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TSR 9291 - DLC1 - Dr.. - Free

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defeated enemies, is stored here.<br />

Evenstar may use his ring of telekinesis<br />

to make things appear to move.<br />

264. Upper Galleries<br />

This is a stone walkway. At the top of<br />

the stairs a voice (magic mouth) cries<br />

out in Hylar, “Defilers, begone! Disturb<br />

not the sleep of the ageless.”<br />

The passage slopes upward to the<br />

north past several archways.<br />

Evenstar may decide to cast transmute<br />

rock to mud and dancing lights<br />

here.<br />

265. Votive Cells<br />

These are bare, stone cells.<br />

266. Overlook<br />

From this overlook, the PCs can see<br />

the ruins to the east. In the distance<br />

to the west is another exit from the<br />

valley. South are the nests of giant<br />

vultures in caves. To the north, the<br />

snow-shrouded peaks of the mountains<br />

are covered by a huge army<br />

crawling down into the valley. The<br />

enemy is coming. (This sight can be<br />

seen from every overlook in the<br />

tomb.)<br />

267. Fountain of Time<br />

In the center of this room is a mosscovered<br />

fountain. Lying against the<br />

fountain is a white-bearded, sleeping<br />

dwarf. He meets the general description<br />

of Kharas. This is Evenstar. If the<br />

heroes awaken him, he appears<br />

dazed. He has trouble understanding<br />

that time has passed and he wants to<br />

know where his hammer has gone.<br />

He had stopped for a drink after burying<br />

Derkin and that’s all he remembers.<br />

(If any heroes drink from the<br />

fountain, roll dice as if checking for<br />

an effect, then look relieved and say<br />

that they made it.) “Kharas” agrees<br />

to go with the heroes. After encounter<br />

273 he slips away or changes<br />

form.<br />

268. Antechamber<br />

These walls are marbled and mirrored,<br />

making the room seem larger.<br />

269. Banquet Hall<br />

Long tables are lined with fine foods.<br />

Fruits and sweets are spread in the<br />

centers of the tables. The room is<br />

filled with the aroma of good cooking.<br />

Upon closer examination, the food<br />

is found to be made of precious<br />

metal, gems, and jewels, worth thousands<br />

of stl. Making the best choices,<br />

each person might be able to take<br />

2,000 stl worth. “Kharas” warns<br />

against theft here.<br />

In the center of the room is a tall<br />

chair, a reading table, and a book. Lying<br />

on the book is a pair of rubycolored<br />

spectacles. The book is a<br />

history of Derkin, written in an obscure<br />

tongue.<br />

The spectacles have the properties<br />

of infravision, comprehend languages,<br />

and read magic. They also<br />

act as a gem of seeing. They can be<br />

worn for up to four hours a day without<br />

ill effects. If worn longer, they<br />

give the wearer a splitting headache<br />

(-4 penalty to THAC0).<br />

270. Grand Overlook<br />

See encounter 266 for what can be<br />

seen here. The floor here is rotted;<br />

there is a 10% chance per 50 pounds<br />

that a character falls through. Falling<br />

characters get a Dexterity check to<br />

catch themselves; failure results in a<br />

20-foot drop to the support beams<br />

below for 2d6 points of damage.<br />

271. Grand Promenade<br />

This corridor is lined with shallow<br />

niches holding granite statues of noble<br />

dwarves. The pits drop the lead<br />

PCs 20 feet.<br />

Evenstar can cast stinking cloud in<br />

this area.<br />

272. Tipping Path<br />

See the diagram on the map. This<br />

bridge is lined with crossbars supported<br />

by a central metal beam.<br />

When the party crosses the bridge, it<br />

flips to vertical once more than half<br />

the total party weight crosses the<br />

midpoint. Characters may catch hold<br />

of a crossbar by rolling a successful<br />

Dexterity check; if they fail, they fall<br />

down the shaft to the ground 500 feet<br />

below (receiving the maximum 20d6<br />

points of damage).<br />

273. Elevator Shaft<br />

This is a square shaft filled with<br />

webs. Ice chips fall from the shaft and<br />

evaporate as they strike the floor.<br />

274. Ruby Tower of Singing<br />

Light<br />

The room at the tower’s base holds<br />

crystals and colored bits of glass.<br />

From above comes the sound of<br />

heavenly chimes. The tower itself is<br />

flooded with a rainbow of light dancing<br />

on the walls and crystal chimes<br />

ringing in the wind.<br />

275. Shrine of Reorx the<br />

Forge<br />

On the altar are three items and a<br />

tapestry that reads, “Take if in need.”<br />

Any who enter the shrine are filled<br />

with a feeling of anticipated battle.<br />

The three items are a potion of extra<br />

healing, a scroll with a remove curse<br />

and a prayer spell, and a necklace<br />

with three prayer beads—bless, cure,<br />

and karma. Evenstar can identify the<br />

beads.<br />

276-278. Histories of<br />

Derkin<br />

These three chambers tell the story<br />

of Derkin’s life, creations, and battles<br />

through dioramas and trophies.<br />

They include his triumph over Bonecrusher<br />

the Ogre and his final battle<br />

fought atop Mount Skull. Evenstar<br />

may use his ring of telekinesis to<br />

make things come to life or use dancing<br />

lights to lure party members to<br />

the elevator shaft.<br />

279. Unseen Danger<br />

This room is filled with red light from<br />

the level above. A hammer pendulum<br />

swings 30 feet overhead. This<br />

room has a red glass partial floor that<br />

is invisible in the light of the tower. It<br />

appears that the room opens onto<br />

the shaft. The real floor is a network<br />

with gaps. Invisible, overhead swinging<br />

logs strike (THAC0 15) at any-<br />

103

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