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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 />

19

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