TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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29. Westplains<br />
Grassland plains sprawl for miles<br />
east of the Sentinel Mountains.<br />
Their brown grasses bend in a fall<br />
wind turned suddenly cold.<br />
30. Que-Teh<br />
The chill wind rustles sadly<br />
through the silent village of Que-<br />
Teh.<br />
Signs of hurried flight are scattered<br />
throughout the village: half-emptied<br />
food jars, meals half finished, and<br />
children’s rattle-beads cast aside.<br />
Rangers have a 50% chance to find<br />
the tracks of the villagers, which lead<br />
straight to area 38.<br />
31. The Great Crossroads<br />
In the midst of a rolling plain,<br />
three roads converge. At their intersection,<br />
a single stone pillar<br />
points the directions to Que-Teh,<br />
Que-Kiri, and Que-Shu. Cold wind<br />
swirls about the stone; a single<br />
hawk circles to the east.<br />
The ground here is trampled. A<br />
ranger has a 30% chance to identify<br />
some of the tracks as those of draconians<br />
(only, of course, if he has encountered<br />
the creatures before). The<br />
draconian tracks lead east, toward<br />
Que-Shu (36).<br />
32. Que-Kiri<br />
Thin columns of smoke rise from<br />
the chimneys of Que-Kiri. As you<br />
approach the town, men, apparently<br />
from the town, move cautiously<br />
in your direction.<br />
These city guards escort the PCs<br />
through the town but do not allow<br />
them to stay. They speak with the heroes<br />
but are worried about the safety<br />
of their city and do not trust strangers.<br />
If the PCs kill the guards and try to<br />
enter the town, the entire town drives<br />
them out and gives them no aid or information<br />
whatsoever. Adventurers<br />
can get one of the guards to speak<br />
with them 80% of the time. If he<br />
speaks, he says: “We don’t know<br />
what the danger is that’s on the way,<br />
but we know it is coming. Our scouts<br />
have seen great fires in the north.<br />
Many of our number have disappeared<br />
in the last week. But now we<br />
are prepared for the enemy. There<br />
are over 600 of us-who could stand<br />
against us?” They are sure that they<br />
can defeat any enemy; nothing will<br />
stop them from doing so.<br />
33. Kiri Valley<br />
The forest darkens and thickens<br />
beside an ancient trail. A cold, dry<br />
stillness hovers in the air. The<br />
trees are knotted and bent. Every-<br />
Things seems to watch you.<br />
An evil wizard died here long ago.<br />
Only his essence remains.<br />
34. Western Que-Shu Plains<br />
A chill, biting wind cuts across the<br />
flatlands. Carried on the wind<br />
from the east is the sharp smell of<br />
burning grass.<br />
35. Northern Desolation<br />
The grasslands soon turn to<br />
burned stubble underfoot. For<br />
miles the once grassy plains are<br />
charred. The ashy taste of<br />
scorched earth laces the air.<br />
Large, heavy creatures have trampled<br />
the ground everywhere.<br />
A ranger who has encountered draconians<br />
before can identify these<br />
prints as theirs 80% of the time. A<br />
ranger also has a 20% chance to tell<br />
that the prints first pass south, then<br />
return north.<br />
36. Que-Shu<br />
Read this when the heroes enter the<br />
area:<br />
Chill winds scatter the smoke<br />
from dying fires in the midst of the<br />
village.<br />
Birds wheel over the motionless<br />
village, descending slowly among<br />
the huts. Everything else is still<br />
and quiet.<br />
Read this as the heroes enter the village:<br />
They are gone. The huts and tents<br />
of Que-Shu lie abandoned. A<br />
strange, creaking sound comes<br />
from the center square of the village.<br />
The birds stare coldly into nothing.<br />
They perch atop a strange<br />
construction thrown together in<br />
the center of the square. Two stout<br />
posts have been driven into the<br />
ground by unspeakable force,<br />
their bases nearly splintered by<br />
the impact. Ten feet above the<br />
ground, a crosspiece pole is<br />
lashed to the two upright posts.<br />
All the poles are charred and blistered.<br />
Three chains, the iron of<br />
each cold but apparently once<br />
melted, creak in the wind. Suspended<br />
from each chain, apparently<br />
by the feet, is a corpse.<br />
Though blackened and seared,<br />
the three bodies are certainly not<br />
human. Atop the dark structure, a<br />
sign, roughly clawed into a shield,<br />
has been stapled to the crosspiece<br />
with a broken sword blade.<br />
The PCs can find signs that the villagers<br />
left their homes in a hurry.<br />
Tracks from the village obviously<br />
lead east toward the mountains.<br />
Each PC has a base 15% chance to<br />
read the writing on the shield. PCs<br />
who have read language abilities may<br />
add that score to the base percentage.<br />
The sign reads: “Know ye, my<br />
servants, the fate of those who take<br />
prisoners against my will. Kill or be<br />
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