TEXT:  
  DRAGONLANCE and the TSR logo are registered trademarks owned by TSR, Inc. FIFTH AGE 
  and SAGA are trademarks owned by TSR, Inc. TSR, Inc is a subsidiary of Wizards of the Coast 
  Inc. ALL RIGHT RESERVED. The scenario is intended for tournament use only and may not be 
  reproduced without approval of RPGA Network. 
  
  This is a standard RPGA Network tournament. 
  A four-hour time block has been set aside for 
  this event. Begin by passing out the player 
  characters; let the players choose which 
  character they wish to play based on name, 
  class, and gender. It is possible that some 
  players may want strongly to piay certain 
  characters (which they have played before); 
  adjudicate as best as you can. Instruct the 
  players to leave the character sheets face down 
  until you have read the introduction. Then, tell 
  them to study their character sheets and notify 
  you when they are ready to begin the 
  adventure.
  It is a good idea to ask each player to put a 
  name tag in front of him or her. Ihe tag should 
  liave the player’s name at the bottom, and the 
  character's name, race, and gender at the top. 
  This makes it easier for the players to keep track 
  of who is playing which character.
  1 he actual playing time will be about three 
  hours. Make sure you use the last 20 to 30 
  minutes of the event time block to have the 
  players capsulize their characters for each other 
  and vote. The standard RPGA Network voting 
  procedures will be used. Make sure you have 
  finished voting before you collect the players' 
  voting sheets. This way you will not be 
  influenced by their votes and comments.
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying.
  A note about the text: Some of the text in 
  this module is written so that you may present 
  it as written to the plavers, while other text is 
  for your eyes only. Text for the players will be 
  in bold italics. It is strongly recommended that 
  you paraphrase the player text, instead of 
  reading it aloud, as some of the text is general 
  and must lie adapted to the specific situation or 
  to actions of the player characters.
  This tournament uses the SAGA game rules of 
  the new DRAGONLANCE: 1IF1H AGE game. It 
  is not AD&D.
  search for her brother, who has disappeared. They 
  travel by ship to Solamnia. During the journey, 
  they are beset by dreams which hint of impending 
  danger. They encounter a merchant sliip under 
  attack by pirates and are able to come to the 
  mercliants’ aid — an action which may provide 
  them with valuable information concerning Angar 
  Moonsteel.
  • Act Two: Travels and Travails. Arriving at 
  Caergoth, the heroes spend the evening at the Inn 
  of the Three Stars, picking up more disturbing 
  rumors about Angar, as well as a new companion 
  who offers to escort them to the ruins. A midday 
  rest stop nearly turns to disaster and the heroes 
  may begin to suspect the good-wiil of their guide. 
  Finally, they arrive at the ruins.
  • Act Three: Spirit of the Moonsteel. The heroes 
  search the ruins and encounter tile dangers within. 
  After overcoming physical obstacles and solving 
  the puzzle of the crypt, they confront the undead 
  creatures sent to test their worthiness to claim the 
  Moonsteel Sword. The heroes may thus acquire 
  the legendary sword as well as a note from Angar 
  tliat holds a sense of ominous foreboding. Ihe 
  spirit of Justar Moonsteel bequeaths the sword to 
  the heroes and tells them of its making in the Age 
  of Dreams. He also says that its work is not yet 
  done.
  • Epilogue: The heroes emerge with the sword 
  and encounter a wandering mystic who tells them 
  of their next destination. If the heroes have not yet 
  unmasked their companion, the mystic does so for 
  them.
  The Story
  Moonsted Rising tells the story of a quest for a 
  missing Solamnic Knight and the search for a 
  legendary sword. The heroes travel from Gunthar 
  to Solamnia by ship, then overland to the ruins of 
  Moongaard Keep. During their journey they 
  acquire information through their dreams and 
  encounters hinting of a greater task that lies ahead 
  of them.
  • Act One: Undercurrents of Danger. The heroes 
  gather at Britta Moonsteel's request to undertake a
  Moonsteel Rising
  Visions of Destiny Saga # I
  Page 2
  
  Ac t  On e: Un d er c u r r en t s o f  Dan g er
  Scene One: Gunthar's Pride
  This scene launches the adventure by situating the 
  heroes aboard the ship Gunthar's Pride as it pulls 
  out of tile harbor at Castle Uth Wistan en route to 
  the coast of Solamnia. Along the way, they become 
  embroiled in a horrendous storm at sea.
  Overview
  The heroes have the opportunity to interact with 
  one anotlier and with tertain members of the 
  crew. They may also want to discuss the meaning 
  of certain disturbing dreams one of them has had 
  regarding this voyage.
  Getting Started
  The Narrator should make certain that the players 
  have read their hero sheets and are holding the 
  correcf number of cards. In addition, the Narrator 
  should see that Lorekind's player has received 
  Handout One: lite Dream. Information regarding 
  the amount of time available for playing this 
  adventure and explanations of the voting 
  procedures and game questionnaire should also be 
  given out at this time. Before beginning play, the 
  Narrator should ask the players to read aloud 
  th •r physical descriptions and distinguishing 
  features.
  First Impressions
  The Narrator should inform the players that they 
  are aboard the sailing vessel Gunthar's Pride, 
  preparing to set out on a journey across the sea to 
  Solamnia from the port town surrounding Castle 
  Utli Wistan. The following text relates the 
  pertinent background information known by the 
  heroes. The Narrator should read this (or 
  paraphrase it) to begin the adventure:
  It is the evening of the seventh day of 
  Yurthgreen (mid-spring), 31 SC. Three weeks 
  ago, Angar Moonsteel set off alone from 
  Gunthar on a journey to the ruins ofMoongaard 
  Keep, the ancestral home of the Moonsteel 
  family. Urged on by rales of the keep's 
  destruction and his own disturbing dreams, 
  Angar informed his sister Britta of his intention 
  to travel to the ruins to claim the legendary 
  Moonsteel Sword, traditionally passed down 
  from one generation of Knights to the next. It 
  was also his intent to make certain that the 
  destruction of the keep had not violated the 
  resting place of generations of Moonsteels, 
  including their recently deceased father, Sir 
  Justar.
  When Britta offered to accompany him, 
  Angar flew into a rage, claiming it was his 
  solitary duty and that she had best look to her 
  own responsibilities as a Knight
  Since Angar's departure, Lorekind has 
  become the recipient of a series of ominous and 
  frightening dreams concerning some dark danger 
  hovering over the headstrong young Knight. He 
  confided his dreams and his fears for Angar's 
  safety to Britta, who agreed that these portents 
  could not be ignored. Having gained permission 
  to pursue this quest, Britta gathered together 
  her friends and arranged to travel to Solamnia.
  And so you find yourselves sailing with the 
  evening's tide on Gunthar's Pride, bound tor the 
  port of Caergoth and, beyond that, the ruins of 
  Moongaard Keep. Ahead of you lies an 11-day 
  journey by water, during which time you have 
  only yourselves, the ship's crew and your own 
  worries and speculations for company.
  The Story Begins
  At this point, the heroes may begin interacting 
  with one another, talking to the crew of the ship or 
  discussing Lorekind's most recent vision. The 
  Narrator should raciliate the heroes' actions by 
  taking the part of the crew members or by adding 
  descriptions of the rolling sea, the activities of the 
  crew, the weather (generally fair with a sprightly 
  wind> and other details that will help make the 
  environment real
  Allow the players a few minutes to get 
  familiar with their heroes' personalities and settle 
  into their roles before continuing with the 
  following text:
  As one day folloivs another in this endless 
  expanse of sky and water, your lives take on a 
  strange and uneasy monotony built around the 
  ebb and flow of shipboard routines. Even 
  Lorekind's dreams have succumbed to the 
  constant lull of the waves. Early on the 
  morning of the eighth day, El (short for Eleria), 
  the Kagonesti elf who serves as Captain Kandor 
  Marlonius's first mate, points a slender finger 
  toward a thin line of clouds just visible on the 
  horizon. "Coming fast on the Gale," she says 
  abruptly. "Get prepared."
  Throughout the next hour, you can see it 
  coming, watching from the deck of Gunthar's 
  Pride as the sky darkens to a dull, sickly gray 
  and becomes the host for an army of iron- 
  Moonsteel Rising
  Visions of Destiny Saga # I
  Page 3
  
  colored, looming clouds. Choppy waves turn 
  into roiling billows that crest above the deck of 
  the caravel, splattering icy salt water spray 
  into your faces. The wind becomes a howling 
  beast with a life of its own. All around you, the 
  crew rush to prepare the ship for the onslaught, 
  furling the sails, lushing down anything that 
  cannot be stowed below decks and shouting 
  orders to each other in voices can hardly be 
  heard above the screaming Gale.
  "Tie yourselves to the mast or go below," 
  the captain barks at you. "This is no place for 
  landlubbers."
  With a banshee's scream, the storm strikes.
  At this point the Narrator should ask the players 
  to describe their heroes' actions.
  Atmosphere
  This scene has two distinct atmospheres: the calm 
  before the storm and the fury of the tempest itself. 
  In the beginning, the Narrator should allow the 
  players to set the pace, responding to their 
  questions to the captain, the first mate and any 
  other members of the crew as necessary.
  Captain Kandor Marlinius comes from a 
  Solamnic family, though he is not himself a 
  Knight. On his first voyage as captain of the 
  Gunthar's Pride, he wants to appear confident and 
  in control, despite his pride and excitement at 
  finally being made captain. He is enthusiastic and 
  eager to show off his siiip to the heroes, and 
  concerned that these "landbubbers" not hurt 
  themselves while aboard. The Narrator should 
  play him as friendly and sociable until they head 
  into the Gale, at which time he shows his 
  considerable authority, adopting a decisive, 
  considered manner designed to get his ship, crew 
  and passengers through with minimal risk and 
  damage.
  El, the female Kagonesti elf who is the first 
  mate, is laconic and unexdtable. She shows little 
  inclination to talk with the heroes, and little, if any, 
  emotion — except for a vague irritation with the 
  passengers getting underfoot. Words from El are 
  infrequent enough to be remarkable when they 
  come — a state of affairs that may account for the 
  rumor tliat El stands for "elusive." If any hero is 
  particularly persistent in pursuing a conversation 
  with her, she ignores him as much as possible 
  without being downright rude. The onlv topic 
  which interests El is pirates whom she hates with 
  a passion bordering on mania.
  Though the Narrator should not make the 
  players feel hurried, moving them along to the 
  second part of the scene within five to ten minutes 
  or so is iiighly recommended.
  In sharp contrast to the easy-going 
  atmosphere of the first part of this scene, the storm 
  in the second part should shift the emphasis to one 
  of urgency and danger. The Narrator needs to 
  elaborate on the increasing fury of the weather <the 
  sky turns nearly black, the wind blows with 
  hurricane force and the waves make towering 
  steeples against the skv...).
  The noise caused by the booming thunder, 
  raging winds and crackling lightning should make 
  conversation difficult it not impossible, and the 
  Narrator should enforce this restriction on the 
  heroes. Making them scream when they want to 
  speak and imitating storm sounds can heighten 
  the sense that the heroes are beset on all sides by 
  the elements.
  In addition, the Narrator should insist on 
  quick responses from players as to the actions 
  their heroes are taking. Hesitations should be 
  considered as inaction and their consequences 
  judged accordingly. Although the storm presents 
  some very real dangers for the heroes, its main 
  purpose in tire story is to provide some early 
  excitement and allow the heroes to get personally 
  involved in the events of the adventure. It also 
  presents ample opportunities for the players to 
  leam how to utilize their cards in performing 
  actions.
  Despite the excitement, the scene should not 
  take more than about 15 minutes of game time.
  Actions
  Them are no specific game actions in the first part 
  of this scene, since the emphasis is on role-playing 
  and information sharing. If the heroes wish to 
  attempt certain actions (such as climbing the 
  rigging or engaging in some form of performance) 
  tliey may do so. TTiLs might be a good time for 
  players unfamiliar with the SAGA Rules to 
  experiment with their abilities in an unthreatening 
  atmosphere.
  Just before and during the storm, the heroes 
  are called upon to perform several actions. With 
  the increased motion of the ship, the heroes find 
  that they need to offset queasiness and prevent 
  themselves from becoming seasick.
  When ordered to tie themselves to the mast or 
  go below, each hero should decide whether to stay 
  on deck or not. Those who go below are in less 
  danger, but are buffeted about, sustaining bruises 
  from the rough ride. Heroes who choose to remain 
  on deck need to exert their Strength to keep from 
  being thrown or knocked overboard. If they tied 
  themselves in place, they find this a much easier 
  task.
  Anyone falling overboard will be lost in the 
  storm unless a quick-thinking individual jumps 
  after him with a long rope tied around the waist.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 4
  
  Any heroes lost in Litis manner may attempt to 
  swim or at least remain afloat If successful, they 
  may catch up with the ship again after it sails 
  through the Gale.
  > Avoiding Seasickness
  Difficulty: 
  Average (8)
  Action ability: 
  Endurance
  Opposition ability: 
  None
  Comments: If the heroes are successrul in this 
  action, they have no penalties on successive 
  actions in this scene. If unsuccessful, all actions tor 
  the rest of the scene are raised by one degree of 
  difficulty (i.e. an easy task becomes average, average 
  becomes challenging).
  Mishap: Any heroes suffering misliaps are 
  overcome bv nausea, retelling and unable to 
  perform any actions well. No card used for any 
  action throughout the rest of the scene can be 
  considered trump, even if the hero’s special 
  abilities would normally allow such.
  > Stay On Deck
  Difficulty: 
  Average (8) or
  Cliallenging (12)
  Action ability: 
  Strength
  Opposition ability: 
  None
  Comments: This action has an average 
  difficulty if the heroes tied themselves to some 
  portion of tire ship, but becomes challenging if they 
  failed to do so and must rely solely on their own 
  Strength to hold on. If successful, the heroes may 
  remain on deck without fear of going overboard 
  and may take actions to help the crew.
  If the hero is roped, failure on this action 
  means that the hero's tether has come loose or 
  broken, necessitating a challenging Agility action to 
  retie the rope. Failure to do so means the hero 
  must succeed in a challenging Strength action to 
  avoid being washed overboard. Further, the hero 
  can take no actions to help anyone else until 
  securely retied.
  Those who are not roped must succeed in a 
  challenging Strength action to remain on board and 
  help others. Failure results in the loss of one card 
  due to damage sustained by being thrown around 
  the deck Those who fail may only try to succeed 
  in a challenging Agility action to regain control.
  Mishap: Heroes who suffer a mishap lose one 
  card from their hands and are flung off the ship 
  and into the heaving sea. They do not 
  automatically drown or become lost and may 
  attempt to swim or remain afloat until help arrives 
  or they can climb back aboard in the next scene.
  > Swim in the Gale
  Difficulty: 
  Challenging (12) or
  Daunting (16)
  Action ability: 
  Agility
  Opposition ability: 
  None
  Comments: Heroes who am tossed overboard 
  and who are wearing no armor heavier than 
  leather may remain afloat by performing a 
  successful challenging Agility action; those in armor 
  heavier than leatlier must succeed in a daunting 
  Agility action. By remaining afloat (or swimming), 
  the hero may get through the storm alongside the 
  vessel, emerging near the ship at the beginning of 
  the next scene (pushed along by fortuitous waves). 
  Failure in this action indicates that the hero cannot 
  keep up with the ship and begins to tire from die 
  exertion.
  Mishap: The hero begins to sink. At this point, 
  the hero must succeed at a challenging Endurance 
  action or begin to drown, losing one card every 
  three minuter
  Other possible actions include rescuing those who 
  go overboard, helping keep the helm in position, 
  etc. Tlie Narrator should adjudicate unanticipated 
  actions as fairly as possible while trying not to kill 
  off the heroes in the first scene
  Characters
  This scene may include brief interaction with the 
  captain and first mate. Other >Tew members may 
  be added at need.
  • Captain Kandor Marlinius: Solamnian male 
  human young adult, Gregarious demeanor, Adventurer. 
  Co 5, Ph 6, In 5, Es 4, Dmg +3 (short sword), Def -2 
  (leatlier).
  • Eleria ("El"): Kagonesti female adult. Sensible 
  demeanor, Champion. Co 6, Ph 7, In 5(25), Es 7, Dmg 
  +3 (short sword), Def -2 (leather),also sorcery 
  (Hydromancy).
  • Six crew members of Gunthar's Pride: Male and 
  female humans, varied demeanors, Novices. Co 5, Ph 6, 
  In 4, Es 4, Dmg +1 (belaying pin). Def 0.
  Outcome
  The heroes should survive this encounter with 
  minimal damage and loss and may continue on to 
  Scene Two. Il the heroes are badly hurt or perhaps 
  temporarily "lost at sea," the Narrator should 
  allow them enough lime to heal themselves or 
  rescue their companions before beginning Scene 
  Two.
  Moonsteel Rising
  Visions of Destiny Saga # I
  Page 5
  
  Scene Two: Trouble in the 
  Wake
  This scene takes place immediately after the ship 
  passes through the Gale and assumes that the 
  heroes are in relatively good shape to deal with a 
  potential battle at sea.
  Overview
  The Gunthar's Pride reaches the edge of the Gale, 
  revealing the sight of a foundered merciant vessel 
  under attack by a pirate ship and providing the 
  heroes with the opportunity to render assistance to 
  the beleaguered vessel.
  Getting Started
  Although this text contains all tlie informal ion 
  needed to play tlrrough this combat scene, the 
  Narrator may want to liave The Book of the Fifth 
  Age (Book One of the DRAGONLANCE: FIFTH 
  AGE boxed set) open to Chapter Four (page 56) in 
  case a question arises. If the heroes are still 
  wounded, the Narrator should take into account 
  the increased difficulty for attempted actions and 
  the fact that players may hold fewer titan the 
  normal number of cards due to iniury.
  First Impressions
  To begin the scene, the Narrator should read the 
  following text to set the stage for the heroes* 
  responses to what they see, making allowances for 
  any delays caused by spending time to heal 
  wounds or search for lost companions.
  The Gunthar's Pride makes its way through the 
  Gale, an eerie stillness in its wake. As the dark 
  clouds give way to the brightness of the late 
  afternoon sun, another challenge appears 
  almost directly before you. Within a long bow's 
  shot from Gunthar's Pride, two ships are 
  locked in a one-sided combat. The first vessel, 
  clearly a merchant ship, rides loro in the water, 
  her sails damaged and her hull bearing a gaping 
  hole in its side. Arrayed alongside it, connected 
  by boarding lines and grapples, is another ship 
  which bears a black flag flying arrogantly from 
  its mast.
  The Story Continues
  The Narrator should ask the players at this point 
  for immediate responses from their heroes. If they 
  decide to go to the aid of the merchant vessel, they 
  find both Captain Marlinius and El more than 
  ready to assist Marlinius because of his honorable 
  family background and general instincts and El 
  because she hates pirates with a passion bordering 
  or> fanaticism.
  It the heroes seem less than eager to engage in 
  combat at this stage, whether through injuries or 
  through a reluctance to deviate from their quest 
  Marlinius shrugs and says "Gunthar's Pride and her 
  crew are at your service, but if it were my decision 
  to make 1 wouldn't him my back on a ship in 
  need." El is not so indirect. "Cowards!" she sneers. 
  "1 thought you were heroes. You'd leave these 
  people to slavery, death or worse?"
  If the heroes decide to engage, Captain 
  Marlinius brings his ship alongside the pirate 
  vessel opposite from the merdiant vessel, 
  effectively forcing the pirates to divide their forces. 
  As they approach, the heroes have enough time to 
  ready weapons or cast spells, firing arrows is not 
  recommended, because of the dangei of hitting 
  one of tlie crew of the merchant vessel.
  The pirates, upon seeing the approach of a 
  second ship, realize they are now outnumbered 
  and attempt to retreat. The battle which ensues 
  may take a number of exchanges, and the Narrator 
  should be as flexible as possible in running this 
  combat sequence. In all likelihood, the pirates will 
  be defeated — either killed or captured — or will 
  flee as soon as possible.
  Atmosphere
  Excitement and trepidation should mark this 
  scene. The heroes have just weathered a 
  devastating storm and now, instead of being 
  allowed to rest, they must steel themselves once 
  more to action. The Narrator should emphasize 
  the dire circumstances of the merchant vessel and 
  the brutality of the pirates' attack. The clang of 
  swords and the shouts and screams of the 
  combatants should convey to the heroes the fear of 
  the outclassed merchant crew.
  During the actual battle, the Narrator should 
  attempt to stress the confusion of melee as well as 
  the dangerous condition of the merchant vessel, 
  which is dose to breaking apart.
  Actions
  Assuming the heroes do battle with the pirates, 
  they liave a number of options both before and 
  during personal combat The following text 
  discusses some of the more likely ones, but the 
  heroes may very well attempt actions not covered 
  here. In those cases, the Narrator should exercise 
  hrs best judgment. He should remind the players 
  that their heroes can see tlie merchant ship (the 
  Mermaid's Tail, an Ergothian vessel), is clearly 
  about to sink.
  Spells and ranged attacks are at near missile 
  range.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 6
  
  > Missile Fire into Melee
  Difficulty: 
  Daunting (16)
  Action ability: 
  Dexterity
  Opposition ability: 
  Agilitv
  Comments: Because merchants and pirates 
  are mixed together, some fighting, while others 
  attempt to retreat, any missile loosed into the 
  melee is considered to be a daunting Dexterity 
  action The target's Agility score is added to the 
  difficulty rating of the action. Any missile attack 
  which fails to achieve this success hits a friendly 
  target instead, causing minimum damage (i.e. only 
  the weapon's rating rather than full damage 
  points).
  Mishap: Should tine hero suffer a mishap, the 
  missile hits a friendly target (presumably a 
  merchant, but possibly another hero if some have 
  run forward into the fight) causing normal 
  damage. Further, the weapon itself becomes 
  unusable for the test of tire scene (the string breaks 
  or some other minor problem develops).
  > Boarding the Pirate Ship
  Difficulty: 
  Average (8)
  Action ability: 
  Agility
  Opposition ability: 
  None
  Comments: If tire heroes attempt tn board the 
  pirate strip as soon as they pull alongside, they 
  find it a relatively simple action. No pirates Irave 
  yet returned to resist tire boarding action. Further 
  into the scene, as the pirates attempt to cast off 
  from tire merchant ship and escape, many gather 
  to keep the heroes at bay. Failing to make the jump 
  indicates that the hero has slipped and fallen 
  between the two ships, where he catches hold of a 
  rope. The hero may make an avenge Strengfit 
  attempt to haul himself up and onto the pirate 
  vessel.
  Mishap: A mishap indicates tlrat tire hero has 
  fallen between tire two ships, as above, but is 
  injured when the two vessels momentarily crash 
  together, pinning him in place and causing tire 
  hero's player to lose one card from his hand. He 
  may attempt a Strength action as above to 
  scramble back up.
  Characters
  • Captain Kandor Marlinius: Solamnian male 
  human young adult, Gregarious demeanor. Adventurer. 
  Co 5, Ph 6, In 5, Es4, Dmg +3 (short sword). Def -2 
  (leather).
  • Eleria ("El"): Kagonesti female adult, Sensible 
  demeanor, Champion. Co 6, Ph 7, In 5(25), Es 7, Dmg 
  +3 (short sword), Def -2 (leather), also 
  sorcery(Hydromancv).
  • Six crew members of Gunthar's Pride: Male and 
  female humans, varied demeanors, Novices. Co 5, Ph 6, 
  In 4, Es 4. Dmg +1 (belaying pin), Def 0.
  • Fifteen pirates: Male and female humans, varied 
  demeanors, Adventurers. Co 6, Ph 6, In 5, Es 4, Dmg 
  +3 (short sword), Def -2 (leather).
  • Wallis Weatherfare, Captain of the Mermaid's 
  Tail: Male human, pragmatic demeanor. Adventurer. 
  Co 6, Ph 6, In 5, Es 5, Dmg 44 (cutlass), Def 0.
  • Five merchant crew members: Male and female 
  humans and half-elves varied demeanors. Novices. Co 
  5, Ph 6, In 4 Es 4, Dmg 4-3 (short sword), Def 0.
  Outcome
  If tire heroes fail to attack the pirates, the merchant 
  ship is plundered and sinks. All on board are lost 
  and the heroes Irave lost tire information which tire 
  merchant captain knows as well as the information 
  from any captured pirates. Go on to Act Two, 
  Scent One. If they assisted the merchant ship, 
  either of the following might occur:
  • The heroes drive off the pirates, who flee in their 
  ship. Tire merchant ship's crew must be taken 
  aboard the Gunthar’s Pride if they are to survive. If 
  this happens, read or paraphrase Captain 
  Weatherfare's speech (below) to the heroes, then 
  go on to Act Two, Scene One.
  • Tire heroes defeat all the pirates, either killing or 
  capturing th?m. Tire merchant's crew can take 
  over the pirate ship and get some of their cargo 
  aboard More their own vessel sinks. Read or 
  paraphrase Captain Weatherfare’s speech (below) 
  to tire heroes, then go on to Act Two, Scene One.
  • If any pirates survive, the heroes may question 
  them. In return for promises to set them ashore 
  when the Gunthar's Pride reaches port, any of the 
  pirates will tell the heroes that a man in Caergoth 
  hired them to plunder the Mermaid's Tail. He 
  seemed particularly interested in having them 
  capture or kill some Soiamnic Knight who was 
  supposed to be on board and bringing back 
  anything he might possess. They were to 
  rendezvous with their employer at the Inn of the 
  Three Stars in Caergoth and turn over their bootv 
  or report their failure.
  Captain Weatherfare's Speech
  "Many thanks for your help." (seeing Britta) "I 
  see by your family device that you are related 
  to Angar Moonsteel. Is this not so? Perhaps I 
  should speak to you concerning hint, then. We 
  brought him to Caergoth in Solamnia recently. 
  As the trip progressed, he seemed more and 
  more troubled, often crying out in his sleep, 
  though he would talk to none of us about what 
  was tormenting him. We agreed to wait for him 
  Moonsteel Rising
  Visions ot Destiny Saga #1
  Page 7
  
  for a week in port. That we did, and even asked 
  after him here and there throughout Caergoth 
  when he failed to return. Finally, though, a few 
  days ago, we had to sail or miss the tide. I hope 
  he is well."
  Scene Two should last approximately twenty 
  minutes. If the fight goes lx;yond that, allow crew 
  members of the merchant ship and the Gunthar's 
  Pride to bring down the rest of the opposition 
  (keeping at least one alive for questioning, if 
  possible). Do not allow tlie heroes to use torture in 
  any questioning session. Such actions are not 
  heroic and are unworthy of them.
  Ac t Tw o : Tr av el s an dTr av ail s
  Scene One: The Inn of the 
  Three Stars
  The heroes stay overnight at the Inn of Three Stars 
  and have the opportunity to pick up some useful 
  information (in die form of rumors) about Angar. 
  They also make the acquaintance of a fellow 
  traveler who offers to act as their guide.
  Overview
  Hus scene allows the heroes to spend some 
  relatively quiet time interacting with the innkeeper 
  and patrons of the Inn of the Three Stars. In 
  addition, they begin to uncover some disquieting 
  pieces of information about Angar and his quest. 
  They meet Salidar Fielding, who befriends them 
  and asks to accompany them to Moongaard Keep.
  Getting Started
  If the characters did not receive the information 
  from the pirates that would bring them to the Inn 
  of the Tliree Stars, one of the crev' members of 
  Gunthar's Pride should recommend it as a good, 
  inexpensive but comfortable place to stay 
  overnight. The Narrator should not waste time 
  having the heroes wander around Caergoth 
  making fruitless inquiries.
  First impressions
  To begin the scene, the Narrator should read the 
  following paragraph, which takes the heroes from 
  the harbor to the Inn of the Three Stars.
  On the evening of the eleventh day, Gunthar's 
  Pride puts into the harbor at Caergoth. The 
  harbormaster confirms that he saw Angar land 
  at Caergoth a few weeks ago but that, to his 
  knowledge, the young Knight has not returned 
  to take passage aboard any ship leaving the 
  harbor. After conveying your thanks to Captain 
  Marlinius and his crew and bidding the rescued 
  merchants farewell, you make your way to the 
  Inn of the Three Stars, where you look forward 
  to a good night’s rest and, perhaps, some hint as 
  to Angar’s fate.
  The Story Continues
  The Inn of the Three Stars is a two-story wood 
  building that occupies a street comer within sight 
  of Caergoth Harbor. A bright yellow sign bearing 
  three black stars proclaims the inn's name The 
  Narrator should describe the inn for the heroes 
  and read the following paragraph to begin the 
  action for this scene.
  Inside, the common room seems comfortably 
  homey. A large fire in the hearth provides 
  warmth against the evening's chill. The hearty 
  smell of stew fills the air. Several people sit at 
  long tables, eating and talking quietly. As you 
  enter, a large, friendly-looking woman looks up 
  from behind the bar and smiles.
  "Welcome to the Inn of the Three Stars," 
  she says in a cheerful voice that carries over the 
  background conversation. "What can I do for 
  you this evening?"
  Anyone with a wealth rating of 2 or above can pay 
  for a room and a decent meal at the inn. Someone 
  will have to pay for Stormdancer, as she has no 
  wealth of her own. Ileioes may sleep two to a 
  room. The meal consists of a delicious meat and 
  vegetable stew, warm freslily-baked bread and 
  butter, honey, and a few nuts and fruits. Kerra 
  Rafter, the innkcepe’- is justly proud of her deep­
  dish strawberry pie.
  Should any heroes still be wounded, Kerra 
  will be very sympathetic and concerned. Though 
  she wants to hear the whole story, her first action 
  is to offer to heal them. She is a mystic who has 
  discovered a talent for healing within herself 
  though she has never formally studied at the 
  Citadel of Light.
  If the heroes talk to Kerra or her son, 
  Timmick, they can provide some mtormation 
  about Angar. Kerra confirms that Angar stayed 
  overnight and left early the following morning. 
  Though polite, he said little and seemed 
  Moonsteel Rising
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  preoccupied. She has no idea where he went from 
  here. Timmick cared for Angar's horse and 
  remembers that Angar asked if there had been anv 
  recent trouble on Lire road lietween Caergoth and 
  Moongaard Keep near Garnet. Both suggest that 
  the heroes speak to old Gormley, who mentioned 
  talking to tire young man when he stayed 
  overnight. None of the three knows anything 
  about a person who hired pirates to attack the ship 
  Angar was supposed to be on.
  Gormley can tell them (amid much muttering 
  and complaining about Iris old, aching bones) that 
  the young Knight stayed in the room next to his. 
  About halfway through the night, Angar let out "a 
  yell that near froze my heart and made m'hair fall 
  out" Gormley ran to the Knight’s door and 
  pounded on it, but all he heard from within 
  sounded like a man's sobbing and a mumbled "go 
  away, please." He was very annoyed to be 
  awakened like that and heard tossing and turning 
  from the next room and wlw sounded like 
  prayers punctuated by angry shouts throughout 
  the rest of the night. Finally, he fell asleep. When 
  he woke up the next day, tire Knight was gone, 
  "and good riddance!"
  Then- are several customers in the inn whom 
  the heroes may want to talk to or watch. If they 
  know that the pirates' contact is supposed to be 
  awaiting news in this inn, they are probably 
  looking fur that person. A group of three well- 
  dressed merchant types is just finishing their meal. 
  Soon after the heroes enter, they depart. It is 
  unlikely that the players will suspeH three people 
  traveling together. Other characters nray well 
  arouse their suspicions, however. These are:
  • Vahnla. This dark-haired slender woman is 
  wrapped in a black cloak which covers all but her 
  face and hands. Her face is shadowed by her 
  hood, however. Settled at a back comer table, her 
  eyes gleam in the candlelight. She watches each 
  new arrival as though expecting someone. Vahnla 
  is a jewel merchant expecting a courier, to whom 
  she will entrust the valuable gemstones she is 
  carrying in a pouch worn around her neck. She 
  knows die courier personally and is becoming 
  nervous that he lias not yet shown up. If the 
  heroes approach her, she is extremely suspicious 
  and refuses to disclose anydiing about herself or 
  her business. After all, they might be thieves! She 
  is particularly hostile to the kender.
  • Aerik Wildehari: Dressed in flamboyandy 
  colorful clothes that suggest a pirate, entertainer or 
  some other unsavory, roguish profession, this 
  golden-blond, mustached man is far too 
  handsome for his own good. With his twinkling 
  eyes and flashing teeth, he looks as though he is 
  used to attracting others and getting by on Iris 
  looks and charm He is more than content to 
  interact with the heroes, accepting challenges in 
  throwing darts, telling tall tales or any non-combat 
  tests of prowess. He will not, however, reveal 
  what his actual business is in Caergoth, though he 
  claims to act as first mate aboard the White Cloud. 
  When the heroes first see him, any who succeed in 
  an average Perception action may notice that his 
  eyes fasten on Britta's heraldic device (unless she 
  has hidden it). His grim look when he sees it belies 
  all his later charm.
  Aerik is very interested in who the heroes are, 
  where they are headed and what thev are doing. 
  Tire heroes mav well think tlris is the pirate contact 
  and that lie now seeks to discover their plans.
  Aerik means the heroes no harm. He is a 
  Narrator tool who can be used in a number of 
  ways, depending on the needs of the story:
  1) If one of the heroes died in the storm or 
  pirate attack, Aerik can be given to that hero's 
  player as a new hero. He joins the company 
  because he recognized the Moonsteel blazon. His 
  father's life was once saved by Justar Moonsteel 
  and Aerik swears to repay that debt by helping 
  Justar’s daughter. Should a hero die later in this 
  adventure or a later one, Aerik can be brought 
  back in and join as a new hero at that time.
  2) If none of the heroes dies, Aerik will meet 
  the heroes again either in Act Two, Scene Three (if 
  he's needed) or in another form at M-ongaard 
  Keep. In this case he is an entirely different 
  character, actually the silver dragon, Aerindrelios 
  Argentwing, Justar Moonsteel’s old mount. He is 
  loath to reveal his actual nature, preferring to keep 
  his secret from the heroes for now. Though he 
  knows most of what has happened to Angar, he 
  does not tell Britta or her companions, knowing 
  that the only way Justar’s soul will find its rest is if 
  she succeeds in the tests she must undergo to 
  claim the Moonsteel Sword from liim. The dragon 
  realizes that only through adversity can the 
  companions grow wise enough to fulfill their 
  destinies.
  •Kraggen Chiselstone: An old, grizzled dwarf 
  whose evesight is too poor for him to see further 
  than a few inches beyond his nos® Kraggen is a 
  Neidar (hill dwarf) with dark complexion and 
  grav hair. His perpetual scowl (brought on by 
  squinting to see) and forward craning posture 
  (trying to hear wlrat people say to him; he's also 
  going deaf) give him a sneaky and foreboding 
  look. He is searching for his son, who left home 
  some years ago to seek his fortune. Kraggen fears 
  his son was caught by one of the dragon lords and 
  killed. His son's name is Pyright, which he 
  pronounces a lot like "pirate." Combined with his 
  Moonsteel Rising
  Visions of Destiny Saga it I
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  difficulty hearing and tendency to mispronounce 
  or misunderstand what is said to him, this could 
  provide a good deal of confusion and amusement.
  • Salidar Fielding: This man seems to exude the 
  color brown. Brown hair, browned skin, brown 
  clothing all combine to indicate his background as 
  a farmer. If either Britta or Hammei succeeds in a 
  challenging Reason action, they remember the 
  following: Britta vaguely remembers Fielding has 
  a farm near Moongaard Keep; Hammer recalls 
  that Fielding's farm was one of the ones destroyed 
  in the dragons' attack on the keep. In any case, 
  Fielding shyly approaches the heroes and asks if 
  this is Britta Moonsteel and if she is traveling to 
  the ruins of the keep. He explains that he is in 
  Caergoth trying to borrow money to rebuild Iris 
  farm. He says he lias gotten just enough that he 
  can plant a new crop this spring and wants to 
  head back home He asks, somewhat hesitantly, if 
  the heroes would allow lam to travel with them, 
  as he'd feel much safer tliat way. He seems almost 
  overwhelmed with shyness in the presence of such 
  heroes, watching their every move with awe.
  In actuality, this is the man who hired the 
  pirates. Outraged that his farm was destroyed 
  because Justar Moonsteel was harboring a dragon, 
  Fielding sought compensation through hitting 
  back. He offered his services to a dark mystic 
  whom he encountered agreeing to act as an agent 
  to capture or destroy Angar Moonsteel. The evil 
  mystic revealed that the young Knight would be 
  coming to the keep to claim a family heirloom
  Salidar was to hire a group to attack him once 
  he was back at sea (where Solamnic Knights were 
  less likely to interfere). Salidar did as lie was told, 
  but has discovered (through the arrival of the 
  heroes) tliat his pirates were unsuccessful. Now 
  he's trying to implement a back-up plan based 
  around the Moonsteel sister. He doesn't know 
  what has become of the heirloom and is uncertain 
  of Angar's fate. He will try to get the heroes to tell 
  him their tale by appearing ingenuous and 
  bumpkinlike. He does not know the identity of the 
  dark mystic (who appeared to him as a tall, 
  emaciated figure dressed in a concealing red robe), 
  only that he comes from "somewhere to the east."
  Salidar plans to hire someone to assassinate at 
  least one of the heroes during the night — 
  preferably one that shows any mystic or sorcerous 
  talent Salidar feels may endanger him.
  Atmosphere
  This scene should feel relaxed, since the inn itself 
  does not pose a threat to the heroes, if the heroes 
  have the information gleaned from the pirates in 
  Act One, Scene Two, they may suspect that one of 
  the patrons is the pirates' contact, and this may 
  color the scene with undertones of wariness ano 
  anxiety. The Narrator should not seek to 
  deliberately provoke a sense of unease; the heroes 
  will probably do this tor themselves. This is a key 
  role-playing scene, in which the characters can 
  begin to put together some vital information about 
  the destination and fate of Angar Moonsteel. If 
  possible, the Narrator should try to protect the 
  true identity of Salidar Fielding and should do 
  everything possible to ingratiate this diaracter 
  with the heroes so that they will allow him to 
  accompany them.
  Actions
  The actions in this scene consist primarily of role­
  playing conversations between the heroes and the 
  characters in tire inn. Some of the heroes mav 
  attempt certain actions in conjunction with this:
  • Lorekind can use his Sensitivity to detect 
  emotion.
  • Mithralas may attempt a challenging Perception 
  action to perceive a falsehood in any 
  character's single statement. This action must 
  be attempted anew for each statement the 
  hero wishes to examine. Characters may resist 
  this action using their Presence scores.
  Characters
  •Kerra Rafter, innkeeper Human female adult, 
  forthright demeanor, Novice. Ag 3C, Dx 7A, En 5D, 
  St 8A, Re 3B, Pe 7A, Sp 9A (81), Pr 6A, Dmg +4 
  (cudgel — rolling pin). Def -0, also mysticism 
  (animism, channeling, healing).
  •Salidar Fielding, guest: Human male adult, simple 
  demeanor, Adventurer. Ag 6D Dx 9 A, En 5D, St 9A, 
  Re 6C, Pe 9A, Sp 4C, Pr 7B, Dmg +2 (quarterstaff), 
  also missile weapons (self bow/-r2), Def -2 
  (leather).
  •Gonnley, guest: Human male adult, pessimistic 
  demeanor, Rabble. Co 3, Ph 4, In 4, Es 3, Dmg +0, 
  Def -0 (common clothing).
  •Tinunick, Kerra's son: Human male young adult, 
  impulsive demeanor, Rabble. Co 5, Ph 5, In 4, Es 5, 
  Dmg +5 (pitchfork), Def -2 (leather).
  •Vahnla, guest: Human female adult, cautious 
  demeanor, Adventurer. Co 6, Ph 5, In 9, Es 9, Dmg 
  +2 (dagger), Def-i (.padded silk).
  •Aerik Wildehart (Aerindrelios Argentwing), 
  guest: appearing as a human male adult (mature adult 
  silver dragon). Co 11, Ph 50, In 13 (169), Es 13 (169), 
  Moonsteel Rising
  Visions of Destiny Saga # I
  Page 10
  
  Dmg +20, Det -16, also dragon breath, swallow 
  whole, dragonawe, dive attack, sorcery 
  (aeromancy, summoning, spectramancy). 
  mysticism (alteration, healing, mentalismi.
  OR
  ♦Aerik Wilde hart, guest Human male adult, 
  charismatic demeanor, Champion. Ag 8A, Dx 5C, En 
  7A, St 7A, Re 6B (36), Pe 7A, Sp 6B (36), Pr 8A, 
  Dmg +5 (scimitar). Def -2 (leather), also sorcery 
  (summoning) and mysticism (alteration).
  •Kraggen Chiselstone, guest Neidar male elder, 
  cantankerous demeanor, Adventurer. Co 4, Ph 4, In 5, 
  Es 5X, Dmg +9 (warhammer). Def -3 (chain mail).
  Outcome
  By the end <if. tliis scene, tlie heroes should be able 
  to discover most, if not all, of the information 
  possessed by the characters in the inn. Tlie scene 
  can end in a number of possible ways:
  • If tlie heroes have not unmasked Salidar by 
  tlie time they retire to their rooms for the 
  evening, go to Scene Two.
  • If the heroes liave discovered Salidar's true 
  intentions but do not attack him, go to Scene 
  Two but use only tlie information regarding 
  Lorekind's dream.
  • If the heroes decide to attack Salidar based on 
  what they liave found out, tne Narrator 
  should insert a brief combat scene keeping in 
  mind that Salidar s primary intention will be 
  to escatx? and lose him<+‘ir in the twisting back 
  streets of Caergoth.
  Take no more than half an hour with this scene, if 
  possible. Don't cut off the players' roleplaying if it 
  is to the point, but if they are wasting time, have 
  the other guests retire for the night and have Kerra 
  close down the common -oom so they must go 
  upstairs to bed Then go to Scene two.
  Scene Two: Schemes and 
  Dreams
  Tlie heroes find their sleep disturbed first by an 
  attack by an unknown assassin and, later, by 
  troubling dreams.
  Overview
  This scene assumes that the heroes liave finally 
  gone to bed in the Inn of the Three Stars. If they 
  have not discovered Salidar's true purpose, one of 
  them will be the victim of an attack by a hired 
  assassin. Additionally, Lorekind will receive 
  another dream lust before dawn.
  Getting Started
  This scene takes place a few hours after the heroes 
  retire for the night. 1 he Narrator should take note 
  ot any precautions the heroes state they are taking 
  (to determine the difficulty the assassin has when 
  attempting to gain entry to a room). If no 
  assassination is to occur, simply move right into 
  Lorekind’s dream near dawn.
  Note that the heroes will be unarmored and 
  unarmed during this scene until they grab 
  weapons. They have no time to don armor and 
  cannot sleep in armor unless they wish to sacrifice 
  one card on the morrow due to inc omplete rest.
  Hie Narrator needs to have page 102 of Book of 
  the Fifth Age open when running this scene for 
  information on poison and its effects.
  First Impressions
  Tlie rooms at the inn are about 12 feet x 12 feel 
  with 8 foot ceilings. The heroes have two rooms 
  side by side and one across the hall. Bare wooden 
  floors are covered near tlie twn single beds with a 
  woven rug. A washstand with pitcher and bowl, 
  chamberpot, wall hooks, two candles in holders, a 
  tinderbox, single beds with feather pillows and 
  colorful quilts complete the ensemble. The doors 
  each have a crude latch that fastens from the 
  inside. Wooden shutters can be locked over the 
  windows.
  The heroes shouldn't have much of an 
  impression beyond the rooms' furnishings.
  The Story Continues
  If not unmasked, Salidar has "retired to bed” early, 
  sneaked out and hired a local assassin whom he 
  knows to attack owe of the heroes with a poisoned 
  dagger, then returned to liis room to await events. 
  The assassin attempts to gain entry to one room 
  (not tlie one either Britta or Lorekind is in) and 
  make an attack on a sleeping target. He then flees, 
  counting on the poison to finish off his victim.
  It is possible that one of the heroes in the room 
  hears the killer's entry. By screaming or yelling, the 
  hero can frighten off the assassin. Alternatively, 
  tlie hero may attempt to initiate combat. Tlie 
  assassin will not stay for a lengthy brawl, but will 
  try to flee as quickly as possible.
  Other hemes (and other patrons in the inn) 
  may hear any struggle and come to investigate. If 
  captured the assassin refuses to name the one 
  who hired him, citing it as part of his code. Kerra 
  will insist tnat the local law be called to take him 
  into custody. If heroes persist in attempting to 
  question him, the local law enforcement officers 
  Moonsieel Rising
  Visions of Destiny Saga #1
  Page 11
  
  become incensed and refuse to allow them to 
  interact with the prisoner at all until a judge see*, 
  iiim (which could take several days). Should 
  heroes refuse to travel on until they are given the 
  chance to confront the assassin, they learn the next 
  morning that he has been "moved elsewhere for 
  his own safety." If the assassin is slain, the officers 
  understand that it was self-defense and do not 
  badger the heroes.
  The Narratoi should take a fair shot at a hero 
  (especially if one was foolish and insisted on a 
  room alone or if no precautions were taken to 
  secure the room), but should keep in mind that 
  this is to warn the heroes, not slaughter them 
  outright (unless their own mistakes lead them to 
  it).
  Once the heroes settle down again, Lorekind 
  has another dream. The Narrator should give 
  Lorekind's player Player Handout 2.
  Atmosphere
  Danger and confusion provide the dominant 
  atmosphere in this scene Emphasise the namped 
  smallness of the room, die lack of light Snd the 
  way heroes have to grope their way around in an 
  unfamiliar space. This scene should be very fast 
  paced, as would lie the case in an attempted 
  assassination and escape.
  Actions
  > Notice Assassin 
  Difficulty:
  Action ability: 
  Opposition ability;
  Comments: This 
  difficulty for anyone 
  becomes daunting for those in adjoining or nearby 
  rooms. The assassin's Agility adds to the difficulty 
  of noticing him as well, though clever preparations 
  that make the room harder to enter quietly can 
  reduce the difficulty by one degree for those 
  actually in the room (i.e. bells or clattering objects 
  tied to the door or strewn in the path make it an 
  average rather than a challenging task). Failure of 
  both (or more) persons in the actual room allows 
  the assassin one free hit at the closest hero before 
  they can awaken Tliis means the dagger connects 
  and the hero must overcome the effects of the 
  poison or receive healing to survive.
  Mishap: Not only does the hero not hear the 
  assassin, he is the target and suffers as above. 
  Further, he tangles himself in the covers and is 
  unable to take any actions on his own behalf until 
  he succeeds in an average Agility action to tree 
  himself. If more than one hero in the room suffers 
  a mishap, they both become targets, each receiving 
  Challenging (12) or 
  Daunting (16) 
  Perception 
  Agility
  action has a challenging 
  in the chosen room, but
  one hit with the poisoned dagger before the 
  assassin flees.
  Characters
  • Hemlock the assassin: Human adult male, 
  Obsessive demeanor, Champion. Co 7, Ph 6. In 5, Es 5, 
  Dmg +2 (dagger), Def -2 (leather), also poison.
  Outcome
  Either the assassin will succeed in poisoning a hero 
  or not. He might be caught or escape. The hero can 
  be saved with mystic healing, in any case, so long 
  as it succeeds in quelling the poison before the 
  hero succumbs. If a hem is slain in this scene, 
  Aerik will become a new hero (give his sheet to the 
  player of the slain hero), joining the companions in 
  their quest. In this case, he is a normal person, not 
  a silver dragon in disguise.
  Lorekind may decide whether to reveal his 
  dream or not. If he does not reveal it, the Narrator 
  should repeatedly give him the dream (waking or 
  sleeping, each time with more urgency) until 
  Lorekind's plaver does tell the dream to the others.
  Whatever happens. go on to Scene Three if 
  there is more than an hour of plaving lime left If 
  there is less tlian an hour left, skip Scene Tliree and 
  go directly to Act Three, Scene One.
  Tliis scene should be played out in 15 minutes 
  or less.
  Scene Three: Shady Journey
  In this scene, the heroes journey to Moongaard 
  Keep, making a potentially dangerous rest stop 
  midway through the day.
  Overview
  Tliis is an optidfial scene which should only be 
  used if there is plenty of time left in the 
  tournament. Depending on the actions in Act Two, 
  Scene One, Salidar may or may not be with the 
  heroes. This scene assumes that he is traveling 
  with them. The Narrator will have to make 
  adjustments if he is not.
  Getting Started
  The Narrator should be familiar with the following 
  details of the Black Willow featured as a monster 
  in this scene: These carnivorous plants, relations of 
  the giant anemone, are found throughout Ansalon. 
  They resemble small willow trees or hollow logs. 
  Rather than fighting its intended prev, the Black 
  Willow generally prefers to lure its victims with an 
  aura of drowsiness into falling asleep against its 
  trunk and then attempts to swallow them. Each 
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 12
  
  Black Willow has five tentacles it uses at need. See 
  under "Actions" for additional information.
  First Impressions
  Read the following text to begin the scene:
  What started out as a warm spring day has 
  become steadily hotter as you journey across 
  the gently rolling Solamnian countryside 
  toward Moongaard Keep. By midday, your 
  horses are showing signs of weariness and the 
  monotony of travel is beginning to wear on 
  your spirits as well. The sound of running water 
  nearby and the sight of a small hill topped by a 
  large shade tree draws your attention.
  The Story Continues
  One or more of the heroes may decide that this 
  would make a good place to rest and liave a 
  noonday meal. The Narrator should not try to 
  influence their decisions about stopping here 
  unless Salidar is traveling with them. Salidar 
  knows of the Black Willow and is counting on it to 
  help reduce the number of heroes he will have to 
  deal with later at Moongaard Keep. He suggests 
  the hill top as a good site for a break in the 
  journey He also attempts to keep Britta from 
  joining the other heroes, since she is vital to his 
  plans.
  If Ute heroes agree to stop, he offers to lead the 
  horses to the nearby stream and asks Britta to 
  accompany him. While he is alone with her, he 
  prompts her to speak more about her quest. If the 
  heroes were reluctant to confide in him at the inn, 
  this is his second opportunity to find out what 
  Angar Moonsteel was seeking in the ruins of the 
  keep.
  Should the heroes come within the range of 
  the Black Willow's aura of drowsiness (either by 
  Salidar's manipulations or through their own 
  efforts), they have to overcome the effects of the 
  creature or else succumb to its "attack." If they 
  resist becoming sleepy, the tree attacks with its 
  five tentacles. See the "Actions" section.
  If the heroes approach the tree, the Narrator 
  should read the following text when they come 
  within the Black Willow's range:
  As you near the top of the hill and approach the 
  inviting shade of the smallish willow tree that 
  rests in its center, all the weariness of your 
  morning's journey (not to mention the 
  monotony of the past several days and nights at 
  sea) seems to come upon you all at once. It is as 
  if the very air itself has combined with the 
  gentle waving of the tree's branches in the 
  slightly scented breeze to whisper a promise of 
  rest and sleep.
  If this occurs, the Narrator should refer to the 
  "Actions" section for resolving the heroes' attempts 
  to resist the drowsiness induced by the Black 
  Willow
  Any companions who do not succumb can 
  scream for help. If Britta is not witii them, she will 
  likely rush to do so. Salidar attempts to look as 
  though lie's helping, though he remains beyond 
  reach of the tentacles and misses badly on most 
  attempts to hit anything (and may hit one of die 
  other heroes, if any are nearby). He will only fight 
  for real if Britta herself is in actual danger, and 
  then only so long as it takes him to aid her.
  If more than tliree of the heroes fail prey to 
  drowsiness, and if the cards are against their 
  companions, die Narrator should bring in the 
  character known as Aerik, whom the heroes met 
  at the inn. He rushes to Uieir aid (using melee and 
  missile weapons only), and his intervention may 
  help save the day. If one of the heroes dies during 
  tiiis encounter, die Narrator may give the player 
  Aerik’s sheet as liis new hero. If none are killed 
  and he is not needed to assume the role of a hero, 
  Aerik is a silver dragon in disguise (see prior 
  scene).
  Atmosphere
  This scene begins slowly, as the heroes travel 
  through the countryside. Emphasize the growing 
  heat and the general dustiness of the road, as well 
  as the inviting appearance of the hill and stream. 
  The mood picks up, of course, if the heroes fall 
  prey to die Black Willow’s lure. Depending on 
  whether or not any or all of the heroes resist the 
  aura of drowsiness, some kind of combat may 
  ensue. At this point, the Narrator should stress die 
  potential horror of the situation (being swallowed 
  up by the carnivorous tree), and should step up 
  the pace of the action as die heroes try to defend 
  themselves or rescue enchanted comrades.
  Actions
  > Resist Drowsiness
  Difficulty: 
  Challenging (12)
  Action ability: 
  Presence
  Opposition ability: 
  None
  Comments: The aura of drowsiness exuded 
  by the tree stretches to encompass the top of the 
  hill (a 20 foot circular area). Anyone within that 
  area must resist the willow's potent mental attack 
  or fall asleep around the roots of the tree. The 
  willow then uses its tentacles to pull sleeping 
  heroes into its hollow trunk, where its digestive 
  Moonsteel Rising
  Visions of Destiny Saga # I
  Page 13
  
  acids dissolve a hero at a rate of one card per 
  minute.
  Mishap: A hero who suffers a mishap falls 
  directly against the trunk and can immediately 
  and automatically be placed inside where 
  digestion takes place. Damage still occurs at the 
  rate of one card jx?r minute. As with other 
  damage, once a hero's cards are all gone, he is 
  unconscious. Defense bonuses due to armor add 
  one extra minute per point of bonus. After lliat 
  time, the hero has been digested and cannot be 
  reclaimed. Armor used to fend off digestion is 
  damaged by as many points as were sacrificed to 
  keep the hero alive and henceforth only provides 
  as much protection as it has points remaining (i.e. 
  if one point of leather is used, that armor only 
  provides one point of defense in the future) until 
  repaired.
  Special notes: The black willow has five 15 foot 
  long tentacles that can each sustain 9 damage 
  points before being destroyed. The trunk by itself 
  has 48 points. Damage inflicted on die tentacles 
  does nothing to harm die trunk. The trunk 
  regenerates at 1 point per minute, though 
  destroyed tentacles can only grow back over time. 
  Any tentacle not engaged in melee can grasp a 
  sleeping hero and drag him to the hnllow trunk in 
  one minute. When fighting, each tentacle inflicts 4 
  damage points (i.e. the tree does not inflict 48 
  points of damage unless it falls on a hero). To 
  rescue companions from within the tree, half of its 
  total phvsical score must be inflicted on the trunk 
  itself (24 points), at which point die tree 
  regurgitates swallowed heroes.
  Characters
  • Black Willow, monster. Co 1, Ph 48, In 2, Es 10, 
  Dmg +20 (5 tentacles which inflict 4 damage 
  points each), Def -4 <bark), also aura of 
  drowsiness. Note diat while the trunk has a Co of 
  1, the tentacles have a Co of 6, making them much 
  harder to hit.
  • Salidar Fielding, guide: Human male adult, 
  simple demeanor, Adventurer. Ag 6D, Dx 9A, En 
  5D, St 9A, Re 6C, Pe 9A, Sp 4C, Pr 7B. Dmg +2 
  (quarterstaff), Def -2 (leather), also missile 
  weapons (self bow/+2).
  •Aerik Wildehart (Aerindrelios Argentwing), 
  hero; appearing as a human male adult (mature adult 
  silver dragon). Co 11, Ph 50, In 13 (169), Es 13 (169), 
  Dmg +20, Def -16, also dragon breath, swallow 
  whole, dragonawe, dive attack, sorcery 
  (aeromancy, summoning, spectramancy), 
  mysticism (alteration, healing, mentalism).
  Outcome
  • If the heroes decide not to stop, continue to Act 
  Three, Scene One.
  • If the heroes defeat the tree, they will travel on to 
  Moongaard Keep. Go on to Act Three, Scene One.
  • Should a character die, Aenk will join the party 
  Go on to Act Three, Scene One.
  • If Aerik helps but no hero dies, Aerik can be 
  persuaded to join the group and travel to the keep. 
  If not asked to join them, he turns aside onto a 
  path along the way.
  This scene should last no longer than ten minutes. 
  The Narrator should simply have the tree "die" if 
  play continues beyond that.
  Ac t  Th r ee: Spir it  o f  t h e Mo o n s t eel
  Scene One: Among the 
  Ruins
  In this scene, the heroes arrive at the ruins of 
  Moongaard Keep and explore its grounds, finding 
  evidence of Angar's previous search and 
  discovering the paruallv blocked entry to the 
  crypt.
  Overview
  After some diligent searching, the heroes should 
  be able to discover the entry to the Moonsteel 
  family crypt, now partly blocked by rubble. 
  During the course of their investigations, they may 
  also find evidence of Angar's visit here.
  Getting Started
  If Salidar is still with the heroes, the Narrator 
  should keep in mind that at this point, his motives 
  are no longer necessarily to weaken the party, but 
  to discover what it is that Angar Moonsreel came 
  here to find and what has happened to the item. If 
  Aerik has been brought in as a hero, his player 
  should be allowed a few minutes to familiarize 
  himseif with Aerik's hero sheet. If Aerik has 
  traveled with them as a character at tlie heroes' 
  invitation, he will offer to guard the horses and 
  keep watch outside the keep until the heroes 
  return. He will not (unless he is now a hero) enter 
  the ruins or the crypt.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 14
  
  First Impressions
  This scene begins with the heroes' arrival inside 
  the remains of the courtyard of Moongaard Keep. 
  Read the following paragraph to introduce the 
  scene:
  The tight from Krynn's single, pale moon casts 
  eerie shadows on the ruins of what was once 
  the imposing fortress of Moongaard Keep. All 
  around you, the ghosts of walls and 
  battlements bear silent, mournful testimony to 
  the battle that once raged here, a battle that 
  transformed it from a bastion of strength to a 
  collection of broken stones and crumbling 
  towers.
  The Story Continues
  Since it is now dark, the heroes find their vision 
  severely restricted. Torches and other light sources 
  must be used to counteract some of their penalties 
  to searching the ruins. Since Britta is familiar with 
  the keep and I Jammer has been there in the recent 
  past, both will be able to find the general area of 
  the entrance to the crypt despite the darkness. 
  Specific search actions may lead to other 
  discoveries as well: a burnt-out torch lying near 
  the entrance to the crypt, piles of rock that seemed 
  to have been deliberately arranged by someone 
  from outside to block off the entry to the crypt 
  and, most disturbingly, a little pile of three stones 
  forming a miniature cairn. If the heroes look 
  beneath these stones, the heroes will find Angar's 
  cloak pin, which bears the symbol of the Knights 
  of Solamnia <the Order of the Sword). See 
  "Actions" for conditions for discovering these 
  items.
  Before they can enter the crypt, the heroes 
  must first remove the stones blocking the 
  entryway — an action that requires not only 
  physical strength from Ute heroes, but also care 
  and wisdom to avoid collapsing the stones on top 
  of them.
  The heroes may, in fact, decide to wait until 
  morning to conduct their search. If they choose to 
  make camp in the ruins instead of immediately 
  undertaking the entry to the crypt, the Narrator 
  should read the following text
  Suddenly, a tortured scream pierces the silence, 
  echoing from somewhere deep within the ruins.
  If tins does not impel the heroes to investigate the 
  crypt, they find themselves unable to rest 
  comfortably and all experience terrible 
  nightmares. Go to Epilogue, Scene One.
  Atmosphere
  The mood for this scene should be filled with 
  eeriness and a growing sense of dread. 
  Concentrate on details that will evoke feelings of 
  uneasiness in the heroes. Although it should not be 
  stated outright, the heroes should feel that they 
  cannot afford to linger in the ruins any longer tlian 
  necessary but should proceed on tn their search of 
  the <. rypt.
  Actions
  > Search the Courtyard
  Difficulty: 
  Easy (4), Average (8) or
  Challenging (12)
  Action ability: 
  Perception
  Opposition ability: None
  Comments: If the heroes use light sources, 
  they may discover the entrance to the crypt, the 
  burned out torch and the fact tlial stones were 
  deliberately placed to close off entry to the crypt 
  by succeeding in an average Perception action. 
  Carolling without lights makes the task 
  challenging. While they may find things without 
  lights, identifying them will be much harder. 
  Finally, because it is so centrally placed, anyone 
  can stumble across (literally) the pile of three 
  stones that Angar erected as a burial cairn for his 
  solamnic brooch. That particular action is therefore 
  an easy task.
  Mishaps: A hero who suffers a mishap fails to 
  find anything and stumbles over a loose stone 
  twisting a knee, thereby making any physical 
  action one degree more difficult for the rest of the 
  scene.
  > Unblocking the Entryway 
  Difficulty: 
  Average (8)
  Action ability: 
  Strength
  Opposition ability: 
  None
  Comments: Removing the pile of stones tliat 
  forms a barrier in front of the crypt entry requires 
  a sustained average Strength action. In addition, at 
  least one hero must succeed in an average Dexterity 
  or Reason action to make certain tliat the stones are 
  removed without causing a minor avalanche. 
  Failure in attempting the Strength action simply 
  means that the heroes take much longer in 
  removing the stones. Failure in attempting the 
  Dexterity or Reason action indicates that one or 
  more stones has fallen in such a way as to increase 
  the difficulty of succeeding Strength actions to 
  challenging.
  Mishaps: A mishap on any of these actions 
  means that a stone lias rolled onto the failing 
  hero’s foot. If this happens, no card involving 
  Agility actions can be considered trump for the 
  next scene (until feeling returns to the foot). A 
  Moonsieel Rising
  Visions of Destiny Saga #1
  Page 15
  
  mishap on both actions by the same hero means 
  diat a fallen stone has actually damaged the hero, 
  reducing his hand by one card until healed.
  Characters
  • Salidar Fielding, guide Human male adult, 
  simple demeanor, Adventurer. Ag 6D, Dx 9A, En 
  5D, St 9 A, Re 6C, Pe 9A, Sp 4C, Pr 7B, Dmg +2 
  (quarterstaff), Def -2 (leather), also missile 
  weapons (self bow/+2).
  •Aerik Wildehart (Aerindrelios Argentwing), 
  hero: appearing as a human male adult (mature adult 
  silver dragon). Co 11, Ph 50, In 13 (169), Es 13 (169), 
  Dmg +20, Def -16, also dragon breath, swallow 
  whole, dragonawe, dive attack, sorcery 
  taeromancy, summoning, spectramancy), 
  mysticism (alteration, healing, mentalism).
  Outcome
  This scene ends when die heroes unblock die entry 
  to the crypt and begin their journey beneath the 
  ruins. The ad venture continues wi th Scene Two.
  Tliis scene should take no more than five to 
  ten minutes.
  Scene Two: Confronting the 
  Past
  In this scene, the heroes must solve the riddle of 
  the crypt and confront die undead spirits that 
  guard the tombs of the Moonsteel family.
  Overview
  If the heroes do not yet realize that Uieir real quest 
  is for the Moonsteel Sword, diey will do so by die 
  end of this scene. Thev will also learn of die drastic 
  change which has come over Angar and why he 
  failed to retrieve his father's sword from the ruins.
  Getting Started
  No special preparations are required. The scene 
  immediately follows the preceding scene
  First Impressions
  This scene begins as the heroes must leap across a 
  short section of crumbled stairway to reach the 
  tombs below. Once within the actual crvpt, diev 
  can see the remains of the burial chambers of the 
  Moonsteel family. Read the following text:
  Your lights reach into shadowed comers, 
  revealing carved stone alcoves and marble 
  sarcophagi, each shaped like knights or ladies 
  in repose. Most now lie partially or wholly 
  buried in rubble and the footing is treacherous. 
  Sad remnants of broken, noble faces, graceful 
  hands and hoisted renditions of swords and 
  shields lie scattered alongside stone too 
  shattered to hold recognizable shapes. 
  Strangely, for many of the sarcophagi are 
  broken, there are no scattered bones mixed 
  among the stones. Looking closely, you see that 
  they have been laid within sarcophagi or made 
  into neat piles. Part of the vaulted ceiling sags 
  ominously, as if poised to fall with the first 
  loud noise. The chill air grows even colder as 
  you move further underground. From beyond the 
  range of your lights and from somewhere below, 
  you hear an agonized shriek that is suddenly 
  cut short. As if in sympathy, the ceiling creaks 
  and a drift of dust falls from overhead.
  Lorekind should recognize the setting from his 
  dream of Angar wading knee-deep in bones. The 
  Narrator should tell him he feels he has seen this 
  place before, if only in dreams.
  The heroes will probably want to investigate 
  the scream. It sounds too high-pitched to be that of 
  a man.
  The Story Continues
  If the heroes head in the direction of die cry, they 
  will have to descend a short flight of steps and 
  cross a dangerously tilting floor to reach die comer 
  of the room from which the sound seems to come. 
  Tliis comer is blocked by a huge slab of marble. 
  Pinned beneath the stone block is a young woman, 
  who cries piteously as she catches sight of die 
  heroes. The Narrator may read or paraphrase the 
  following text;
  A frail young woman lies pinned beneath a 
  massive marble stab. "Help me, please help 
  me," she cries. It is obvious that most of her 
  lower body must be crushed. "Lift the block or 
  else release me from this agony." Her voice then 
  fades into a helpless sob that contains within it 
  a universe of despair. She reaches slender arms 
  out in supplication towards you. "Help me, 
  hold me, I’m so cold," she whispers. "So cold 
  and alone."
  Two beams of wood, snapped off remnants of 
  slender pillars, lie across the room: it may occur to 
  die heroes dial tiiese can be used like fulcrums to 
  lever die slab off the woman's body. The heroes 
  may also note that the woman's body is 
  transparent (with an average Perception action), an 
  obvious indication that she is a spirit of some sort.
  The spirit of the young woman is the lest 
  which Angar Moonsteel failed to pass, reasoning 
  that since she was beyond mortal heip, there was 
  Moonsteel Rising
  Visions of Destiny Saga ft i
  Page 16
  
  nothing he could do except locus on Iris purpose 
  — the retrieval of the Moonsteel Sword.
  How the heroes react to her plight will 
  determine their own worth as guardians of the 
  legendary weapon. If they free her, they pass. If 
  one or more of them actually holds her, takes her 
  hand or offers her some other type of physical 
  compassion (stroking her hair, patting her 
  shoulder, placing a cloak about her shoulders, 
  etc.), they are hit with a numbing cold but pass 
  with flying colors.
  Should they try to talk to her comfortingly or 
  explain b > her that she is dead, she will insist that 
  she cannot be free to go on until the block is lifted.
  When the heroes remove the marble slab, the 
  Narrator should read or paraphrase the following:
  In place of the young woman, a figure clothed in 
  blinding light rises before you. Her radiant 
  smile enfolds you in its warmth as she says, 
  "Your kindness has proven that you are heroes 
  whose strength lies in your compassionate 
  hearts. Before you awaits your destiny.1’ With a 
  gesture toivard the stone slab that had trapped 
  her, she disappears.
  Looking toward the spot where the 
  phantom pointed, you see that the heavy stone, 
  which you moved but moments before, is gone 
  — vanished into the air just as the woman 
  whose spirit you have freed. In its place, there 
  stands a door of worked stone with the name 
  "Justar Muonsteel" curved above it.
  Atmosphere
  The atmosphere for this scene is one of prolonged 
  suspense. The Narrator should pull out all the 
  stops to create a feeling of latent danger and 
  unknown terrors waiting just around the comer. 
  The scene should have the feeling of a ghost story 
  — for the heroes' only antagonists (except, 
  perhaps, for Salidar; are ghosts of one sort or 
  another.
  Actions
  > Crossing tire Floor 
  Difficulty: 
  Action ability: 
  Opposing action:
  Comments: Leaping the gap in the stairs and 
  crossing the tilted floor safely requires only an easy 
  Agility action. Should they be attempting the leap 
  without lights, however, the action becomes 
  daunting (16), as they cannot see what they are 
  doing and moving about the shattered tomb is 
  disorienting. Should any neroes fail this action, 
  they fall into the gap or cannot keep their footing 
  Easy (4) 
  Agility 
  None
  on the lilted floor. They may receive help from 
  others who succeed
  Mishap: A mishap means the hero falls badly, 
  twisting an ankle or a knee, dropping his or her 
  Agility score by half until healed.
  > Lifting the Block
  Difficulty: 
  Average (8),
  Challenging (12) or
  Desperate (20)
  Action ability: 
  Strength
  Opposing action: None
  Comments: Lifting the stone block that traps 
  the spirit requires either all six heroes to try to 
  achieve a challenging Strength action (though only 
  three of the six must actually succeed in order to 
  lift it, they should feel that all of them need to try), 
  or for any one hero to succeed in a desperate 
  Strength action. If they think to use the fulcrums, 
  they need only succeed in average Strength actions.
  Mishaps: A mishap means the hero wrenches 
  his back, dropping his or her Agility score by half 
  until healed.
  Characters
  If he is still with them:
  • Salidar Fielding, guide Human male adult, 
  simple demeanor, Aaventurer. Ag 6D. Dx 9A, En 
  5D, St 9A, Re 6C, Pe 9A, Sp 4C, Pr 7R, Dmg +2 
  (quarterstaff). Def -2 (leather), also missile 
  weapons (self bow/+2),
  • Spirit of tine Moonsteel: This ghostly woman is 
  the spirit of the Moonsteel Sword. As the heroes 
  have no way to affect her either magically or 
  physically, she is given no stats here.
  Outcome
  • If the heroes helped the trapped spirit woman 
  and thus passed the test, go immediately to Scene 
  TJiree.
  • If the heroes ignored the woman's cries tor help 
  or failed to try to free her, go to Epilogue, Scene 
  Two.
  Scene Three: The Moonsteel 
  Legacy
  In this scene the heroes encounter the restless spirit 
  of Justar Moonsteel and are able to acquire the 
  Moonsteel Sword.
  Overview
  Tlris scene describes the climax to the heroes' 
  search, but instead of resulting in tine discovery of 
  Angar, the heroes become the guardians of a 
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 17
  
  powerful magical weapon — the Moonsteel 
  Sword. From this point onward, they become the 
  Heroes of Destiny.
  Getting Started
  There are some important pieces of knowledge 
  contained within this scene that need to be 
  communicated in some fashion to the heroes. The 
  Narrator should be thoroughly familiar with the 
  information so that it can be relayed to the heroes 
  in a way that adds to the drama of the moment. If 
  the heroes reach this scene from Scene Two of the 
  Epilogue, refer to Version 0 of Justar Moonsteel's 
  speech.
  The Narrator will need to have Player Handout 
  Three ready to give to the players.
  The Story Continues
  The door of the tomb is closed and locked. The 
  heroes will have to find a way to open the door 
  before they can continue the quest. The Narrator 
  should read the following:
  The imposing stone door of Justar Moonsteel's 
  tomb stands revealed. Among the carvings of 
  rose, crown, kingfisher and sword is a small 
  keyhole, almost hidden by the designs.
  Once the heroes have defeated the lock and 
  opened the door they may enter the crypt. The 
  Narrator should read or paraphrase the rollowing:
  Inside the tomb, all seems quiet and peaceful. 
  No signs are here to show the devastation of the 
  rest of the keep- A white stone sarcophagus 
  stands upon a blue-veined marble dais, a 
  Solamnic shield and sword placed at its feet. 
  Atop the sarcophagus lies a sheet of vellum.
  Displayed prominently on the wall is the 
  legendary Moonsteel Sword. Along the length of 
  its blade are etched the phases of the absent 
  silver moon of previous ages, and its guard 
  consists of two crescent moons centered by a 
  full moonlike circular moonstone. The 
  Moonsteel crest, showing a glowing white 
  sword on an azure background beneath a 
  crescent moon, is emblazoned on the deep blue 
  pommel. The blade is metallic white rather than 
  silver and glmiii with a soft radiance. Its 
  sheathe of blue leather is displayed beneath the 
  sword on a lower shelf.
  Should the heroes investigate the sword and 
  shield, they discover that they are not those of 
  Justar Moonsteel, but bear the heraldic device of 
  his son, Angar
  If anyone reads the vellum sheet, give them 
  Player Handoul Three; Angar's Letter,
  Should anyone attempt to lift or take the 
  Moonsteel Sword, the ghost of Justar Moonsteel 
  appears and speaks to the heroes If no hero 
  attempts to take the sword, the ghost appears once 
  the heroes have read Angar’s letter.
  Kead or paraphrase the following once either 
  (or both) of these conditions have been met:
  Version I
  [NOTE TO THE NARRATOR: Use this passage as 
  written only if the heroes have come here by 
  assisting the trapped spirit Otherwise, read 
  Version nJ
  Brightness fills the crypt, as if the full moon 
  had suddenly chosen to bathe this small room 
  in its silvery luminescence. In the renter of the 
  light stands the figure of Justar Moonsteel, his 
  pale, translucent features bearing a look of 
  concern and overwhelming sorrow.
  "Who takes up the Moonsteel Sword takes 
  up the burden of a greater destiny." Having 
  announced his presence with these words, Sir 
  Justar looks upon all who are gathered in his 
  crypt. "Britta Moonsteel, beloved child of my 
  blood, it pleases me that you and your 
  companions have come so far to meet me in this 
  place of death and transformation. That you 
  have done so fulfills my greatest hopes and 
  gives me promise of peaceful slumber.
  "To my great sorrow, my son Angar 
  believed that he alone deserved to inherit my 
  greatest possession, the sword which 
  generations of Moonsteel warriors have carried 
  in trust since its forging deep within the heart 
  of the oldest mountains of Krynn. Angar 
  Moonsteel's hasty temper, unyielding pride and 
  lack of compassion made him an unworthy 
  guardian. Thus, he failed the test that was put 
  before him when he sought my resting place. 
  Somewhere within him, I believe, still lies the 
  seed of goodness and nobility, but he now 
  follows a dark dream that may ultimately lead 
  him astray from everything he once held dear.
  "It is my desire that you, Britta, last of the 
  Moonsteels, and your companions, take up the 
  sword that its light may continue to shine 
  against the darkness that threatens the world. 
  But in doing so, you must first know something 
  of the sword's history and its purpose.
  "Although the silvery moon, Solinari, has 
  left this laud, a part of it still remains within 
  the Moonstcel Sword. Created aeons past, in 
  the Age of Dreams, when a piece of Solinari 
  plummeted from the sky, the Moonsteel Sword, 
  along with other powerful items, playe d a part 
  Moonsreel Rising
  Visions of Destiny Saga # 1
  Page 18
  
  in overcoming a great horror that threatened 
  Krun ti.
  "Now that I divell within the realm of 
  spirits, I can feel stirrings of that ancient 
  darkness that once more attempts to spread its 
  corruption and dark evil over this already 
  troubled land. The Moonsteel Sword will be 
  needed again soon."
  The ghostly figure crosses the room to 
  retrieve sword and scabbard from their 
  mountings. He hands these to Britta, but 
  addresses his words to everyone.
  "Take this sword, use it for the good of the 
  land and preserve it against a time of great 
  need. I cannot say where it will lead you next, 
  although I can promise you that it will take you 
  into danger and beyond. The Moonsteel Sword 
  will lend its strength and the lost light of 
  Solinari to you. Perhaps it will give you the 
  means to save my son from his darkness, as 
  well. Go now, with my blessings and my hopes. 
  My quest is ended. Yours has just begun."
  The radiance dims, and Justar Moonsteel is 
  gone.
  Version II
  [Use Ulis variation on tlie above scene if tlie heroes 
  arrive at this point in the drama from Scene Two 
  of the Epilogue.1
  Brightness fills the crypt, as if the full moon 
  had suddenly chosen to bathe this small room 
  in its silvery luminescence. In the center of the 
  light stands the figure of Justar Moonsteel, his 
  pale, translucent features contorted in anger 
  and disappointment.
  "Who takes up the Moonsteel Sword takes 
  up the burden of a greater destiny." Having 
  announced his presence with these words, Sir 
  Justar looks sternly upon all who are gathered 
  in his crypt. "Britta Moonsteel, child of my 
  blood, it saddens me that you and your 
  companions have come to this place of death 
  and transformation with so little understanding 
  of the importance of compassion.
  "To my great sorrow, my son Angar 
  believed that he alone deserved to inherit my 
  greatest possession, the sword which 
  generations of Moonsteel warriors have carried 
  in trust since its forging deep within the heart 
  of the oldest mountains of Krynn. Angar 
  Moonsteel's hasty temper, unyielding pride and 
  lack of compassion made him an unworthy 
  guardian. Thus, he failed the test that was put 
  before him when he sought my resting place. 
  Somewhere within him, I believe, still lies the 
  seed of goodness and nobility, but he noiu 
  follows a dark dream that may ultimately lead 
  him astray from everything he once held dear.
  "l ike him, you failed to come to the aid of 
  one in need and placed your own ambitions 
  above your duty to the helpless and the 
  suffering. Despite your failure, it is your 
  destiny, Britta, and that of your companions, to 
  take up the Moonsteel Sword that its light may 
  continue to shine against the coming darkness 
  that threatens the world. But in doing so, you 
  must first know something of the sword's 
  history and its purpose.
  "Although the silver moon, Solinari, has 
  left this land, a part of it still remains within 
  the Moonsteel Sward. Created aeons past, in 
  the Age of Dreams, when a piece of Solinari 
  plummeted from the sky, the Moonsteel Sword, 
  along with other powerful items, played a part 
  in overcoming a great horror that threatened 
  Krynn.
  "Now that I dwell within the realm of 
  spirits, I can feel stirrings of that ancient 
  darkness that once more attempts to spread its 
  corruption and dark evil over this already 
  troubled land. The Moonsteel Sword will be 
  needed again soon."
  The ghostly figure crosses the room to 
  retrieve sword and scabbard from their 
  mountings. He hands these to Britta, but 
  addresses his words to everyone.
  "Take this sword, use it for the good of the 
  land and preserve it against a time of great 
  need. You are not yet worthy of it, but perhaps, 
  in time, the power of the sword will teach you 
  the compassion and care which is the mark of 
  the true hero 1 cannot say where it will lead 
  you next, although I can promise you that it 
  will take you into danger and beyond. The 
  Moonsteel Sword will lend its strength and the 
  lost light of Solinari to you. Perhaps it will give 
  you the means to save my son from his 
  darkness, as a sign that you have earned the 
  right to carry it. Go now, before I regret my 
  decision to entrust you with a treasure you do 
  not deserve. My quest is ended. Yours has just 
  begun."
  The radiance dims, and Justar Moonsteel is 
  gone.
  Atmosphere
  Tliis scene should begin with a feeling of peace in 
  the calm and quiet tomb. When Justar appears, tlie 
  mood should cliange gradually during his speech 
  from one of deep sorrow to one of rising hope. Tlie 
  nobility of Justar and his great sadness at his son’s 
  inability’ to be worthy of the sword should be 
  evident, along with his obvious faith in his 
  daughter and her companions. The Narrator must 
  Moonsteel Rising
  Visions oi Destiny Saga #1
  Page 19
  
  Challenging (12) or
  Easy (4) 
  Dexterity 
  None
  change this to a feeling of foreboding if the heroes 
  have proven unworthy
  Actions
  > Picking the Lock 
  Difficulty:
  Action Ability:
  Opposition Ability:
  Comments: Although this should not be 
  mentioned unless the player thinks of it himself, if 
  Sorrow uses his key it will automatically open the 
  lock unless he suffers a raislup in the attempt to 
  use it. Otherwise, Stormdancer and Sorrow both 
  also have the skill necessary to pick the lock. If 
  either uses a lockpick, the task is easy Anyone else 
  besides Sorrow or Stormdancer must succeed in a 
  challenging action.
  Mishap: If there is a mishap in picking the 
  lock the hero will break the lockpick or whatever 
  he or she is using in the attempt. If Sorrow suffers 
  a misltap when using his key, the key will be stuck 
  in the lock, and he will have to make an ttoemge 
  Dexterity action to remove it —however it will still 
  unlock the door.
  Other actions in the scene, reading the letter, 
  noticing Angar's equipment, and approaching the 
  Moonsteel Sword require no card play.
  Characters
  • Salidar Fielding, guide: Human male adult, 
  simple demeanor, Adventurer. Ag 6D, Dx 9A, En 
  5D, St 9 A, Re 6C, Pe 9A, Sp 4C, Pr 7B, Dmg +2 
  (quarterstaff), Def -2 (leather), also missile 
  weapons (self bow/+2).
  • Justar Moonsteel, guardian: Spectral Minion, 
  honorable demeanor. Hero. Co 15, Ph 20, In 5, Es 18, 
  Dmg f7 (long sword). Def 4 As a Guardian 
  spectral minion Justar Moonsteel should not be 
  battling the heroes.
  [Used stats converted from original books for 
  spectral minion, instead of ghost stats from new 
  book]
  Outcome
  If balidar is still with the party he tries to remain 
  unnoticed by Justar. When the ghost explains the 
  sword's importance, Salidar realizes that this is 
  what his employer sent him for. Knowing he 
  cannot handle the sword lumself, he attempts to 
  bid the partv goodbye as soon as they return to the 
  surface in order to take this information to his 
  employer.
  At this point the heroes should have the 
  sword go to Epilogue Scene Three: The 
  Wandering Mystic.
  Epil o g u e:
  Scene One: A Cry in the 
  Night
  If the heroes failed to respond to the cry for help in 
  Act Three, Scene Two, they experience a shared 
  nightmare to bring home to them the folly of their 
  inaction.
  Overview
  If the heroes were reluctant to enter the ruins of 
  Moongaard Keep after hearing the scream trum 
  within, they can make camp for the night in the 
  courtyard. Soon after thev fall asleep, however 
  (and this happens even to those who stay awake to 
  keep watch), thev are tormented by a shared 
  nightmare.
  Getting Started
  The Narrator must run this scene as though it is 
  absolutely real The players should liave no inkling 
  that they are experiencing a dream. The Narrator 
  needs no special preparations to run this scene 
  except for a diabolical mind.
  First Impressions
  To start the scene the Narrator should read the 
  players the paragraph below.
  Closing your ears to the scream from below, 
  you settle in for the night. The darkness closes 
  around you, lit only by the rising of the pale 
  moon, flf the heroes have lit a fire add it in as a 
  light source as well).
  The Story Continues
  The object of this scene is to scare the heck out of 
  the players (and their heroes). It should ONLY be 
  run if the heroes failed to respond to the scream 
  from within the crypt. The Narrator should use 
  every trick in the book to "kill" as many heroes as 
  possible. This is a terrible nightmare they are 
  experiencing because they failed to act heroically. 
  Make it memorable.
  Moonsteel Rising
  Visions of Destiny Saga # I
  Page 20
  
  If they have left someone on guard, that 
  person will be the first to become aware of noise 
  from the opening into the crypt. After the initial 
  noise, regardless of whether the watchperson calls 
  for help (assuming there is someone on watch), 
  eveiyone will awaken to a low, chilling moan as 
  the "undead" ascend from below.
  A shadow falls over the moon as an icy wind 
  whispers from deep within the crypt below. You 
  hear a faint scraping sound as the rocks 
  blocking the entrance to the keep slide away to 
  show the blackness within. A low moan that 
  might have been the sound of the wind now 
  grows louder as a phosphorescent greenish mist 
  rises from the ground. You hear screams from 
  behind you as, eyes rolling white, your mounts 
  rear and run, ripping themselves loose from any 
  hobbles or ties to flee into the night. (Narrator 
  Note: Allow the hero on guard a chance at this 
  time to awaken the others. If they do not do so, 
  have al] heroes awaken at this point anyway, 
  before continuing with narration.) As you stare 
  you see a legion of figures climbing from the 
  crypt, rusting armor and bits of flesh dropping 
  free as they come toward you, shields still 
  bearing the worn symbols of rose, sword and 
  crown. They raise their swords as they surround 
  you, eyes glowing green in the shadows beneath 
  their helms and you can smell the stench of 
  their rotting flesh as they begin to attack, still 
  moaning as though in everlasting torment.
  No matter how henies react, nothing they do short 
  of desperate actions have any effect on die deadly 
  knights. Successful offensive actions only 
  dismember an opponent, wlwse various parts will 
  continue tn battle. Do not identify the knights, only 
  describe them and let the heroes draw their own 
  conclusions as to what they face. Remember to go 
  with the flow of what the heroes do, but make 
  sure tiiat nothing can defeat these creatures and 
  that no matter which way they turn, more appear. 
  In the end, most of the heroes should succumb to 
  death or fall unconscious knowing their ignoble 
  deaths are imminent. As each reaches this final 
  state the Narrator should look into the player's 
  eyes and whisper the word "unworthy" before 
  going on to the next action. If titis scene is taking 
  longer than ten minutes to kill tlie heroes, simply 
  declare that they are swarmed and that everything 
  goes black.
  Atmosphere
  This scene should be as tense and frightening as 
  possible. Adopting a detached impersonal tone 
  during the actual combat sequence will allow the 
  Narrator to bring home the truly horrific aspects of 
  this nightmare.
  Actions
  There are no set actions in this scene. Anything the 
  heroes attempt requires them to be successful with 
  a desperate action. Note: Most players in this 
  position will quickly become frustrated, angry and 
  uncooperative. If anyone seems to reach tins 
  phase, "kill" all die heroes quickly and move right 
  into the next scene.
  Characters
  There are no other characters in this scene. If 
  needed you may look up die stats on Salidar and 
  Aerik from scenes above. This should not be 
  necessary, however.
  Outcome
  There is only one outcome to litis scene, the 
  characters die horribly in their nightmare. After 
  the scene fades to black tell heroes that they open 
  their eyes to see a vision of a radiant woman 
  before them Go directly tn Epilogue, Scene Two.
  Scene Two: Disgrace
  Overview
  The heroes should ONLY reach this scene if they 
  played through Epilogue, Scene One or if thev 
  failed to help die spirit trapped beneath the pillar. 
  They are still shown die way to die Moonsteel 
  Sword, but not before they are admonished for 
  their callous behavior and lack of compassion.
  Getting Started
  This scene should intimidate the heroes and make 
  them ashamed of their unheroic beliavior. No 
  special preparation is needed. The Narrator 
  should be aware that there are two possible 
  speeches the spirit could give and have the 
  appropriate one marked.
  First Impressions
  Depending on the manner in which they entered 
  tiiis scene the Narrator should read either Passage 
  1 or Passage II below.
  Passage 1 (read this if the heroes played through 
  the nightmare):
  When you awaken, you see a ghostly figure of a 
  woman hovering before you. Somehow, you 
  have entered the crypt during the dream you 
  Moonsteel Rising
  Visions of Destiny Saga # 1
  Page 21
  
  just experienced. Or is this another part of the 
  dream?
  The woman speaks:
  "Your tack of compassion and heroism 
  bodes ill for the fate of Ansalon. As guardian of 
  the Moonsteel Sword it is my duty to make sure 
  that the keeper of the sword is a worthy 
  successor. First Angar Moonstcel showed his 
  unfeeling and impatient nature, unwilling to 
  comfort or help someone in the path of his goal. 
  Now you also show no strength of heart in your 
  actions. Yet someone must take up the sword in 
  this troubling time. Go! Go, and look into the 
  eyes of the last truly worthy Moonsteel."
  With a gesture she points to a carved door 
  that stands closed before you.
  Passage IT (read this if they fail to help the 
  woman)
  Realizing that you can do nothing to help the 
  ghostly figure writhing on the floor, you move 
  past her, still in search of the way to the 
  Moonsteel sword.
  The young girl reaches out her arms 
  beseechingly as you walk past. Suddenly there 
  is a flash of blinding light and a tall stately 
  figure appears before you. The elegant woman 
  gleaming with a clear white glow stares at you, 
  her eyes disdainful. She speaks.
  "Your lack of compassion and heroism 
  bodes ill for the fate of Ansalon. As guardian of 
  the Moonsteel sword it is my duty to make sure 
  that the keeper of the sword is a worthy 
  successor. First Angar Moonsteel showed his 
  unfeeling and impatient nature, unwilling to 
  comfort or help someone in the path of his goal. 
  Now you also show no strength of heart in your 
  actions. Yet someone must take up the sword in 
  this troubling time. Go! Go, and look into the 
  eyes of the last truly worthy Moonsteel."
  With a gesture she points to a carved door 
  that was behind the figure of the ghostly girl.
  Atmosphere
  The heroes should feel thoroughly ashamed of 
  themselves.
  Actions
  The heroes have no real actions in this scene. They 
  have reached the scene due to their inaction. Now 
  it is time for them to listen.
  Characters
  • Salidar Fielding, guide: Human male adult, 
  simple demeanor, Adventurer. Ag 6D, Dx 9A, En 
  5D, St yA, Re 6C, Pe 9 A, Sp 4C, Pr 7B, Dmg +2 
  (quarterstaff), Del -2 (leather), also missile 
  weapons (self bow/+2).
  • Spirit of the Moonsteel: This ghostly woman is 
  the spirit of the Moonsteel Sword. As the heroes 
  have no way to affect her either magically or 
  physically, she is given no stats here.
  Outcome
  There is only one outcome to the scene. The heroes 
  go on to Act Three, Scene Two (entering Justar 
  Moonsteel's tomb).
  Scene Three: A Wandering 
  Mystic
  The heroes emerge from Moongaard Keep and 
  encounter a mysterious wanderer whose 
  prophetic words point them in an unexpected 
  direction.
  Overview
  Tlds scene concludes the adventure but provides 
  the heroes with a glimpse of tilings to come. A 
  wandering mystic liails the group, recognizing 
  them as the bearers of the Moonsteel Sword and 
  reaffirming their identity as the Heroes of Destiny. 
  He gives them information as Io the next phase of 
  the journey they have just begun and offers them 
  cryptic advice that liints of their ultimate purpose. 
  If Salidar is still with the heroes, the mystic 
  exposes him as a duplicitous agent of a "dark 
  master."
  Getting Started
  This scene takes place immediately after the heroes 
  emerge from the underground crypt into the 
  courtyard of Moongaard Keep. Aerik and the 
  horses are not visible. If the death of one of the 
  heroes has made it necessary for Aerik to join the 
  group earlier, he is with them as they emerge. If he 
  did not become one of the heroes, the mystic is 
  Aerik (in a different disguise), who in reality is the 
  silver dragon known as Argentwing. If Aerik has 
  become one of the heroes, Argentwing is someone 
  else (as yet unrevealed) when in human form. 
  Regardless, he will not reveal himself to lie a 
  dragon at this time, appearing instead as a wise 
  and harmless mystic.
  First Impressions
  Read or paraphrase the following:
  As you emerge from the crypt you see a figure 
  standing motionless in the courtyard. The figure 
  Mnonsieel Rising
  Visions of Destiny Saga #1
  Page 22
  
  wears a long robe and stands with crossed 
  arms, apparently awaiting you.
  The Story Concludes
  Give the heroes a chance to react. If they ask, tell 
  them that thev cannot see either Aerik (if he was 
  staying with the horses) or the horses. Note that if 
  Aerik stayed behind, he is actually the robed 
  figure they see (and is the dragon known as 
  Argentwing). After speaking with them, he will 
  teleport himself to a nearby stnraTn where he left 
  the horses (knowing the horses would probably 
  panic if he had to assume dragon form) and return 
  with them in his guise as Aerik. After returning 
  the horses, Aerik will bid them farewell.
  Read or paraphrase the following when the 
  heroes talk to him:
  My name means nothing to you, for you would 
  not recognize it. I am but a wanderei and was 
  once a friend to Justar Moonsteel. When 1 saw 
  that my old friend's daughter and her 
  companions had come to Moongaard Keep, I 
  realized 1 must speak with all of you. Once 
  before I attempted to speak with a visitor to 
  this place, a brash, irate boy whom I recognized 
  as Angar Moonsteel. In his fury, he refused to 
  listen and instead, set out for the city of 
  Palanthas, far to the north. You, I hope, shall 
  pay more attention. Will you hear my words?
  Assuming they agree, continue. If Salidar is still 
  with them and they have not yet discovered his 
  true nature, read both Part One and Part Two. If 
  Salidar is not with them, read only Part Two:
  Part One:
  You have among you one who is not your 
  friend. This man, Salidar Fielding, is an agent of 
  a dark master who seeks the enslavement of all 
  the good people of Krynn. Though this dark 
  man's purposes are still unclear, some among 
  you must have recently felt the darkness of 
  spirit creeping upon you or the despair that has 
  colored your dreams. Perhaps Salidar can tell 
  us more.
  Allow the heroes to deal with Salidar as they see 
  fit He pleads with them to spare him, claiming 
  that he lost everything when the dragons attacked 
  the keep. He intended to have his revenge, but has 
  changed his mind now. He just wants to return 
  home and trv to rebuild. For the moment, since he 
  is terrified of being killed, Salidar is quite sincere 
  Ixiter. if he survives and the henges let him go, he 
  will resent their treatment of him and report back 
  to his master.
  Salidar can tell the heroes the following:
  Outraged that Iris farm was destroyed because 
  Justar Moonsteel was harboring a dragon, Fielding 
  sought compensation through hitting Kick. He 
  offered his services to a dark mystic whom he 
  encountered, agreeing to act as an agent to capture 
  or destroy Angar Moonsteel. Hie evil mystic 
  revealed that the young Knight would be coming 
  to the keep to claim a family heirloom. Salidar was 
  to nine a group to attack him once he was back at 
  sea (where Solamnic Knights were less likely to 
  interfere). Salidar did as he was told, but 
  discovered (through the arrival of the heroes at the 
  inn in Caergoth) that his pirates were 
  unsuccessful. He implemented a back-up plan 
  based around Britta. (Note to the Narrator: Due to 
  time constraints, the next part of this narrative 
  may not have happened. Please edit as needed.) 
  Thus he traveled with them, tried to lead them 
  near the Black Willow hoping to kill some of them 
  so he'd have fewer toes to deal with and then 
  accompanied them into the cn.pt to find out what 
  tlie heirloom is and to see if he could get hold of it
  He dues not know the identity of die dark 
  mystic (who appeared to him as a tall, emaciated 
  figure dressed in a concealing red robe), only that 
  he comes from "somewhere1 to the east." The 
  mystic swore to pay Salidar well so he could 
  rebuild his farm. He had no idea why the mystic 
  wanted either Angar or the sword until he 
  experienced what happened in the crypt.
  NOTE: The wandering mystic will not tell the 
  heroes the information in Part Two while Salidar 
  can hear his words.
  Part Two:
  If you wish to find Angar Moonsteel, and I 
  feel in my bones that you should eventually 
  meet with that troubled young man again, you 
  must travel to Palanthas. When you get to that 
  fair city, you will further your quest by seeking 
  out a sage called Tessar Sahgis. He is well- 
  versed in old lore and can help you discover 
  what you need to know to complete your quest.
  Atmosphere
  Coming after the dreamlike events in the crvpt, 
  this should ground the heroes in reality again. 
  There should be a sense of closure (for this section 
  of the quest), but leave the heroes (and players) 
  with the sense that lias is only the beginning.
  Actions
  The main actions in this section come only if the 
  heroes attack the mystic or attack Salidar. They 
  can question the mystic but he reveals little more.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 23
  
  Questioning Salidar is only difficult if they don't 
  promise to spare his life in return.
  Characters
  • 
  The Wandering Mystic (Aerindrelios 
  Argentwing), advisor Mature adult silver dragon 
  (appearing as human male adult). Co 11, Ph 50, In 13 
  (169), Es 13 (169), Dmg +20, Def -16, also dragon 
  breath, swallow whole, dragonawe, dive attack, 
  sorcery (aeromancy, summoning, spectramancy), 
  mysticism (alteration, healing, mentalism)
  • 
  Salidar Fielding, guide; Human male adult, 
  simple demeanor, Adventurer. Ag 6D, Dx 9A, En 
  5D, St 9A, Re 6C, Pe 9A, Sp 4C, Pr 7B, Dmg +2 
  (quarterstaff). Def -2 (leather), also missile 
  weapons (self bow/+2).
  Outcome
  Tliis is Hie end of the adventure. The heroes 
  should have the Moonsteel Sword and the 
  knowledge that they must travel on to Palanthas 
  to continue their quest.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 24
  
  Player Handout One: The Dream
  Having fallen into a exhausted but restless sleep on the journey to the ship, your 
  head is just now clearing of the visions and dreams that danced along the edge of 
  your consciousness. Now aboard the Gunthar's Pride, you remember these images:
  Surrounded by darkness, Angar Moonsteel, tears of blood streaming down his face, 
  wades through a sea of bones.
  A dim light illuminates a sarcophagus lying against a wall. An agonized moan 
  sounds from within the coffin as its plain stone lid cracks in half.
  The stem face of a woman glowing with a white light points an accusing finger at a 
  figure enfolded in shadows. The woman's slender body takes on the form of a 
  silvery-white sword.
  Angar Moonsteel throws off his cloak, clawing at his armor as if it bums him. 
  Clutching a dagger made of darkness, he plunges the unholy weapon into his chest. 
  His scream jolted you into wakefulness.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 25
  
  Player Handout Two: The Second Dream
  You settle down to a disturbing sleep.
  Surrounded by stone walls and broken clods of dirt, you traverse a narrow passage 
  leading ever downward, your path lit only by flickering torchlight. Something lies 
  ahead of you, waiting to be put to rest.
  You fall headfirst into a pile of bones, broken faces and hands reaching toward the 
  sky. "Help us," disembodied voices sob. "Free us." The bones disappear, coalescing 
  into the body of a Solamnic Knight who mutters restlessly as he struggles to free 
  himself from the coffin which engulfs him, which now engulfs you.
  The coffin bursts apart to reveal a dark-robed figure with a shadowed face standing 
  in a rain of blood that splatters upon you as you struggle to escape your 
  confinement. Suddenly you are standing outside, your feet rooted in soil that 
  darkens and turns to dust, then splits apart as the sky above turns black and oozes 
  down onto your skin. Eerie howls echo on the wind. Something pursues you, 
  sucking the breath from your body as it draws nearer. You try to run but the 
  parched earth holds you fast.
  You call out to your friend Angar for help. The Knight sits on the ground beneath a 
  twisted, skeletal tree. He is writing on a sheet of vellum. "I cannot help you any 
  longer," he says. "My new path will not allow it." He pauses in his writing long 
  enough to look at you. You see a pair of black holes where his eyes once were. His 
  shining armor cracks and falls to the ground around him as you watch him turn 
  away from you and continue writing.
  You scream as your sight begins to fade, until only a dim light illuminates a 
  sarcophagus lying against a wall. From within the coffin you hear an anguished 
  voice: "Seek that which cannot be sought, free that which cannot be freed. Give me 
  the peace I cannot have."
  A brilliant light bursts in your face and you awaken as the morning sunlight floods 
  into your room at the Inn of tire Three Stars.
  Moonstcel Rising
  Visions of Destiny Saga # I
  Page 26
  
  Player Handout Three: Angar's Letter
  % Anetta on TtJCocuen 'TKay (ftutte 'Zt^oa *)t:
  loaqCt tCe THoottoteeZ teyaeq and ^aded. 'How tnaud cutotCen faatC. *1 Come 
  teen a aieion and ntaet Lottow wCene it ttado 'PenCafte teateone die witt, oacceed 
  wCene *1 coatd. not. "Mfy oatCo. tte Mdn in t&e dnot at twf. (pet. Canted aaden tde 
  nodbi, tCat ^onttt tde Caniat fdaee o^ twj, (cot Cotton.
  Stecfuttfy and wafaaq. nttf ecfCA Oee otdtf qnowiay odadoof^,. Io
  tfqCt danCtteoi,. want waCe uttfoety one wctC, it, (jon*) eatt ao toa^en fiiauek wttC tCe 
  (deMiafy ol tCe, UqCt,
  ^onc^ve ate i^ tfoa can,
  xdnyan 'Jftootuiteet
  Moonsteel Rising
  Visions of Destiny Saga #t
  Page 27
  
  V ITus alternate hero is to be given out ONLY if a hero dies in the adventure.)
  Aerik Wildehart
  Agility
  8A
  Reason
  6B(36)
  Dexterity
  5C
  Perception
  7B
  Endurance
  7C
  Spirit
  6B(36)
  Strength
  7A
  Presence
  8A
  Description Human male adult, modified Legionnaire warrior role
  Demeanor Grandiose
  Nature Vigilant
  Reputation Champion
  (Quests 7, Hand 5)
  Social stares Guildsman
  (Wealth 5)
  Melee weapon Scimitar (+5)
  Missile weapon Crossbow (+5)
  Armor Leather (-2)
  Shield None
  Physical Description:
  Age 27 Sex Male
  Hair Golden-blond Eyes Indigo blue
  Height 5’11" Weight 180
  Distinguishing Features; Dressed in flamboyantly colorful clothes that suggest a pirate, entertainer or some 
  other unsavory, roguish proression, this golden-blond, mustached man is far too handsome for his own good. 
  With his twinkling eyes and flaslring teeth, he looks as though he is used to attracting others and getting by on 
  his looks and charm. Although he seems to spend most of his time flirting or challenging folk to various 
  games of chance, his observant eye may lead some to the realization that there is more to him than his 
  flamboyant exterior.
  Special Abilities/Limitations: Aerik lias acute hearing. Whenever he is called upon to attempt an action 
  involving hearing the difficulty for that action is lowered by one degree.
  As a legionnaire warrior he enjoys a trump bonus when dealing with a character of Commoner social 
  status or lower, no matter what he's trying to accomplish (the Legion is popular as cliampions of the common 
  folk). When making purchases, he can use his Presence score instead of wealth rating to obtain equipment and 
  mounts.
  Any card used to resolve combat against Knights of Takltisis becomes trump, as does any card he plays 
  for a personal or melee range attack against any Knight of Solamnia. Because of rivalry with the othei knightly 
  orders, he never gains a trump bonus for any Presence action involving a Knight of Solamnia or a Knight of 
  Takhisis. knights of Takhisis usually execute Legionnaires on sight.
  As he has moved beyond his starting abilities and gained new skills while adventuring, Aerik has learned 
  one school of sorcery- Summoning, with 36 sorcery points to power it, and one sphere of mysticism: 
  Channeling, with 36 mysticism points to power it.
  Homeland: Nord maar
  Equipment: Fancy etched scimitar tucked into wide purple sash at waist, crossbow and 20 bolts carried across 
  back, several brightly- colored silk shirts, an oilskin-covered backpack containing a set of bone dice, a deck of 
  talis cards, extra changes of clothing, and standard adventuring equipment (bedding, food, a small lantern 
  and 2 bottles ot oil. a firelighter), a gold and sapphire stud earring, and a ruby ring with a rose carved in tlie 
  center of the stone.
  Background:
  Aerik is a member of the Legion of Steel. He has recently finished training an apprentice for the Legion 
  and is waiting for the order to assign him a new one. Meanwhile, he travels and works undercover for the 
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 28
  
  U’gion. As a child of a Solamnic Knight and one of the barbarian riders of the plains of Nord maar, he learned 
  quickly that he could not follow the stric t code of his father nor could he turn his back on the troubled land of 
  Ansalon and ride the plains like his mother. Although in his early years he gained the training of a Solamnic 
  Knight, he realized that he could more effectively stave off a possible invasion of his home through more 
  clandestine means. So far he has been very reticent about letting anyone know ot his dedication to the Legion 
  of Steel and will only do so if he feels lie can trust someone completely.
  As a member of the legion of Steel, Aerik has traveled over must of Ansalon, studying the Knights of 
  Takhisis and others to look for weaknesses. His last assignment was working as first mate on the White Cloud, 
  an Ergothian ship, wliile trying to figure out ways to combat the undead river pirates that block the major 
  waterway between Solamnia and Nordmaar. When Aerik saw Britta Moonsteel's shield device he 
  remembered a story told to him by his father of a Knight of Solamnia, Justar Moonsleel, who had saved his 
  father’s life many years ago. Listening to the group's conversations (and he is very interested in who they are, 
  where they are headed and what they are doing-all in a day's work), he has discovered that they need 
  assistance, and he has sworn to repay the debt of liis father's life by helping Justar's daughter.
  This will not, however, stop him from using his typical methods to disarm the party with his wit and 
  teasing < harm. Aerik lias learned that the best way to hide your intent is to be very creative and flamboyant. 
  As soon as people dismiss him as harmless, he can learn what he needs to know without suspicion.
  Thoughts on the others:
  Britta Moonsteel: Although you know little of her personally, you can tell that she follows the traditions of the 
  Solamnics to the letter. Ttiis means you probably could trust her with your life, but she might not approve of 
  your method^. If you end up traveling with her for any length of time you need to at least try to convince her 
  that the Solamnic traditions are not ths onlv way to live one's life. She needs to loosen up. First, however, you 
  will help her find her brother.
  Lorekind: Tins mystic/sorcerer is a kind and caring sort, not the type of person who usually survives well in 
  the adventuring life. You know that the Legion of Steel needs all the magical help it can get, but is Lorekind 
  Legion material? Perhaps he can help you learn more of your own mystical and sorcerous talents.
  Mithralas: This Irait-elf is an odd person. He is obviously a musician of some sort, but seems to be quite shy 
  and doesn't talk as much as most bards. You have noticed that he watches Britta constantly and keeps writing 
  something in a small boOK. Either he is interested in her, oi he is watching her for some nefarious purpose. 
  You need to keep an eye on him, he might be a spy-or possibly another member of the Legion of Steel.
  Sorrow. A raggedlv-dressed telluw, he seems to be one of the poor kender who has finally learned what fear is. 
  You have seen others like liim in your travels. Most are either pitiful or dangerous. For now vou will watch 
  him, and try to draw him out about what is troubling him. Maybe you can learn something useful — or at 
  least bring a smile to his face.
  Hammer. This old dwarf should be the entertainer, not Mithralas. He has constant stories about everything 
  under the sun and is not afraid to come up with absolute fairytales to amuse the crowd. Either he is getting 
  senile or he just loves to fool the ignorant, however, since many of the things he talks about are not correct in 
  some way. If he has been to Nordmaar, you'll eat your scimitar!
  Stormdancer. This lovely warrior calls to your clan blood. She has the wildness vou remerntx”- from your time 
  spent in the grasslands oi central Nordmaar. Like you, she must have decided tliat Ansalon needed her help. 
  You cannot help but admire her for both her beauty and her spirit. Still, she Iras a shadow on her heart. 
  Something must have happened in her past to drive her from her home. You need to find out what it was, and 
  help her ii you can. Perhaps she too would like to join the Legion.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 29
  
  Magic (Aerik)
  Note: A hero can cast spells of his player's own design, as long as the player only uses the schools of magic the 
  spellcaster knows. He may also alter die spells given to make them more effective using the spell design tables 
  from the reference card in the Fifth Age boxed set
  Sorcery
  Summoning
  Tdepori: Tins allows the caster and one other to transport themselves up to five miles.
  Invocation (instant) 
  Range (melee) 
  Duration (instant) 
  Area (couple) 
  Spell effect (5 miles)
  5 
  2
  1 
  1
  5
  Total difficulty
  14
  Mysticism
  Channeling
  Cat Balance: This spell gives the jester a +5 increase to liis Agility score.
  Invocation (1 minute) 
  4
  Range (personal) 
  1
  Duration (30 minutes) 
  4
  Area (1 person) 
  1
  Spell effect f+5 points) 5
  Total difficulty
  15
  Note: If the spell is used on another the difficulty is increased by one.
  Moonsreel Rising
  Visions ol Destiny Saga #I
  Page 30
  
  Nar r at o r /Pl ay er  Qu es t io n n air e
  Please answer the following questions to the best of your ability. The answers will be used to help determine 
  future events in the Visions of Destiny campaign.
  1. 
  Did all the heroes survive?
  2. 
  If not, who died, when and how?
  3. 
  Did Salidar die?
  4. 
  If Salidar survived, did he escape? How?
  5. 
  Did the heroes show compassion to the trapped woman (spirit) in the crypt?
  6. 
  Did Britta show compassion (this is needed as one part of the quest she must fulfill to 
  advance in the Knighthood)?
  7. 
  Did Sorrow use his key?
  8. 
  Did Aerik end up as a replacement hero?
  9. 
  Did the budding romance between Britta and Mithralas become more pronounced, die out, 
  get ignored or stay about the same?
  10. 
  Were the task levels in the tournament too hard, too easy or about right?
  11. 
  Did any players come up with clever spells? If so, which heroes were they playing and what 
  were the spells?
  12. 
  What section did you find easiest to run? Which section was most difficult to run?
  13. 
  Did you fully understand the story so far?
  14. 
  What would you like to see happen in a campaign of this nature?
  Thanks for helping run the first round of the ten-toumament Visions of Destiny campaign.
  Moonsteel Rising
  Visions of Destiny Saga #1
  Page 31
  
  Britta Moonsteel
  Agility
  5A
  Reason
  8D
  Dexterity
  6A
  Perception
  SB
  Endurance
  6A
  Spirit
  7C
  Strength
  9A
  Presence
  6A
  Missile weapon Crossbow (+5)
  Description 
  Role 
  Demeanor 
  Nature 
  Reputation
  Female human (civilized) 
  Knight of Solamnia 
  Brave
  Just
  Adventurer 
  (Quests 5, Hand 4)
  Social status
  Nobility 
  (Wealths)
  Melee weapon
  Long sword (+7)
  Armor 
  Shield
  Cham mail (-3) 
  Target (-3)
  Physical Description:
  Age 23 Sex Female
  Hair Dark red Eyes Clear gray
  Height 5'6" Weight 140
  Distinguishing Features: Britta Moonsteel wears her long, thick red hair piled and braided as a crown for her 
  helm. Pale skinned and broad shouldered, she is muscular due to her Knight's training. Although she is 
  unmistakably feminine, she is not soft. When not wearing armor, she dresses in sensible traveling clothes.
  Special Abilities/! imitations: britla Moonsteel has acute sight. Whenever she is called upon to attempt an 
  action involving vision, the difficulty of that action is reuuced by one degree.
  As a Knight of Solamnia, she considers herself bound by the Solamnic Oath and Measure and should 
  behave honorably at all times Any card used to close with an enemy is automatically a trump. So is any card 
  played for personal or melee combat versus a Knight of Tokhisis or a Legionnaire. When mounted, any card 
  used to resolve melee attacks is a trump.
  No card she plays to achieve surprise before combat is ever a trump. She loses one point of Presence if she 
  violates the Measure (Narrator call) or fails a daunting Presence action. She may not retreat from or refuse battle 
  unless her common sense tells her it is a foolish or useless action. She loses one point of wealth with each 
  advance in rank (donated to the Knighthood).
  Homeland: Solamnia
  Equipment: Chain mail, long sword with the symbol of the Solamnic Order of the Sword worked into the hilt, 
  crossbow and 20 bolts, target shield painted with her family's heraldic device (a glowing white sword on an 
  azure background beneath a crescent moon), standard adventuring equipment (food, water, bedding, fire­
  striker, etc.) carried in a waterproofed backpack.
  Background: Britta Moonsteel comes from a long-standing family of Solamnic Knights. Both she and her 
  older brother Angar grew up in their family's holding of Moongaard Keep surrounded by the knightly 
  traditions and joined thr ranks of Solamnics as soon as they were able. One of their early missions took them 
  to Gunther, so they were absent when their father died unexpectedly. By the time they received word of his 
  death, Sir lustar had already been laid to rest in the family crypt. Before 'hey could return to Moongaard, they 
  received word from their father s seneschal that the keep hud been destroyed by a rampaging enemy dragon 
  bent on the destruction of their father’s old mount, a silver dragon, who had received sanctuary with the 
  Moonsteels. After the attack, nothing remained of the once proud fortress except rubble.
  Moonsteel Rising
  Player Characters
  Page 1
  
  Since that time, Britta and her brother liave based themselves in Gunthar, traveling separately and together 
  on various missions for the knighthood. Unlike her dream-ridden, headstrong brother. Britta personifies the 
  old Solamnic virtues of steadfastness and dear vision. She tries valiantly to live up to the ideals ol tlie 
  Knighthood as embodied in her father and in 'he Knight's Code. Though she is a Knight of the Crown, she 
  stands poised to ioin tlie Knights oi tlie Sword as soon as she completes a quest worthy enough to grant her 
  that status. Although she is quick to act when faced with injustice, she- avoids rash decisions or quick 
  judgments. Despite her status as a Knight, Britta has attracted dose companions hum a variety of scuta] 
  dasses and professions, all of whom are drawn by her forceful presence and lack of pretension. Recently, 
  Britta's brother Angar left to return to the keep, saying his dreams drove him to itm and forbidding her to 
  accompany her. Their friend Lorekind's dreams of Angar in peril has nrompted Britta to gather a group and 
  go after him. she hopes she is not too late.
  Thoughts on the Others
  Lorekind: This gentle scholar possesses powerful magic as well as mysticism. You value his insight, and try to 
  protect him from others who would take advantage of his innate compassion. He suffers from poor eyesight, 
  and you wonder whether he is suited for a life of travel and danger. Nevertheless, you know that his healing 
  touch and his soothing words are necessary to ease tlie burden of adventuring. His friendship with your 
  brother has also won him a place in your heart and you hope that he will be able to assist you in your current 
  quest.
  Mitbralas: Were it not your solemn duty to perpetuate the Solamnic tradition in your family by someday 
  marrying within the knighthood, your heart would belong to this talented and insightful half-elven bard. You 
  have steeled yourself to regard him as nothing mure than a inend, yet you find that hardly a day goes by 
  when he is not foremost in your thoughts and- disturbingly, in your dreams. You anpredate his 
  companionship and his assistance, but it bothers you that he insists on calling himself your "chronicler." It 
  gives you on importance that you do not yet deserve.
  Sorrow: Unlike most kender, Sorrow does not have the carefree attitude of his race. He is Lorekind's 
  companion and apprentice, studying magic in return for letting the scholar use his keen eyes in place of his 
  own limited sight You suspect that he probably shares the general kender aptitude for acquiring small objects, 
  but you liave never actually seen him steal anything. He is either very talented or else very discreet
  Stonndancen You and your brother rescued this barbarian woman from slavery. Now she has sworn a life- 
  debt to you and although you feel uncomfortable that she has placed so much trust in you, you do value her 
  vast array of talents. She is not only a natural fighter, but lias perfected the ways of stealth and concealment 
  through her struggles to liberate and smuggle slaves to safety. You rely on her wilderness knowledge and are 
  certain that her mystic ability can help you find your brother. Someday, if you can, you will repay her by 
  helping her to find her own lost love, Spirit Hawk.
  Hammer: This brave and irrepressible dwarf once adventured with your father and he represents to you the 
  continuity of generations joining together in a common quest. It was he who brought word ot the destruction 
  of your ancestral home, Moongaard Keep. His experience and wisdom will stand you in good stead in the 
  days to come. You are amazed and gratified that such a well-traveled campaigner accepts your leadership of 
  the group and you will try your best to live up to his expectations. Your only concern is that he may be, in fact, 
  so old that he is drifting into senility. You have heard that the older a dwarf gets, the less dour and gruff he 
  becomes.
  Moonsteel Rising
  Player Characters
  Page 2
  
  Lorekind
  Agility
  6A
  Reason
  7 A (49)
  Dexterity
  3D
  Perception
  6D
  Endurance
  4G
  Spirit
  8 A (64)
  Strength
  3B
  Presence
  6B
  Missile weapon Sling (+2)
  Description 
  Role 
  Demeanor 
  Nature 
  Reputation
  Male human (civilized), 
  Mystic-sorcerer 
  Kind
  Merciful
  Adventurer 
  (Quests 5, Hand 4)
  Social status
  Commoner 
  (Wealth 3)
  Melee weapon
  Sickle (+3)
  Armor 
  Shield
  Leather (-2) 
  None
  Physical Description:
  Age 32
  Hair Black
  Height 5'10"
  Sex Male
  Eyes Blue-gray
  Weight 175
  Distinguishing Features: Lorekind has large, soft, myopic looking eyes and a continually worried expression. 
  His formerly sedentary lifestyle is reflected m his distinctly unmuscular physique. His shoulder-length black 
  hair has begun to recede at the forehead.
  Special Abilitie^Lnnitations: Lorekind suffers from diminished vision (nearsightedness). Whenever he is 
  called upon to attempt an action involving vision, tlie difficulty of that action is increased by one degree. 
  Lorekind has three schools of sorcery: aeromancy, divination and pyromancy. He has 49 sorcery points for 
  powering any spells involving these schools. He also possesses three mystic spheres: animism, healing and 
  sensitivity. He has t>4 mysticism points to use for mystical abilities, he receives an automatic trump for 
  pyromancy as it was his forst school.
  Homeland: Sancrist Isle
  Equipment: Long, dark gray robe, steel sickle, leather sling and 10 bullets (carried in small pouch on his black 
  leather belt), leather armor (wom only when traveling somewhere really dangerous), small magnifying glass 
  on a silver chain around Iris neck, 5 leaves of paper, notes on spells, bottle of ink and quill pen carried in 
  specially padded bag, small sack of candy, standard adventuring equipment (food, waler, bedding, firestriker) 
  in waterproof backpack.
  Background: A scholar and lover of knowledge by nature, Lorekind discovered an ability for both sorcery 
  and mysticism. Although his poor vision (he suffers from myopia or near-sightedness) has made him wary of 
  traveling, his dual calling has forced him to tourney more than he would like to further his talents. After first 
  studving with Goldmoon at the Citadel of Light, he moved to Gunthar where he began his training in sorcery 
  under Raltha, a former White Rube colleague of Palin Majere.
  There he made the acquaintance of a young Solamnic Knight named Angar Moonsteel and discovered that 
  he and .Xng.ir shared a common bond - both of them were prone to receiving visions in their dreams. Angar 
  and his sister, Britta, also a Solamnic Knight, served as reminders to Hie scholar of his earliest aspirations, 
  before his poor eyesight made it dear to him that his destiny lay in less warlike pursuits. His interest in the 
  legends of the past has won him the friendship of a half-Silvanesti bard, Mithralas Nightsinger, whose 
  repertoire of legends of Krynn's glorious and tragic history fuels his vivid imagination.
  Moonsteel Rising
  Player Characters
  Page 3
  
  Lorekind's inner strength lies in liis almost infinite capacity for empathizing wjffi the feelings and concerns 
  of others. He often sacrifices his own personal desires in order to help someone weaker or less fortunate than 
  himself achieve some necessary purpose or goal. His spiritual strength gives him the realization that he does 
  not have to excel in physical prowess to be a valuable asset to any group of companions. His goodheartedness, 
  however, also serves as a weakness, for often his associates lake advantage of his willingness to put himself 
  out for others.
  Thoughts on ihe Others
  Britta: Even your poor eyesight does not blind you to either the beauty or grace of this Solamnic Knight As 
  different from her brother as day is from night, her solid grasp of reality and her inborn qualities of leadership 
  and determination make her a natural leader. You have confidence in her abilities, and only wish that she 
  would learn to listen to her heart as well as to her head.
  Mithralas: Tins hab-elven bard has suffered the ignominy of exile from his Silvanesti home and is now 
  branded a dark-elf despite his noble birth and obvious goodness. You appreciate his vast storehouse of 
  knowledge, tus stories and songs and consider him to be one of your closest friends. You also admire his 
  devotion to the truth ana his determination to keep silent rather than dissemble. You know that he is fond of 
  Britta but that sometlring keeps him from speaking his mind. You hesitate to meddle in the personal artairs of 
  others, so you must simply watch while two people who are meant for each other remain blind to their own 
  feelings.
  Sorrow: This young kender came along at just the right time, seeking someone who could teach him magic. 
  Because he could not afford to pay and was too proud to accept charity, you and he struck a bargain: your 
  tutelage in magic theory (you cannot actually instruct him in spectramancy, for you don't know that school of 
  sorcery) in return for the use of his keen eyesight. Fortunately, he does not prattle on incessantly like most 
  kender. You realize that his name is not tlie one he was bom with and that he suffers from some deep tragedy 
  that has dampened what might have been an irrepressible nature. You aren't sure what you can do to help 
  him except touch him magic. Maybe that will be enough.
  Stormdancer: If you thought about it long enough, you might envy this proud barbarian's vast array of skills 
  and talents. Her ability to deal with hardslup and the unexpected humbles you in the face of your own distinct 
  lack of experience in the wild. She is outspoken and, oftentimes, lacking in real insight as to the motivations of 
  others, but you cannot bring yourself to correct her too harshly for her misguided opinions. After -JI, she has 
  been wrenched from a simple life and placed among people unlike any she has known before. You will try to 
  educate her gently and encourage her to temper her words with inner sight,
  Hammer: Plus dwarven warrior is both more and less than he seems. You do not doubt for a moment that he 
  truly cares about his companions and that he will use all his skills to help keep everyone alive, but his tales of 
  deeds past lack a certain authentiiity, almost as if he is recounting tlie adventures of someone else. You 
  suspp'l that he may, in fact, not have done everything he claims, but harmless exaggeration is the stuff of 
  legends, so you will not challenge him when he waxes lugubrious, especially since it seems to give him so 
  much pleasure in the telling. You can hear the laughter in his voice.
  Moonstcel Rising
  Player Characters
  Page 4
  
  Magic (Lorekind)
  Sorcery
  Note: A hero can cast spells of his player's own 
  design, as long as the player only uses the schools 
  and/or spheres of magic the spellcaster knows. He 
  may also alter the spells given to make diem more 
  effective using the spell design tables from the 
  reference card in the Fifth Age boxed set.
  Aeromancy:
  Flight on the Winds: This spell allows the caster (or 
  others) to fly for a brief time.
  Invocation (one minute) 4
  Range (personal) 
  1
  Duration (15 minutes) 
  3
  Area (individual) 
  1
  Spell effect (hindering)_______________ 3
  Total difficulty 
  12
  Note: I he difficulty should be adjusted for 
  variations as follows: +1 if placed on a single 
  person other than the caster; +3 it placed on up to 
  •0 people; +1 if cast al melee range. If the spell is 
  resisted, the difficulty will increase by the amount 
  of the opposing character's Perception score.
  Suffocate. This spell causes all the air around a 
  character's head to disappear in an instant, causing 
  a loud crack ot noise, lliis sudden absence of air 
  will knock a character unconscious for one minute 
  and inflict 2 damage points (armor does not
  reduce this damage).
  Invocation (one minute) 
  4
  Range (near missile, may vary) 
  3
  Duration (instantaneous) 
  1
  Area (individual) 
  1
  Spell effect (painful/-5)_______________5
  Total difficulty 
  14
  Divination
  Detect Magic. This allows the caster to detect the 
  aura of magic around objects. If an object is on a 
  character, a resisting character may also add his 
  Perception score to the difficulty.
  Invocation (10 minutes) 
  3
  Range (melee) 
  2
  Duration (1 minute) 
  2
  Area (small room) 
  2
  Spell effect_________________________ 1
  Total difficulty 
  ItT
  The difficulty is reduced by 1 if the spell is cast 
  on a character instead of a room. However, a 
  resisting character’s Perception score will add to 
  the difficulty. Spell effect difficulty must be 
  increased if the caster wishes to ascertain anything 
  about the nature of the magic sensed.
  Pyromancy
  Fire Sphere. Tltis causes a sphere of flame to appear 
  above the caster's hand to give a bright, if 
  flickering, light- 
  Invocation (instant) 
  5
  Range (melee) 
  2
  Duration (30 minutes) 
  4
  Area (individual) 
  1
  Spell effect_________________________ 1______
  Total difficulty 
  13
  Fire Dart: ihis causes a flaming dart to fly from the 
  caster's hand and hit the intended target, inflicting 
  5 damage points.
  Invocation (instant) 
  5
  Range (near missile) 
  3
  Duration (instant) 
  1
  Area (individual) 
  1
  Spell effect (damage +5)______________ 2______
  Total difficulty 
  12
  Aeromancy and Pyromancy
  Warmth ofthe Hearth: This spell uses both schools 
  to heal the air to a please it temperature even 
  when the surrounding temperature is below 
  freezing.
  Invocation (10 minutes) 
  3
  Range (melee) 
  2
  Duration (1 hour) 
  5
  Area (large room) 
  3
  Spell effect ________________________3
  Total difficulty 
  ffi
  Mysticism
  Animism
  Beast Speech: This allows the mystic to speak to and 
  be understood by any number of animals with 
  Reason scores of 2 or less. The animals spoken to 
  must be within melee range or the cost becomes
  higher.
  Invocation: (10 minutes) 
  3
  Range (melee) 
  2
  Duration (1 minute) 
  2
  Area (individual) 
  1
  Spell effect_________________________3
  Total difficulty 
  IT
  Healing
  Heal Damage. Allows healer to return points or 
  cards to those wounded. See text pp. 77-78 Book 
  One of DI 3 5 A for more information.
  Invocation (30 minutes) 
  1
  Range (personal) 
  1
  Duration (instant) 
  1
  Area (individual) 
  1
  Spell effect (heal 4 cards/points)________4
  Total difficulty 
  8
  Sensitivity
  Detect Emotion; The mystic can detect the 
  emotional state of one character or hero.
  Invocation (1 minute) 
  4
  Range (melee) 
  2
  Duration (1 minute) 
  2
  Area (mdividual) 
  1
  Spell effect_________________________1
  Total difficulty 
  TP
  A resisting character's Perception score adds 
  to the difficulty.
  Moonstcel Rising
  Player Characters
  Page 5
  
  Mithralas Nightsinger
  Agility
  4C
  Reason
  6D
  Dexterity
  8A
  Perception
  8A
  Endurance
  8A
  Spirit
  4C
  Strength 
  5 A 
  Presence
  Description 
  Male Silvanesti half-elf (exiled),
  Role 
  T ruthsinger
  Demeanor 
  Open-minded
  Nature 
  Insightful
  Reputation 
  Adventurer
  (Quests 4, Hand 4)
  Social status 
  Guildsman
  (Wealths)
  Melee weapon 
  Long sword of distinction (+9)
  Missile weapon Long bow (+6)
  Armor 
  Scale mail (-4)
  Shield 
  Kite (-2)
  Physical Description:
  Age 45 (adult) 
  Sex Male
  8B
  Hair Silvery blond 
  Heights'?"
  Eyes Hazel (golden-green) 
  Weight 128
  Distinguishing Features: Mithralas is proud of his long, wavy, silvery-blond hair, usually worn in a single 
  braid down his back for traveling and adventuring. He prefers green or brown silks and well made clothes for 
  performances, though he dresses in sturdier clothing on the road.
  Special Abilitie<yr imitations: Mithralas has both acute vision and acute taste. Whenever he is called upon to 
  attempt an action involving either vision or taste, the difficulty of that action is reduced by one degree. With 
  his keen taste, he can, for example, deduce the vintage of a good wine or detect the presence of certain spices 
  or even poisons in food and drink.
  As a Truthsinger, Mithralas has sworn an oath to always speak only the truth, since he feels that his 
  reputation as a keeper and teller of tales depends on his credibility. Bet ause of his practiced truthfulness, he is 
  more sensitive to detecting lies in others. Thus, any card he plays to perceive a falsehood is trump.
  As a half-elf, he gains a trump bonus in one of the innate elven abilities: tn his case, any card plaved when 
  he uses a sword to attack an enemy is considered Irumn. regardless of its actual suit. His innate musical talent 
  allows him to count any card as a trump when he plays anv stringed musical instrument.
  Finally, when engaged in social interaction with any elves other than Silvanesti, no card Mithralas plays is 
  ever a trump. Silvanesti elves who know that he is a dark elf will not speak to him at all except rmder the mast 
  extraordinary circumstances.
  Homeland: Silvanesti
  Equipment: Long sword of distinction (+2 to damage rating and attack action), long bow, 20 arrows in quiver, 
  highly polished silvery scale mail, kite sliield, perlormance silks in green and brown, luce in waterproof case, 
  wineskin containing fine wine, book half-filled with stories of Britta's exploits, scrolls of songs and poems, ink 
  and quill, adventuring equipment (good quality food, bedding «nd firestriker, small lantern and oil) in hand- 
  tooled waterproof leather backpack.
  Background: One of the lesser cousins of the House Royal of Silvanesti, Mithralas struggled with his disgust 
  at the rejection of Alhana Starbreeze, the now-dark elf heir to the Silvanesti throne. His compulsion to speak 
  the truth forced him to speak out in council, publicly declaring his support for Alltana and Porthios, 
  denouncing the bigotry he saw around him. Since he himself is a half-elt, son of the late Ellendra Starbreeze 
  Moonsteel Rising
  Player Characters
  Page 6
  
  and his human tather Mithran Liearthsong, liis words were met with scorn. He was told that since he so 
  sympathized with Alhona and Porlluos, he could join them in their exile. Thus Mithralas found himself 
  branded a dark elf, an outcast from elven society.
  Since that time his travels brought him to Gunthar, where he found acceptance (of a sort) among the region’s 
  inhabitants. Here he made the acquaintance of Lorekind, a human s>holar who shared his love of history and 
  learning. Lorekind also introduced him to Britta Moonsteel, and Mithraias saw in her every thing he sought in 
  a life partner. Not willing to speak his thoughts, lest she reject him us unsuitable for one of her lofty station, he 
  has nevertheless attached himself to her retinue as a chronicler of her deeds and a witness to her eventual 
  greatness.
  Although he comes from a noble lamily, Mithralas' status as an exile has keenly affected his perception of 
  himself. Only when he is performing his songs or telling stories of legendary heroes is he able to assume the 
  brash self-confidence necessary for a successful bard. His devotion to accurate understanding of past, present 
  and future has resulted in a personal vow to only speak the truth as he sees it and to make all his words count. 
  This reticence to "blather” at the slightest opportunity makes him seem shy. Additionally, his stigma as an 
  outcast has made him even more sensitive to the blind prejudices of others and has awakened in him a fervent 
  desire to judge others on their merits rather than on their hirtli or social standing.
  Thoughts on the Others
  Britta: If you could be anything you wanted to be, you would find it in yourself to be the kind of person 
  deserving of Britta's love and esteem Your admiration for her exceeds all bounds, and is even more keenly 
  felt because it is a feeling you dare not express. This young Solamnic Knight will undoubtedly one Jay many 
  another Knight and continue her family line. You accept that with as much resignation as you can muster and 
  try to content yourself with your self-app< anted role as chronicler of the saga of her life.
  Lorekind: This gentle scholar has never failed you, whether as an avid audience for your cherished store of 
  legends or as a confidant to whom you can express your deepest fears and concerns. Despite his apparent 
  weakness as an adventurer (he suffers from poor eyesight and does not like to travel), you realize that his 
  magical anilities more than make up for liis physical shortcomings. You have vowed to assist him in whatever 
  way you can , whether using your skills to keep him safe in battle or to keep others horn taking unfair 
  advantage of him whenever possible.
  Sorrow: That individuals are more than then race or their social status is nowhere more clearly evidenced 
  than in the person of this young kender. Obviously scarred by some deep personal tragedy, Sorrow lives up to 
  his name. He is Lorekind's apprentice in the ways of magic, another proof that people cannot be put into neat 
  categories. He also serves as your friend's eyes, helping Lorekind overcome his own poor vision. You know 
  that nothing you can say will help Sorrow overcome his own inner blindness, however, so you try to comfort 
  him with stories ot heroes instead.
  Stonndancen The many talents and diverse skills of this proud and independent barbarian woman point up 
  your own limitations. She does not seem to understand that you are not a warrior, even though you are good 
  with a sword. It is as if she judges everyone in the light of whether or not they know how to kill. You would 
  like to prove to her that even now, the ways of war are not the only proof of worthiness, but you doubt your 
  ability to do so. Instead, you bear her hasty words w ith us much dignity as you can and keep silent in the face 
  of her critiusm.
  Hammer: You may be the only one of your companions who realizes that Hummer is not what, or who , he 
  claims to be. You are familiar with some of the tales he takes credit for and you know that he could not 
  possibly have been in all those places at all those times. Nevertheless, you have no real proof that Hammer is 
  an imposter and he has proven himself a stalwart companion in battle Whatever his secrets are, you have no 
  right to expose them. Besides, he shows a great flair for storytelling and obviously enjoys performing. In fact, 
  you can't resist egging him on bv asking him all sorts of questions about the fine details of his stories. Perhaps 
  you can convince him that his real profession lies in the field of entertainment
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  Sorrow (Kerwin Skitterstep)
  Agility 
  7D
  Reason
  6B (36)
  Dexterity 9B
  Perception
  8A
  Endurance 5C
  Spirit
  5D
  Strength 
  3C
  Description 
  Male afflicted kender
  Role 
  Apprentice
  Demeanor 
  Resourceful
  Nature 
  Conscientious
  Reputation 
  Adventurer
  (Quests 6, Hand 4)
  Social status 
  Tradesman
  (Wealth 4)
  Melee weapon 
  Dagger (+2)
  Missile weapon 
  Hoopack (+4)
  Armor 
  Leather (-2)
  Shield 
  Buckler (-1)
  Presence
  6B
  Physical Description:
  Age 33 (young adult) 
  Hair Dark brown 
  Height 3'11"
  Sex Male 
  Eyes Blue 
  Weight 55
  Distinguishing Features: Sorrow's dark brown hair is raggedly cut, tied in a short pony tail in back and 
  falling into his eyes in front. His blue eyes smoulder with barely repressed anger. He wears an odd assortment 
  of clothes, apparently careless of his looks.
  Special AbilitieE/Limitations: Sorrow possesses both acute vision and acute hearing. Whenever he is called 
  upon to attempt an action involving vision or hearing, th? difficulty ior that action is lowered by one degree. 
  As an afflicted kender, any card he plays in an attempt to sneak about (or take any similar action involving 
  care and grace), is automatically trump, regardless of its actual suit.
  Sorrow's experience when he was trapped for several days in the collapsed basement of his home (when 
  his family was slain) has given him a fear of being in small enclosed spaces. Whenever he is trapped or forced 
  into a small, confined area, no card he uses to attempt physical actions is considered trump.
  Sorrow has one school of sorcery: spectramancy, which he taught himself before becoming apprenticed to 
  Lorekind. He has 36 sorcery points for powering his spells.
  Homeland: Kendermore
  Equipment Dagger hoopak, leather armor, buckler shield, 4 bags of sluff (assorted items picked up and 
  traded, including but not limited to: a bright blue scarf, 2 green marbles, an apple, bottle of purple ink, small 
  mirror in leather case, 4 leaves of blank paper, piece of chalk, robin's egg wrapped in gauze inside small 
  wooden box, half-filled flask of oil, shiny rock, sack of dried fruit and nuts, vial of pungent perfume, pur of 
  Lorekind's socks), 3 brightly colored juggling balls, silver heart locket pendant and brass key on silver chain 
  worn around neck, hook of notes on sorcery and dragons, dark serviceable clothing, waterskin, sleeping roll 
  with waterproof covering inside of which are carried food, a change of dothes, and strips of linen (for 
  bandages).
  Background: Bom Kerwin Skitterslep, you spent your early childhood in Kendermore amid the rambunctious 
  affection of your entertainei family, expecting to follow in their footsteps. All that changed with the coming of 
  Malys. The ancient red dragon who now rules your former homeland destroyed your village, your family, 
  and everything you once considered important. Worst, Malys destroyed your hope in the future and your 
  behef in anything of lasting value. Now you live for revenge.
  Moonsteel Rising
  Player Characters
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  While you are determined dial one day you will see Malys dead and your former homeland freed from 
  her cruel depredations, you have also sworn to prevent others from suffering the loss of everything diey hold 
  dear.
  You fled with the few survivors of the dragon's attack, seeking refuge and a new beginning in Hylo. There 
  you discovered the secret of magic, something you feel gives you an edge toward achieving your goal of 
  bringing about Malys' end. You are desperate to learn more ways of wielding the magic of krynn, and have 
  traveled fur and wide in search of a teacher. In Gunthar, you chanced upon a scholar named Lorekind, a 
  gentle master of both sorcery and mysbdsm who agreed to lake you on as his apprentice, tear king you magic 
  theory in return for something only you could give him. His poor eyesight hampers his ability to get around in 
  the world, and you now serve as on extension of his physical senses , seeing the world for him wink he 
  interprets magic for you.
  Your early trauma has tempered your innate curiosity somewhat and lias made you less inclined to 
  "typical kender behavior." You cannot find it in yourseh to ramble on and on about everything and nothing, 
  except where it concerns magic and magical items. You are also passionately attached to your collection oi 
  "stuff , all the little, portable things that seem to weather any storm and survive longer than their owners. 
  Your most precious possession is a silver locket that belonged to your mother. You wear it on a silver chain 
  around your neck along with your other most valued item , the small brass key that once opened the door to 
  your childhood home.
  You also retain an old set of juggling balls that belonged to vour father. Every now and then, you creep off 
  by yourself and practice the art of juggling, rust to remind you of what you might have been and of what you 
  can no longer hope to have.
  Thoughts on the Others
  Britta: Lorekind admires this Solamnic Knight and so far, his judgment about people has been accurate. If she 
  turns out to be the great warrior and leader her companions believe she is. she just might be the one to 
  eventually help you bring Malys to her deserved end. Britta lias strong feelings about family, too, which you 
  understand. You wish you still had a brother to care about.
  Lorekind: Besides being your teacher, Lorekind is probably one of the kindest humans you have ever met. 
  Sometimes having to constantly make up for his poor vision gets in the way of what you really want to do, but 
  it's a small price to pay for what you are learning from him. Although people often take advantage of his 
  kindly nature, they have to go tlirough you first. and you are not an easy touch, like he is.
  Mitiiralas: You always heard that elves were haughty and looked down on everybody else, but Mithralas is 
  different. Maybe it's because he was kicked out of Sflvanesti, or maybe it's because he's only a half elf, but he 
  doesn't seem to look down on anyone except himself You enjoy listening to him sing songs and tell stories. It 
  helps you forget your own troubles by hearing how the heroes of the past overcame hopeless odds.
  Stormdancen This barbarian knows what it's like to lose your home to a dragon, and that makes you two of a 
  kind. Unfortunately, she doesn't look at it that way. She Hunks you are nothing more than a thief just because 
  you're a kender. Actually, she's much better at being sneaky than you are. She's had a lot of practice sneaking 
  into enemy camps and unlocking cages ol prisoners. For that reason, you pul up with her. You might need her 
  some day, when you are finally powerful enough to face Malys head to head and end her rule.
  Hammer: For a dwarf, he certainly is cheerful Maybe there is some kender blood in his family and maybe 
  that’s what his big secret is. You know he has one. He talks so much aboul whal he wants people to know 
  about him, that he must be hiding things he doesn't wont people to know. He claims to be reallv old, but his 
  hair is so bright you suspect he must use htur coloring to keep it from turning gray. On lhe other hand, his 
  beard is falling out, so maybe he is as old as he claims to be. Sooner or later, you'll figure out what his story 
  really is. If he has reallv killed dragons, you are definitely going to need him around.
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  Magic (Sorrow)
  Note: A hero can cast spells of his player's own 
  design, as long as the player only uses tlie schools 
  ot magic the spellcaster knows. He may also alter 
  the spells given to make Hiem more effective using 
  the spell design tables from the reference card in 
  tlie Fifth Age boxed set.
  Sorcery
  Spectaunanct
  WF// o' the Wisp: This creates a sparkling ball of 
  light near the caster, giving soft illumination out to 
  range.
  Invocation (one minute) 
  4
  Range (near missile) 
  3
  Duration (15 minutes) 
  3
  Area (small sphere) 
  1
  Spell effect________________________ 2
  Total difficulty 
  13
  This light decreases Perception difficulties for 
  sight-related tests in darkness by one degree. The 
  ball of light will move with the caster.
  Shadows uf the Pash This spell creates illusiondry 
  images from the caster's memory which may be 
  seen by as many as 25 people.
  Invocation (10 minutes) 
  3
  Range (near missile) 
  3
  Duration (? minute) 
  2
  Area (crowd) 
  5
  Spell effect_________________________3
  Total difficulty 
  14
  Flash: This creates an instantaneous flash of 
  brilliant light which will "blind" up to two 
  characters for one minute (blurred vision causing a
  -2 action penalty).
  Invocation (instant) 
  5
  Range (melee) 
  2
  Duration (one minute) 
  2
  Area (couple) 
  2
  Spell effect (troublesome/ -2)_________ 2
  Total difficulty 
  13
  Moonstcel Rising
  Player Characters
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  Stormdancer
  Agility
  7A
  Reason
  4D
  Dexterity
  9A
  Perception
  5B
  Endurance
  7C
  Spirit
  6A (36)
  Strength
  5B
  Presence
  7D
  Description
  Role
  Demeanor
  Nature
  Reputation
  Social status
  Melee weapon
  Missile weapon
  Armor
  Shield
  Physical Description:
  Age 19
  Hair Black
  Height 6'
  Female humin (barbarian) 
  Barbarian warrior-mystic 
  Optimistic 
  Opinionated 
  Adventurer 
  (Quests 5, Hand 4) 
  Former Slave 
  (Wealth 1) 
  Scimitar (+5) 
  Horse bow (+4) 
  Leather (-2) 
  None
  Sex Female 
  Eyes Dark brown 
  Weight 175
  Distinguishing Features: Stormdancer’s straight black huir hangs like a curtain down her back. Her dark eyes 
  seem to pierce the sotds of those she looks al. Her body is slender and hard from years of life in the wilderness 
  and the hardships ol her recent past. Her skin is darkly bun ashed from tlie sun. She wears soft leather vest 
  and pants with boots and a fur cloak Her only concessions to adornment are the beads, necklace and feathers 
  she wears.
  Special Abilities/Limitations: Stormdancer possesses acute hearing. Whenever she is called upon to attempt 
  an action involving hearing, the difficulty for that action is lowered by one degree.
  Her tribe's favored weapon is the scimitar. Stormdancer gains an automatic trump for any card played 
  when using the scimitar in combat. Any card she plays for actions in her home terrain, the desert, involving 
  survival, hunting, sheltering, navigating, moving, and avoiding natural hazards is automatically a trump.
  Her barbarian upbringing lias not prepared her for living in "civilized" society. Whenever she attempts a 
  Perception or Presence action when in a city environment, no card she plays may be considered trump. 
  Further, all other actions when in a city environment an? al a -3 penally.
  Stormdancer possesses three mystic spheres: alteration, channeling and healing. She has 36 mysticism 
  points to use for mystical abilities.
  Homeland: Hinlerlund (now part oi Khellendros's realm)
  Equipment: Well-worn scimitar in leather sheath, horse bow and 20 arrows in quiver, leather armor, leather 
  fringed boots, leather and bone armbands, feather necklace with wooden pendant in the shape of a hawk 
  (made for her by Spirit Hawk, her fiance), furred cloak, lockpicks in small leather pouch, bedding, food, water 
  and firesiriker in waterproof backpack.
  Background: Stormdancer was a member of the Freewulker clan that inhabited the plains of Hinterlund until 
  her homeland was decimated by Khellendros during his takeover of the area. The survivors of the dragon's 
  forays recently were captured and enslaved by tlie Dark Knights' brute gangs. Along with Spirit Hawk, her 
  betrothed, and other warriors and healers oi the tribe, Stormdancer was slated for delivery to the dragon for 
  slave labor or for some other foul purpose. Leading a daring mid, Britta and Angar Moonsleol managed lo 
  Moonsteel Rising
  Player Characters
  Page 11
  
  ambush the slave caravan, slaying many of the brutes and frowng most of the prisoners. Stormdancer was 
  among those rescued, but not everyone could he saved. When the rescue parly and their liberated slaves 
  readied safety, Stormdancer realized that Spirit Hawk was not among those freed from captivity.
  For a year after her escape, Stormdancer remained in her conquered homeland, conducting lightning 
  raids on brute encampments, freeing any captives she found and searching lor some sign of Spirit Hawk. Her 
  success at raiding gained her unwanted notoriety and she was finally forced to flee. Knowing no other place to 
  turn, she traveled to Gunthar where she tracked down the Knights who rescued her and pledged herself to 
  their service, swearing a life-debt to Angar and Britta Moonsteel.
  From her inner strength and undying hope that she would one day find Spirit Hawk. Stormdancer 
  discovered her mystical ability. Her optimism is not bused on false hopes, but on her unshakable belief that 
  Good can overcome Evil no matter how impossible it seems.
  Thoughts on the Others
  Britta: You owe this sister warrior not only your life, but, more importantly, your freedom. Nothing you can 
  do is enough to repay that debt. You will follow her wherever her journeys lake her and help her succeed in 
  whatever quest she has set her mind on Like Britta, you are concerned with (Ungar's fate. Although your heart 
  remains true to your lost Spirit Hawk, the headstrong, courageous brother of Britta Moonsteel reminds you of 
  vour betrothed. You will not see another soaring spirit lost to the darkness over Krynn.
  Lorekind: Although he is powerful in the ways of sorcery and also in mysticism, this man with a scholar's 
  heart lias no business adventuring. His eyes betray him al every step, for he sutlers from afflicted vision and 
  must be led around by a mere kender. Even so, Britta approves of Ids company, so you accept his 
  shortcomings, always keeping in mind that he is a liability in battle. His real talents come both before and after 
  combat, when bis magics are useful to harm al a distance and heal »he wounds of war.
  Mithralas’ This half-elf, like you, is forever barred from the land oi his birth. He is an expert with the sword, 
  but he considers himself a storyteller and saga singer rather than a warrior. If he would spend more time 
  practicing his swordsmanship rather than pestering Britta with his obviously unwanted attention, he might 
  one day fulfill his potential as a freedom tighter.
  Sorrow: If you must travel in the company of a kender, at least this one is less troublesome than most. Sorrow 
  is a strange name for a member of a race noted for their lack of that emotion. Perhaps he just likes the sound of 
  the word. He seems to stick dose to Lorekind and keep to his duly as the scholar s guide, so you are not as 
  worried as you might be about whether or not he might steal something from you. You do keep a watchful 
  eye on him whenever he comes loo near your few possessions, though, just in case.
  Hammer: This dwarven warrior talks far too much. You thought dwarves were supposed to be gruff and 
  concerned only with keeping their weapons in good repair and their beards in good shape. Hammer's 
  weapons seem brand new rather than well-worn and his beard is a mockery, still, he is a survivor, like you, 
  and his exploits and experience may mean the difference between victory and defeat for your group.
  Moonstccl Rising
  Player Characters
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  Magic (Stormdancer)
  Note: A hero can cast spells of his player's own 
  design, as long as the player only uses the schools 
  of magic the spellcaster knows. He may also altar 
  the spells given to make them more effective using 
  the spell design tables from the reference card in 
  the Fifth Age boxed set.
  Mysticism
  Alteration
  Become Spirit Animal: This enables the mystic to 
  become one of three tavorite animal rorms- in 
  Stormdancer's case, either a horse, a cougar, or a 
  normal hawk. Each form has a Physical score of 
  19.
  Invocation (one minute) 
  4
  Range (personal) 
  1
  Duration (30 minutes) 
  4
  Area (individual) 
  1
  Spell effect 
  1
  Additional (alteration of physical scores) 6
  Total difficulty
  Increase Endurance: This allows the caster to 
  increase Endurance by +5 on herself.
  Invocation (one minute) 
  Range (personal) 
  Duration (15 minutes) 
  Area (individual)
  4
  1
  3
  1
  Spell effect (+5)5
  Total difficulty
  If the caster wishes to increase the Endurance 
  nf another individual at the same range, the 
  difficulty is increased by one point.
  Healing
  Heal Damage: Allows healer to return points or 
  cards to those wounded. See text pp. 77-78 Book 
  One of DLT5A for more information.
  Invocation (1 minute) 
  4
  Range (personal) 
  1
  Duration (instant) 
  1
  Area (individual) 
  1
  Spell effect (heal 4 points/cards)_______ 4______
  Total difficulty 
  11
  This spell may also be cast at melee range for 
  the cost of one more point.
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  Igneous Hammersblow ("Hammer")
  Agility
  5C
  Reason
  5B (25)
  Dexterity
  4A
  Perception
  7C
  Endurance
  6A
  Spirit
  4C
  strength 
  8 A
  Description 
  Role
  Demeanor
  Nature
  Reputation
  Social Status
  Melee weapon
  Missile weapon
  Armor 
  bhield
  Physical Description:
  Age 156 (See below) 
  Hair Bright red 
  Height 4'2"
  Presence
  Male Hylar dwarf
  Modified geomancer-warrior
  Stubborn
  Kind
  Adventurer
  (Quests 4 Hand 4)
  Guildsman
  (Weallh5)
  War hammer (+9)
  Hand axe (thrown) (+2)
  Chain mail (-3)
  Kite (-2)
  Sex Male
  Eyes Green
  Weight 160
  8D
  Distinguishing Features: Hammersblow has thick bright red hail- (a rarity) with a scraggly beard gathered in 
  a tail under his chin to make it look longer. His skin is tanned and his glinting green eyes show the humor 
  beneath his gruff exterior. [Do not read the rest of this description to the other players] Although he is merely a "lad" 
  in dwarvish sodely (in reality, he's only age 43), among non-dwarves hr- maintains the myth that he is "old" 
  and tries to carry himself with the grimness and stolid stride of his elders. He spends an inordinate amount of 
  time waxing and combing his sparse beard in an attempt to encourage it to grow faster and thicker to help 
  keep up his pretense of age and experience.
  Special Abilitie^Limitations: As a dwarf, any card Hammer plays to resist poison or sorcery is automaucally 
  trump, regardless of its actual suit. No trump is allowed when attempting pleasant nteractions with non- 
  dwarven races.
  Any card Hammer plays to recognize stonework, determine his direction of travel or find stonework 
  traps while underground is automatically trump.
  Hammer possesses one school of sorcery: geomancy. He has 25 soroerv points for powering his spells.
  Homeland: Garnet Mountains
  Equipment Brand new warhammer tucked in w;de leather bell, 2 throwing axes, shiny new -’hain diail, old 
  kite shield (borrowed from his father), comb, beard oil and wax (highly scented), leather ties for holding beard 
  in ponytail, a book of the Hammersblow lamily history, a book of heroic deeds performed by various heroes 
  of Krynn, waterproof backpack with bedding, food, cookpoL and firestrikcr, waterskin filled withfine ale.
  Background: This young dwarf is from a clan of Hylar dwarves who have always been closely connected to 
  tire Moonsteel family. In fact, legend states that a many-times great grandfather of Hammer (as he calls 
  lumself), forged the legendary Moonsteel Sword that gave the Moonsieel family its name. Although he is 
  almost loo young to leave the cavern, Hammer's cheerfulness and humor, as well as ms adventuresome spirit, 
  have instilled in him an undwarvish restlessness to see other places.
  Hammer's knowledge of geomancy manifested at an early age, and surprised and displeased iris parents, 
  who, like most dwarves, maintained a wary distrust of sorcery. Because of this, Hammer's mother and father 
  Moonsteel Rising
  Player Characters
  Page 14
  
  sneaky and quiet tliat sometimes she spooks you when you fail to hear her coining up on you from behind. 
  You sometimes wish she were as quiet and subtle in her speech as she is in her movement.
  Magic (Hammer)
  Note: A hero can cast spells of his player's own 
  design, as long as the player only uses the schools 
  of magic the spellcasler knows He may also alter 
  the spells given to make them more effective using 
  the spell design tables from the reference card in 
  the Fifth Age boxed set.
  Sorcery
  Geomancy
  Earthshoda This causes a localized earthquake 
  which will knock an individual off his feet.
  Invocation (instant) 
  Range (melee)
  Duration tone minute) 
  Area (individual) 
  Spell effect (troublesome)
  5
  2
  2
  1
  2
  Total difficulty
  12
  \fctal-Shape: The caster may bend or warp metal 
  into any rough shape desired. The bending is non­
  destructive (i.e. it will not permanently break or 
  make the item unusable) and temporary (the new 
  shape lasts only 15 minutes). Ihis spell cannot 
  make a metal object look completely like 
  something else. The maximum mass that can be 
  shaped for thic cost is the same as a suit of armor.
  Invocation (6n6 minute) 
  4
  Range (near missile) 
  3
  Duration (15 minutes) 
  3
  Area (individual) 
  1
  Spell effect 2
  Total difficulty
  13
  Obiects held by a character may resist with the 
  character's Perception score added to the spell 
  difficulty.
  Moons tec I Rising
  Player Characters
  Page 16
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 2nd Edition/Dragonlance/Gencon Dragonlance Fifth Age Special - Moonsteel Rising (Visions of Destiny Campaign Part 1).pdf