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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

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