His tales are both legendary and eerily accurate, possessing knowledge of Ansalon's most notable battles and heroes. Word spreads fast around town that the legendary bard, the Herald, is visiting. The next encounter, Enter the Herald, happens whenever the PCs are in a large public gathering or inn. Unfortunately there are no stats for Kelwick and the city guards, meaning that the DM will need to improvise. It's not really connected to the rest of the adventure, more of a way to show off how desperate things are in Pashin. If the PCs help defend Mayleaf, Kelwick will offer to help them out in the future.Īs a first encounter, its effectiveness will depend mostly on whether or not your players really hate Kender, but it's obvious that the PCs should give them a helping hand and I think it will work for most groups (it did for mine). If the PCs don't intervene, the men will attack, only to be broken up by the city watch. They're innocent of his accusation in fact, they're Afflicted Kender, robbed of their childlike wonder and insatiable need to steal due to trauma, and the thugs really just want to shake them down (who'd believe a Kender?). The adventure's first encounter, Afflicted and Persecuted, involves a group of drunken louts accosting Kelwick and Mayleaf, a Kender father and his daughter, accusing them of theft. The PCs are given several hooks as to why they'd be in the area (former Dark Knight, refugee, etc), typical stuff. Pegrin, a dark knight deserter, managed to smuggle the Key of Quinari out from the elves' royal palace and is now camping a fair distance outside of Pashin. Even though the town is effectively under military occupation, there is a breakdown in the discipline and morale among the Knights' ranks. somewhere, and the riches and valuables of Silvanesti's cities are being sold and traded by opportunists. Under the control of the Dark Knights, Pashin is not a friendly area for the elven refugees, who are all forced. It starts out in the frontier city of Pashin in the nation of Khur, where the Silvanesti Elves were forced northward by a minotaur invasion along with the Dark Knights (who were betrayed by the minotaurs). Our introductory adventure is notable for being in the Campaign Setting book and not the Key of Destiny proper. Still, I feel that the positives of the books deserve to be shown, and I hope that you enjoy reading this as much as I did running it. But on the other hand, it makes assumptions that the PCs will go along with the plot on the flimsiest pretenses, and the myriad problems of high-level combat in 3rd Edition really start to show in the latter 2 books. It has a lot of interesting locations along the way, a retinue of cool villains opposing the PCs (including a lich leading an army, a genocidal Dragon Overlord, and a lovelorn ghost elf out for revenge), and memorable fleshed-out NPCs. The adventure overall is good, but I don't think it's aged particularly well. After coming into possession of it, the heroes are led along by a series of vague prophecies, wise women and soothsayers, and the machinations of Ansalon's major evil factions to discover the Key's true purpose. After her death her lullaby was preserved in this music box, it's true purpose forgotten over time to become a childhood nursery rhyme among the Silvanesti nobility. Created in the distant past of the Age of Dreams for the benefit of dragonkind, Quinari led the spirits of fallen dragons to their resting place with her song. But it was notable for updating the original Chronicles to 3rd Edition format, D20 stats for Kender, creating an entirely new Adventure Path set in Dragonlance's 5th Age at a time before Pathfinder started cranking them out monthly, and Legends of the Twins, an excellent sourcebook discussing time travel and parallel realities for campaigns (kind of like those Alternate Earths in superhero comics).īasically, the Key of Destiny Adventure Path is a series of 3 books (Key of Destiny, Spectre of Sorrows, Price of Courage) where the player characters (the heroes of the story) discover a priceless elven music box, the Key of Quinari. The main book proper (Dragonlance Campaign Setting) is a WotC property, but the rest are the work of Sovereign Press, Cam Banks, and other hardcore Dragonlance fans. Basically, in the early era of 3.5, Wizards of the Coast granted permission to Sovereign Press to make Dragonlance sourcebooks as 3rd Party Supplements. Dragonlance: Key of Destiny Adventure Pathįor my first FATAL & Friends review, so I've decided I'd pick an adventure I have lots of experience DMing, with plenty of fond (and not so fond) memories.
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