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By Eric Jwo
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Illusion Magic

Illusion magic is significantly more advanced than the simple illusions created through spectramancy. True illusions are created through a hybrid technique using both spectramancy and mentalism. The mentalism helps convince the viewers of the reality of the illusion.
Using illusion magic, when cast depends on the caster's Reason score. Resolving illusion spells differ from normal spells though. Casting an illusion spell requires a normal challenging Reason (Perception) action. Resisting one requires an easy Perception (Reason) action. A failed action to cast the spell or a successful action to resist the illusion means that the illusion is dispelled for that person. Heroes must resist the effects of an illusion spell individually, whereas characters may attempt to resist illusion spells en mass if it is easier. Almost any spell can be duplicated, from any sphere or school. For example, an illusionist who does not know pyromancy can cast an illusary fireball. The area portion of the spell determines either the number of people affected, or the area that the illusion occurs in. Total the number of points lost as if the fireball was the spell being cast. Divide this by half and subtract from the illusionists Sorcery and Mysticism pool respectively. Once either an illusionists Sorcery or Mysticism pool is drained, an illusionist cannot cast any more illusions.
Once a hero has already resisted a successful illusion cast by the same illusionists recently (like within the same battle) gain a higher resistance to "disbelieving" the illusionists illusions. Heroes in this situation can opt to "disbelieve" something they see, be it a giant fist or oncoming fireball, and therefore gain a bonus to their action to resist an illusion. A hero who opts to "disbelieve" an illusion may add his Presence score to the action to resist the illusion. However, heroes may attempt to resist things that aren't illusions!
A hero who simply attempts to disbelieve a danger or event suffers all penalties as if he did nothing. For example, an illusionists casts an illusary fireball at a Drake, a thick but competent warrior. Drake dodges the illusary fireball only to discover its true nature. When the illusionist casts another fireball, Drake bravely laughs at the spell and attempts to disbelieve it. Unknown to Drake, the illusionist knows pyromancy and has actually cast a fireball! Drake is burnt to a crisp.
Illusionists can cast spells that can duplicate nearly any experience. If an illusionist casts a spell with first-hand experience of the subject of the illusion suffers no penalties for casting the spell. However, if an illusionist casts an illusion spell detailing something that he has never witnessed, such as the Cataclysm, then the action to cast the spell is one degree more difficult.
Illusions can also cause damage. For example, a hero who fails to resist an illusary fireball, he suffers the damage done by the fireball. So if the fireball supposedly did 10 damage, the hero suffers 10 points illusary damage. This damage lasts until the hero disbelieves the illusion, at which point the lost cards or points are returned. If a hero loses all cards or points due to illusary damage, then he falls unconscious for one hour. At the end of the hour, he awakes with all illusary damage healed.
he enchantment was helped by the fact that they wanted to believe him, were ready to believe in him.

-The power of illusion magic
Raistlin Majere
The Soulforge

"Seeing is Disbelieving" is a Dragonlance: Fifth Age adventure for one or more heroes of Novice to Hero reputation. This adventure is primarily a one-on-one adventure with a hero of Hero or Master reputation, but it can accommodate several Adventurer or Novice heroes.
The town of Trentwood may be placed anywhere on Krynn that has several mountain ranges. Northwestern Abanasinia, just past the Khalkist mountain range, is an ideal location for the little town.

Trentwood's Troubles
Trentwood has had its share of troubles. During the period of relative peace after the War of the Lance, a Revered Son of Paladine named Bryon Trentwood established the town of Trentwood. Legend has it that Bryon received a dream from Paladine himself to search for a site of mystical energy. Bryon embarked on his quest immediately and traveled the breadth of Ansalon searching for Paladine's chosen site. Twenty years before the Second Cataclysm, Bryon found it. Nestled between a large mountain range, Bryon discovered a mysterious circle of stones. The stone wonder was made of an unknown stone of incredible durability. A stone wall encircled the site and statues of all of the gods of good stood proudly within the circle. A pedestal in the center held several larger statues depicting Huma Dragonbane, Vinas Solamnus, and Sturm Brightblade.
The most amazing property of the site was its ability to increase the power of spellcasters. While neutral and evil spellcasters had their powers increased significantly, spellcasters dedicated to good had their powers doubled or even tripled!
Awed, Bryon Trentwood decided to build a Temple to Paladine next to the monument. Unable to build from scratch adjacent to the mystical site, Bryon hired a troupe of hill dwarf architects to oversee the project. The ideal location for the temple was picked and construction began.
While the temple was being constructed, followers of Paladine began to flood in. People came to find hope and refuge at the mystical site. So the town of Trentwood came to be. At first, the town was a ramshackle camp of tents and shacks. However, as the temple began to take shape, so did the town. The residents named the town after the man who had discovered the mystical site. As to the site, they simply named it the "Circle of Stones."
By 383 AC, the temple had begun to take form. Only the basic necessities had been excavated, but major detail work was going to be started in a few months. The town of Trentwood was flourishing with many permanent buildings erected and many new people settling in. Trentwod seemed to be very prosperous and growing rapidly.
The Chaos War changed all of that. A large fire dragon attacked the area and nearly destroyed the town. Nearly half of Trentwood had burned to the ground. The dwarven architects had all been slain. In order to combat this horror, Bryon harnessed the energy of the Circle of Stones. Using the mystic sight to fuel his magic, Bryon cast a mighty spell upon the marauding fire dragon. Residents say that the hand of Paladine himself smote the fire dragon from the skies that day. In any event, the fire dragon was slain by the spell. Like a star falling from the heavens, the fire dragon crashed to the ground and shattered the mountain range that had encircled Trentwood to the north. The pass that was cleared by the dragon's fall became known as "Wyrmfell Pass." However, the massive damage due to the dragon's impact shattered the temple. Nearly all of the priests were slain. Bryon himself died in the impact.
After the gods left Krynn, the inhabitants of Trentwood began to despair. Their town was in ruins, their spiritual leader was dead, and the temple was all but destroyed. However, Trentwood managed to survive during the early years of the Fifth Age. The townsfolk repaired the town and even the temple, to some extent. After years of hard work and toil, the town of Trentwood began to recover and prosper once more. However, this newfound prosperity did not last.

Recent News
During the last few weeks, the town of Trentwood has experienced some rather odd occurrences. From dragons to giant bats, the town of Trentwood has been under siege by some insidious force. However, the townsfolk refuse to be galled by the rampaging horrors.
Then, a fire dragon arrived. The fire dragon flew over the town without doing any harm and threatened to destroy everyone unless they left Trentwood. The townsfolk do not know what to do, as they are not warriors. Some residents have already voiced their opinions on leaving Trentwood. However, nobody wants to leave their home.

Narrator's Notes
The true culprit behind Trentwood's troubles is an illusionist named Daggyl Trutheye. Daggyl discovered the existence of the Circle of Stones when he was researching magical sites in Palanthas. Intrigued, Daggyl arrived in Trentwood with three bodyguards in order to investigate the validity of the Circle's powers. To his extreme pleasure, Daggyl discovered that the Circle's powers were true.
Daggyl immediately decided to claim the mystical site as his own. First, he took the old, ruined Temple of Paladine as his lair and locked up its only resident, a hermit priest named Kyllen Truehaert. Then he began to cast his illusions in an attempt to scare the residents of Trentwood away.
Daggyl discovered that the stones of the Circle were highly receptive to Enchantment magic, yet he could not harm the stones. Therefore, he plans enlist a troupe of Theiwar dwarves aid him in excavating the site. Daggyl has contacted the dwarves, but he will not summon them until the townsfolk of Trentwood had fled. When his first illusions did not frighten the townsfolk, Daggyl decided to create the illusion of the fire dragon. He also magically enchanted the Circle to play an illusion of the fire dragon whenever someone approaches the Circle to keep out unwanted villagers. His plan is working perfectly. The townsfolk believe that the fire dragon is residing in the Circle and have steered clear of the site. Daggly plans to scare off the villagers with an "attack" by the fire dragon accompanied by some well-placed fireballs. If someone does not discover his plot and stop him, Daggyl will succeed in driving away the villagers and destroying the Circle of Stones.

  • Daggyl Trutheye. Human middle-aged adult male, plotting demeanor, Master. Ag 5D, Dex 6C, En 4X, Str 4C, Re 9A (81), Pe 7C, Sp 8B (64), Pr 5D, Dmg +2 (dagger), Def –2 (amulet of protection +2), also sorcery (enchantment, pyromancy, spectramancy), mysticism (mentalism), stone of enhancement*, wand of summoning (12 charges), and wand of missile hurling (9 charges).

*See the sidebar in the Ruins of the Circle section.

The heroes or hero should arrive in town on Daggyl's fifth day of attack. The hero(es) will be asked to save the village, as the villagers are not warriors. While they might not suspect that their problems are not a fire dragon, a perceptive and clever hero might.
Heroes can arrive in Trentwood for a variety of reasons. Perhaps Goldmoon discovered references to the Circle and has dispatched the hero(es) investigate the validity of the rumors. Or, perhaps, Palin Majere may have sent the hero(es) to investigate a magical resevoir he discovered during a divining session.

Timeline
Day One: Daggyl and his three bodyguards, Zeke, Damon, and Hanz, arrive in Trentwood. They are dressed in heavy robes and dismissed as travelling monks. After visiting the Circle and formulating a plan, the three infiltrate the old temple and take Kyllen Trueheart prisoner.

Day Two: Daggyl sends Damon to contact the Blackheart clan of Theiwar dwarves and inform them of Daggyl's plans.
Daggyl decides to test the Circle's powers and sends a troupe of illusary faeries into the town. The villagers are frightened but they do not leave their town. Several men are hurt and Kyllen is sent for, but the messenger never returns with Kyllen.

Day Three: The villager begin to wonder where Kyllen and the messenger sent to fetch the priest are when several fire elementals rampage through the town. Although these are illusions, Daggyl uses pyromancy spells to set many buildings on fire. The villagers still refuse to be cowed and remain in town with no talk of leaving.

Day Four: Frustrated, Daggyl conjures up the illusion of a fire dragon. The fire dragon flies over the town several times and demands that all must leave the area or perish. After the fire dragon retreats to the Circle, several villagers hike up the Circle in order to discover what is truly occurring. Daggyl casts an enchantment on the Circle, and the men are all scared back to town by an illusion of the fire dragon.

Day Five: The hero(es) arrive in Trentwood. After they get a chance view their surroundings, Daggyl sends his illusary fire dragon back to the village. A few well cast pyromancy spells causes a building to catch on fire. The fire dragon once again demands that the villagers leave the area, then the dragon retreats back to the Circle. At this time, the villagers will plead with the hero(es) to save their village.

Day Six: If all goes according to his plan, Daggyl will send his fire dragon back to the village and use his pyromancy spells to set the village completely ablaze. After this episode, the villagers decide that they must abandon their home and leave.

Arrival
Read this to the hero(es) upon arrival in the town of Trentwood:

The town you've traveled long and far to looks less than promising. The smell of ash and charcoal is the in the air. Several buildings line the street, the only recognizable street, of the town. A battered sign hangs on a limp branch, reading: Welcome to Trentwood. The villagers all eye you with a strange look and hurry by. Yet you can feel their eerie lingering on you.

The hero(es) should walk around and view the town. The Narrator is free to add whatever detail to the town that he feels is appropriate. After the hero(es) have had a chance to move around, read the following:

As you view the town of Trentwood, you can detect a sense of fear and uneasiness in the air. The source of the town's distress becomes apparent as a large dragon fills the sky.
The beast is huge! Its wingspan is nearly two hundred feet, and its body is almost three hundred feet in length. The wyrm dips downwards and you begin to make out details. The dragon's skin is actually molten lava and you can even see the magma boiling beneath the dragon's blazing scales.
Diving down, the wyrm roars a terrible roar that seems to rupture your eardrums. Shrieking, the dragon passes over the town.
"You have one day to leave this area puny mortals! Heed me, or die!" the fire dragon roars. With one last roar of defiance, the wyrm breathes a long burst of flame onto the building next to you. The edifice immediately bursts into flames.
The sudden flare in heat sears your skin as you are thrown backwards.
With another shriek, the dragon wheels around and flies towards the mysterious mound of stones to the east of the town.

The hero(es) may be able to see the illusion for what it really is. Each hero must make an easy Perception (Reason) action against Daggyl in order to see through the illusion. Failure means that the fire dragon seems real. Success means that the heroes see that the fire dragon is transparent and not really solid. Clever heroes may also note that fire dragons leave a trail of ash, whereas this one does not, and that fire dragons do not speak.
The hero(es) may also attempt to help put out the fire. Spells to put out the fire require an Effect rating of Four and an Area rating of "Large House." The hero(es) may also come up with other ways to put out the fire, but these plans should be handled by the Narrator on a case-by-case basis. If the hero(es) do not attempt to put out the fire, then the building will burn to the ground. After the burning building has been settled, read the following:

As the last glowing embers of the building damage by the fire dragon's assault die out, the villagers slowly approach you. One man dressed in a green tunic and plain trousers approaches you nervously.
"Welcome to Trentwood," the nervous man jokes hesitantly. "As you can see, our fair town has its share of troubles.
"I will be brief. We are not warriors. We cannot fight such a dreaded creature. Please, save our town. We have money saved up. It's' not much, but its yours if you end the threat to our beloved town."

The hero(es) may respond as they see fit. The town is willing to pay the equivalent of a "chest" full of "gold" in A Saga Companion to the hero(es) if they will save the town. Hero(es) who ask about the town and its history learn snippets from the "Trentwood's Troubles" section. Hero(es) who ask about recent occurrences will learn snippets from the "Timeline" section.
If hero(es) attempt to persuade the townsfolk that the dragon is an illusion, they ill not believe the hero(es) without proof. They will also point out that the hero(es) should then learn what is causing the illusions. Hero(es) who search for rumors learn the following:

  • Something horrible has happened to Kyllen Trueheart. The messenger who was sent to fetch him never returned. Perhaps the priest has become bitter over the fact that Trentwood has turned its back on the ruined temple and has struck some deal with the fire dragon! (False; the messenger was captured and locked away with Kyllen by Daggyl's bodyguards, Hanz and Zeke.)
  • The fire dragon lairs in the Circle of Stones. When several men went up there, the dragon scarred them off. (True)
  • Faeries are the real source of the town's problems. The area used to be theirs until Bryon came. (False; the faeries were only the first illusion that Daggyl sent against the village.)
  • Several strangers arrived in Trentwood before the trouble began. They are responsible for the fire dragon. (True)
  • Strange lights have been seen coming from the ruins of the old temple. Perhaps Kyllen is working on improving his magical skills. Perhaps not . . . (True; Daggyl has been practicing his illusion magic.)
  • A ghoul resides in the village. Disguised as a normal man by day, the ghoul turns into a beast at night and preys on the people of Trentwood. (False)

The Ruined Circle
The Circle of Stones that has never been damaged shattered during the Second Cataclysm. Its once mighty walls cracked and fell away, and the statues of the gods inside toppled. Its mighty magic flickered, but it is still there. All spells, whether they are sorcery or mysticism, casts within the walls of the Circle are automatically considered trump.
The stone that the entire site is made of also has the same properties. However, the stone is incredibly dense, and therefore very heavy.
Only four pieces were small enough to be removed by Kyllen Trueheart. They are both the size of an eye, yet they each weight five pounds. These are both stones of enhancement (see: sidebar).
When the hero(es) first enter the Circle, read the following:

As you step inside the ruins, the earth begins to shudder. The ground beneath you cracks and heaves mightily. Red lights and flames burst around you as a fire dragon bursts from the ground. Rising up, the wyrm spits fire into the air. "Defilers!" the wyrm shrieks. "Leave this sacred place or die!"

Hero(es) must succeed in an easy Perception (Reason) action against Daggyl in order to see through this illusion. Heroes who attempt to disbelieve this illusion may add their Presence scores to the action. If the heroes refuse to leave, the dragon rants and raves for about five minutes, then the entire scene vanishes.
Here is a description of the Circle if the hero(es) search the mystical site:

Outer Wall. The Outer wall was once impervious to all blows. Its pale blue surface was covered with carvings of the history of Krynn. However, now, huge cracks have appeared in the wall, and entire chunks have fallen away.

Ruins. The rubble throughout the inside of the Circle were once beautiful statues depicting the gods of good. However, now the inside of the Circle looks like a macabre graveyard with stone arms, legs, and heads lying about.

Pedestal. The pedestal is a raised platform nearly three feet from the ground. The statues of Huma, Vinas Solamnus, and Sturm Brightblade once stood guard on the pedestal, but their statues have crashed to the ground. The center of the pedestal once held a beautiful crystal rose that was said to have been formed from Paladine's teardrop. Now, however, only a stone of enhancement lies in the center of the pedestal. The illusion of the fire dragon was enchanted onto the stone. The enchantment lasts for one week until it dissipates.
If the stone is brought back to the village, the villagers will confirm that it belongs to Kyllen TrueHeart.

The Ruined Temple
The hero(es) should soon discover that the answer to mystery in Trentwood lies in the ruined Temple of Paladine. There are torches placed in sconces every thirty feet, but none of them are lighted unless mentioned in the room descriptions. This means that the hero(es) must provide lighting to see unless a hero possesses infravision.

  1. The Main Hall. This long hallway once served as the main hall for the temple. It's ceiling is vaulted, starting at 20 feet near the northern and southern ends, but reaching over fifty feet near the middle. A mural had been painted on the ceiling depicting Paladine and Mishakal, but the Second Cataclysm tore large chunks from the ceiling. The mural is incomplete and ragged, with large portions missing and cracks and wear over the years on the other parts. Rich tapestries once adorned the walls of this hall, but age has caused them to shred and mold. Several of the torches in this room have been lit, so the hall flickers eerily in the dying light. If the hero(es) does not have a light source, a torch may be taken and used.
    A guard dog has been placed in this room. Although Daggyl does not believe that any villagers will be foolish enough to assault him, the dog has been placed in the hall as a precaution. The dog will bark loudly if anyone enters the hall and will proceed by attacking. Draw a card from the Fate Deck. If the card is a Dragons card, then Hanz, from Room #2 has heard the dog's bark and arrives to investigate.

    • War dog. Animal. Co 7, Ph 6, In 2, Es 2, Dmg +4, Def –4,.

  2. The Meditation Room. Originally, this room was for worshippers who needed to relax. The ceiling is ten feet high and the room is slick with moisture. Majere, the Master of Mind, held a small shrine here, but the shrine shattered during the Second Cataclysm. Remnants of the shrine can be found near the western wall. The mantis statue once stood six feet tall and it has been broken into twelve pieces. A challenging Reason action is needed to reassemble the parts in the right order. Should a hero succeed, then he is healed of all wounds. This only works once.
    Hanz has claimed this room as his own. Three torches are roaring in this room, providing plenty of light. He has set up a cot against the northern wall. A thorough search reveals enough steel to add a +1 bonus to a hero's next Wealth action, and a ring of warmth.
    Hanz will be sleeping off a drunken stupor when the hero(es) arrive. He is automatically surprised and relatively easy to subdue. If he gets the chance, however, he will fight ferociously and to the death. There is a small chance that he will hear the guard dog's barking from Room #1 and go there to investigate.

    • Hanz*. Human adult male, sadistic demeanor, Adventurer. Co 5 (4), Ph 8 (6), In 5 (3), Es 5 (4), Dmg +7 (long sword), Def –3 (chain mail), also secondary weapon (dagger/+2).

    * The scores in parentheses represent Hanz's scores when he is in a drunken stupor.

  3. The Garbage Room. This room was once used as a storehouse for supplies. The dwarves who originally worked on building the temple needed a room to store all of the minor mining equipment. This room served that purpose.
    This room is smaller than most, with the ceiling only eight feet tall. While this room was originally used as a storehouse, it quickly became a garbage dump. The temple was built upon several pre-existing caves and a curious "dungeon" found in the mountain. When this room was first excavated, a tunnel was discovered that lead deeper into the bowels of the mountain. One day, a monster emerged from this tunnel that devoured the guards. The dwarves trapped the monster in the room, however, and left it alone. The Second Cataclysm sealed the room off from the tunnel, effectively trapping the creature within the room. When all of the priests left, Kyllen discovered this room and was nearly killed. However, the priest saw that the monster could not escape, so he put it to good use.
    A small trapdoor is fixed to the door, allowing garbage to be tossed through. The monster then disposes of the garbage. However, some of the treasure first stored here is still useful. If the hero(es) search this room, they find a medallion of faith, for Paladine, and a horn of Kiri-Jolith.
    The monster is a gelatinous cube, a scavenger monster in the form of a cube. A gelatinous cube is a creature made of clear slime shaped in the form of cube. The touch of a cube paralyzes is victims, after which the cube engulfs and devours its prey. The cube will attempt to surprise the hero(es) and eat them.

    • Gelatinous cube. Monster. Co 5, Ph 9, In 3, Es 3, Dmg +2, Def –1, also paralyze and camouflage.

  4. Service Hall. During the construction of the temple, the need for the temple still existed. This temporary service hall, where congregations were held weekly, was to serve as the main place of worship within the temple until a more formal worship hall could be built.
    An elaborate shrine dedicated, to all of the gods of good, lies in perfect condition. The shrine stands upon a raised platform, that is nearly three feet from the floor, placed at the northern side of the room. Several rows of benches line the rest of the room to allow for worshipers to sit. The shrine and the benches are in such good condition because Kyllen has painstakingly cleaned and maintained this room in hopes that the gods will return to Krynn one day.
    Hero(es) who search the shrine find a singing statue.
    Daggyl has placed a stone of enhancement under one of the benches. If the hero(es) approach the shrine, the illusion will begin. Read the following:

    As you near the magnificent shrine dedicated to Krynn's absent gods, the room begins to shake. Suddenly, a large crack runs up the side of the wall and up to the ceiling. A great slab of stone suddenly falls with a crashing boom! To the ground, smashing several benches! More rumbling can be heard as the rest of the roof begins to collapse on your head!

    Heroes must succeed in an easy Perception (Reason) action against Daggyl or believe in the illusion. Heroes who attempt to disbelieve the illusion may add their Presence scores to the action.
    If a hero fails in his action and does not leave the room, he must succeed in a desperate Agility action or suffer 24 illusary damage. Those who leave the room notice that the entire temple is collapsing. If they do not leave, then they must succeed in a desperate Agility action or suffer 24 illusary damage.

    Stone of Enhancement

    A stone of enhancement is a stone that has been taken from the Circle of Stones near Trentwood. They are approximately rough spheres about 1 inch in diameter. They are bluish white in color and glow a bright blue in the pale moon light.
    The owner of a stone of enhancement may cast all spells with a trump bonus. If an automatic trump bonus is already warranted, the stone makes the action one degree easier.
    A stone of enhancement is also very receptive to enchantment spells. Any attempt to enchant a stone of enhancement costs half the spell points and therefore reduces the difficulty of the action. The enchantment also does not permanently drain its caster of magic points.
    The owner of a stone of enhancement also gains an automatic trump bonus to resisting all magical spells, excluding magical effects. For example, the owner of a stone of enhancement allows its owner to resist a fireball cast by a sorcerer, but not he fiery breath of a red dragon.
    Only four stones of enhancement are known to exist, and these both belong to a priest named Kyllen Trueheart.

  5. The Library. This room served as the temple's collection of works. Scribes worked here to translate the works of the gods. Kyllen has maintained the library, so it is still in perfect shape. The ceiling is 20 feet high with bookcases on every wall. These bookcases hold heavy tomes and scrolls. Two ladders are placed against the northwestern corner to allow readers access to the books on the upper shelves. A desk sits in the center of the room with an inkwell and a piece of parchment. If examined, the parchment reads:

    To Kinkade Darkvein,
    The villagers have been cleared out. The Circle of Stones is ours. Remember our deal, I get half the rock. Don't betray me dwarf! I may need your help to move the stone, but it is my stone. A deal is a deal.

    Daggyl Trutheye

    The letter is to be delivered to the Theiwar allies of Daggyl's once the villagers are gone. Daggyl is referring to his plan to excavate the precious magical rock from the Circle of Stones once the villagers of Trentwood are gone.
    If a hero searches the desk drawers, he discovers enough steel to add a +2 bonus to his next Wealth action.
    The books around the room are all mundane in topic. However, a Narrator may allow a hero to select a book that discusses a certain skill as described in A Saga Companion. If a hero studies this book for three months and succeeds in three average Reason actions, then he masters the skill.

  6. Priest Dormitories. This room once served as the sleeping quarters for the priests of the temple. The acolytes all slept in the same room. The ceiling is ten feet tall and cracked down the middle. Dust covers the majority of the room, except the northwestern corner. Zeke has claimed this room as his own and has piled the sheets and linens he found in this corner to create a makeshift bed. Hero(es) who search this "bed" find a broad sword of renown and a dagger of distinction. Several torches in this room are flaring, providing ample light.
    Zeke will be reading a book (The Bestiary, by Caramon Majere to be exact) when the hero(es) enter. Both parties have a normal chance to be surprised. Zeke will attempt to hold the heo(es) off with his crossbow (he has five quarrels) and then he will launch into melee battle with his morning star. Zeke will fight until he knows he cannot win, then he will surrender. Of course, Zeke will betray the hero(es) at any given chance.

    • Zeke. Human adult male, roguish demeanor, Adventurer. Co 6, Ph 8, In 7, Es 4, Dmg +8 (morning star), Def –3 (chain mail), also missile weapon (crossbow/+5).

  7. The Armory. Although many of the priests did not approve of weapons in a temple, Bryon Trentwood insisted. Not only did priests of Kiri-Jolith need to hone their battle skills, but also the monsters beneath the mountain could threaten the temple at any time. The weapons, he maintained, were therefore essential to protecting the temple and its followers.
    After the priests all left the temple, Kyllen decided that there was no need to keep the weapons in this room in good condition. However, the hero(es) may be able to find some weapons that are still usable.
    If the hero(es) decide to search the room for usable weapons, he can make four challenging Perception actions. Each success yields a weapon of the Narrator's choice. Each success that succeeds over by over four points yields a weapon of distinction. Hidden among the weapons is a quiver with a half of dozen of arrows of renown and three arrows of banishment (see: sidebar).

  8. Pool of Mishakal. The dwarven architects discovered an underground stream when they were building this room. The stream was believed to have passed under the Circle of Stones. The dwarves built an ingenious pool that collected the water, filtered it, provided it to the pool, then re-introduced it back into the stream. The result is a self-cleaning pool of pure water.
    The pool is elevated to about two feet above the ground with a width of ten feet. Magical lighting was cast onto the bottom of the pool illuminating the entire room in a wash of blue hues. It is set against the far walls and molds around to fit the room, leaving ten feet of room on one side.
    If the hero(es) searches the pool, he will find a bracelet of magic resistance.
    The water is indeed magical. Those drinking a mouthful heal one point or have one card returned to his hand. This only works once per day, and the magic does not work once the water is removed from the pool.

  9. Daggyl's Quarters. This room once served as Bryon Trentwood's personal quarters. Kyllen did much to preserve this room out of respect for his former master. Daggyl has taken advantage of this. A large dresser stands against the western wall next to a chest. A rack full of spell components and other oddities is also set against the western wall at eye-level. A plush bed with satin and lace has been stacked against the eastern wall.
    The northern wall sports a large, full-length mirror. The mirror is covered with a blue cloth. This mirror is one that Bryon discovered in his adventuring days. He had it brought to the temple for safekeeping. This mirror is a mirror of opposition (see: sidebar). When Daggyl first encountered the mirror, he made the mistake of taking the cover off of the mirror. He defeated his double and learned a valuable lesson.
    Daggyl will be poring over a magical tome when the hero(es) barge in. Daggyl will first attempt to take to the hero(es) and discover what motivates them. If he can, he will bribe them. However, if this plan fails, Daggyl summons several creatures to deal with the heroes. He summons one goblin, from a tribe of goblins that owes him a favor, for every hero with his wand of summoning. Then he unleashes his illusion magic. If he becomes desperate, he will use his wand of missile hurling.
    The small room in the northeastern corner is a walk-in closet. As Bryon was a humble man, only two coarse white robes of a Cleric of Paladine are present.
    If the battle goes badly for Daggyl, he will dodge behind the mirror and take off the curtain. The hero(es) will then have to fight themselves. Daggyl will then attempt retreat into the walk-in closet and use his wand of summoning to escape. Once a double is defeated, the mirror of opposition stops functioning for one hour.
    If a hero searches the dresser, he discovers a ring of feather falling, a scroll of undead protection, and a scroll of magic protection.

  10. The Cellar. The Narrator should perform a challenging Perception action for heroes who walk by the secret door. Success means that they notice the outline of a door in the wall. Heroes searching for a secret door have the action lessened to one degree.
    Pushing against the secret door causes the wall to pivot around a central axis to reveal a staircase. However, Daggyl has placed a stone of enhancement on the second step. The moment a hero approaches the stairs, the illusion activates.

    Suddenly, the floor drops out from under you. You fall down into inky blackness and you scream in terror. The darkness engulfs you and you scream and scream . . .

    The hero(es) need to succeed in an easy Perception (Reason) action against Daggyl in order to see through the illusion. Heroes who attempt to disbelieve the illusion may add their Presence scores to the action.
    If a hero fails to see through this illusion, he lies on the ground screaming for thirty minutes before falling unconscious. However, outside influence will dispel an illusion. Therefore, a hero may "wake up" his partner, who is lying on the ground screaming for no reason, by tapping him on the shoulders.
    At the bottom of the stairway is another trap. Read this to the hero(es):

    As you near the bottom of the stairs, you hear a creaking above you. Suddenly, a click resounds through the air and you make out an object swinging towards you in the darkness. A giant log has been released and is swinging towards you!

    This may be a bit mean, but the log is real. Dodging the log requires a challenging Agility action. Failure means that the hero suffers 12 damage. If a hero tries to disbelieve the log, then he suffers the 12 damage.
    The cellar is dark and damp. It lies nearly fifty feet below the rest of the temple. The priests used the cellar to store ts food and drink. Kyllen no longer uses the cellar to store food, but he has a small collection of wines stored here. An underground river runs next to and above the cellar, so it is dripping with moisture. The ceiling is ten feet high with rough stalactites beginning to form. In the southeast corner of the cellar, Kyllen Trueheart and Jason Weaver, the messenger sent to retrieve Kyllen, are tied up. Both are conscious but gagged and huddled. Both will help the hero(es) battle Daggyl and his minions if need be.
    If asked, the two prisoners will relate their stories. Kyllen was fixing up the Main Hall when Daggyl burst in and charmed him into submission. Jason was searching for Kyllen in the temple when Hanz found the lad and threw him into the cellar with Kyllen. Kyllen will offer to heal any of the hero(es) wounds right away.

    • Kyllen Trueheart. Human middle-aged adult, kind demeanor, Adventurer. Co 4, Ph 3, In 6, Es 6 (36), Dmg +0 (unarmed), Def –0 (robes), also mysticism (healing).
    • Jason Weaver. Human Young-adult male, rash demeanor, Rabble. Co 5, Ph 4, In 5, Es 5, Dmg +0 (unarmed), Def –0 (common clothing).

    New Magical items

    Arrows of Banishment

    Arrows of banishment are deadly against creatures that have been summoned or a creature not from Krynn. When a creature that has been summoned, such as an elemental or a the product of a sorcerer's summoning spell, is hit with an arrow of banishment, the creature must succeed in a challenging Spirit action or immediately return to its own plane of existence in addition to suffering normal damage. If the action fails, then the creature suffers normal damage.
    Arrows of banishment have arrowheads made of emeralds, so the tip of an arrow of banishment can be sold for the equivalent of a "bag" of "jewelry" as described in A Saga Companion. However, separating the emerald tip from an arrow of banishment destroys the arrow's magic forever.

    Mirror of Opposition

    Mirrors of Opposition resemble a normal full-length mirrors. However, if a creature is reflected upon it, an exact duplicate of the creature will come into being, and the opposite will immediately attack the original. The duplicate will have all of the powers and items of the original and will attempt to immediately slay the original. Upon the destruction or death of either the original or the duplicate, the duplicate and its items will all vanish.
    The duplicates will also have the same amount of cards or Endurance points that the original currently has. All spells and effects on the original will also appear on the duplicate. So if Ren, a Legionnaire, is wounded down to two Endurance points and has a channeling spell that increases his Strength to 12 for an hour stands in front of a mirror of opposition, a duplicate will appear with two Endurance points and a Strenght of 12 that will last for one hour.

    Gauntlets of Ogre Strength

    In previous ages, gauntlets of extreme power were common among many adventurers. These mighty gauntlets, when worn, granted their wielder the strength of a mighty ogre. In the Fifth Age, the magic of these gauntlets have diminished in power. The wearer of a pair of gauntlets of ogre strength has his Strength score raised to a 10 regardless of the wearer's actual Strength score when the gloves are worn.
    Magical rings cannot be worn in conjunction with a pair of gauntlets of ogre strength. Also these magical gauntlets carry charges.
    Determine charges by drawing and adding the results of 3 cards from the Fate Deck. The expenditure of one charge allows a hero to have an automatic trump bonus to any one Strength action.

    Wand of the Clenched Fist

    These wands vary in appearance, but all have a large, clenched fist at the end of the wand. These wands contain a charges. It takes one charge to "summon" a gigantic fist of pure energy. This fist has the following statistics and is under the control of the wielder of the wand:

    • Giant Fist. Magical Construct. Co 5, Ph 18, In 8, Es 8, Dmg +6, Def –5, also crush, resistant to sorcery, and immune to poison, fire, and mentalism.

    Every minute that the hand is activated drains one charge. Once the hand is destroyed, the wand loses three charges and the hand disappears and cannot be re-called for twenty-four hours. The expenditure of five charges activates the hand's following powers:

    • Batter. A target is subject to four attacks at once from the hand. Inanimate objects, such as walls, topple under such crushing blows.
    • Deflect. All damage directed towards the hand's master is redirected to the hand.

  11. Owlbear Pen. On his first excursion of the temple, Daggyl discovered the mirror of opposition in Room #9. His opposite also possessed a wand of summoning, and he used it to summon several monsters to deal with Daggyl. While Daggyl eventually defeated his double, he was still threatened by the creatures that his double had summoned. After using his illusion magic to dominate them, Daggyl simply locked them up in various rooms of the ruins.
    This room used to serve as the temple's water closet. The stink of waste, mold, and excretion still permeates this sickly room. The ceiling is twenty feet high. Hanz chained the owlbear to the wall, but the terrible creature nearly snapped the chains. Weak from hunger, the beast has resigned to its cruel fate.
    However, if the hero(es) enter this room, the voracious creature will lunge at its prey and snap free from its chains. Hunger has sapped much of the owlbear's terrible strength, but the creature still posses a deadly threat to the hero(es).
    The owlbear fights until either it or the hero(es) are dead. If the heroes attempt to search the room, they are covered in grime and other unmentionables. A hero so covered will suffer a –2 to all presence actions until properly bathed.

    • Owlbear. Animal. Co 5 (6), Ph 12 (17), In 3, Es 3, Dmg +12, Def –3, also crush.

    Note: The numbers in the parentheses are the owlbear's true stats. The other stats reflect the owlbear's famished state.

  12. Lair of the Slig. Another of the creatures that Daggyl's double summoned was a slig. This creature was dominated by Daggyl's mentalism skills and sent to this room until Daggyl decides what to do with the creature. Daggyl plans to use this creature to terrorize the village should his plan fail. So far, the slig has orders to kill anything and anyone other than a dwarf, Hanz, Zeke, Daggyl's missing henchman Damon, and Daggyl himself.
    This room used to be another of the temple's dormitories. Two rotten cots lie against the northern and southern walls of the room. The slig has claimed the one near the northern wall as his own. Debris and rubble litter the ground, and the area near the slig's bed is covered with fragments of wood and cotton from the slig's attempts to make his new bed more "snug." The ceiling is only ten feet high, making it a bit uncomfortable for the slig.
    Heroe(es) who search this room discover two pots containing Mishakal's healing balm, and a pair of gauntlets of ogre strength (10 charges) (see: sidebar) hidden under the mattress of the bed in the southern corner.
    When the hero(es) enter, the slig has a normal chance to be surprised, but will react quickly. The slig will first try to poison the hero(es) with its poisonous spittle, then move in for closer attacks with its dangerous bite. The slig will surrender if beaten, but will betray the hero(es) at any time.

    • Slig. Nonhuman. Co 5, Ph 12, In 5, Es 6, Dmg +4 (bite), Def –4, also immune to fire, poison (spit), resistant to magical fire, thrown weapons, and swim.

  13. Kobold Lair. The last of the creatures that Daggyl's double summoned against him was a small group of kobolds. Like the slig in Room #12, Daggyl dominated the monsters and put them away for "safe-keeping." The four kobolds are currently enjoying their new lair and their new master.
    The room is cluttered with blankets and many military style beds, with three to four beds stacked up onto each other. Trash and rubble fill the floor, and a slow trickle of water slowly seeps down the northwest corner. The ceiling is only fifteen feet high, but this is plenty of room for the tiny kobolds.
    The room that they have been placed in used to be a barrack for the dwarves that originally constructed the temple. The beds and living materials of the dwarven workers still remained, making it an ideal home for the kobolds. The four kobolds have been ordered to stay put, but they will attack the hero(es) upon entering simply to please their new master.
    Any hero(es) who search the room discover the equivalent of a "pouch" of "steel" coins in A Saga Companion. They also discover a kite shield of renown, a dagger of distinction, and a wand of the clenched fist (24 charges) (see: sidebar).
    The kobolds will attempt to fight the hero(es) with guerrilla tactics. They will hamper the hero(es) abilities to fight by throwing blankets, clambering across the bunk-beds, and even by ambushing the hero(es) from all sides of the room. The kobolds will not surrender until one of their own is dead. If the kobolds surrender, they will back-stab the hero(es) at any available opportunity.

    • Kobolds (3). Nonhumans. Co 3, ph 2, In 5, Es 5, Dmg +2, Def –2, also infravision, melee weapons, and missile weapons.

Epilogue
After the hero(es) have defeated Daggyl Trutheye and his henchmen, they can return to Trentwood triumphant. The village will hail the hero(es) as legends and celebrate with a feast that will last a week!
Kyllen will also begin to reintegrate himself into society. He will begin to talk with the friends he grew up with and the town will begin to give thought to reconstructing the temple.
The adventures are definitely not over. The Circle of Stones magical power is still undetermined, the temple evidently has many secrets waiting to be discovered, and Daggyl Trutheye is still free and plotting his revenge! Here are a few adventure hooks for Narrators to use as they wish:

  • Daggyl Trutheye manages to use the dust from the Ruined Circle to concoct an illusion power. Using this power, he begins to torment the villagers of Trentwood and turn them against the hero(es)!
  • The Theiwar dwarves contracted by Daggyl got impatient and finally arrived at Trentwood! They want the stones from the Ruined Circle, whether Daggyl is there or not, and they won't let a puny human village stand in their way!
  • Another secret door is found in the temple! This one appears to lead deep into the bowels of the mountain. Do the hero(es) dare explore it and make it safe for the temple?
  • A merchant arrives from Wyrmfell Pass with a large egg that he discovered in the pass. Evidently, he found a whole nest of them and could only bring back one. However, the merchant's egg hatches to reveal a baby fire dragon! Can the hero(es) deal with this baby menace? And what about the entire nest in the mountains?
  • The Knights of Solamnia arrive in Trentwood. They discovered the existence of the mystic site of the Circle of Stones, and they want to set up an outpost here. However, the Knights want to "re-settle" the villagers and claim the area for themselves. The villagers, however, have different ideas. Can the hero(es) persuade each side to negotiate?
  • The Knights of Takhisis want to use the Circle of Ruins to increase the powers of their Skull Knights. They send in an initial scouting party to determine what use the site may be to the Knighthood. Can the heroes figure out a way to divert the Dark Knight's attention and save the Ruined Circle from the forces of darkness?
  • While meditating in the temple one morning, Kyllen receives a vision. He claims that the vision is from Paladine, and that the message is that the gods are returning! Many other villagers have visited the temple and received the same vision. Can it be true? Are the gods returning? Or is this some part of a devious plot?

Illusionist Heroes
The villain of this adventure, Daggyl Trutheye, was an illusionist, but that doesn't mean that heroes can't be illusionists! Here's the illusionist role for Narrators to use as they see fit. Couple this role with the information in the "Illusion Magic" sidebar to create a truly unique character!

The Illusionist Role
Illusionists are heroes who wield great powers in creating phantasms and illusions. They can render people invisible, or even create illusions as impressive as those created in the Fourth Age. Illusionists are a welcome addition to any adventuring party and can be very powerful in their own right. Wonderful Waylan, Tika Majere's father and Raistlin Majere's inspiration, is an example of an illusionist. Daggyl Trutheye, the villain of this adventure, is also a perfect example of an illusionist.

Role-Playing
Illusionists are very secretive people. Many only befriend a few people. There are some who are only con-artists who use their powers for gain. However, there are also master mages who have spent years dedicated to creating illusions.
Illusionists don't like to engage in combat of any kind. They prefer to stay hidden and confuse their enemies with illusions. Elves, centaurs, and kender find illusionists as inventive, creative people to be held in awe. Dwarves and minotaurs think that illusionists are cowards who hide behind the trickery of light and air.

Requirements
Illusionists need to be able to concentrate on their spells. To reflect this, illusionist heroes need a minimum of 7 in both Reason and Perception. Illusionists also need a minimum of 6 in Dexterity because of the high degree of manipulation involved in many illusions.
Illusionists pursue academic pursuits rather than physical ones. To reflect this, Illusionists have a maximum code of "B" in all Physical abilities. To reflect their training in the sorcerous arts, illusionists need a minimum code of "B" in both their Reason and Spirit. Illusionists also need to choose spectramancy and mentalism as their beginning school and sphere of magic.
All races that meet the following requirements may become illusionists, except minotaurs, centaurs, goblins, and dwarves.

Advantages
Illusions are crafted with hybrid spells combining both mentalism and spectramancy. When casting illusion spells, the caster gets a trump bonus regardless of what the suit of the card really is. Illusionists are also experts at detecting illusions. All actions to detect illusions, phantasms, invisible objects, etc., are also trump.

Disadvantages
Illusionists study the magic of illusion so exclusively that they tend to neglect their other schools and spheres, if any. Illusionists study a magic so different from traditional sorcery that normal spells are more difficult for them to grasp. Any spell that an illusionist casts that is not an illusion is never a trump action regardless of the actual suit. This penalty includes spells from the school of spectramancy and the sphere of mentalism if the spell cast is not an illusion.
Because illusionists need both hands and extreme mobility in order to craft their illusions, illusionists can never use shields wear armor heavier than leather armor. Also, illusionists never have a decent chance to practice the art of war. Defending oneself is usually the province of an illusionist's magic. Therefore, all physical defensive actions, such as dodging an arrow, parrying a sword thrust, whatever, are never considered trump.






















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