TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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