TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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killed. Verminaard.” The corpses are<br />
those of hobgoblins.<br />
37. Sageway Broken<br />
The broken stones of an ancient<br />
roadway cut through brown<br />
plains. The stones lead north and<br />
south.<br />
A close look at the road uncovers<br />
many footprints. It seems that a great<br />
number of people and heavy creatures<br />
moved south along this route a<br />
few days ago.<br />
38. Refugees<br />
A single figure, scantly clad, scurries<br />
over the rise. He is a man—by<br />
his looks an exhausted one. Behind<br />
him, three figures lope steadily,<br />
tirelessly in pursuit. They are<br />
laughing, taunting their prey, waiting<br />
before closing for the kill.<br />
The man is 500 feet away when the<br />
encounter starts. The grasses of the<br />
plains are three to four feet tall and<br />
can easily hide the heroes. The man<br />
can run 550 feet farther before he<br />
collapses. The Baaz draconians, intent<br />
on their prey, do not notice the<br />
PCs until they are within 50 feet—<br />
not at all if the PCs take cover.<br />
Since the PCs pose a real threat to<br />
them, the draconians give up their<br />
pursuit of the man and attack the heroes<br />
once they notice them.<br />
If they rescue the fugitive, the PCs<br />
may speak with him. He gasps from<br />
exhaustion as he tells his story: “I am<br />
Nightshade from the village of Que-<br />
Teh. The dragonmen are taking all of<br />
us south as slaves. This morning the<br />
men of my tribe held secret council,<br />
chained though we were in the caravan.<br />
I was chosen to escape, to go to<br />
Que-Shu for aid, while the rest of my<br />
comrades rose against the dragonmen<br />
and drew their attention. A tremendous<br />
army of evil lies to the south. 1<br />
have overheard them speak of a second<br />
army that waits to crush the<br />
Seeker Lands from the north. They<br />
hold back their armies only for fear<br />
that a crystal staff will return to Xak<br />
Tsaroth while they are not watchful.<br />
Why, I do not know.” His voice becomes<br />
desperate. “Do not go south,<br />
for only slavery and death lie there.<br />
Find the crystal staff, and take it to<br />
Xak Tsaroth. It is our only hope.”<br />
If the PCs cure his wounds, this<br />
man will go with them. He has no<br />
equipment at all.<br />
39. Oldroad Bridge<br />
Read the following when the heroes<br />
enter the area:<br />
In the distance, an ancient bridge<br />
spans the torrents of the Whiterate<br />
River. Several dark shapes<br />
crouch on the northern side of the<br />
bridge, many others on its southern<br />
side.<br />
When the PCs get within 300 feet of<br />
the bridge, they discover that the<br />
forms are Baaz draconian guards; 4<br />
watch the north and 10-20 the south.<br />
Orders have come from their<br />
<strong>Dr</strong>agon Highlord not to take any<br />
more prisoners. They will kill anyone<br />
who approaches. This is all they<br />
know about the position and situation<br />
of the <strong>Dr</strong>agonarmies.<br />
If the heroes approach on a raft,<br />
the draconians leap onto them from<br />
the bridge, capsizing the raft and<br />
spilling both heroes and dragonmen<br />
into the river. Use the swimming<br />
rules from area 18.<br />
The guards on the northern side of<br />
the river are the only ones who are allowed<br />
to pursue north of the river.<br />
The reserves may pursue anything<br />
south of the river.<br />
40. Southway<br />
The tall grasses of the southern<br />
bank bend oddly against the wind.<br />
Occasionally, the gleaming point<br />
of a spear or the flash of a helm<br />
flickers through the grasses to the<br />
south. The cold, fall sky is overcast,<br />
and thunder rumbles to the<br />
south.<br />
If the PCs move south, they encounter<br />
the southern draconian army, one<br />
unit of 1d10 + 10 Baaz per game<br />
hour. The number of units they can<br />
encounter is limitless.<br />
These guards have orders not to<br />
pursue anything north of the river<br />
but to attack and kill anything crossing<br />
south of the river. They have no<br />
further information.<br />
41. Sageway East<br />
Here in the canyons of the Foresaken<br />
Mountains, an ancient road<br />
lies broken and abandoned. Yet<br />
the grasses and weeds growing between<br />
the broken stones of the<br />
road are trampled flat. A cold wind<br />
dives out of the east.<br />
A ranger has a 50% chance to note<br />
tracks of human plainsmen mixed<br />
with other, heavier tracks. If the<br />
ranger has met draconians before, he<br />
has a 30% chance to identify their<br />
tracks here as well.<br />
42. Cursed Lands of Newsea<br />
A forest of ironclaw trees<br />
stretches eastward to the Newsea.<br />
Beneath an umbrella of branches,<br />
the streams of the Forsaken<br />
Mountains crawl through a<br />
spongy swamp. Still waters encircle<br />
islands of soggy ground. The<br />
landscape extends into the swamp<br />
and is darkness.<br />
Each turn there is a 15% chance that<br />
the soggy ground the heroes are<br />
walking on will dead-end and the<br />
party must cross 1d4 + 5 feet of water<br />
to get to the next section of<br />
ground. See the Random Encounter<br />
table for details.<br />
43. <strong>Dr</strong>agonlands<br />
The flames from a thousand<br />
campfires glitter in the distance<br />
on the burned plains. Nearby, several<br />
creatures stoop about their<br />
own campfire.<br />
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