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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 />

18

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