TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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 />
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