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DRAGONLANCE® Classics, Volume 3 - Free

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Each group plays through the Encounters<br />

in the sequence you have selected. The PCs<br />

who are in the group are the Primary PCs for<br />

that Encounter. All of the other PCs (both Primary<br />

and Illusory) are also present but only<br />

as #PCs. Do not tell the players which PCs<br />

are Primary and which are dreamshadows.<br />

There are certain Encounters that all or<br />

several of the groups will play. (You can run<br />

one Encounter several times.) Variations for<br />

these Encounters are given. After determining<br />

which Encounters take place and in what<br />

order, you need to determine which variations<br />

to use.<br />

Each Encounter lists at least five variations,<br />

A through E. For every Encounter listed, write<br />

down one of the letter variations. Thus, the<br />

white stag might be killed by evil creatures for<br />

Group 1, while the same stag is alive and out<br />

to kill Group 2 when they come across the<br />

Encounter.<br />

Make these preparations ahead of time. Be<br />

sure to familiarize yourself with the sequence<br />

of Encounters and how they are to be run.<br />

Running the Level II Dream<br />

Use the following procedure for running the<br />

dream:<br />

1) Determine which track to take the<br />

Encounter from: For each group, roll 1d10,<br />

then take the first Encounter in that column<br />

that has not already been chosen.<br />

2) Recap previous events: Remind the<br />

players of what has occurred previously in<br />

this track to give them some idea of where<br />

they are in the dream. For example, if Raistlin<br />

died during a confrontation with a dragon,<br />

mention that as you recreate the last<br />

Encounter played in this column. You should<br />

also give the players some indication as to<br />

how they perceive their own health in this<br />

track.<br />

3) Run the Encounter: Keep track of the<br />

real and illusory damage to PCs using the<br />

damage form.<br />

4) Go on to the next Encounter: Roll 1d10<br />

to determine the next Encounter played. If all<br />

the Encounters in a column have been played,<br />

roll again to determine which track to use<br />

next. Once all of the Encounters in all<br />

columns have been played, go on to Encounter<br />

25. Keep track of which PCs are with<br />

which group since this is important in the final<br />

chapter.<br />

Damage in the Dream<br />

Only those PCs who are Primary PCs in a<br />

dream track actually suffer damage. The<br />

PCs, being phantoms of the dream, only<br />

appear to receive damage.<br />

Keep True Damage and False Damage<br />

separate by using the PC Damage Form. This<br />

lists spaces down the left hand column where<br />

you can write the names of the characters. To<br />

the right of this are six columns.<br />

The first column is labeled True Damage.<br />

This is where you record any damage inflicted<br />

upon a PC in his own track. The remaining<br />

columns are for recording False Damage that<br />

the PC might appear to sustain as a PC.<br />

Write the name of the PCs in the space at<br />

the left, followed by their current hit points as<br />

they enter this part of the dream. Determine<br />

which track each PC is on in the dream and<br />

place an X in that column next to his name.<br />

This reminds you that damage caused on that<br />

track must be recorded in the True Damage<br />

column.<br />

True Damage applies to all tracks. Thus if a<br />

PC suffers True Damage of 5 points, add that<br />

number to the damage in each of the other<br />

tracks for purposes of determining whether<br />

the PC has fallen unconscious or not.<br />

For example: Raistlin receives 5 points of<br />

damage during an Encounter. This Encounter<br />

was on Raistlin’s own B track and thus the<br />

damage is True Damage. The DM records the<br />

damage in the True Damage column, and in<br />

each of the tracks as well. The next Encounter<br />

takes place on the D track. Raistlin suffers 25<br />

points of damage from a fireball spell. Since<br />

this damage was on the D track, it is recorded<br />

next to his name in the D column. Since 25 +<br />

5 points of damage exceeds Raistlin’s hit<br />

points coming into the dream, Raistlin<br />

appears to die in the D track. He does not<br />

appear in any further encounters in track D.<br />

However, he has suffered only 5 points of<br />

damage in the other tracks and is still “alive”<br />

there.<br />

When a character appears to die in his own<br />

19<br />

track, he immediately disappears from all<br />

tracks.<br />

Healing in the Dream: Characters can be<br />

healed of True Damage in their own tracks.<br />

To continue the example above, Raistlin<br />

might regain the 5 hit points he lost in his<br />

track through healing. This, of course, carries<br />

through all the tracks (he regains 5 hit points<br />

in each). He can also be healed of damage in<br />

track D, but this counts in that track only.<br />

Spell Use: Mages must memorize their<br />

spells before entering this level of the dream.<br />

Once they have selected their spells, tell<br />

them to multiply the number of spells<br />

selected by 6. Thus, if Raistlin chose two<br />

light spells, he now has 12. The same is true<br />

of clerical spells. They can use only their<br />

originally chosen number of spells in each<br />

track, however. Thus, Raistlin can use only<br />

two light spells in his true track (track B).<br />

But he can use two light spells in each of the<br />

other tracks as well.<br />

Note to the DM: Silvanesti is a nightmare.<br />

Dreamwraiths and monsters should attack<br />

the PCs with all the fervor they can muster.<br />

Dreamshadow PCs should appear to die like<br />

flies. This will no doubt distress many of your<br />

players. It’s supposed to! However, if the players<br />

soon get the idea that their characters<br />

might have only died in someone else’s<br />

dream, they will find this to be a bizarre and<br />

challenging place.

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