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