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TSR 9291 - DLC1 - Dr.. - Free

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If a PC can move silently to within 30<br />

feet of the guards, he hears them<br />

speak in the common tongue. The<br />

large draconian says, “We can crush<br />

this human scum. So why wait until<br />

old Verminaard gets some fancy<br />

crystal staff? Why, he even has Khisanth<br />

tied up waiting for it, when we<br />

could use her help out here!”<br />

If the PCs move past this outpost,<br />

they meet the bulk of the draconian<br />

army, one unit of 1d10 + 10 Baaz per<br />

game hour. The number of these<br />

units is limitless.<br />

44. Xak-Tsaroth<br />

When the adventurers enter the ancient<br />

city, they begin in area 44a. Use<br />

the Swamp of Xak Tsaroth map.<br />

44a. Swamp Ruins<br />

The exposed roots of ironclaw<br />

trees twist into the mud and<br />

swamp water. Vines, trees, and<br />

ferns block vision beyond a few<br />

feet. The ground is soaked and<br />

spongy. All is in shadow; sun<br />

shows only a brief glimmer<br />

through the jungle overhead.<br />

Occasionally, (1 in 6 chance per<br />

round) ruined items jut from the underbrush:<br />

broken foundation stones,<br />

shattered urns, ancient carvings.<br />

Many creatures passed through<br />

this area within the last three or four<br />

hours. The tracks look faintly reptilian.<br />

If the adventurers have met draconians<br />

before, they have a 20%<br />

chance to recognize these tracks.<br />

20

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