  world, half-elves being looked down on in Qualinesti 
  culture. Whilst travelling across Ansalon, Tirana was 
  privileged to attend a performance by the greatest bard 
  on Krynn, the Herald. The Herald approached her after 
  his performance and asked her to travel with him for a 
  time. These were the happiest days of her life and she 
  fell in love with the tales of ancient legends the Herald 
  told. Tirana was also awed by the way in which the 
  Herald seemed to have one of these legends to tell people 
  at just the right time, to motivate them to fight against 
  the dragon overlords and creatures of chaos. It was one 
  such tale of a sword named Chaos Reaver, forged in the 
  ancient dwarven city of Kal-Thax, that led her to the 
  library of Castle Uth Wistan on Sancrist Isle, the 
  headquarters of the Knights of Solamnia. The Herald had 
  told her that the library may hold more information on 
  the sword Chaos Reaver, and Tirana was not 
  disappointed (see attached excerpts for details). When 
  Sir Liam Ehrling, the Grand Master of the Knights of 
  Solamnia, was able to send only his daughter, the Knight 
  Rebecca Ehrling, and an auxiliary sorcerer named 
  Davvyd Clayton in search of the sword, Tirana decided 
  to join the quest to retrieve the artefact. Together, they 
  set sail for the misty isle of Cristyne, intent on the 
  wizard’s tower where the sword may lie. There, the 
  knight-commander, Sir Daniel of Merwick, introduced 
  them to the rest of the party, two Kagonesti elves (Crow 
  and Wolf) and a half-Kagonesti (Kithas), who knew the 
  isle of Cristyne well and would lead them to the Tower 
  of Magus. Provided with mounts and supplies by the 
  Merwick Circle, the party have travelled without incident 
  for three days across the eastern plains of Cristyne 
  towards the spine of mountains where the tower lies. 
    
  RRaaccee  aanndd  RRoollee  AAddvvaannttaaggeess  aanndd  DDiissaaddvvaannttaaggeess  
  Actions that are always trump:  
  • 
  Any Presence action to perform before a formal 
  audience 
    
  Other Special Abilities/Limitations: 
  • 
  Knowledge of obscure information in her area of 
  expertise (the Age of Light 4000-2000 P.C.) 
  • 
  May perform a Reason action to remember useful 
  knowledge from history in regard to any difficulty 
  the party finds themselves 
  • 
  Ability to enthral an audience with a Presence 
  (Perception) action with varying difficulty levels 
  depending on the circumstances. 
  • 
  Compulsive desire to perform in a social setting 
  (round the campfire, in an inn, etc). Must succeed at 
  a challenging Reason action in order to refrain. 
    
  Sphere of Mysticism: Sensitivity (affects the aura and 
  emotions of living beings) 
  Favourite spell: 
  • 
  Read Aura: Tirana is able to sense the aura of a 
  person she takes a few moments to study. She gets a 
  general understanding of the nature of the person 
  and their emotions of the moment. 
    
  RRoolleeppllaayyiinngg  
  Nature: Studious and Methodical (4 of Orbs, Astinus of 
  Palanthas, Red Aura) 
  Demeanour: Gregarious and Optimistic (2 of Shields, 
  Usha Majere, White Aura) 
  Tirana loves research and has a special interest in the 
  ancient legends of Ansalon, particularly the Age of Light 
  (4000-2000 P.C.). She believes that history has a lesson 
  to teach us about the future and uses extracts of her 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  31 
  knowledge to relate to things that are happening now, 
  both around her personally and on the whole of Ansalon. 
  Having been a student of the great bard, the Herald, she 
  uses stories to encourage people to fight against the 
  dragon overlords and chaos creatures that have blighted 
  the face of Ansalon. She enjoys the company of others 
  and always has a tale or a song for the campfire or in an 
  inn. She likes to gain news of what is happening 
  elsewhere, and will question strangers voraciously for 
  gossip and knowledge, particularly if they know any old 
  stories. Though she is a light-hearted person, she uses her 
  magical ability in Sensitivity to sense if there are any 
  people with evil intentions before opening up to express 
  her true feelings about the fight for freedom and peace. 
    
  TThhee  OOtthheerr  HHeerrooeess  
  Rebecca – Tirana admires this hardy Knight of 
  Solamnia. She feels that if anybody will see this quest 
  through it is Rebecca and, as the only other woman in the 
  party, seeks to support Rebecca’s position as leader of 
  the group. 
  Davvyd – Tirana finds Davvyd a bit of a stick-in-the-
  mud. Though she admires his sense of duty, and his 
  dedication to magical research and experimentation is 
  exemplary, she feels he should have more fun. Perhaps if 
  he were to understand where the infamous mages of the 
  past went wrong, he would loosen up a bit. 
  Crow – Despite his strange black eyes, the Kagonesti 
  shaman seems to have a true heart. Tirana finds his 
  enigmatic sayings interesting and seeks to record some 
  for use in her tales of more obscure legends.  
  Wolf – Tirana feels that this Kagonesti woodsman has a 
  secret to hide. She feels he may be working for the 
  resistance against the Dragonlords, and is concerned 
  about his ulterior motives for going on this quest. She 
  gently tries to figure out more about this intriguing elf. 
  Kithas – This handsome half-Kagonesti warrior hides a 
  golden heart behind a façade of roguish charm. Tirana 
  understands the pain that comes with being a half-elf and 
  responds warmly to Kithas. She seeks to penetrate the 
  mask of cynicism and get to the beauty and the pain that 
  Kithas hides from the world – perhaps she can heal him 
  emotionally. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  32 
  A Dragonlance Nexus Adventure 
  AAppppeennddiixx  CC::  HHaannddoouuttss  
   
  TTiirraannaa’’ss  LLeetttteerr  TToo  SSiirr  LLiiaam
  m  EEhhrrlliinngg  ––  TTiirraannaa’’ss  CCooppyy  
   
  Dear Sir Liam, 
   
  I am writing to you on an urgent matter, which may help the islands of Nostar and Enstar in the 
  Southern Sirrion Sea combat the chaos creatures which have plagued those lands, and others on 
  the continent of Ansalon. The information I have discovered stems from my research here at the 
  library. I quote the excerpts that summarise my findings below – I trust that this knowledge will 
  motivate you to send a band of knights in search of the artefact, which I believe lies in the ruined 
  Tower of Magus on the isle of Cristyne. 
    
  From the Prophecies Of Darshalithien, Elven Seeress, Age of Light (ca.4000 P.C.) 
  “…and you shall know the time by these signs: Three moons will become one, the sea will turn to 
  fire, the very land will dance to the song of the five…” 
  “…shadow and ice will live yet not live, their touch will destroy memory and only the scion sword 
  from the wizards tower on the misty isle will touch their evil…” 
    
  From the writings of Chisel Loremaster (date unknown, possibly ca. 2500 P.C.) 
  “A great sword was forged by the Scions in an attempt to wrest the chaos stone from the now-mad 
  Gargath and destroy the evil that lay within. Blessed by the gods of magic, the hilt of the sword 
  was encased in white gold, the handguard was of ruby and the blade was of black steel.” 
    
  From the self-penned ‘Travels of Martel Sanctus’ (ca. 358 AC.) – Chapter Five – Cristyne 
  “ In my search for the holy pool, I came across a wrinkle-faced shepherd in the foothills of the 
  northern mountains. He told me a far-fetched tale that the home of the white-robed wizard, 
  Magus, actually lay within the mountains, which rose to our west. Magus was apparently a wizard 
  who spent his life looking for a magical sword and the shepherd insisted that the sword lay hidden 
  within the wizard’s tower. Two days later, whilst crossing the mountains, I came across an old 
  tower seated high on the crest of a craggy rock in the high meadows. I spent the night in the 
  tower sheltering from a sudden snowstorm. The place seemed deserted – certainly no-one had lived 
  there for years, though the strange tubes of glass and chemical smells spoke of it once having 
  been a wizard’s home. Though I looked throughout the tower there was no sign of a sword, magical 
  or otherwise, and the following morning I continued on my quest into the forests of the west.” 
    
  Awaiting your reply. May the Herald tell of your deeds. 
    
  Tiranthalas Wanderer 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  33 
  EExxcceerrppttss  FFrroom
  m  tthhee  DDiiaarryy  ooff  M
  Maagguuss  
   
  Twenty-third day of H’rarmont, 287AC 
  Oh, most holy Paladine! Please do not let this dark vision of the future be true. The possibility of 
  these creatures of chaos being loosed upon the earth is nearly too much for me to bear, the horror 
  still clear in my mind. I saw that the only way to save Krynn from this ghastly fate was the sword. I 
  must make it my sworn duty to find the weapon. I saw it in the mists – perhaps the misty isle of 
  Cristyne is the place to base my search. 
    
  Third day of Chislmont, 290AC 
  My conversation with the Silvanesti mage, Ladine, has led me to believe that the Tower at 
  Daltigoth was displaced into another dimension, not destroyed to save it from the Istarian mobs, 
  as I previously believed. It seems possible that the sword may once have resided in the tower at 
  Daltigoth and may still be there, but I know of no means of accessing this other dimension. 
    
  Fifteenth day of Mishamont, 302AC 
  Yesterday, I met with a strange golden-skinned dwarf who appeared most suddenly in my tower. He 
  introduced himself as the Scion, Milgas Kadwar. He informed me he had been looking for the 
  sword, which he called Chaos Reaver, for many years as well. He gave me an obsidian torc, engraved 
  with an elven name or word, which he believed might have some relation to the sword. In return, I 
  shared with him the knowledge I have discovered so far. He wished me luck and said that he would 
  write me a letter including everything he knew of the sword, before he mysteriously disappeared. 
    
  {At this point the letter that followed from Milgas Kadwar is inserted into the diary} 
    
  Thirtieth day of Bran, 308AC 
  At last! The final piece of the puzzle has fallen into place. My visit to Palanthas unearthed a 
  strange parchment, relatively recent in origin, of unknown author. It details the location of the 
  Gate that I believe leads to the Tower of Daltigoth and the sword itself. I must hire adventurers 
  to help me reach the pyramid. I will bring the sword that will be our saviour back into the world 
  once more. The torc must remain here – I have the power word etched in my mind – I assume it 
  must be the word that activates the Gate. 
    
  {A parchment matching the description in the diary is located in the back page. There are no further entries in the 
  diary after this} 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  34 
  A Dragonlance Nexus Adventure 
  LLeetttteerr  ffrroom
  m  tthhee  SScciioonn  M
  Miillggaass  K
  Kaaddwwaarr  ttoo  M
  Maagguuss  
   
  To Magus, Wizard of the White Robes 
  Seventh Day of Damp-Chisel, 302 A.C. 
    
  You asked for my help in retrieving the lost sword Chaos Reaver. I can only tell you my story to 
  help you in your quest –  
    
  In a time long past, to the moon I climbed. You may scoff! But it was a time of dreams and legends. 
  Reorx himself came to me, looking for help to retrieve a valuable gem from the red moon Lunitari – 
  me, the lowest of the Smiths! Reorx helped me to build a divine machine that created a ladder to 
  climb into the sky. When I reached the surface of the moon, through luck I stole the gem, but on 
  the way down I dropped it - down, down to the surface of Krynn. Ah! But this was the infamous 
  Greygem, which housed the god Chaos, and the gem travelled across the face of Ansalon, cruelly 
  mutating the races of Krynn. Indeed, when the mobs turned upon me to punish me, the gem aided 
  my escape by turning me into the form you have seen - a Scion. I made a vow to myself - stop the 
  chaos, this evil - destroy the Greygem. I gave my life to this vow, but have failed until now.  
    
  The prophecies tell that creatures of chaos will soon walk upon the face of Krynn – nightmarish 
  Daemon Warriors, Dragons of fire, undead wights forged from frost and shadow, as in your vision. 
  I believe the Greygem will have a hand in this. 
    
  Back in the days when the human lord, Gargath, thought he had captured the Greygem I and my 
  brethren forged a sword, imbued with the divine essence of the gods of magic, in order to destroy 
  the stone. The stone evaded our grasp, disappearing somewhere in the northern isles of the Sirrion 
  Sea. However, I took the sword and the magical stones Spellbinder and Pathfinder from Gargath’s 
  destroyed stronghold to the gnomes on Sancrist, where the gems were set into the hilt of the 
  sword. I then took the sword to Silvanesti where elven enchantments were worked upon it and it 
  gained it’s name – Morithilien or Chaos Reaver. Finally, I took it to it’s place in the High Tower of 
  Sorcery at Daltigoth. As the Greygem had disappeared in the west I left the sword in the most 
  westerly of the High Towers of Sorcery - Daltigoth - to await the return of the gem. When the 
  tower was destroyed just before the Cataclysm, the sword was lost. 
    
  Have faith that you will find the sword – it is the hope for the future 
  Milgas Kadwar 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  35 
  FFrroom
  m  ‘‘TThhee  RRuuiinnss  ooff  BBaalleepphh’’  
   
  …In the south-west of Cristyne lie the ancient ruins of Baleph, Baleph was once an ancient elven 
  community, built in the beginnings of time, when ogres were beautiful and wisely ruled the land, 
  before they turned to evil… 
    
  …in the centre of the now ruined settlement stands a flat-topped obsidian pyramid, the tomb of a 
  powerful elven wizard…  
    
  …it is said that buried with the wizard is a mirror of black obsidian, and that those with the power 
  of magic can open a Gate to another dimension through the mirror. The sorcerer need only learn 
  the word of power to open the Gate…  
    
  …the word is etched into an obsidian torc of mysterious power… 
    
  …if rumours are true, the Gate leads to the ghost of the Tower of High Sorcery, which may have a 
  presence in the spirit world after its destruction at the hands of the Istarian mobs…” 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  36 
  A Dragonlance Nexus Adventure 
  RRuunneess  ooff  tthhee  O
  Obbssiiddiiaann  TToom
  mbb  
   
  ph, have lived quietly in the  fkjfioi 
  We, the elves of Baleph, have lived quietly in the south west of Cristyne for many centuries. As time 
   
  kdjflksdjflslslsisl,meid98xmnxsxoidxoslsido 
  went by, the Towers of High Sorcery were built and a mage named Nuitariel from this settlement became 
   
  0923874023lksdl.dkdlxcvl,kxz.vc  lv m z ;zmc 
  a leading member of the tower at Daltigoth on Southern Ergoth. In order to reduce travel time between his 
   
  jhf9ewowlkdosllss0psolsp0s0spols.docpocl 
  two homes he created an obsidian mirror, which could transport him between the two places. When the 
   
  jhduiwndid8i3kk3 dod dodod   odoodols 
  Wizards of Daltigoth sent the real tower into another dimension to save it from the Istarian mobs before 
   
  jkdjpoidwmd99932230sclo[odowppwmdfdohhndsk 
  the First Cataclysm, the mirror remained the only link between the displaced tower and the material 
   
  jlkdodpolwmndidiodwlwlwodowurkmsxpodjwn 
  plane. Nuitariel then returned on a permanent basis to Baleph. He was found to be practicing the evil art 
   
  jusdpwndbxispoe dlcuds94m4 dhd8sle 
  of necromancy by our elders and was condemned to death. As he died, Nuitariel laid a terrible curse upon 
   
  jkdiewmn49rhs d voc-3j4nf clx9 n  xlxpxid 
  us, that we become undead shadows. In order to try and protect ourselves, we built this obsidian tomb to 
   
  jkjdiekjenekfodmds xclsposwoienf c 
  hold back the dark elf’s curse and surrounded his tomb with protective wards. However, the wards have 
   
  jkfdodmn39384hnbdmcic8e743hn4 rfkvc9 
  failed to protect us from Nuitariel’s curse and within a few months, my people slowly became undead 
   
  jkd9e93j3mnkdoxs8ehr4nfrflocfocdjcdmflvg9 
  shadows. Before I too fall to the dark elf’s curse I warn and beg you not to disturb the spirit of Nuitariel, 
   
  73hebdmd dx ckic9e043nr  xoi 
  lest his evil be unleashed on the world once more. 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  37 
  AAppppeennddiixx  DD::  NNaarrrraattoorr’’ss  IInnffoorrmmaattiioonn  
   
  M
  Moorriitthheelliieenn,,  CChhaaooss  RReeaavveerr  
    
  The sword Chaos Reaver was made by the Scions in 
  3051 P.C. in the Smith kingdom of Kal-Thax. The 
  Scions imbued it with the power of the three gods of 
  magic when it was forged. The hilt is made from white 
  gold, the handguard from ruby and the blade from black 
  steel. The gods gave the sword the following powers: 
   
  • 
   +8 to attack actions and damage 
  • 
   +8 to defence actions 
  • 
  Automatic trump bonus to any spell which attempts 
  to destroy chaos creatures. This power can only be 
  used by a Mystic with a Spirit Code of A, who has 
  knowledge 
  of 
  the 
  spheres 
  of 
  necromancy, 
  channeling and spiritualism. 
  • 
  Automatic trump bonus to any melee attack on a 
  chaos creature. 
    
  After the siege of Gargath, the Scions found the two 
  gems with which Gargath had captured the Greygem in 
  the rubble of the castle. Pathfinder, an emerald, draws 
  creatures of chaos towards it. Spellbinder, a ruby, brings 
  order to chaos. The Scions had the gnomes of Sancrist 
  set the gems into the sword’s hilt. The gems give the 
  sword the following powers over chaos creatures: 
   
  • 
  Attract any creature of chaos in a mile radius to the 
  wielder 
  • 
  Trump bonus to any action to resist a chaos 
  creature’s Special Ability 
  • 
  Hold a number of chaos creatures equal to a 
  randomly drawn card at near missile range. 
    
  The Scions then took the sword to Silvanost where the 
  following enchantments were laid upon it by the elves: 
   
  • 
  Anyone with a nature or demeanour drawn from a 
  card with a red or black aura is summoned six inches 
  away from the sword if they try to pick it up in any 
  way. 
  • 
  Only people with a nature and demeanour drawn 
  from a card with a white aura are able to pick the 
  sword up. 
    
  Finally, the sword was brought to the High Tower of 
  Sorcery at Daltigoth and remained there, unused, until 
  just before the Cataclysm. In order to save the tower 
  from the Kingpriest’s mobs, the wizards cast a great spell 
  to send the tower into the Grey. Chaos Reaver went with 
  the tower. Unknown to even the wizards, there was a 
  secret means of entering the tower, a mirror of 
  teleportation devised by an elven necromancer who had 
  once been powerful within the tower. The mirror was 
  placed in his crypt when he died. The mirror continued to 
  give access to the tower even when it was sent to another 
  dimension. Magus, after searching for the sword for most 
  of his life, found the sword eventually in the tower in the 
  Grey. Realising he was dying, Magus imbued his spirit in 
  to the sword, which remains there still. 
    
  Magus, Artefact Spirit: Undead. Co N/A, Ph N/A, In 9, 
  Es 8, Dmg N/A, Def N/A, also mentalism, necromancy, 
  spiritualism, summoning, transmutation, enchantment. 
    
  Note: The sword has 81 spell points, which can be 
  drained to fuel mystical spells from the spheres of 
  necromancy and spiritualism only. Once the sword has 
  only 20 spell points remaining, the sword’s magical 
  abilities cease to function. Its spell points regenerate at a 
  rate of 1 spell point per week. 
   
   
  TTiirraannaa’’ss  LLeetttteerr  TToo  SSiirr  LLiiaam
  m  
  EEhhrrlliinngg  ––  NNaarrrraattoorr’’ss  CCooppyy  
    
  Dear Sir Liam, 
   
  I am writing to you on an urgent matter, which may help 
  the islands of Nostar and Enstar in the Southern Sirrion 
  Sea combat the chaos creatures which have plagued 
  those lands, and others on the continent of Ansalon. The 
  information I have discovered stems from my research 
  here at the library. I quote the excerpts that summarise 
  my findings below – I trust that this knowledge will 
  motivate you to send a band of knights in search of the 
  artefact, which I believe lies in the ruined Tower of 
  Magus on the isle of Cristyne. 
    
  From the Prophecies Of Darshalithien, Elven Seeress, 
  Age of Light (ca.4000 P.C.) 
  “…and you shall know the time by these signs: Three 
  moons will become one, the sea will turn to fire, the very 
  land will dance to the song of the five…” 
   “…shadow and ice will live yet not live, their touch will 
  destroy memory and only the scion sword from the 
  wizards tower on the misty isle will touch their evil…” 
    
  From the writings of Chisel Loremaster (date unknown, 
  possibly ca. 2500 P.C.) 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  38 
  A Dragonlance Nexus Adventure 
   “A great sword was forged by the Scions in an attempt 
  to wrest the chaos stone from the now-mad Gargath and 
  destroy the evil that lay within. Blessed by the gods of 
  magic, the hilt of the sword was encased in white gold, 
  the handguard was of ruby and the blade was of black 
  steel.” 
    
  From the self-penned ‘Travels of Martel Sanctus’ (ca. 
  358 AC.) – Chapter Five – Cristyne 
  “ In my search for the holy pool, I came across a 
  wrinkle-faced shepherd in the foothills of the northern 
  mountains. He told me a far-fetched tale that the home of 
  the white-robed wizard, Magus, actually lay within the 
  mountains, which rose to our west. Magus was 
  apparently a wizard who spent his life looking for a 
  magical sword and the shepherd insisted that the sword 
  lay hidden within the wizard’s tower. Two days later, 
  whilst crossing the mountains, I came across an old 
  tower seated high on the crest of a craggy rock in the 
  high meadows. I spent the night in the tower sheltering 
  from a sudden snowstorm. The place seemed deserted – 
  certainly no-one had lived there for years, though the 
  strange tubes of glass and chemical smells spoke of it 
  once having been a wizard’s home. Though I looked 
  throughout the tower there was no sign of a sword, 
  magical or otherwise, and the following morning I 
  continued on my quest into the forests of the west.” 
    
  Awaiting your reply. May the Herald tell of your deeds. 
    
  Tiranthalas Wanderer 
   
  H
  Heerrooeess  SSttaattiissttiiccss  TTaabbllee  
  Table 1 - Heroes Statistics Table below shows a 
  summary of the heroes’ vital statistics. 
   
   
   
  Rebecca 
  Davvyd 
  Crow 
  Wolf 
  Kithas 
  Tirana 
  Agility 
  5B 
  5D 
  6X 
  8D 
  6B 
  5D 
  Dexterity 
  3C 
  7D 
  6B 
  8A 
  5C 
  7B 
  Endurance 
  8A 
  6D 
  5D 
  7D 
  8C 
  7X 
  Strength 
  8A 
  5D 
  5D 
  5B 
  8B 
  4D 
  Reason 
  6C 
  9A (81) 
  7B (49) 
  5D 
  4D 
  8C 
  Perception 
  5C 
  5C 
  6B 
  8A 
  5B 
  5C 
  Spirit 
  7C 
  7C 
  9A (81) 
  5C 
  7B (49) 
  7B (49) 
  Presence 
  8A 
  6B 
  6B 
  4D 
  7C 
  7C 
  Table 1 - Heroes Statistics Table 
   
  M
  Maaggiicc  AAnndd  FFaavvoouurriittee  SSppeellllss  ooff  
  tthhee  H
  Heerrooeess  
    
  DDaavvvvyydd  
  Schools 
  of 
  Sorcery: 
  Geomancy, 
  Summoning, 
  Transmutation 
  Stonesculpt – mould stone into any shape (Challenging, 
  unopposed) 
  Wall Of Stone – summon a wall of stone for protection 
  (Challenging, unopposed) 
  Teleport – move group of people across distance 
  (Daunting, unopposed or opposed) 
    
  CCrrooww  
  School of Sorcery: Aeromancy 
  Spheres of Mysticism: Animism, Alteration, Healing 
  Crowshift – shapeshift self into a crow (Challenging, 
  unopposed) 
  Heal – heals 4 cards back (Average, unopposed) 
  Crowtalk – talk to the crows (Average, unopposed) 
  Fly – gust of wind can lift into air (Challenging, 
  unopposed) 
    
  KKiitthhaass  
  Sphere of Mysticism: Channeling 
  Ogre Strength – increase Strength by 5 (Challenging, 
  unopposed) 
    
  TTiirraannaa  
  Sphere of Mysticism: Sensitivity 
  Read Aura – detects emotions of target (Average, 
  opposed by Essence of target) 
   
  CChhaarraacctteerr  RRoosstteerr  ––  CCoom
  mbbaatt  
  TTaabblleess  
   
  Table 2 - Combat Statistics below shows a summary of 
  the details needed to run those characters in combat. 
    
  • 
  Standard target numbers (Difficulty + Opposition 
  Ability) for attack and counterattack (defence 
  actions) at Melee and Near Missile range – the 
  standard target number is the same for both. In the 
  Far Missile column, the first figure should be used 
  
  The Dragonlance Nexus   •  Chaos Reaver 
   
   
   
  A Dragonlance Nexus Adventure 
   
  39 
  for attack only, the second figure for counterattack. 
  Note that NA = Not Applicable (where characters do 
  not use missile weapons).  
  • 
  In the Damage column, the first figure gives the 
  opponent’s Physique Score + Damage Bonus to 
  give a total melee damage amount. The second 
  figure gives the opponent’s Co-ordination Score + 
  Damage Bonus for a total missile damage amount. 
  Note that NA = Not Applicable 
  • 
  The Defence column gives the figure that must be 
  taken from any damage a Hero inflicts on the 
  character as per the normal rules.  
  • 
  The Damage Threshold column gives the maximum 
  damage a creature can take before falling 
  unconscious. 
   
   
   
   
  Melee 
  Near 
  Missile 
  Far 
  Missile 
  Damage 
  Defence 
  Damage 
  Threshold 
  Worg 
  20 
  15 
  19/NA 
  17/NA 
  -2 
  12 
   
  Special Abilities: Acute sense of smell 
  Tassja Mooncoin 
  12 
  13 
  17/9 
  6/8 
  -2 
  4 
   
  Special Abilities: Alteration, Mentalism, Sensitivity, Missile Weapon 
  Daemon Warrior 
  20 
  17 
  21/NA 
  24/NA 
  -8 
  12 
   
  Special Abilities: Fear Aura, Immune to Mentalism, Poison and Normal Weapons 
  Shadow 
  18 
  14 
  18/NA 
  13/NA 
  -3 
  10 
   
  Special Abilities: Drain Strength, Immune to Mentalism, Poison and Cold 
  Wichtlin 
  24 
  13 
  17/NA 
  22/NA 
  -4 
  16 
   
  Special Abilities: Sorcery, Mysticism, Paralyze, Poison, Suggestion, Immune to 
  Mentalism, Poison and Normal Weapons 
  Shadow Wight 
  23 
  14 
  18/NA 
  NA 
  NA 
  15 
   
  Special Abilities: Delude, Despair, Incorporeal, Nullify, Immune to Mentalism, 
  Poison and Normal Weapons 
  White Spawn 
  17 
  14 
  18/10 
  16 
  -3 
  9 
   
  Special Abilities: Breath Attack (frigid air: 9 damage points), Sorcery (cryomancy), 
  Death Throe (melts into a ten foot pool of frigid water that then hardens, trapping all 
  standing in it for 10 minutes, at which point it evaporates) 
  Table 2 - Combat Statistics 
  
  The Dragonlance Nexus   •  Chaos Reaver 
  40 
  A Dragonlance Nexus Adventure 
  AAppppeennddiixx  EE::  M
  Maappss  
   
   
   
  Figure 1 - Cristyne and Environs 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/2nd Edition (AD&D)/Dragonlance/Chaos Reaver.pdf