Adventure Two: Color Blind (CWS)

*The young dragons approached the village on shaky wings, for they were still learning the subtleties of flight and of gauging the morning breeze. The vassal village, located in a small clearing beside a swift-moving n'ver in the northern forest of Majyst Island, appeared quiet for middzy. Closer the young dragons flew, and they saw a large mob of dwarves crowding around a sturdy cage.*
*The dwarves closest to the cage held sharp-tipped spears at the ready, business ends aimed into the cage. As the young dragons landed, one dwarf dressed in the garb of a village elder called out, "On my mark, the invader dies! " Spears drew back and arm muscles tensed. Then another voice called out, deeper, more commanding—demanding the attention of all present .*
*The young dragons turned to see a large amethyst dragon perched atop a flat rock overlooking the village. "Stop, " the amethyst ordered. 'Justice can wait until after we have greeted our guests.... "*
## Introduction

**Color Blind** finds a group of 2nd-to 3rd-level dragon PCs visiting an amethyst dragon vassal village. The dwarves of the village have captured a very young white dragon, and three of the village elders cannot wait to put the white to death. The PCs, as representatives of the Council of Wyrms, must find a way to convince the village's draconic lord that something rotten is going on—then they have to determine what that is before the white is killed.

This adventure is designed for four to six very young to young dragon PCs (2nd- and 3rd-level dragons). These dragons still work for the Council of Wyrms, and the adventure springs from a benign mission they are sent to accomplish.

As with the other adventures in this book, DMs are encouraged to expand the plot with more encounters, events pertinent to their campaigns, and additional personalities for the PCs to roleplay with.

## Overview

The dwarves of Clan Majyst's vassal village of Dwarftown have something to hide. The three village elders-Hammerim, Malletal, and Nalurieach have a secret they will go to any lengths to keep, even murder. Each secret revolves around a very young white dragon, and therein lies the crux of this adventure.

Hammerim oversees the village's metallurgy operations. As a side venture, he has been selling a significant portion of the mine's output to Clan Evilwood-without the approval of his amethyst lords. The white dragon happened upon a secret exchange Hammerim was conducting in the forest, and Hammerim is sure the white took notice of the dwarf, the green dragons, and a load of processed metal that was changing hands.

Malletal has been looking the other way for the last few years, even though his job includes patrolling the northern forests. For an annual gift of diamonds, the dwarf ignores the small white dragon hunting party that invades the forest once a year to supplement its food supply. The very young white dragon was a member of the most recent hunting party, and his capture by the village could reveal details that Malletal would rather keep hidden.

Naluri finds the white to be a great threat to her plans, and she wants nothing less than to see him dead before her secret can be brought to light. Naluri has been helping Odifal, the frost-giant raiding chief who has been plundering the northern isles for years now. In her most recent meeting with the frost giant, she received the orders she has waited a lifetime to hear. For a wrong she believes was committed against her family long ago by Lord Gemmenna of Clan Majyst, Naluri has built up a strong hatred and thirst for revenge. In her recent meeting with Odifal-a meeting witnessed by the white dragon-Naluri convinced the frost-giant chief to tum his attention toward Majyst Isle. All of her plans for revenge could come to naught if the white reveals what he overheard.

As the adventure begins, the white dragon sits in a sturdy cage. Arrows still jut from the very young dragon's body, including one lodged in his throat that prevents him from speaking. The elders call for the white's death, appealing to Keryst the amethyst dragon to let them carry out justice. With the arrival of the PCs, however, Keryst orders the dwarves to lay down their weapons and show their guests a proper welcome in the name of Clan Majyst.

The PCs have been sent to Dwarftown to pick up a golden talon ring that Mykell, Grand Custodian of the Council, had commissioned some months back. Luck and a bit of coincidence have brought the PCs to this place in time to stop an invasion-if they realize that there is more going on than a simple trial. The white appeals to them for help, making unintelligible sounds and cryptic gestures to the Council representatives.

Once the PCs learn what the situation is, then some detective work will be in order. Because the white dragon cannot speak and has no other way to communicate, the PCs will have to use other methods for finding out what the white is trying to tell them. Ample evidence can be found in the forest around Dwarftown. As the PCs get closer to the truth, however, "accidents" begin to occur. The dragon PCs are in danger from three different directions, as three different and unrelated villains seek to keep their secrets safe. Will they get to the bottom of the mystery before an accident takes them down? Will they uncover Hammerim's dealings with the green dragons? Will they find out how Malletal supplements his income? More important, will they discover Naluri's ties to the frost-giant raiders in time to stop the imminent invasion? Those are the questions facing the dragon player characters in this problem-solving adventure.

## Starting The Adventure

Mykell, Grand Custodian of the Council of Wyrms, gives her young dragon charges a simple mission. As background to Color Blind, read the following to the players:

*Since hatching, your days have been filled with all kinds of activities. Vassals have taught you history and other scholarly subjects. Older dragons have instructed you in draconic lessons, demonstrating combat techniques and explaining the purpose of the Council of Wyrms. Most recently Mykell, the chief custodian, gave you a special mission.*
*"You will go to Majyst Isle, to the vassal village of Dwarftown in the northern forest," Mykell explained to you in her deep, even voice. "There you will seek out the dwarf elder Hammerim and present this great pearl on "lY behalf. In exchange, Hammerim will give you a gold talon ring that I commissioned with the blessing of Gemmenna, lord of Clan Majyst."*
*The custodian fixed each of you with her most penetrating stare, then added, "You will be representing not only Mykell Grand Custodian, in your travels, but the entire Council as well. Work together as we have taught you. Do not let the prejudices of your different species cause you to lose sight of the laws of Great Io. You have done well so far, my children. Now, do even better."*
The dragon PCs, still working together as students of the Council, receive a great pearl of extreme value and directions on how to get to Dwarftown from the Council Aerie. Just by the size of the pearl, they should come to the conclusion that Hammerim is either a great craftsman or has great craftsmen working for him. Otherwise, the mission sounds simple enough for the small group of young dragons to accomplish. Does Mykell believe all of them are necessary for going on such an errand? No, but she does believe in the value of teaching the young dragons how to work together. And if any trouble should happen to occur, there is strength in numbers.

As they approach the vassal village from the air (assuming all of the dragon PCs have the Dragon Flight proficiency by this time), the PCs can't help but notice the large mob of dwarves crowded around a cage in an open square. Go to "Event One: Something Rotten in Dwarftown." Before that, read over "Things to Know" to find details important to the course of the adventure.

## Things To Know

Here are the facts and statistics the DM needs to properly run this adventure. You'll find information concerning the white dragon and what occurred before the start of the adventure, the village elders and their malicious secrets, the amethyst dragon Keryst, and Dwarftown.

### ... About the Very Young White Dragon

The very young white dragon Snowfire was a member of a hunting party that regularly visits the northern forests of Majyst Isle. The hunting party, which hails from the Frostwind Domain in the southern reaches of Glacianta, has been making annual forays into the Majyst forests for the past 10 seasons. This was the first time Snowfire tagged along, and it was to be used as a training exercise for the inexperienced white.

Snowfire is only six years old. With an 8-foot-long body and a 7 -foot-long tail, he is barely of average size for a white dragon his age. He only speaks and understands chromatic dragon, and he has not yet learned to read or write. He can fly, can deliver two claw attacks per round, and has learned to hunt from his older brothers (the other white dragons that accompanied him to Majyst Isle). Because of wounds he received before being captured by the dwarves, Snowfire has been reduced to 14 hit points. His other vital statistics are shown below.

**Snowfire, very young white dragon:** AC 3; MV 12, fl 40 (C); HD 7; hp 14 (36 at full strength); THAC0 14; #AT 2; Dmg 3-8/3-8 (1d6+2); SA +2 to damage; SD immune to cold; SZ L (15' from nose to tail); ML avg (10); Int low (7); AL CE. Combat proficiencies: Bite, Claw/Claw, Kick, Flight, Stall. Non-combat proficiencies: Alertness, Hunting, Language (chromatic dragon), Navigation, Tracking.

The very young white accompanied two other white dragons to Majyst. They met Malletal in an isolated clearing somewhere on the dwarf's normal patrol route. To give Snowfire a sense of importance, he was granted the privilege of handing over the small pouch of diamonds to the dwarf elder. Malletal accepted the gift, wished the dragons good hunting, then turned around to head back to the village.

Their hunting pattern finally took the white dragons out of the forest and to the north shore of the island. Snowfire stalked a large stag to the tree line-then let it escape as his attention was drawn to the group gathered at the water's edge. He watched in confusion and fear as a female dwarf conversed with five frost giants. The very young white knew to fear the giants, for he heard many stories about the terrible things that the huge humanoids liked to do to his kind. Frozen in place, he listened to words he didn't understand. But the meaning of the exchange did not escape him. The dwarf was friends with the giants, for they gave her a gift like the one he gave the other dwarf.

Suddenly the other two white dragons burst out of the forest in close pursuit of a herd of deer. So intent were they upon their prey, they did not notice the frost giants until after the first blows were struck. Then it was too late. Snowfire watched in horror as the frost giants slashed and hacked his teachers with huge battle axes. He found his voice as the white dragons went down, and his scream of outrage and fear resounded through the forest.

The giants gave chase, but were wary of going too far into the forest at this point. The plans they had set in motion depended upon the amethyst dragons remaining unaware of their presence. So they commanded Naluri to track down the white dragon and silence it while they returned to their hidden camp on Glacianta to await her signal. If the signal is not delivered at the agreed upon time, they will know she has failed and will cancel the attack.

Snowfire flew through the forest on wings given strength by unabashed terror. He had no idea where he was going. He only knew he had to get away from the slashing battle axes. Ignoring the tree branches that scraped his body and the unseen trunks that hurt when he failed to maneuver around them in time, he zoomed along without rhyme or reason. He might have escaped completely, had he not run into Hammerim and a small group of green dragons on the other side of a thick canopy of leaves.

The green dragons were busy exchanging gems for metal. Hammerim barely had time to raise his axe when Snowfire burst into the clearing. He took a mighty swipe at the dragon, delivering a serious wound. A green followed this up with a blast of poisonous breath, but Snowfire saved for half damage. In the meantime, Naluri ran into a patrol of dwarf warriors. She took command of the unit and sent it to follow the white dragon's obvious flight path through the broken branches and shredded plants. Hearing the dwarf patrol closing, Hammerim urged the green dragons to flee while he quickly hid his payment in the bushes. The green dragons retreated-but not before one of them slashed Snowfire's throat with a rake of its sharp claws.

A moment later, the patrol entered the clearing and let loose a volley of arrows. Most clattered harmlessly off the white dragon's armored scales, but a few found purchase in soft spots. One arrow buried itself deeply in Snowfire's neck wound, further injuring his vocal cords and making it impossible for him to talk. Naluri commanded the patrol to advance and finish the white dragon off. Hammerim seconded the order. But the patrol's commander, a young dwarf named Torvin, changed the order.

"Keryst, a dragon champion of dan Majyst, currently waits in Dwarftown," Torvin said with great authority. "He should be allowed to decide the invader's fate." The elders grumbled, but they didn't protest too loudly as nets were thrown over the white dragon and it was hauled back to the village.

Snowfire was placed in a hastily constructed yet sturdy cage in the center of the village. His wounds were left untended, and a few arrows still jut from bloody punctures. Confused, hurt, and afraid, the dragon now huddles in the middle of the cage. He doesn't trust the dwarves. If the PCs address him in chromatic dragon, he will attempt to tell them what happened. As he can't speak, the best he can do is make gestures to try to get his story across.

A careful examination of Snowfire's wounds reveals some interesting things to PCs who make a successful Healing proficiency check (or an Intelligence check at a -5 penalty). Scrapes along his body look to be caused by tree branches and sharp thorns. These appear painful but caused no real damage to his young scales. The throat wound was obviously the result of claws-dragon claws. Other wounds were made by dwarven battle axes and arrows, some of which still jut from Snow-fire's body.

If Snowfire receives healing magic that restores enough hit points to bring his total back up to at least 32, his voice returns. Until then, he cannot speak at all. The elders will do whatever they can to keep healing from being applied. Even if Snow-fire does regain his voice, he doesn't understand any of the events he witnessed. The best he can do is describe the scenes and let the PCs determine the meanings.

### ... About Elder Hammerim

Elder Hammerim manages the metallurgy operations centered in Dwarftown village. His subordinates process the raw ores drawn from the nearby mines, turning it into metal that can be used to fashion weapons, armor, and tools for the clan and its vassals. His responsibilities give him access to all of the raw and processed ore, and herein lie his secret.

Hammerim has been selling metal turned out by the village to the green dragons of Clan Evilwood. This secret trade has been going on for a number of years, and the dwarf elder has grown very accustomed to the wealth that has come his way. He is greedy, secretive, and very protective of the situation he has established. In fact, he will do anything to keep the flow of wealth open-and he has. When one of his smiths noticed that the inventory was low, Hammerim decided to eliminate the curious dwarf before he asked the wrong questions. No one ever suspected that the accident with the unbalanced anvil was something more sinister than an innocent, though unfortunate, mishap.

Hammerim has a short, solid build. His gray hair and beard are worn long and tied off with precious jewels. He dresses according to his station, with perhaps a bit more gaudiness than that displayed by the other elders. He carries a wicked battle axe whenever he steps out of his affluent home.

To Hammerim, Dwarftown turns out more metal than the clan really needs. If he can trade some of it to the green dragons for its equivalent in precious gems, where's the harm in that? The fact that Hammerim keeps the gems for himself doesn't seem to keep him up at night. In truth, he sleeps like a baby.

His most recent exchange with the green dragons was interrupted by the arrival of the very young white dragon. The exchange was completed, but Hammerim had to hastily hide his payment as the dwarf patrol chasing the white entered the clearing. As soon as he makes certain the white dragon can't ruin his racket, Hammerim will return to the clearing and recover his sack of gems.

Hammerim is deathly afraid that the dragon champion Keryst will discover his secret. The dragon always talks about increasing mine output and productivity, and Hammerim believes he talks of these things because he suspects the dwarf's treachery. He hopes to think of some way to throw Keryst off his trail, even if it involves more "accidental" deaths.

The elder pushes for the white dragon's death. "It is a killer," Hammerim repeats over and over. "It tried to eat me out there in the forest. I barely got my axe up in time to defend myself. It's mad, I tell you. Mad!"

The PCs may ask Hammerim about the gold talon ring for Mykell. Though flustered by recent events, Hammerim will play the perfect salesman. He presents the talon ring with pride and words of praise, and accepts the great pearl with humility and thanks. The deal complete, he hopes to see the Council's representatives on their way as quickly as possible.

**Hammerim, male dwarf elder:** AC 4; MV 6; F8; hp 62; THAC0 13; #AT 3/2; 0 mg 2-9 (1d8+1); SA + 1 to hit, + 1 damage; SD +4 save vs. poison, wand, spell; SZ S (4' 4"); ML elite (14); Str 17, Dex 11, Con 16, Int 13, Wis 9, Cha 14; AL LN.

### ... About Elder Malletal

Elder Malletal commands the Dwarftown militia and personally leads the patrols of the northern

forests. He does his job very well and treats his duty with great seriousness. Ogres, bugbears, goblins, giants-he watches fastidiously for any signs of these interlopers and takes a personal affront to their presence. However, Malletal also has a love for diamonds. His secret begins with this powerful craving.

A number of years ago, Malletal surprised a small group of white dragons who had just brought down four large deer. Outraged that these dragons had invaded his forest, Malletal prepared to call for the rest of his patrol. That's when one of the dragons moved forward and held out a bulging pouch. Curious, Malletal cautiously took the offered pouch and peered inside. A huge smile spread across his face as he poured the diamonds into his palm. "I believe that a little extra hunting won't hurt," he said. "The herds need thinning this time of year."

This year, the dragons brought a very young white dragon with them for his first hunt. They even let it offer the gift of diamonds to Malletal. At the time, Malletal was touched by the somber air the very young dragon approached him with. Now he curses the luck that the dragon has been captured and could reveal embarrassing details to the rest of the village. The dragon has even appealed to him with silent gestures and sad eyes. So far, Malletal doesn't think anyone else has noticed, but he hopes they can kill the dragon soon so that he can stop worrying about what might occur.

Decked out in the finest plate mail and armed with an enchanted war hammer +2, Malletal looks like the powerful warrior he is. He is extremely serious, always ready for a fight, and very protective of the village and the forest around it. He feels very guilty about letting the white dragons hunt in the forest once a year, and he will do everything in his power to keep his secret safe. Even so, he promises that the white dragons will not be allowed access to the forest again-no matter how many diamonds they offer him.

As commander of the village guard, Malletal makes every effort to convince the amethyst dragon champion that the white dragon poses a danger to the community. "For the crimes of hunting on clan land alone, he should be put to death."

**Malletal, male dwarf elder:** AC 2; MV 6; Fl0; hp 74; THAC0 11; #AT 3/2; Dmg 5-8 (1d4+4); SA + 1 damage; SD +4 save vs. poison, wand, spell; SZ S (4'7 "); ML champion (16); Str 16, Dex 15, Con 15, Int 12, Wis 11, Cha 10; AL LN.

### ... About Elder Naluri

Elder Naluri serves as chief administrator of Dwarftown Village. She handles all the day-to-day problems and decisions needed to keep the village running. She reports to the clan's dominates, especially to Keryst, the champion who currently oversees the vassals of this community. Outwardly, she plays the fawning servant to Keryst. Inwardly, she considers the dragon champion to be an easily duped fool. She wields a short sword +2 when combat becomes unavoidable, and carries a potion of amethyst dragon control that she uses if the situation turns against her. Her secret dates back to her grandfather, who fostered a hatred of Clan Majyst that has festered to this day.

Naluri's grandfather was once Lord Gemmenna 's kindred, taking his own father's place when the time came for Gemmenna to bond with another. His family had been proudly serving in this capacity since Gemmenna was a hatchling. After only a few short weeks, Gemmenna dismissed Naluri's grandfather. The dragon lord just did not feel an affinity for the dwarf. Her action, however, caused the family to suffer disgrace-at least in the mind of Naluri's grandfather.

As Naluri grew up, she was raised on a diet of her grandfather's hatred and disappointment. She listened to his heartache, took hold of his bitterness, and made his hatred her own. She promised to one day avenge the wrong her grandfather suffered, to make Gemmenna and Clan Majyst pay for disgracing her family. She has dedicated her life to accomplishing this.

Six years earlier, Naluri received a report from Malletal concerning frost giant activity in the islands to the north. Naluri thanked Malletal for his diligence, told him to keep a watchful eye, then readied a ship for the annual trip to Clan Corum's domain on Glacianta. During the trip to trade with the other amethyst dragon clan, Naluri took time to locate the frost giants. The giants almost killed her before she could convince Odifal to hear her out. She offered her aid to the frost-giant chief, promising information that would make his raids more profitable. Odifal listened, then agreed to let her assist his raiders.

Over the years, Naluri passed along news of approaching trade ships, the movements of patrols, and even the flight of dragons toward the northern isles. She fostered trust and a working relationship with the giants in anticipation of one day convincing them to aid her. She finally set up a meeting with Odifal-a meeting witnessed by the very young white dragon. During that meeting, Naluri urged Odifal to come to Majyst Isle. "This should be the center of your activity, Chief Odifal," Naluri coaxed. "The dragons of Majyst are more prosperous than the dragons of Glacianta, and this island is closer to the wealthy domains of the temperate isles. I have prepared a hidden lair for you and your raiders in an abandoned part of our mine."

Odifal was intrigued by this offer, for he had long coveted the riches of the central islands. He was about to agree when the white dragons stumbled upon the meeting. Though his giants killed the two older dragons, a young one escaped. "Find that dragon and destroy it before our secret is revealed," Odifal ordered Naluri. "We will wait until sundown tomorrow. If you have not sent the signal by then, we will know you have failed. We will return to our lair up north, for less riches in safety is better than more in danger."

Naluri now seeks to hurry the process of justice (something Keryst advocates to the extreme) and see the young white dragon put to death. If this fails, she plans to rush to the shore and send out the signal-regardless of the danger posed to the giants. What does she care if Odifal and his frost giants are destroyed, as long as they cause as much damage and destruction as possible before they fall?

The frost giants await Naluri's signal from a point at the very limit of vision. The signal, a blazing tree on the edge of the shore, tells the giants that it is safe to come ashore.

**Naluri, female dwarf elder:** AC 5; MV 6; T9; hp 37; THAC0 16; #AT l; Dmg 3-8 (1d6+2); SA backstab x4 damage; SD +4 save vs. poison, wand, spell; SZ S (4 ' 5"); ML champion (16); Str 14, Dex 16, Con 14, Int 16, Wis 14, Cha 17; AL LE.

### ... About Keryst

The amethyst dragon dominate Keryst is a young adult who hopes to make his reputation by increasing the productivity of Dwarftown. He travels to the vassal village once every few months to see how things are going and to suggest ways to pull more ore from the mine or to make the processing more efficient. To these ends, Keryst spends a lot of time with both Naluri and Hammerim.

When Keryst is present, he normally sits atop a flat rock overlooking the village. Though he makes suggestions and offers advice, Keryst follows the path of most amethyst dragons and lets the vassals govern themselves. He was more than willing to simply observe the proceedings against the captured white dragon when the PCs arrived. He decided to take over in order to impress the guests in hopes that they would take a good report about him back to the Council.

Though he believes in justice, Keryst cares little about what really happens to the white dragon. In his opinion, the white dragon is an invader who deserves to be punished for its crimes. If the dwarves want to punish the dragon by putting it to death, then that is their decision. After making a small show of presiding over the situation for his guests, Keryst is quite willing to turn matters back over to Naluri. The PCs will have to convince him not to do that if they hope to find out what the white dragon knows.

Keryst serves as an authority figure who can help or hinder the PCs, depending on their play. If they have no sense of what to do next, then Keryst can offer a suggestion or two. If they are plowing ahead and nothing can stand in their way, have Keryst act as a road block that they'll need to find a way around. If the adventure is playing out as the DM envisioned it, then Keryst can stand back and watch as the PCs track down the clues.

**Keryst, young adult amethyst dragon:** AC -5; MV 12, Fl 40 (C); HD 15; hp 63; THAC0 6; #AT 3; Dmg 1-10/1-10/5-30; SA +5 to damage, breath weapon (dmg 10d8+5); SD immune to poisons, force attacks; SZ G (82' from nose to tail); ML fanatic (17); Int genius (17); AL N.

*Innate abilities:* water breathing, water walking (6/day), neutralize poison (6/day).
*Combat proficiencies:* Breath Weapon, Claw/ Claw/Bite, Flight, Kick. Noncombat proficiencies: Alertness, Appraising, Debate, Etiquette, Language (gem dragon, High Draconic), Mining, Psioncraft, Reading/Writing, Spellcraft (Wizard), Stewardship, Survival (Forest).
*Psionics:* PSPs 100; Disciplines-Psychokinesis, Psychometabolism; Sciences-project force, complete healing; Devotions-inertial barrier, molecular agitation, cell adjustment, reduction; Defense Modes-M-, TW.
*Spells:* 1st level-audible glamor, entangle.
### ... About Dwarftown Village

The vassal village of Dwarftown is located in the northeast portion of Majyst Isle. Surrounded by thick forest and close to the island's north shore, Dwarftown houses nearly thirty dwarves who work the nearby mine, operate the metallurgy, and patrol

the local forest. Three elders oversee the village. These elders are Hamrnerim, Malletal, and Naluri.

Dwarftown sits in a forest clearing approximately fifty miles northeast of the city of Clear Lake. The mine, which turns out raw iron ore that the dwarves refine into steel, is five miles northeast of the village. The island's shore is less than ten miles away. To the west, in an isolated clearing where Hammerim met with dragons of Clan Evilwood, evidence can be found linking the dwarf to the green dragons-including a hidden sack of jewels. To the north, a trampled site links Malletal with three white dragons. To the northeast, on the shore of the Ice Sea, evidence of a battle waits to be discovered. Locations to the map on the following page are described below.

**1. Rolling River.** A river flows beside Dwarftown, carrying its water toward the Ice Sea. The river moves quickly, and it is fairly wide and deep. Any attempt to swim the river requires a Swimming proficiency check with a -4 penalty.

**2. Bridge.** A sturdy stone bridge spans the Rolling River, providing access to the road to the mine and other points north and east of Dwarftown. The bridge is wide and strong enough to allow loaded wagons to cross safely.

3. Road to the Mine. **This well-travelled path leads to the mine. It winds five miles through the forest to the mine. Dwarf warriors patrol the road and mine area on a regular basis.**

**4. Road to Clear Lake.** This road leads to the capital city of Clan Majyst, some fifty miles away. The dwarves are responsible for patrolling the area nearest the village. While the rest of the road remains relatively safe, the great distances involved make it impossible to watch every mile of it at all times. When the humanoid tribes that live in the deep forest feel particularly brave, they strike at a vassal caravan or other travellers out of the cover of the trees.

**5. Dragon Rock.** This large, flat-topped rock gives visiting dragon dominates a place to rest and watch the village activities. During this adventure, this is the place where Keryst spends most of his time.

**6. Cracked Ore Inn.** The Cracked Ore Inn serves visiting vassals from other villages and clans. This two-story structure has a large common room, public sleeping rooms, and a few private rooms for more prominent visitors. An enclosed pen next to the inn houses the visitors' mounts.

**7. Naluri's Home.** Elder Naluri lives in this large, old house beside the Rolling River. Her home reflects her position in the community, but it is not as richly decorated or as well-kept as the homes of the other elders. She lives alone, with only her hatred and her schemes to keep her company. The only evidence of her involvement with the giants are a few large gold coins bearing the marks of the raiding chief Odifal. These coins are hidden in the same secret place that contains a second potion of amet!p,st dragon control and a sword +2, dragon sla;yer. Unless she sees no other option, Naluri will not retrieve the sword.

**8. Hammerim's Home.** Elder Hammerim lives in this richly appointed (to the point of gaudiness) house with his wife and three children. If the PCs investigate the home, they can find a secret room filled with jewels from the domain of Clan Evilwood. To determine the origin of these jewels, a PC dragon needs to make a successful Appraising proficiency check.

**9. Malletal's Home.** Malletal does his best to match the opulence of Hammerim's home, but he falls woefully short. His home will never match the affluent gaudiness of his neighbor's. Malletal and his wife live here. He too has a secret room. It contains a large supply of excellently cut diamonds. A successful Appraising proficiency check identifies them as coming from the white dragon mines of Glacianta.

**10. Dragon cage.** This sturdy cage measures 60 feet in length, 25 feet wide, and 25 feet high. The bars are made from the strongest steel, and Snowfire has no chance of bending or breaking them because of his weakened condition. Torvin, captain of the village guard, placed the captured dragon within the cage until Keryst could render a more permanent decision as to its fate. Torvin and Malletal have the only keys to the cage.

**Torvin, male dwarf guard:** AC 2; MV 6; F6; hp 41; THAC0 15; #AT l; Dmg 5-14 (1d10+4); SA +2 to hit, +4 damage; SD +4 save vs. poison, wand, spell; SZ S (4 ' 8" tall); ML champion (16); Str 18/82, Dex 13, Con 15, Int 9, Wis 8, Cha 12; AL LG.

**11. Smithy.** This large building serves the dual function of being both the metallurgy plant and the steel works where metal items are fashioned. Except for the mine itself, more dwarves work here than anywhere else in the village. A check of the latest inventory records indicates that a significant portion (15%) of processed metal is missing. Hammerim gave this metal to the green dragons. If questioned, the smith reveals that Hammerim took a wagonload of metal into the forest earlier that day.

**12. Smith's Home.** The chief of the smithy lives in this humble house with his wife and four chil-dren. While respectful of dragons, these dwarves have no great love for them. They will not cooper-ate unless specifically ordered to by their master, Keryst. The other buildings in the village serve as living quarters for the miners, the village militia and guards, and the smith workers. A pen beside one of the buildings houses the animals used as patrol mounts and beasts of burden. Note that the village has no resident priests or healers. If the PCs request such services, the vas-sals will have to send to Clear Lake for a cleric. The cleric will not arrive before Keryst's deadline passes (see "Event One").

## Event 1

The dragon PCs approach the vassal village and see a crowd of dwarves around a large cage. The dwarves nearest the cage wield spears with large, sharp metal heads. Malletal stands near these spear carriers, for most of them are part of his militia or the village guard. He calls out above the sound of the crowd, "On my mark, the invader dies!" Give the PCs a moment to react in some way. Let them peer into the cage and see the wounded white dragon that looks to be about their age. Let them notice the other two village elders looking on with nervous anticipation. Then they hear the louder, more commanding voice.

"Stop," orders Keryst, the amethyst dominate, from his place atop the dragon rock. "Justice can wait until after we have greeted our guests."

The amethyst dragon is older than the PCs, but still considered young to be a dominate. He is a favorite nephew of Lord Gemmenna, however, so

If the PCs identify themselves as servants of the Council of Wyrms, the dwarves respond with the sign of Great Io, tracing an eight-pointed star in the air before them. Snowfire, who can't understand the words that are being said, does recognize the sign made in the presence of those dragons selected to serve the Council. Despite his wounds, Snowfire tries to get the PCs' attention. Read the following

The white dragon begins to make strangled sounds, moving its jaws as though to speak but on(y senseless noise spills out. Then it waves its claws around, gestun'ng toward you as best it can with wounded, weakened limbs. After afew moments of this, the very young white collapses. Its efforts have exasusted it. But its steady gaze never leaves you until its eyes finly close in weary pain

The PCs should realize that the dragon was trying to tell them something. Now it lies on the floor of the cage, unconscious from its trials and exertions. If the PCs ask what crime the white dragon committed, Naluri says that it is none of their concern. "This is Clan Majyst business," she the Council." Keryst agrees, explaining that the Council's wards need not trouble themselves with the fate of one lone white dragon. "Find the item you came to pick up and be on your way," Keryst concludes. "I am sure Mykell has other tasks waiting for you on All Clans Island."

It takes a few good arguments for the PCs to convince Keryst to let them look into this matter. The most compelling evidence that would bring Keryst around is the claw wound on Snowfire's neck. If that, or some other argument, is presented to Keryst in a respectful manner, he will allow the PCs time to investigate the situation. Hammerim will speak up. "And how long will we wait, Master Keryst?" he asks. "Who knows what danger this mad dragon poses to our community? It should be put to death." Keryst agrees, and gives the PCs a time limit of six hours to find out whatever they can. At the end of that time, the captive will be destroyed.

The PCs should realize that the dragon was trying to tell them something. Now it lies on the floor of the cage, unconscious from its trials and exertions. If the PCs ask what crime the white dragon committed, Naluri says that it is none of their concern. "This is Clan Majyst business," she " says defintly "subject to our lord keryst and not the Council." Keryst agrees, "

explaining that the Council's wards need not trouble themselves with the fate of one lone white dragon. "Find the item you came to pick up and be on your way," Keryst concludes. "I am sure Mykell has other tasks waiting for you on All Clans Island.

It takes a few good arguments for the PCs to convince Keryst to let them look into this matter. The most compelling evidence that would bring Keryst around is the claw wound on Snowfire's neck. If that, or some other argument, is presented to Keryst in a respectful manner, he will allow the PCs time to investigate the situation. Hammerim will speak up. "And how long will we wait, Master Keryst?" he asks. "Who knows what danger this mad dragon poses to our community? It should be put to death." Keryst agrees, and gives the PCs a time limit of six hours to find out whatever they can. At the end of that time, the captive will be destroyed.

## Event 2

Torvin agrees to take the PCs to the spot where they captured the white dragon, explaining what he knows of the events that occurred at the time. Hamrnerim also gives a version of his tale, though he leaves out anything incriminating. He does paint himself as a brave hero, fending off the insane, murderous white dragon until help could arrive. Hammerim and Malletal insist on accompanying the PCs as well. Naluri remains behind to keep an eye on the prisoner.

If the PCs lose the trail at any time in this section, they will eventually return to the village and "Event Three."

### At the Western Clearing

The clearing, several miles west of the village, shows obvious signs of battle-arrows that missed their mark or broke and bounced off tough dragon scales, broken tree branches, crushed foliage, etc. The spot where the white dragon burst into the clearing is plain.

Successful Observation proficiency checks (Int) or modified Intelligence checks (Int -4) reveal a number of significant things about the site, depending on how successful the rolls are, as follows:

* A roll of up to 3 less than the required success number means the PC spots the tracks of other dragons. At least three separate sets of tracks fill a part of the clearing, and it is obvious to the roller that they were standing relatively still for a period of time. Furthermore, a successful tracking proficiency check identifies the tracks as those of green dragons.
* A roll of 4 to 6 less than the required success number also reveals wagon wheel tracks. A successful tracking check allows a PC to locate the wagon in the foliage about 30 feet west of the clearing. It was obviously dropped from a great height (after the dragons emptied the metal it contained into their own packs). This roll also helps the PCs spot a patch of foliage that was destroyed by poison gas-the breath weapon of a green dragon.
* A roll of 7 or 8 less than the required success number uncovers tracks made by a dwarf. From their position, it is obvious that the dwarf stood with the green dragons for a significant length of time.

On a roll of 9 or less than the required success number, a PC finds the sack of jewels that Hammerim hastily hid inside a thorny thicket. A successful Appraising proficiency check indicates techniques and materials common to the craftsmanship of Clan Evilwood.

Depending on what occurs here, Hammerim gets very defensive. He blames these "Council children" for attempting to foster discordance in Majyst domain. "It must be some vile plot on the part of Grand Custodian Mykell," he hastily accuses. "I never did trust the Council and its custodians. They have their own agenda that does not match the clans." If the PCs suggest that Keryst may want to ask Hammerim some questions, Malletal orders the guard to return him to the village.

* Tracing the white dragon's path through the forest requires a successful Tracking proficiency check. If the check succeeds, the dragon PCs can follow back along Snowfire's mad dash through the woods, to the shore of the island.

### At The Shore

A number of things are immediately obvious if the PCs reach the beginning of the white dragon's mad flight though the forest. It was standing at the tree line, probably watching something happening on the small beach, before it took wing and fled into the deeper forest. PCs who explore the shore need to make successful Observation proficiency checks (Int) or Intelligence checks at a -4 penalty to discover additional details.

* On a roll of up to 3 less than the required success number, the PCs notice the indentation of a large object in the sand nearest the water. The rising tide has obscured much of the indentation, but enough remains to hint that something large and heavy was beached here for a time. (This was the frost giants' launch, the craft that transported them from their vessel to this meeting site.)
* On a roll of 4 to 6 less than the required success number, the PCs spot a number of muddled tracks in the disturbed sand near the water's edge. A successful Tracking proficiency check helps sort out what creatures made the tracks. There are several large, booted feet, like a dwarf's footprints but much, much bigger. There are also the small, booted prints of a dwarf, deer tracks, and dragon tracks-made by white dragons larger than the one back in the village cage.
* On a roll of 7 or 8 less than the required success number, a PC notices movement in the forest. If the group investigates, they find five marine scrags bent over the shattered body of a juvenile white dragon. The dragon obviously crawled into this hiding space before succumbing to its wounds. Large, bladed weapons of a size too great for even the strongest dwarf to wield inflicted the wounds. The saltwater trolls came ashore to hunt, but were intrigued by the corpse of the white dragon. If the PCs do not spot them, the trolls remain hidden until the PCs depart or fifty minutes pass (the length of time remaining before the scrags must return to the sea). If the PCs do spot them, the trolls will fight to keep the body they found.

**Trolls, marine scrags (5):** AC 2 ; MV 3, Sw 12; HD 6+12; hp 40, 38, 33, 32, 30; THAC0 13; #AT 3; Dmg 1-4/1-4/9-16 (1d4/1d4/1d8+8); SD regeneration in water; SZ L (10' tall); ML champion (16); Int low (5); AL CE; XP 1,400

### Northern clearing

This clearing lies to the north of the vassal village. Nothing links Malletal to this spot initially (though later revelations, like his hidden collection of diamonds, may). However, he behaves in a very nervous manner while at this spot, especially if the PCs discover the diamond as described below.

* A successful Observation roll (or Intelligence check at -4) reveals three things: This is the first place the white dragons landed upon reaching Majyst Island, there were a total of three white dragons, and small booted foot prints indicate that a dwarf was present at the same time as the dragons. From the evidence supplied by the tracks and prints, the smaller of the three dragons approached the dwarf. The dwarf showed no fear, finally walking away at a casual, unhurried pace.
* A PC who rolls better than 3 less than the required success number for the observation check notices one other thing. A single diamond gleams in the grass. It lies beside the tracks of the dwarf and small white dragon, right where the two stood together for a short time.

Nothing else can be learned at this site, and there is no other trail to pick up and follow as the dragons landed here from the sky.

## Event 3

When the PCs return to the village, a few things occur. Keryst waits patiently to hear their report. As they explain what they have discovered, they may or may not notice two dwarves approaching the cage from different directions. The single guard stationed at the gate seems unconcerned until the closer dwarf swings his battle axe free of its harness and charges toward the cage. As the guard moves to intercept the closer dwarf, the second one tries to slip a large plate of food into the cage.

The dragon PCs must decide how they want to act. The battle axe presents an obvious danger, but the greater threat is disguised as a simple meal for the prisoner. Each part of this encounter is described separately, though the two occur simultaneously and need to be handled as such.

The guard, caught by surprise, takes a mighty hit from the battle axe and falls back in a spray of blood. "Stay out of my way, Jornak," the crazed dwarf screams. "I'm going to kill that monster before it decides to free itself and destroy all of us! " The crazed dwarf is Mordiak, who lost his wife and son to a white dragon two seasons before. He has controlled himself for as long as he could, but now he burns to take a measure of revenge out of the young white dragon. The guard refuses to fight another dwarf, plus his wound has made him too nervous to move back into the range of the battle axe. On the second round, Mordiak reaches the cage and begins slashing and hacking at Snowfire. If the PCs try to stop him, Mordiak turns his axe on them. Overcome by grief and a thirst for revenge, the crazed dwarf will fight to the death (although inventive PCs can come up with less lethal ways to restrain him). Keryst calls for Mordiak to "halt this insane activity," but the dwarf ignores him. On the fifth combat round, if the PCs have not stepped forward, Keryst moves to restrain Mordiak himself. By that point, however, Snowfire could be dead.

**Mordiak, male dwarf vassal:** AC 4; MV 6; F3; hp 18; THAC0 18; #AT 1; Dmg 4-11 (1d8+3); SA + 1 to hit, +3 damage; SD +4 save vs. poison, wand, spell; SZ S (4'6" tall); ML elite (14); Str 18/23, Dex 11, Con 12, Int 8, Wis 9, Cha 10; ALLN.

The other dwarf is a young female who has been ordered to take a plate of food to the prisoner. She received her orders from Elder Naluri, who also prepared the meal. If no one stops her, the dwarf delivers the plate and pushes it into the cage. When Snowfire gets a chance, he will eat some of the food. The food has been poisoned with a very strong, fast-acting ingested poison. If Snowfire makes his saving throw, he loses 1d4 points every round until the poison is neutralized or death occurs. If he fails his save, he takes 1d6 points of damage every round. If the PCs cannot help him, they can try to convince Keryst to use his innate neutralize poison ability. Pointing out that a mystery that might threaten all of Clan Majyst requires the information that the white possesses is enough to get Keryst to act.

## Event 4

At some point in the adventure, the dragon PCs will either get close to discovering Naluri's involvement or will convince Keryst beyond a shadow of a doubt that the white dragon probably knows enough about the things they have uncovered that he needs to be questioned. When either of these things become obvious, Naluri makes one last act of desperation.

First, Naluri consumes her potion of amethyst dragon control and orders Keryst to protect her from the PCs. For the purposes of this adventure, Keryst fails his saving throw and falls under Naluri's control for 5-20 (Sd4) rounds. During this time, Keryst uses his abilities to best advantage to keep the PCs from following or hindering Naluri. He retains enough control not to apply lethal force, though the PCs should not be aware of this. They think that the stronger amethyst is quite capable of destroying them. Once the effects of the potion wear off, Keryst will need a few rounds to recover his senses before he can be of any help to the PCs.

The dragon PCs catch up with Naluri at the shore where Snowfire witnessed her meeting with the frost giants. She will have the weapon listed in her description and a flaming torch. If the DM thinks it necessary for dramatic purposes, Naluri can be considered to have retrieved her dragon skzyer sword +2 from her home, as well as her second potion of amethyst dragon control.

If the PCs wait until they defeat Keryst (or the potion's effects wear off), then they reach Naluri just as she prepares to set fire to tree as a signal to the frost giants. If a few of the PCs chase after her immediately, leaving the rest to keep Keryst occupied, then they catch her just as she bursts onto the shore and lights her torch. Either way, Naluri hopes to send her signal, and the PCs must try to keep her from accomplishing that goal.

"This is for my grandfather," Naluri shouts as she tries to set fire to the tree. "You wronged him, Gemmenna! You wronged my family! Now I bring doom to Majyst! I bring the frost giants!"

If the PCs discovered the oil-soaked tree earlier in their investigations, then it is quite possible that Naluri's torch will find only live tree wood to burn. This, of course, doesn't burn very well at all. If the oil was not discovered, a single touch of the torch's flame will set the tree on fire. Once the flame catches hold, the PCs have three rounds to put it out before it blazes bright enough to signal the giants. Naluri tries her best to keep the PCs at bay, but she isn't a true warrior type. The PCs should be able to stop her before she can touch flame to tree (if they win initiative) or at least defeat her in time to smother the flames if she succeeds. Probably the best way to accomplish that is for a dragon PC to charge the tree, uproot it, and knock it into the sand and sea. DMs should allow any other reasonable plan to work if it is accomplished in the allotted amount of time.

No matter what occurs, Naluri fights to the death. Unless the PCs make a supreme effort to stop her without killing her, the elder battles on as long as she has breath and strength enough to wield her sword.

## Concluding the adventure

At the very least, the dragon PCs should succeed at stopping Naluri from signaling the frost giants. If they caused Naluri's final act of desperation because they discovered her involvement, aware! the group 2,000 bonus experience points. If they had no idea she was behind the worst of the mysteries but they still stopped her from sending the signal, the bonus drops to 1,000 experience points. Either way, Keryst also allows the PCs to take a share of Naluri's secret treasure worth 4,000 gp-wealth given to her by the frost giants.

If the PCs uncovered Hammerim's secret dealings with the green dragons, the elder has his rank removed in shame. Keryst presents the PCs with 8,000 gp in jewels that Hammerim received for dealing in stolen metal. They also earn an experience point bonus of 1,000 points. Hammerim loses his position in the village, and further punishment awaits him at a future date.

If the PCs learned of Malletal's treachery and reveal it to Keryst, they receive 1,000 bonus experience points at the conclusion of the adventure. They also receive 6,000 gp in diamonds—part of the diamonds Malletal has accumulated over the years as gifts from the white dragons. Malletal loses his position as chief of the militia, but he is allowed to stay on at the village in a lesser capacity as his crimes were not as great as those committed by Naluri or Hammerim.

If the PCs save Snowfire's life and convince Keryst to let the very young white dragon return home, award them a bonus of 2,000 experience points. Snowfire did not maliciously invade Majyst territory, and was not out to kill any vassals or dragons. He just came along to learn to hunt and to gather additional food for the winter. He never would have been on the island if Malletal hadn't allowed it by accepting the white dragons' gift of diamonds.

Of course, it is possible that the adventure ends on a darker note. If the PCs can't keep Naluri from setting off her signal, the frost giants will arrive on the island within 1d4 hours. There is not enough time for help to be called and to arrive, so the vassal village will be on its own when the giants hit land. Keryst asks the PCs to help defend the village. They will have only a short time to prepare a suitable defense against the giants.

In this case, Odifal is not stupid. He realizes that even though the signal was sent, things may not be perfectly safe for him and his raiders. He sends only one boat to shore, keeping his other

Glacianta should the need arise. The boat that hits land contains twelve frost giants. Once they realize that Naluri is not present to direct them to the hidden lair, they send up the retreat signal (a flaming arrow shot straight into the sky) and attempt to cast off themselves. If forced to, they fight until the last giant falls.

**Frost-giant Raiders (12):** AC 0; MV 12 (15); HD 14+4; hp 94, 85\_2, 78\_4, 62\_4, 54; THAC0 7; #AT 1; Dmg 11-25 (2d8+9); SA +9 damage, hurled rocks (2d10 damage); SD immune to cold; SZ H (21' tall); ML elite (13); AL CE; XP 7,000.

If the PCs succeed and the signal is never sent, Odifal takes his frost giants back to their hidden lair somewhere on Glacianta's frozen coast. The major threat has been delayed for a time, though the PCs have once again uncovered evidence of the frost-giant raiders operating within the confines of the Io's Blood island chain. A few years later, in the next adventure presented in this book, they have an opportunity to finally confront Odifal and his raiders.

When everything is over, the PCs can gather up their rewards and the talon ring for Mykell and return to the Council Aerie. Hopefully they have learned a valuable lesson from these events-not everything they face will be as clear as black and white.

## Awarding experience

In addition to the experience awards outlined above, the dragon PCs should receive story awards based on how well they were roleplayed and how the adventure turned out. These awards, should range from 50,000 to 100,000 XPs.