TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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Events<br />
Event #5: Escape<br />
This event takes place immediately<br />
after the heroes leave Derkin’s Tomb.<br />
As the great tomb crumbles, you<br />
see the mass of the approaching<br />
<strong>Dr</strong>agonarmy giving chase. Your<br />
horses gallop away, but your pursuers<br />
grow ever closer!<br />
There is a 10% chance per turn that a<br />
scouting patrol of eight Baaz draconians<br />
comes within 1d6 x 10 yards of<br />
the heroes and charges to the attack.<br />
Remember that the magical steeds<br />
last for only three turns, and that<br />
they can be regenerated only twice.<br />
Then the heroes must proceed on<br />
foot. The <strong>Dr</strong>agonarmy has occupied<br />
most of the Valley of the Thanes. <strong>Dr</strong>aconians<br />
swarm over the northwestern<br />
parts of the valley; the only<br />
escape route for the heroes is in the<br />
direction of the Guardian Hall leading<br />
to the Ninth Road of Thanes.<br />
The Gateway block leading into<br />
the Great Hall block to this road is<br />
cracked and broken. Regardless of<br />
scouts encountered, the main body<br />
of the <strong>Dr</strong>agonarmy is ten rounds behind<br />
the heroes. If not delayed, the<br />
army pursues the heroes onto the<br />
Ninth Road of the Thanes. This increases<br />
the frequency of random<br />
encounters in these tunnels to one<br />
check every two rounds.<br />
In describing the Great Hall, note<br />
that the roof is supported by pillars<br />
that are cracked and fragile. Pulling<br />
down a pillar takes one round of tugging<br />
by a combined Strength of 45. If<br />
three pillars are pulled down, the<br />
ceiling collapses. It takes the <strong>Dr</strong>agonarmy<br />
six turns to dig through and<br />
resume pursuit.<br />
Event #6: The Hunt<br />
This region is controlled by the<br />
Daergar kingdom, currently allied<br />
with the Theiwar and with Verminaard.<br />
In addition to normal random<br />
encounters, check three times (needing<br />
a 1 on 1d6) to see if the party<br />
encounters a Daergar patrol, consisting<br />
of 12 Daergar. The patrol always<br />
begins 1d6 x 10 yards behind the heroes.<br />
If encountered, the patrol gives<br />
chase.<br />
If a Daergar patrol attacks, each<br />
turn there is a 10% chance that an<br />
identical patrol joins the hunt.<br />
Encounters<br />
The South Hall of Justice once<br />
served a role similar to that of the<br />
North Hall, but it is now controlled by<br />
the Daergar. It is also occupied by<br />
Verminaard and his forces. Once the<br />
heroes have entered the Ninth Road<br />
of Thanes from the Guardian Hall,<br />
the only route leads to the South<br />
Hall. This is a very critical part of the<br />
adventure, and it must be carefully<br />
run.<br />
The enemy forces should be in hot<br />
pursuit of the adventurers. Emphasize<br />
the urgent nature of their flight<br />
from the Theiwar and the <strong>Dr</strong>agonarmy.<br />
If the heroes are cornered at<br />
any point, the enemy will call for<br />
them to surrender. If the heroes surrender,<br />
they are escorted under<br />
heavy guard to the Temple of Stars<br />
(encounter 299). Their weapons are<br />
taken from them, but they are not<br />
bound.<br />
If the heroes are not captured, they<br />
should end up in the Prison (encoun-<br />
106