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TSR 9291 - DLC1 - Dr.. - Free

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5. Prayers Eye Peak<br />

The flaming colors of fall surround<br />

you, and an autumn breeze<br />

ripples through your hair. To the<br />

southwest, the white-capped outline<br />

of Prayers Eye Peak soars in<br />

the distance. Barely visible from<br />

here, a sharp crack splits the peak<br />

as though it consisted of two<br />

hands pressed together.<br />

When the party passes through this<br />

area, there is a 30% chance that one<br />

of its members (determine randomly)<br />

will spot the white stag. If enemies<br />

pursue the heroes into this<br />

area, this chance increases to 80%.<br />

If it is spotted, the stag crashes<br />

through a tangle of bushes and trees,<br />

emerging well ahead of the party. It<br />

stays just ahead of the heroes, a<br />

flashing white form in the undergrowth,<br />

until it has led them through<br />

the crack in the middle of Prayers<br />

Eye Peak. After that, it bounds at full<br />

speed into the Darken Wood (24).<br />

The stag cannot be captured. If the<br />

heroes kill it, dark thunderclouds<br />

form overhead. These hover above<br />

the party for seven days during which<br />

time players suffer a +1 penalty to<br />

their Armor Class. The body of the<br />

stag disappears.<br />

6. Twin Flat<br />

A clear mountain valley sprawls<br />

about. To the northwest and southeast,<br />

thick vallenwoods flash yellow<br />

and scarlet against the bright<br />

autumn sky. To the east shimmers<br />

the cool blue of the Crystalmir<br />

Lake. Westward, the valley enters<br />

a canyon rimmed by granite cliffs.<br />

The valley floor itself continues to<br />

the northeast.<br />

Some distance away, a group of<br />

huddled men pulls a large cart<br />

slowly west down the Haven road.<br />

They sway rhythmically. Coarse,<br />

heavy robes completely conceal<br />

their features.<br />

These forms are 1d100x30’ away.<br />

They see the party at the same moment<br />

the party notices them. If the<br />

heroes don’t approach, one of the figures<br />

points in their direction; another<br />

slowly walks toward the party.<br />

These are 11 Baaz draconians in<br />

disguise. Hoods and black cloth<br />

masks cover their faces. Heavy<br />

gloves shield their hands and thick<br />

leg wrappings cover their feet. Although<br />

it is autumn, they seem a bit<br />

overdressed against the cold.<br />

As its companions join it next to<br />

the party, the leader speaks: “Good<br />

day to you, travelers! Please pardon<br />

the questions of an old cleric. Some<br />

days ago, our healing staff was stolen<br />

from Xak Tsaroth. Now one of our<br />

flock is dying, and we desperately<br />

need that item to bring our brother<br />

back to health. He lies yonder in the<br />

back of the cart. Have you heard any<br />

word of a blue crystal staff?”<br />

If the heroes claim to know nothing<br />

about the staff, the disguised<br />

leader signals its comrades, who step<br />

aside and allow the party to pass. If<br />

the heroes suggest that they have<br />

seen or heard of the staff, the draconian<br />

leader rattles off more questions,<br />

its voice shaking slightly: Where did<br />

they see it? How long ago? In whose<br />

hands? If the adventurers reveal that<br />

they have the staff, the draconian<br />

leader screams and reaches for its<br />

weapon. At the scream, the robed<br />

draconians attack, limited to their<br />

lowest movement rate because their<br />

wings are bound. Once each round, a<br />

draconian may tear off its robes instead<br />

of attacking. Each has a 20%<br />

chance of doing this, which frees it to<br />

move faster. The draconians try to<br />

force the party back east down the<br />

road. If they can drive the party into<br />

area 5, the draconians sound a horn.<br />

If their comrades in area 4 are still<br />

alive, they sound their horn in answer,<br />

then rush to close the trap. All<br />

of these draconians fight to the death<br />

trying to gain the staff.<br />

7. Jakanth Vale<br />

Trails lead deeper into the woods,<br />

but even at its edge an unnatural<br />

stillness has settled on the place.<br />

The woods seem much the same,<br />

but there is a subtle difference, a<br />

heaviness in the air. Even the insects<br />

are silent.<br />

Heavily wrapped feet tread upon this<br />

trail a short time ago. Following<br />

these tracks will bring the heroes to a<br />

campsite in a glade.<br />

The campsite smells like burned<br />

hair. Charred bones lie in the ashes of<br />

the fire pit. The grass has been<br />

stamped down around the area.<br />

Searching the area uncovers a<br />

bright silver bracer fitted with four<br />

gems (500 stl each). inside the band<br />

is engraved: “Firehawk, warrior of<br />

Que-Shu.” Que-Shu Plainsmen can<br />

identify this as the bracer of the warriors<br />

whose task it is to defend the<br />

tribe. These bands are forged around<br />

the warriors’ arms. Death alone removes<br />

them.<br />

8. Northfields<br />

A sea of grain sweeps across the<br />

north flats. Stalks sag with ripend<br />

grain, ready for harvest. But<br />

no one is around to harvest the<br />

grains or tend the crops.<br />

The few farm houses in the area<br />

seem to have been abandoned in a<br />

great hurry. The adventurers have<br />

only a 20% chance per turn of discovering,<br />

here and there in the fields<br />

and at some farm homes, signs of a<br />

fierce fight. Footprints of draconians<br />

surround these marks of struggle,<br />

but only those heroes who have met<br />

draconians can identify them, and<br />

then only 60% of the time.<br />

All tracks lead east (to area 35).<br />

9. Nearfields<br />

Here, farmers and their workers<br />

tread through fields of grain. The<br />

13

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