The Lyceum

An Advanced Dungeons & Dragons(r)
Dragonlance(r) Adventure
by Tracy Raye Hickman

Dungeons & Dragons(r), Dragonlance(r), AD&D(r) are trademarks of TSR, Inc.
and are used here without their permission.
This adventure is not for resale.
Copyright 1996 by Tracy Raye Hickman


Quick Index: Forum (Level 1); Sanctum (Level 2); Appendix; Monsters, Creatures & Men; Scripts
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Dedication
For Nicole Harsch & Mike Sakuta
for whom I finally deliver
my long promised gift.


Prologue

The Lyceum is a short Dragonlance adventure. It is designed for player characters of 5-7 level fighters and 3-5th level magic users and clerics. All other character classes should fit between these ranges. A part of 6 to 8 players is recommended. It may also be important for the characters to include at least one character of every alignment.
The adventure takes place after the fall of the Queen of Darkness in the War of the Lance in the land of Nordmaar, more particularly of the east coast of that place near the ancient ruins of Valkinord.
The adventurers have come to this place, as explained in the introduction scripts, with manifold purposes. The ancient Lyceum -- a school for the first levels of Wizardry and a repository of magical knowledge -- has remained abandoned and isolated since the cataclysm. During the War of the Lance, however, it was occupied by a small force of Draconians. When the Queen of Darkness fell, one of the Dragon Highlords repaired to this place with a Priestess of Takhisis (the queen of darkness) and a Black Robed Wizard. Though there armies moved in and have placed the countryfolk under cruel oppression, there has been little to enrage them until now.
During the last week, however, six people have disappeared from the neighboring town. They were very unlike the usual brute incarcerations carried out by the draconian patrols. These took place quietly. Now, great black clouds boil out over the countryside from the Lyceum and, mysteriously, most of the draconian forces have suddenly removed themselves some distance from the place.
One of the prisoners managed to escape. Crazed and near death, he continuously babbled about what was happening within the walls but made little sense. His words however galvanized action against the Lyceum.
In the end, the adventurers will discover (1) what happened to all the worthy clerics at the time of the cataclysm and (2) that the Highlord is trying to reopen the gate to the Abyss just as was done anciently. This second discovery threatens the first and it should become clear to the players that they must stop the Highlord at all costs.
In addition to the standard AD&D rules, this adventure calls for occasional Ability Checks. These are rolls of 20 sided dice against a PCs characteristics. For example, an Intelligence Check means asking a character to roll a number equal to or less than his character's intelligence score. A character with an intelligence of 15 then rolls a 20 sided die. If the result is 15 or less, then the character succeeds or passes the check. Otherwise, the check fails. Strength, Wisdom and Dexterity checks are made in the same way. A result of 20, no matter what your score, is a failure.
Modifiers may also apply. Making a Dexterity Check at "minus 5" means that the player would subtract 5 from their dexterity before making the check. A character with a dexterity score of 14 making a Dexterity Check at -8 would have to score a 6 or less on a 20 sided die roll in order to succeed any higher score would be a failure.
Also, be forewarned! This text is incomplete. I have not had the time to refine or finish all that I might like to here. Those places where you find problems, I encourage you to fill in the holes that I have left.
A final note. Dragonlance and a variety of other service marks and trademarks are used here without their permission. This text was prepared privately and was intended for private use only. You must not resell this in any way. If you must, give copies of it away but I would ask that you not do so without asking my permission first. This work is copyrighted in my name primarily for my own protection. Please do not tarnish this gift I give you by abandoning that trust.
Starting the Game
Before the game begins, have all of the players present their characters and review their abilities and equipment. When you are satisfied, as to the approximate balance of the party, randomly hand out the scripts which are included at the end of this adventure. These are labeled Figure 1 through Figure 5. These short parts allow the players to take on a momentary 'second role' in the game. They should be encouraged to read their parts as though they were playing a part in a play. Each player will have only the lines which he will read -- the full meaning of the conversation will only emerge once all of the players read their parts together.
When it is time to start the game, begin by reading the following boxed introduction text. (Note: for website purposes, whenever you read boxed text, that refers to the menu indented text.)

  • The great War of the Lance was -- officially at least -- ended. The Queen of Darkness had been cast from the face of the world and much of the face of Ansalon was free. Much ... but not all.
    Through much of Nordmaar, the retreating Armies of the Red Dragon had established their domination. The Red Dragon Highlord, Ariakas, had died, killed by the half-elf Tanis as he sat on the throne in Nereka. It was that moment that had turned the tide in the war for once and all.
    Now a new Red Dragon Highlord had taken his place and possession of all the northern lands. No one knew his name and called him only the Highlord.

    In the darkness, five heavily cloaked humans meet. They scurry quickly into the cellar of the store lest the draconians -- dragon-men who patrol the town -- should catch them in this outlawed act. Only in the darkness of the cellar, only in the protection that its thick rock walls provide, do they dare speak.
  • Indicate to each who holds the scripts when they should speak. The text of all scripts is provided here for you to follow along.

  • Figure 1. I'm sorry, I have been absent a long time. What is so urgent?

    Figure 2. I, too, am sorry. Much has happened and we aren't sure what to make of it all.

    Figure 3. That's a lie. We know entirely too much. Something's happening out at the Lyceum and it isn't good.

    Figure 1. The Lyceum?

    Figure 4. It's a ruin. It stands on a pinnacle of rock just a hundred yards off the coast. During low tide you can even walk over to it on a sand bar. The wizards use to use it as a school for their magic -- at least, that's what the legends say. No one has been there since the Cataclysm.

    Figure 1. I take it that someone has been there now?

    Figure 5. The Highlord for one. He arrived there with his own wizard and a Priestess of Takhisis ... or so we think. No one has been able to get in to find out.

    Figure 3. That's not what has us concerned. During the last couple of weeks, six people have disappeared.

    Figure 1. (With a derisive snort) That's not unusual.

    Figure 2. No, but it was the way that they disappeared. The Draconians never bother with subtlety, they just break in and take. These people all disappeared quietly and without a trace -- until last week.

    Figure 4. One came back. How he managed to escape. His mind was broken and what he said didn't make much sense.

    Figure 1. Which was?

    Figure 4. 'New door for the Queen.' 'Black Crystal Shards' and something about the unending corruption of souls. Like I said, it didn't make much sense.

    Figure 3. Three days ago, a black cloud developed over the Lyceum and has spread over the countryside. Now even the draconian forces have withdrawn from around the Lyceum. They are even leaving this town for an area many miles from here. Something important is happening in that place ... something we have to stop.
    Figure 1. Have you gathered any heros to take on this quest.

    Figure 2. Yes, they are ready. They are a scruffy looking bunch of all types and description. Some are doing it for the honor and some are doing it for the wealth.

    Figure 1. Wealth?

    Figure 3. The Lyceum has always been rumored to contain not only treasures and gems but a number of books which have been lost to the knowledge of humanity for centuries.

    Figure 5. Whatever their reasons are, scruffy or not, they are our only hope of rescuing the people who have been abducted and learning what it happening in that place.


    The shadowy meeting disbands into the quiet streets of the town.

  • When the players have finished, begin the adventure with Encounter 1 of the first chapter.


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    1. Entrance

  • You stand on a pinnacle of rock just off the eastern shores of Nordmaar. You crossed the sandbar at low tide just as the night began to break. You made your way up the great stone stairs that were cut into the cliffs and now you have reached the top some three hundred feet above the crashing waves.

    The morning wind blows cold off the Blood Sea of Ishtar, whipping your cloaks about you. Atop the mountain of rock, you stand before the Lyceum. Though you passed signs of many Red Dragon Army camps you found them all deserted. Now at the very gates of the Lyceum, its cold grey edifice not the least cheered by the dawn, you stand prepared to discover its secrets. The great mass of the building stands north of you. Its fifty foot wide stairs lead to ten foot wide double doors -- the only entrance you have found.
  • The doors are on the southern face of the building. There are no other openings which can be seen anywhere around the outer wall. In addition, there are no windows in the entire structure, making it rather unusual and forbidding in appearance.
    As the characters approach the doors, a sudden gust of wind comes up, apparently blowing the doors open before them and swirling leaves and dust around their feet.
    Those who examine the dust and leaf covered landing before the gates will see a symbol of three interlocking rings carved into the stone under their feet. Any wizard will recognize these as the signs of the three moons of magic in Krynn, symbolizing the good, evil and neutral magical orders in the world.

    2. Black Moon

  • The light granite of the entry hall of the Lyceum runs into the darkness to the north despite the dim morning light from the main doors.. The high vaulted ceiling, some 30 feet overhead, is covered with runes, all obscured by shadow.
    At this juncture, two side passages branch off to the east and west. Those halls run 25 feet to gleaming doors flanked by what appear to be alcoves.

    Amid the leaves swirling around your feet, the clear outline of a black circle is seen inlaid in the floor.

  • This circle is the sign of black or evil magic. Though once a powerful guardian sign, it now is without force of magic and can do no harm to the players though it still radiates magic.

    3. West Black Spheres

  • A great door of blue steel closes of the west end of the hallway. Flanking the door to either side, ten foot wide alcoves are filled to their full twenty foot height with statues of robed wizards carved in black onyx stone. The faces of the wizard statues are obscured. Each statue stands with its right hand pressed across its chest and its left arm crooked palm up against its side. The left arm thus cradles a great black globe.

    Though the statues are covered in a thick layer of dust, the door between them gleams with a well kept polish. Every detail of its shining and intricately carved surface is shown in careful detail.
  • Should anyone attempt to examine the door more carefully, they will see the following:

  • The details of the door depict three young men in robes gathering together among the clouds. Below them is the apparent handle of the door carved in the shape of a fist. The lower section of the door depicts a faceless wizard with his arms outstretched in an arch, casting a shadow over the world depicted below.
  • Whenever anyone reached for the fist-shaped handle of the door, the metal fist suddenly opens and grasps hold of the characters offered hand. The door will not let go of the hand until the door is opened. No amount of damage nor will any known magic cause the hand to let go otherwise. The door opens soundlessly when the handle is turned. The moment the door is open, the hand-handle releases the opening characters hand.
    The door itself is worth 10,000sp but carrying its weight out would be impossible without further assistance.

    4. West Black Instruction Hall

  • The black onyx benches -- polished to a shining finish -- face a giant, gleaming lectern at the west end of the hall.

    Four armored figures hunch over the lectern, shaking and prying at it with their long fingernails.
  • There are four Baaz Draconians here. They will attack the party at once, not waiting for parley.
    The lectern is large and ornate with many interwoven designs around it. Though it sounds hollow it is actually solid and no amount of prying will open it in the least. The most interesting feature about the lectern is the crudely carved word "Azrain" on the top of the lectern, facing the teacher. One of the original black robed wizards that taught here could never remember the access word which would allow him to pass back into the private areas of the Lyceum. It was he who carved the word in the lectern.
    Behind the lectern is a locked, conceiled door which leads to area 17. The mechanism for opening this door is either by speaking aloud the word "Azrain" or by picking the lock. The word is also carved into the back of the secret door

    5. East Black Spheres

  • A great door of blue steel closes of the east end of the hallway. Flanking the door to either side, ten foot wide alcoves are filled to their full twenty foot height with statues of robed wizards carved in black onyx stone. The faces of the wizard statues are obscured. Each statue stands with its right hand pressed across its chest and its left arm crooked palm up against its side. The left arm thus cradles a great black globe.

    Though the statues are covered in a thick layer of dust, the door between them gleams with a well kept polish. Every detail of its shining and intricately carved surface is shown in careful detail.
  • The description of the details of the door are identical to those given for Encounter 3 above.
    As in encounter 3, whenever anyone reached for the fist-shaped handle of the door, the metal fist suddenly opens and grasps hold of the characters offered hand. The door will not let go of the hand until the door is opened. No amount of damage nor will any known magic cause the hand to let go otherwise. The door opens soundlessly when the handle is turned. The moment the door is open, the hand-handle releases the opening characters hand.

    6. East Black Instruction Hall

  • A great lectern of shining black stone stands at the far east end of the hall. Rows of onyx stone benches covered in dust stand facing the raised platform.

  • The description of the lectern is the same as from location 4. Speaking the word "Azrain" here will open the secret door behind the lectern. This word is also carved into the back of the secret door.

    7. Red Moon

  • The light granite of the corridor runs into darkness to the north. The high vaulted ceiling, some 30 feet overhead, is covered with runes, all obscured by shadow.
    At this juncture, two side passages branch off to the east and west. Those halls, with what appear to be alcoves on each side, run into the darkness.

    Beneath the dust at your feet, the dim outlines of a red circle can be seen.
  • If the doors behind have been left open, they can be seen to the south. As the characters step beyond this junction, however, the doors to the south will close of their own accord. Roll on the wandering monster table at once to determine who it is that the characters encounter.

    8. West Red Spheres

  • The corridor is flanked on the north and south by four alcoves rising to the full height of thirty feet. Towering statues carved in blood red marble depict robed figures -- their faces obscured by the shadows of their hoods. Each figure's right arm is extended at the elbow, its hand supporting a dull red globe. On the left shoulder of each figure is perched the dark figure of a gargoyle.

    The corridor ends in an ornately carved door whose finish must once have been some dark hue but whose features have long since been buried under the dust.
  • Four Gargoyles are perched in the folded arms of the statues here looking for all the world like part of the statue. They will attack the party from above as they pass between the two sets of statues.
    As with all doors into the instruction rooms, this door has a hand-grasping handle which will clasp the hand of anyone attempting to open it, refusing to let go until the door is completely opened. Though the detail on the door is obscured by dust, anyone taking the time to brush the dust free will note the following:

  • The detail of the door is revealed in two panels -- one above the centered doorknob and one just below it. The upper panel appears to show great oak trees bending beneath the power of a thunderstorm. In the lower panel, a single wizard sits in the midst of an encircling whirlpool, her hands outstretched as though controlling it.
  • 9. West Red Instruction Hall

  • The wooden lectern and benches of this room are smashed and scattered about the room as though from some terrible fight or destruction.
  • The secret door behind the dias is Wizard Locked and can only be opened by speaking the word "Merak". This word can only be obtained either by speaking with one of the spectral minions wearing the red robes, asking for it from Estigon or by reading it from the back of the door itself from area 17.

    10. East Red Spheres

  • The corridor is flanked on the north and south by four alcoves rising to the full height of thirty feet. Towering statues carved in blood red marble depict robed figures -- their faces obscured by the shadows of their hoods. Each figure's right arm is extended at the elbow, its hand supporting a dull red globe. On the left shoulder of each figure is perched the dark figure of a gargoyle.
  • The gargoyles here are part of the carvings and cannot harm the players here.
    The door description here is the same as in area 8.

    11. East Red Instruction Hall

  • A wooden lectern, its stain now a dull red, stands at the west end of the instruction hall. Faded wooden benches stand about the room.

    At the far east end of the room the apparent solid stone of the wall is broken by what once was a secret door
  • The stone of the door shows a great deal of damage from its being forced open. Large chips are missing from its edges and stone pieces can be found on the floor. The word "Merak" can still be discerned on the back of the door, however. The door is unusable and will not close
    Four steel spikes and a large hammer lie in the ruble

    12. White Moot

  • Approaching the junction of corridors, you see three figures standing in animated discussion though you cannot make out their words.
  • There are three spectral minions here representing the three spheres of magic. They are in discussion as to the merits of each and They will address the players only if their questions concern the spheres of magic and the philosophical discussion being conducted by them. Once the players have their attention, however, they may ask them any single question put to them about the Lyceum itself the of the minions. The minions may argue over which of them would most appropriately answer but will shortly answer the question.
    Should the players ask another question immediately that does not pertain to the philosophy of magic, the minions will rudely state that their question has no relevance to the current topic of discussion.
    The players must make two arguments in succession about the philosophies of magic before another question will be answered about the Lyceum. Once this second question is answered the players must make four arguments before must make four arguments in a row before asking their third question. After the third question, one of the minions will suggest that they continue their discussion in "the Great Hall of All Knowlege". The minions will then start moving down the corridor to the north and walk through the sealed door there.
    The door to the north is described as follows:

  • The stones of the corridor walls give off a dull glassy shine., The corridor ends in a great door of steel. The features of the door, however, are completely obliterated and the once shining metal is now a blue-black and bears the stains of incredible inferno heat. The door itself is bowed toward you, its melted features fused with the wall around it.
  • This door has been sealed with dragons breath only a few days before. It is still warm to the touch. The Highlord sealed himself, his dragon and Merylinth -- the captured twin -- in the lower section of the room beyond to complete his plan.

    13. West White Spheres

  • The luster of the white marble statues is dimmed by dust. The right arm of the statue is held over the heart while the left is crooked to its side, palm up, holding a great dusty sphere
  • The eyes of the statue seem to be following you as you move down the corridor.
    The door at the end of the corridor described as follows:

  • The luster of its once-white finished is dimmed by a thin coating of dust covering the door. The handle, in the shape of a fist, protrudes from the center of the door. Around this handle, a carving depicting a great, shining eye radiating light down through the heavens and onto the face of the world below is clearly visible.
  • As with all such handles in this area, the fist will grab the hand of anyone attempting to open the door and hold onto it until the door is fully open.

    14. West White Instruction Hall

  • The walls gleam marble white, completely free of all dust and dirt. The white marble benches stand about the room, their once plush cushions long disappeared. A marble dias stands at the far side of the room.
  • The secret door behind the dias is opened by speaking the word "Purih". This word may be found by asking a white robed minion, Estigon, or by reading it off the back of this secret door or the secret door behind room 16.

    15. East White Spheres

  • The luster of the white marble statues is dimmed by dust. The right arm of the statue is held over the heart while the left is crooked to its side, palm up, holding a great dusty sphere

    The eyes of the statue seem to be following you as you move down the corridor.
  • The corridor and description of the door here are identical to those of area 13. The door operates the same as the door in area 13.

    16. East White Instruction Hall

  • The white of these walls are stained with soot, their pattern indicating a terrible, raging, conflagration. The benches are broken as though tossed about the room with terrible force across the room, many of them broken.

    At the far end of the room, a tall stooped figure stands behind the dias, his white robes gleaming.
  • A Spectral Minion instructor flickers into existence here and begins instructing the players as though they were his newest class of students. He is rude and condescending at best -- think of a cross between Fizban and a Junior High School Teacher.
    The instructor will start by getting everyone settled in their seats and calling attendance role. The names called will be tend to be relatively silly sounding names for serious wizards. He will look at one of the player characters harshly as he calls each name, repeating it until that player answers in the affirmative.
    Next he will give a discourse on the history of the Lyceum. His knowledge on the subject ends with the Cataclysm. If any one particular 'student' appears to not really understand magic at all, or seems disinterested in the discourse, the Minion will cause a spectral dunce cap to appear and demand that the PC sit on a spectral chair (which, of course, will not support him.
    Next, he will entertain three questions. Regardless of which questions are asked , he answer will always be. (1) "Only when asked by your master to do so." (2) "Yes." and (3) "There are only three orders of magic and that's all there ever will be, young man!"
    Finally, he will say, "Now for the practicum! Today we are going to demonstrate and work on the theory of the Fireball spell and its uses in discipline among the ranks of a party of adventurers." With that, he will cast a 4HD fireball into the center of the room. Each PC should make a Dexterity Check to see if they exit the room. The last leaving the room should also make a second Dexterity Check to determine if they close the door. Failing to do so will permit the effects of the spell to spill out into areas7, 12, 13 and 15.
    In addition to general knowledge, the instructor knows the access words to all of the secret doors on this level but must be asked specifically about each door before answering . In addition, he will not tell such information to anyone unless he

    17. Magehall

  • Arched corridors 20 feet tall wind their way through the back areas of the structure.
  • On the back of the secret doors in these corridors are carved the words which allow them to open. "Azrain" is carved into the back of the doors leading to areas 4 and 6. "Merak" is carved into the doors leading to areas 9 and 11. "Purih" is carved into the doors to areas 14 and 16. the secret door to area 11 is ajar and broken.

    18. Justinius

  • The vast room rises fifty feet in height to a great dome overhead supported by four ten foot diameter pillars. The walls and ceiling are all covered by a great fresco painting filled with vibrant colors and intricate detail.
    At the south end of the hall, a great statue stands, nearly reaching the full height of the ceiling. It appears to be the likeness of a man wearing priestly robes.

    Candles flicker to either side of this great statue. Kneeling between them is the figure of a man bent over in thought and prayer.
  • The kneeling man is Estigon (See Monsters, Creatures & Men), a wizard beyond years who has held the keys of this place since the time of the Cataclysm.
    Estigon will defend himself if attacked and will flee if he finds himself in trouble by blinding the players with smoke and flash while disappearing behind the statue at the south end of the hall.
    If encountered here, however, Estigon will gladly discuss certain aspects of the Lyceum that he is at liberty to divulge (Again, see Monsters, Creatures and Men). He will not accompany the players on their quest, noting to them that he is sure they will 'run into each other from time to time in the Lyceum.'
    The frescoes on the walls and ceiling were painted by Estigon and only recently finished. Upon examination, scenes depicting wizards and clerics gathering at the tower and then scenes of the cataclysm can be seen. If asked anything about priests, Estigon will only shrug and say, "Your wisdom concerning this will come in its own time."

    19. Three Doors

  • There are three doors along the west wall of the long, wide hall. Just as you notice them, the gentle sounds of chimes shimmers in the air. Mists for in the air, gently forming into the shape of a tall woman in a long black dress flanked by two gigantic, hooded men.

    In her deep, contralto voice, the woman breaths her words toward you, "Passage through one door may be purchased on the name of this school's master."
  • Three Spectral Minions are here. One is a suave woman in a black dress while the other two are shirtless hunks with hooded heads. These three guard the doors but will offer the PCs the opportunity to earn passage through them. If they can name the master of this Lyceum (Estigon) then they may pick ONE of the three doors to enter. Otherwise, they must fight them to get through.

    20. Great Hall

  • The once intricate mosaic floor is torn into a great hole. Only the remains of the floor ring the room. Each of the three doors leading to the chamber is melted shut from the continued dragon breath forced against them.

    At the north edge of the room, an altar sits illuminated by a glowing disk in the ceiling. The altar is scarred and cracked and the book mounted on its surface is now devoid of pages, each having been torn out. Yet still does the light shine on the book.
  • The book on the altar is not the prize. Rather, the disk overhead, mounted in the ceiling is actually a copy of the Disks of One, inscribed by Justinius before he and the remaining clerics of the world left. Any cleric or wizard character who recognizes it may remove it. SEE Magic Items for a description. This is one of the major goals of the adventure.

    21. Door 3

  • A treasure pile sits on a velvet cushion at the back of the room.
  • There are 500 steel pieces, 6 100-stp gems of various quality and a scrying hand mirror. On the back of the mirror is inscribed. "Mirror, mirror/ with my rhyme / Answer three questions / in an hour's time." The mirror will answer any three questions put to it during a single hour so long as the question is couched in a rhyme. Any other questions will not be answered. The hand mirror acts in all other respects as a normal mirror and can be broken as easily as normal glass.

    22. Door 2

  • A horrible apparition leaps at you, screaming!
  • Here is a Wight who has been trapped in this place since the Cataclysm. The minions outside the door will not let him out. He promises not to attack the party members if they can convince the Minions outside to set him free.

    23. Door 1

  • A parchment scroll hangs by a threat from the ceiling.
  • The scroll says, "You should have taken the other door."

    24. Westhall

  • A long hall with heavy timber roof supports runs through the back areas of the Lyceum.
  • 25. Library

  • Tall stacks of books in huge bookcases run down the length of the hall. A large sign on the wall plainly reads in several languages "Books may only be studied by those with the authorizing key."
  • Here, with four human Red Army Regulars, is a mage assistant to Karabanth the Black, trying to understand the books in the library. Most of the books have protections placed on them, making the books difficult, if not downright dangerous to handle. All five will attack the party on sight.
    There are only 17 books in the library which can be used by the party. These are worth 100 stp each if they are taken. Among the spells they contain (roll randomly for which are found) which may be learned at once are:

    1 Detect Magic
    2 Feather Fall
    3 Tenser's Floating Disc
    4 Wall of Fog
    5 Wizard Mark
    6 Continual Light
    7 Knock
    8 Tasha's Hideous Laughter
    9 Fireball
    10 Wind Wall

    All other books glow slightly and emit a 1d6 hit point damage charge to anyone who touches them. The key which the sign refers to is a keyword which has long since been forgotten.

    26. Lost Tomes

  • Before you the most sacred of sanctums is open. Glowing with a soft blue light, the most secret books of the library line the walls of this room. Only three of them appear to have lost their magical glow.
  • This room, undiscovered by the Karabanth so far, contains ancient tomes which have long been lost from the face of Krynn. Though only three of the tomes have lost their protection charms (the rest being protected by magic well beyond the power of the party to break) these are quite valuable (5,000 stp per book). Their magic is complex and will require considerable study in order to master them but once on is read, the reader may gain one level of magic. Only wizards can use the magic in the books.
    Those who attempt to take the books that glow will be struck by a lightning bolt as though delivered by a 10th level wizard. Saving throws apply.

    27. Teacher

  • The rotting remains of a cot and chair are all that remains in this room.
  • 28. Student

  • A whirl of spiritual energy in torment spins toward you.
  • Five spectral minions attack the party. They are enraged over the fate of their people and at having been left behind.

    29. Wizard's Chambers

  • Tapestries cover the walls. Dark furniture with forbidding carvings sit about the room. Everything emits the feeling of death.
  • 30. Wizard's Lab

  • A great table sits in the center of the room. Glass tubes and beakers cover the table while strange and noxious liquids bubble with thick slowness. A hunched figure can be seen on the other side of the table.
  • This is Karabanth the Black. If he has noticed the players coming, then the room will be filled with Darkness when they first enter it as well as a Silence 15' Radius. From this darkness, Karabanth will use his Wand of Fireballs against the party and then attempt to escape through his bed chamber via the secret door to room 25.

    31. Novice Cells

  • The single decayed form of a man in armor lies on the floor.
  • An adventurer has died here. In his back pack are found 400 stp, 3 50-stp gems. His dead hand holds a Broadsword of Valor (+2/+2). Anyone who draws this sword in a fight is compelled to continue the fight and press into his opponents until either the enemy is out of sight of the user or all vanquished.

    32. Kitchen

  • Five Baaz Draconians have a kender tied up on the large butcher block in the center of this room. They are sharpening knives (having stuffed a large red fruit into the mouth of the kender) and are preparing for their lunch.
  • The kender (if rescued) tells you that he must be off. He is in the middle of Wanderlust and cannot stay for he is working out the 'Great Map.'

    33. North Hall

  • The small corridor smells rather like a stable.
  • 34. Pantry

  • The red eyes of the enraged griffon fix on you as it leaps forward.
  • The Draconians have captured a Griffin and are intent on eating it. It is chained in the room but has broken free and now none of the guards has any desire to open the door to this room again. The griffin will attack the first person to open the door but is more intent on escape than combat. If offered a way out, it will flee rather than fight.

    35. Storage

  • The large room has long ago been devoid of any contents.
  • 36. Garden

  • The door opens onto a large courtyard open to the sky. The once carefully tended herbal garden has long ago succumbed to neglect. Its weeds are now almost five feet tall, making it impossible to see even a few feet in front of you.
  • 37. Dining Hall

  • Rows of rough wooden tables and benches stand about the room. On several of the tables there are strange stains.
  • Examination of the stains shows that they are fresh blood and there appear t be traces of raw meat on the tables as well. Drops of this blood can be followed to the door at the east end of this room.

    38. Guard Cells

  • The cells of the ancient apprentices line the north wall. A fowl stench fills your nostrils.
  • Fifteen Baaz Draconians lie sleeping in these cells. If the PCs do not make too much noise, they might just sneak past them all.

    39. Chambers

  • There is nothing to be seen here.
  • 40. Chamber 2

  • There is nothing to be seen here.
  • 41. Priestess

  • Clouds of incense fill the room. A statue of a five headed dragon stands on an altar on the opposite side of the room. Between you and the altar, a dark robed figure kneels.
  • Priestess Minsi Tarenthela is in this room offering prayers to Takhisis. She is so enraptured by her own speech that she may not notice the PCs entering the room behind her. If they are patient, they may hear her words which will be ...

    "... that day of your doomful coming again at hand. The shards of your temple we have saved as you commanded us. We have them now below and through your terrible corruption of innocence we may open a new way for you to enter the world."

    At this time, unless otherwise already bothered, she will notice being observed and call for the aide of the guards in area 38 as well as use her powers to destroy the PCs.

    42. Highlord Chambers

  • A small stand sits in the center of the room. On it is held a crystal globe. Dark purple lights twist upon itself within the globe.
  • Anyone touching the globe in any way will cause the following to appear.

  • The purple light writhes out of the crystal, rising higher and higher into the room. Flashes of lightning run through its tendrils. The light folds upon itself suddenly and with a thunderous crash forms into the figure of a huge Dragon Highlord mask.

    The great mask speaks: "I, Highlord, have sealed myself within the holy place. I shall emerge only when I escort the Queen beside me. Only then will I respond to your need. Speak your need and location when directed and I shall contact you at my pleasure."
  • This is the Highlord's answering machine. The players are here encouraged to leave any message that they want. Note, however, that the Highlord has the ability to receive these messages in the room where he is locked below and will remember whatever the players say about him to this artifact.
    After three minutes, real time, the vision will collapse back into the globe. There is no limit to the number of times the globe will respond.

    43. Guard's Quarters

    Rows of rotted cots and beds line the walls.

    44. Round One

  • A single minion in white robes stands before you, barring your way.
  • A Minion stands before the PCs and asks: "What is your name?" If the PCs answer correctly, then the minion disappears.

    45. Round Two

  • You now confront a red robed wizard barring your path.
  • A Minion stands before the PCs and asks: "Why have you come?" If the PCs answer correctly, then the minion disappears.

    46. Round Three

  • There is nothing to be seen here.
  • A final minion stands before the PCs and asks: "Do you know the exact elapsed time since you have entered this building?" The correct answer is "No." If it is given then the minion will offer a magical cloak which acts as plate armor but is wearable by wizards.

    47. Magehall

  • You meet a blue robed wizard.
  • This will be Estigon. He will speak for a while with the players and then direct them toward area 18 saying that "Their answers as well as their solutions lie down farther still.


    Sanctum: Level 2

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    50. Hall of the Moons

  • Stairs descend into a vast hall of darkness forty feet wide. Ornate carvings decorate the wall in patterns that continuously twist and weave upon itself.

    Ten feet from the north end of the hall, an ornate pedestal is centered in the room. A great glowing globe of purple light sits atop the pedestal, an object floating in its exact center. Beyond this first pedestal to the south, two other globes can be vaguely discerned at thirty foot intervals.
  • The north most sphere holds an onyx crystal of incredible purity. The second holds a cut ruby the size of a fist while the third supports a huge diamond. These float in the centers of the spheres.
    If one person puts their hand in the sphere to retrieve it, then it vanishes in an instant, moving at once to one of the other spheres. Only by having three different people place their hands in the spheres at the same time can the gems be taken.
    These gems are magical tokens and , should the players attempt to take them from the confines of the Lyceum, the stones will vanish at the threshold and return to these locations.
    Each of the three doors on the east side of the room is identical. They are described as follows:

  • The heavy door is well kept, its carved finish shining in your light. The figure of a robed mage, his face shadowed by his hood, is formed in such a way as his hand seems extended to become the fist shaped door handle. Behind him is pictured all the stars of the Krynn sky.
  • The players should be familiar with these door handles from their first use in the rooms on the first floor. (SEE area 3). The handle will grasp the hand of anyone who touches it and will not release them until the door is fully opened.
    These doors, however, have an additional property. If the altar in the room to which they lead is activated by the gemstones (SEE areas 51a, b, and c), then these doors will shut mechanically and not open again until either (1) all three gemstones have been placed in all three of the altars or (2) the gemstone that matches the room is again taken from the sphere in area50. Note that this means the doors will not open until the players have managed to get the stones out of the spheres.
    It is also important to note that the players may very well find themselves trapped in these rooms as others have (SEE area 51c) If this happens, you may want to eventually free them -- by a group of draconians and a black wizard, no doubt.

    51a. Black Wizardry

  • The high walls of the room are covered in dark frescoes. Black robed wizards command the stars into ordered patterns while Krynn is depicted held below their down turned hands. A single altar stands on a raised platform at the east end of the hall.
  • When the Onyx crystal is placed on the altar, the western door leading to the room will close automatically. It will not reopen until another player in area 59 takes the Onyx stone from the sphere in room 50.
    If players located in each of the three altar rooms place their respective stones on the altar, then all the western doors to the three rooms will close. Once these doors have completely closed, the conceiled doors behind the altars swing open. Only when all three stones have been placed at the same time will the conceiled doors open.

    51b. Red Wizardry

  • Brilliant sunsets composed of thousands of red robed wizards are depicted in this rooms frescoes. A single altar stands on a raised platform at the east end of the hall.
  • This is the second of the three altars which must all be activated as described in 51a before the conceiled door will open. This room and its doors work identically to those in room 51a.

    51c. White Wizardry

  • The various shades of white in this rooms frescoes show a paradise of silver trees and tranquil rest. The whiteness is marred sharply by great red stains streaking the east wall behind the altar. Four ragged figures, their hands raw from clawing at the back wall turn their red fevered eyes toward you and scream!
  • There are four men here trying to open the door. This is impossible, of course, because they have not placed the gems where they should be, each keeping one for himself. The gems, it seems, disappear when they are taken back into the room from which they have just come. Now these brigands are looking for some other exit.
    The Diamond should be placed on the alter here while the other gems are on their respective alters so that the door behind the alter might open. In all other respects, this room operates identically to rooms 51a and b.

    52a. Trial of the Black

  • Floating in the high corner of the 20 foot square chamber, the gaunt figure of an elf maiden in a flowing dress of spectral weave hums softly to herself.
  • A Groaning Spirit hums softly to herself here. She will attack anyone who is not of evil alignment but ignore those who are evil.

    52b. Trial of the Red

  • The putrid figure of a dragon in wraith form forever curls and uncurls itself in the ceiling of the room.
  • A dragonwraith (SEE Monsters, Creatures and Men) wings through this room. It will attack anyone who is not of neutral alignment.

    52c. Walk of the White

  • A corridor ablaze with shining glory beckons you onward.
  • Characters who are not of good alignment will feel the crushing burden of their own despair and guilt and not be able to go down this hallway.

    53. Junction

  • Shining portcullises of steel bar the passage to the north and south. A wooden door stands to the east.
  • Just beyond the portcullises can be seen levers recessed into the walls. These levers will raise the portcullises to allow passage from areas 52a and 52b while preventing anyone from entering these areas from area 54.

    54. Master's Study

  • A long table runs the length of this room. As you watch, skeletons and spectral figures are locked in combat.
  • Ten skeletons fight five spectral minions in this room. When the party enters, they will all turn on the living party members and attack them.

    55. Master's Library

  • The shelves and books of this room are charred. The table, charred and pocked, supports a single book under a layer of soot.
  • The books in this room have all been burned and lay as ash in the corner of the soot covered room. There is one book on the table however which is not harmed and sits closed in the soot.
    It details what happened to the clerics when they came here and how magic and cleric miracles were finally found to join as one. It talks of the portal of passage where they who were worthy were taken to begin again on far flung creations. It also talks of the Highgod above all gods. It also contains the cryptic note in the front of the book:

  • "From Study / Pass pillars three to the door / Left and pass two / Left to the sanctum."
  • 56. Foreverhalls

  • Halls and cross halls ten feet wide run straight as far as you can see, separated by ten foot square columns of stone.
  • This maze area is constructed of dimensional teleports which bend light and sound so effectively that passage through them is impossible to detect. A person standing at the door entering this maze from area 54 and who could see far enough would seem to be looking down a straight corridor 70 feet to the door entering area 57. Each of these magical corridors not only turns but often ends in a teleport which also appears as a simple continuation of the hall. Teleports at the ends of the hall send characters to through matching teleports with the same letter on the opposite side of the maze.
    Those familiar with Pre-cataclysmic Krynn architecture will note that this maze is similar to that found in the High Clerist Tower near Palanthus (SEE DL-8 Dragons of War)
    This maze will often result in apparent paradoxical effects. For example, a person standing at location X would claim that the person at location Y was ahead of them and the person at location Z was to their right. The person at location Z would claim that the person at location Y was ahead of them and the person at location X was off to their left.
    While characters are in this maze, you should take care to describe directions in terms of "left", "right", "forward" and "behind". Note also that there is a different random encounter bracket for these 'Forever Halls' than elsewhere in the adventure.

    56a. Fountain

  • The halls converge on a thirty foot wide square area. In the center of the area is a ten foot wide pool kept behind a low circular wall. The waters of the pool are placid and clear. There is a peace about this room.
  • This is a well of healing. Those who drink from it will gain 1d6 points healed for each of three times they drink. After the third drink, the waters will have no further effect on the characters.

    56b. Sphere

  • The halls converge on a thirty foot wide square area. In the center of the room is a ten foot wide pool held by a low circular wall. The surface of the pool is black and brackish.

    A tall skeleton in dark armor stands in the center of the pool who's waters rise up around his knees. He stands in a wide stance with his rusting sword held frozen in his bony hands. His empty eye sockets seem to stare at you.
  • In the fountain between the skeleton's legs can be found the Black Sphere of Magic. The skeleton is a dark paladin who once guarded the sphere. Though his is now long dead and cannot harm the party, he may give them some time to think about getting the orb.

    57. The Up and Down

  • The ten foot long corridor enters the center of a thirty foot wall. The room is twenty feet deep. Corridors lead from the room through arched exits in the east end of the north and south walls. From these can be heard the rushing of wind and the rising and falling cries of the dead.

    A lever of iron 10 feet tall is held pointing to the north by the remains of a long dead robed man. The figures wrists are bound to the lever by a rotting strip of the same cloth that the man's robes were made of. Around the skeletal neck of the figure shines the pendant of a cleric of Sirrion.
  • The characters may untie the figure, freeing the lever. This lever controls the motion direction of gravity in the dimensionally linked shafts north and south of this control room (57a and 57b). By swinging the lever from one side to the next, the direction of gravity is reversed in these area, making everything move in the opposite direction.
    Moving the lever itself, however, is difficult and requires a strength check at -5 each time the attempt is made. If more than one person assists in moving the lever, then both make strength checks without any penalty.
    There is no neutral position for the lever. Gravity in the rooms will either be in one direction or the other but never nonexistent.

    57a. Northfall

  • A platform without retaining wall looks out over a shaft 30 feet in diameter. Its height and depth are without measure and appear to be limitless. A blur of objects fall from above, rushing past you. You only have impressions of their nature, so great is their speed. A glint of metal, the sound of weeping, and an occasional streak of dull red.
  • This is the northern of two towers which are dimensionally linked so that the top of one is the bottom of the other. In addition, it has also been arranged so that the gravity in one of the towers is the opposite of the other. Which of the towers had normal gravity and the other has reversed gravity is determined by the position of the lever in area 57.
    Whenever the lever is reversed the objects which are in a state of freefall still retain some momentum. Such objects will appear to slow down in their flight, come to a momentary halt and then begin accelerating again in the opposite direction.
    There are several swords and weapons and the bodies of at least two adventurers who attempted to take the orb without the aide of other party members. There are also 5 Spectral Minions who are in freefall here as well that will attack the party should any of them also be in freefall as well.
    Most importantly, however, here is found a red sphere needed to pass the guardians at area 66.
    Note that anyone in freefall will be able to see objects clearly, including the Red Sphere but may not be able to get to them and would be subject to attack from the Spectral Minions. Characters who stop suddenly (such as suspended into the shaft by a rope) would be pelted by the objects falling around them.

    57b. Southfall

  • A platform without retaining wall looks out over a shaft 30 feet in diameter. Its height and depth are without measure and appear to be limitless. A blur of objects fall from below, rushing upward past you. You only have impressions of their nature, so great is their speed. A glint of metal, the sound of weeping, and an occasional streak of dull red.
  • This is the other side of area 57a. Its contents and effects are identical.

    58. Watchmen

  • The roar of cascading water fills the air. In four alcoves to either side of the hallway, four separate rivers appear to be running up the wall.
  • These puzzling rivers are actually Water Golems which will bar the party from passing (SEE Monsters, Creatures and Men for description and attack forms.

    59. Prisoner

  • In the dark recesses of a cell, a single figure hangs changed to the wall.
  • The prisoner here is dead although there seems to be no apparent cause. His face is frozen, however, in agony.

    60. Prisoner

  • Though the cell appears to be empty, you hear the sounds of pain from within.
  • The sounds are coming from the ceiling, where the prisoner is chained by both arms and legs. This is Gart Minorsa, the twin brother of Merilynth. He does not know what has happened to his sister but believes that she has been taken somehow into the center of the maze. He will gladly join the party to help rescue her. (SEE Monsters, Creatures and Men for details.)

    61. Torture

  • A large brazier here glows with white hot coals. A variety of steel tools of torture rest glowing in the brazier's heat.
  • Any of these instruments will do 2d8 points of damage the first round they are taken from the fire, 1d8 on the second round and 1d4 on any subsequent rounds.

    62. Hall Watch

  • You can hear the sounds of rumbling from within.
  • A Baaz Draconian is suppose to be on duty here but is asleep. If awakened he will warn the guards in room 63 and call for help.

    63. Guards Quarters

  • A horrible stench nearly overwhelms your senses despite the orderly appearance of the room. The Red Dragon Army Draconian guard has found a resting place and here awaits the orders of their Highlord.
  • There are 10 Baaz draconians in this room but all save two are asleep. The two that are awake are quietly throwing bones trying to ascertain the future. If the party can take them out before they make much noise, then the party may be able to sneak into the maze without having a large fight on their hands.

    64. Skydome

  • As you step from the doorway, you find yourself standing on a circular platform forty feet in diameter. The platform appears to be rimmed by a low wall only four feet in height. Beyond the low wall, as far as you can see, is a twilight open sky. Stars fill the deep blue and purples and each of the three moons can be seen in different places and aspects. The door through which you came now seems out of place for it seems to appear at the south side of the platform as a dimensional gate rather than a doorway through a wall.

    Most strange of all is the partial bridge in the center of the room. The foot of the bridge rests in the center of the room -- a white marble span shot through with quartz and other crystal structures. It arcs upward toward the impossible sky and as it does so begins to fade out of existence until it cannot be seen at all.
  • This is where the clerics all went when they left the world.
    Only clerics and wizards may cross the bridge. Other classes who attempt to set foot on the bridge will find themselves unable to do so. Those who start climbing the stairs on the arched bridge will fade away with the bridge as they climb the stairs and experience the following:

  • As you climb the bridge stairs, new stairs appear before you farther along the way. You just now notice a tall figure in white standing at the top of the bridge's curve about fifty feet before you. Looking back, you see the large platform, foot of the bridge and those you left behind are fading from your sight.
  • The figure on the bridge is Justinius, the last cleric of the Second Age and now the watcher of the bridge. He tells the character that all the clerics of his time, having fulfilled their oath were ready for the higher law of the gods from Beyond.
    Justinius will also tell the players that they must themselves find the Disks of One which is the fulfillment of all true worshipers and which tell of the unification of the realms of magic and clergy. To this end, he will give the player the Sphere of White Magic but told to turn back for they are not yet ready for the greater knowledge beyond that which is written upon the Disks of One.

    65. Access

  • A great set of double golden doors is carved with facing wizards kneeling in meditation.
  • 66. Guardians

  • Three sets of facing alcoves stand thirty feet tall on each side of the hall. In each of the alcoves stands statues of robed wizards. The first set is carved of red granite. The second is carved of black stone . The third of the purest white marble. Each statue is identical, stooping slightly with their hands cupped in front of them some ten feet above the floor. Just beyond each set of statues, lightning ripples in continuous sheets, barring the way.
  • Each electrical wall is removed by placing the appropriate sphere in the cupped hands of the statue to which it belongs. The black sphere, for example, would be put in the cupped hands of one of the black statues. The red sphere in the hands of one of the red granite statues. With each proper placement, one of the walls of lightning is removed.
    Anyone attempting to pass through a wall of lightning will be stricken for 1d20 points of electrical damage and thrown backwards east down the hall.

    67. Trovehall

  • The hall is lit by red glowing orbs, illuminating its fifty food square area in a ghastly light. At the far west side of the hall, wide steps lead to a raised platform. A statue depicting the three moons of magic stands on the platform. A small figure of a girl appears to slumped against the statue. Next to her, the Highlord stands, stroking her hair.

    Yet your attention is suddenly riveted by the sound of a dragon chuckling to itself.
  • In this hall is a red dragon and the Highlord. Merilynth is tied to a statue of the three moons. The Highlord is showing her, through the dragon, visions of corruption and evil but she has so far withstood him. At her feet are the shards of the evil temple through which, by the girls own suicide, the gate might be opened again.
    The dragon and highlord will, of course, attack the players. Forty feet overhead, the ceiling is broken open and leads to area 20 of the floor above.

    68. North Treasury

  • Here are the coffers of the ancient wizards. Their platinum still shines as bright and their jewels retain their luster.
  • There are 4,000 platinum pieces and 15 jewels worth 800 steel pieces each.

    69. South Treasury

  • The room is empty.

  • Appendix

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    Random Encounter Table

    1 = Upper Level (1d10)
    2 = Lower Level (1d20)
    3 = Foreverhalls (1d20+5)

    General Random Encounters

    Roll# / Type
    1 / Baaz Draconian
    2 / Baaz Draconian
    3 / Bozak Draconian
    4 / Gargoyles
    5 / Spider, Huge
    6 / Gully Dwarf
    7 / Red Army Squad
    8 / Special Encounter*
    9 / Spectral Minions
    10 / Spectral Minions
    11 / Spectral Minions
    12 / Green Slime
    13 / Green Slime
    14 / Kender
    15 / Thieves
    16 / Red Army Regulars
    17 / Skeleton
    18 / Skeleton
    19 / Wight
    20 / Gelatinous Cube
    21 / Gelatinous Cube
    22 / Minotaur
    23 / Minotaur
    24 / Purple WormÝ
    25 / Special Encounter*

    Special EncountersÝ

    1 Priestess Minsi Tarenthela (Priestess of Takhisis / 6th Level)
    2 The Highlord (Fighter 8th Level)
    3 Karabanth the Black (Black Robes / 6th Level)
    4 Segert (Fighter/Paladin 5th Level)
    5-6 Estigon: Keeper of the Keys (Renegade 8th Level Wizard)

    Monsters, Creatures & Men

    Quick Index: Forum (Level 1); Sanctum (Level 2); Appendix; Scripts
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    DRAGONWRAITH

  • NO. APPEARING: 1
    ARMOR CLASS: 4
    MOVEMENT: 8
    HIT DICE: 12
    THACO: 9
    NO. OF ATTACKS: 3 or breath weapon
    DAMAGE / ATTACK: 1d8/1d8/1d10
    SPECIAL ATTACKS: Drains 1 lvl three times per day with breath weapon only.
    SPECIAL DEFENSE: Hit by +1 weapon or better only
    MAGIC RESISTANCE: None

    SIZE: Large
  • A dragonwraith is a magical incarnation of a dead dragon. It drains life with its breath weapon. Its appearance is terrible indeed for it still retains all the horror of the dragon form itself coupled with the rot and decay of death. These creatures only appear in conjunction with the most powerful of magic and are often used as guardians by wizard schools.

    WATER GOLEM

  • NO. APPEARING: 1-8
    ARMOR CLASS: 5
    MOVEMENT: 6
    HIT DICE: 12 (40hit points)
    THACO: 8
    NO. OF ATTACKS: 1
    DAMAGE / ATTACK: 1d12
    SPECIAL ATTACKS: Drowning
    SPECIAL DEFENSE: May only be hit by blunt weapons of +1 or greater
    MAGIC RESISTANCE: None

    SIZE: Large
  • Like the dragonwraith, these are magical creatures appearing only in conjunction with powerful sorcery. The water golem appears either as a stream or other water phenomenon but rarely in a natural water setting. When activated, it forms itself into a clear, huge manform to attack, forming rushing columns of water (rather like a fire hose) to slam against its victims for damage. Damage done to the target is not from the force of the water itself as from the impact of the victim hitting the stone wall behind him. Occasionally, the water golem will attempt to drown a victim by simply walking in the same place as the victim and moving with them, thus surrounding them with water and making it impossible for them to breath. A Lower Water spell and the like is most effective against these creatures.

    Priestess Minsi Tarenthela

    The dark priestess of the Highlord, Tarenthela is no soft touch. She is psychopathic and relentless, quick tempered and totally unpredictable. She may even attempt to join the party in a feigned ploy at being weak and helpless, only to turn on them with devastating effect.
    No one -- and I mean no one -- calls here Minsi without feeling her mortal wrath.

    The Highlord

    Faceless and nameless, he is the commander of all the armies.

    Karabanth the Black
    Estigon

    The Keeper of the Lyceum. He is a spirit who has watched over the Lyceum since the Cataclysm. He wears to blue robes -- signifying that he is a dual class wizard/cleric and a follower of the Disks of One.
    He alone here knows what happened at the time of the Cataclysm to the clerics of Krynn.
    Whenever the players meet Estigon he will be helpful and direct them toward the next goal of their quest but will not join them or remain with them for very long. Estigon should be seen as something of a distant and untouchable figure. You should use him to keep the adventure moving along.

    Merilynth and Gart Minorsa

    Twins from birth, they have been captured by the highlord in an attempt to reopen the gate.

    Magical Items

    The Black Shards

    Through a black quest, several of the shards from the Temple of Takhisis at Nereka were brought again to the face of Krynn. With the ancient tale of Berem Everman in mind, the Highlord now intends to force the kidnapped twins Garth and Merylinth Minorsa into replaying the same tragedy and thereby reopening the Gate that is Forever Closed.
    These shards are held on the prime material plain only through the use of powerful magics exerted and strengthened daily by Karabanth and the dark prayers of the Priestess Tarenthela. This magic may be Dispelled however and may also be broken by a successful Turn Undead roll made by any good aligned cleric.
    If the magic is dispelled then the shards will collapse into darkness and return to the Abyss where they belong.

    The Spheres of Magic

    These were the original keys to the Sanctum of the Lyceum. It was only by using these three spheres that the masters of the wizards were able to to each pass at the same time into the Sanctum (area 67) for their most important meditations.

    The Disks of One

    Carved into magical disks, these are the final writings of Justinius just before the Cataclysm. They tell of the union of magical and clerical power and that there is a greater power beyond the Gods of Krynn. Those who study its ways, however, and maintain a good alignment of any kind will become dual class cleric / magic users without penalty to either class and able to split their experience points into either class as they desire.

    Legends & Lore

    Loss of the Clerics

    At the time of the Cataclysm, all the true clerics of the world disappeared in a single night. This was well chronicled by the people of the time but exactly where they went remained a mystery.
    Prior to the Cataclysm, Briand, a priest of Mishakal, concerned over the horrible turn that the world seemed to be taking, pondered and prayed for inspiration. So great was the faith of this priest that the heavens were opened to him and Mishakal granted him knowledge of a higher order of faith and purpose. He was given knowledge of the gods from Beyond. This was not completely due to his own faith, however, for the gods had a purpose in giving him that knowledge.
    When the Cataclysm came, all the good clerics were called by their gods to the Lyceum. It was here that Briand had taught the Way of One. On that night, the clerics were taken across the bridge (found in area 64) to other worlds and other realms where they, too, would teach the Way of One -- unity of power and faith.
    Justinius alone returned to pen the Disks of One which detail their teachings and way. He now studies all the myriad creations from the Universe Bridge.

    The Lyceum

    The Lyceum was founded as a school of magic during the Age of Might approximately 110 PC by his most gross immenseness Kuran of Nordmaar in an effort to bring education to his people. Since that time, the Lyceum has become the premier school of magic in all of Krynn -- at least until the time of the Cataclysm.
    After the Cataclysm and the teaching of the way of one, the Lyceum remained abandoned, cared for only by Estigon.


    Scripts

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    Script: Figure 1


    Figure 1. I'm sorry, I have been absent a long time. What is so urgent?

    #2 speaks
    #3 speaks

    Figure 1. The Lyceum?

    #4 speaks

    Figure 1. I take it that someone has been there now?

    #5 speaks
    #3 speaks

    Figure 1. (With a derisive snort) That's not unusual.

    #2 speaks
    #4 speaks

    Figure 1. Which was?

    #4 speaks
    #3 speaks

    Figure 1. Have you gathered any heros to take on this quest.

    #2 speaks

    Figure 1. Wealth?

    #3 speaks
    #5 speaks


    Script: Figure 2

    #1 speaks

    Figure 2. I, too, am sorry. Much has happened and we aren't sure what to make of it all.

    #3 speaks
    #1 speaks
    #4 speaks
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    Figure 2. No, but it was the way that they disappeared. The Draconians never bother with subtlety, they just break in and take. These people all disappeared quietly and without a trace -- until last week.

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    Figure 2. Yes, they are ready. They 're a scruffy looking bunch -- all types and description. Some are doing it for the honor and some are doing it for the wealth.

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    Script: Figure 3

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    Figure 3. That's a lie. We know entirely too much. Something's happening out at the Lyceum and it isn't good.

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    Figure 3. That's not what has us concerned. During the last couple of weeks, six people have disappeared.

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    Figure 3. Three days ago, a black cloud developed over the Lyceum and has spread over the countryside. Now even the draconian forces have withdrawn from around the Lyceum. They are even leaving this town for an area many miles from here. Something important is happening in that place ... something we have to stop.

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    Figure 3. The Lyceum has always been rumored to contain not only treasures and gems but a number of books which have been lost to the knowledge of humanity for centuries.

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    Script: Figure 4


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    Figure 4. It's a ruin. It stands on a pinnacle of rock just a hundred yards off the coast. During low tide you can even walk over to it on a sand bar. The wizards use to use it as a school for their magic -- at least, that's what the legends say. No one has been there since the Cataclysm.

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    Figure 4. One came back. How he managed to escape. His mind was broken and what he said didn't make much sense.

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    Figure 4. 'New door for the Queen.' 'Black Crystal Shards' and something about the unending corruption of souls. Like I said, it didn't make much sense.

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    Script: Figure 5


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    Figure 5. The Highlord for one. He arrived there with his own wizard and a Priestess of Takhisis ... or so we think. No one has been able to get in to find out.

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    Figure 5 speaks Whatever their reasons are, scruffy or not, they are our only hope of rescuing the people who have been abducted and learning what it happening in that place.

    The Lyceum: An Unpublished Dragonlance Adventure
    Copyright 1990 by Tracy Raye Hickman. Do not duplicate.



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    Copyrighted 1996 by Tracy Hickman. All Rights Reserved.