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TSR 9291 - DLC1 - Dr.. - Free

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thick wheat falls smoothly before<br />

the flickering scythes.<br />

The workers here seem a bit nervous<br />

and speak with the PCs only<br />

20% of the time. “Good luck on your<br />

way. We want no trouble,” is all they<br />

say. Only 20% of the time will those<br />

who have spoken say more, and if<br />

they do, their thoughts are almost as<br />

one: “We don’t know what is going<br />

on, but people have been disappearing<br />

in the night from our camps and<br />

homes. Now we fear all strangers.<br />

What terrible devil has struck our<br />

homes?”<br />

10. Sentinel Gap<br />

Walls of granite soar on either side<br />

of the narrow canyon floor. A<br />

chilly breeze whistles and rumbles<br />

between the cliffs.<br />

11. Twin Peaks Vale<br />

The twin peaks, Tasin and Fasin,<br />

stand to either side of the Shadow<br />

Canyon, overlooking the north<br />

road to the capital city of Haven. In<br />

front of them, a lush mountain valley<br />

echoes with the sweet sounds<br />

of the forest.<br />

12. Shadow Canyon<br />

Solid granite cliffs vault high overhead,<br />

forming walls that seem topless,<br />

casting deep shadows into<br />

the crevasse. The canyon floor is<br />

narrow but well-traveled and clear.<br />

13-15. North Seeker<br />

Reaches<br />

Green farmlands stretch between<br />

mountain walls in a great valley.<br />

Farm houses and trees dot the<br />

landscape and many well-traveled<br />

trails lead south to a central road.<br />

There is a 15% chance per turn that<br />

the heroes find a typical farmer and<br />

his family moving toward the south,<br />

pulling all their belongings behind<br />

them in a dogcart. On the main road,<br />

this chance increases to 30% in area<br />

13 and 70% in area 14. In area 15 a<br />

family can always be found traveling<br />

south down the main road.<br />

The people flee south, intent on<br />

nothing else. Their eyes fixed to the<br />

road ahead of them, these refugees<br />

stop to talk with PCs only 20% of the<br />

time. If they do stop, however, they<br />

have an interesting story: “See the<br />

smoke rising from the valley yonder?<br />

Devils from the Cataclysm, they<br />

were, that started the fires! Came<br />

down from the north, only three days<br />

ago, and ever since they’ve plundered<br />

and killed. Now we’re fleeing<br />

south to the capital, to Haven. Surely<br />

from there we can get to happier and<br />

safer country.”<br />

16. Haven’s Vale<br />

Dust cloaks the highway, which<br />

stretches down the center of the<br />

plain. A stream of refugees shuffles<br />

and limps southward toward<br />

the glistening, distant spires of<br />

Haven.<br />

Refugees flee down the road, staggering<br />

and occasionally squabbling<br />

over food. All of them are too busy or<br />

worried to speak with the PCs. Now<br />

and then, a contingent of Seeker<br />

Guards rides up and down the lines<br />

of refugees trying to keep order (and<br />

looking for the Crystal Staff).<br />

All of these people have but a single<br />

thought: to get to the city of Haven<br />

as fast as they can. There they<br />

believe the Highseekers can guide<br />

them and grant them the protection<br />

of the new gods. There they hope to<br />

be safe from the invaders. All of the<br />

fields in this area are abandoned. Occasionally,<br />

(10% chance per turn) a<br />

fight starts on the edge of a roadside<br />

field, as 2d20 refugee men scuffle<br />

over who shall steal its crops or<br />

fruits.<br />

Now and then (25% chance per<br />

game hour) a troop of Holy Guardians<br />

passes. Fifty percent of the time<br />

these troops are going away from Haven.<br />

PCs have a 30% chance of stopping<br />

the Guardleader. If they do, he<br />

shakes his head and says: “Total<br />

madness, that’s what it is! We march<br />

up and down this rag-tag line of beggars,<br />

trying to keep some kind of order.<br />

But it’s impossible. What has<br />

happened to the world? These people<br />

run to Haven, but there is no escape<br />

from Haven except to the<br />

Qualinesti Elfkingdom or the<br />

Darken Wood. Now Qualinesti has<br />

closed its border, and no man enters<br />

the Darken Wood and lives.<br />

“By the way, have you heard anything<br />

about a blue crystal staff?”<br />

If the heroes make known that<br />

they have seen or even heard of the<br />

Crystal Staff, the guardsmen pull<br />

them up onto horseback and escort<br />

them directly to the Council of<br />

Highseekers in area 17b.<br />

17. Lordcity of Haven<br />

Read this description when the party<br />

nears Haven:<br />

Six white towers rise from the<br />

foothills of the eastern mountains,<br />

encircling the delicate architecture<br />

of Haven. A long file of refugees<br />

chokes the road entering the<br />

city’s main gate.<br />

Read this description once inside Haven’s<br />

gate:<br />

The bases of delicate fluted pillars<br />

are covered by swarms of people.<br />

Every street surges with panicstricken<br />

refugees, milling and crying<br />

beneath the ancient, serene<br />

buildings.<br />

The Lordcity of Haven is a glistening<br />

place of white marble towers<br />

trimmed in gold. A low wall, more<br />

decorative than protective, strings<br />

together six spindly towers like a<br />

necklace about the city.<br />

“City,” however, is a misleading<br />

14

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