TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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ing vaults overhead. Fungus<br />
creeps down the walls.<br />
46g. Paths of the Dead<br />
A domed ceiling caps this 60-foothigh<br />
circular room. Vines and<br />
mosses dangle from great cracks<br />
in the ceiling. Fungus covers the<br />
walls. In the center of the room<br />
stands an empty pedestal, the top<br />
of which cannot be seen from the<br />
floor. On the west side of the<br />
room, just in front of the doors, a<br />
circular staircase, its flagstones<br />
slick with green film, descends<br />
into darkness.<br />
47a. Hall of the Ancestors<br />
Dim light shines up through the<br />
broken floor. A vast hall stretches<br />
to the east. The ceiling, heavily reinforced,<br />
stands solidly above, but<br />
below, the floor has fallen away in<br />
several places. Hot mists, carrying<br />
the odor of decay, rise through the<br />
holes in the floor.<br />
Any dwarf can tell that this floor is<br />
unsafe. The holes open to a 700-foot<br />
drop straight into the lower ruins of<br />
the city. Anyone who weighs more<br />
than 500 gpw and comes within five<br />
feet of a hole’s edge runs a 25%<br />
chance that the floor below him will<br />
collapse.<br />
Even if a hero makes it to the edge<br />
of a hole, all he sees is foul mist swirling<br />
below.<br />
47b. Southern Crypts<br />
Crypts line the hallway. Cloaked in<br />
foul mists, a group of squat forms<br />
files into a line.<br />
Many gully dwarves slouch and stoop<br />
in line. Every three turns, a whip<br />
cracks and half of these dwarves (15)<br />
rush through the eastern entrance to<br />
the hallway. The rest move up to the<br />
entrance. In one hour, the same 15<br />
gully dwarves that rushed out the east<br />
end of the hall come in the west end<br />
and get back in line.<br />
If they notice the heroes, these<br />
Aghar only put dirty fingers to their<br />
lips: “Shhhh!” They run if attacked.<br />
47c. Going Down<br />
Hot mist rises from two large<br />
holes in the floor, one on the north<br />
and one on the south. A tremendous<br />
black iron pot hangs from a<br />
large chain over the northern hole.<br />
The chain runs around two large<br />
wheels, crosses the ceiling, and<br />
drops through the center of the<br />
southern hole. Two large figures<br />
crouch beside the pot.<br />
The holes, each ten feet in diameter,<br />
break through the ceiling of the cavern<br />
below, dropping 700 feet to<br />
area 66. Every three game turns, a<br />
gong sounds far below; then one of<br />
the draconians cracks a whip and 15<br />
gully dwarves from 47b clamber into<br />
the room and scurry into the pot.<br />
When the pot is full—dwarf arms and<br />
legs sticking out, some Aghar even<br />
hanging on the sides— it slowly descends,<br />
pulling the chain with it.<br />
Within five rounds, another huge<br />
pot, containing draconians, groans<br />
up the chain through the southern<br />
hole. The machine is the Aghar idea<br />
of an elevator. The two Baaz draconian<br />
overseers order the Aghar into either<br />
the northern pot or the southern<br />
pot, using this crude pulley system to<br />
bring up their comrades.<br />
If the heroes attack, the overseers<br />
panic and leap into the pot. The pot<br />
sinks slowly, and PCs have a chance<br />
to jump aboard; however, the heavier<br />
the pot gets, the faster it moves. You<br />
should warn the PCs that “the pot is<br />
falling quickly” if more than two try<br />
to climb aboard.<br />
When the second pot rises into the<br />
room, it contains six Baaz draconian<br />
troops.<br />
These are shock troops, trained to<br />
fight to the death. They do only what<br />
they are told and know nothing except<br />
the way from their quarters<br />
(64g) to their post (44e). They are not<br />
above having a snack along the way,<br />
however, and the adventurers look<br />
pretty tasty to them.<br />
47d. Northern Crypts<br />
Row upon row of dark and musty<br />
crypts line either side of a ten-footwide,<br />
30-foot-high hall.<br />
47e. Floorless<br />
Four archways enter a square<br />
room, well preserved but for one<br />
exception: there is no floor. Mist<br />
billows from the gaping hole<br />
where the floor once was. Only<br />
about one square yard of floor remains<br />
in the northeast corner. A<br />
small box sits at the edge of this<br />
floor section.<br />
The room is 30 feet square. The box<br />
contains five gems (1,000 stl total).<br />
47f. Watch Room<br />
This room has remained untouched<br />
for centuries. A green<br />
film blankets everything; corroded<br />
metal fittings lie where a<br />
banded table once stood.<br />
The fittings crumble at the touch.<br />
The floor is slippery; all creatures<br />
fight here with a -3 penalty to their<br />
attack rolls.<br />
47g. Treasury<br />
Six stone coffins lie in the room.<br />
Thick fungus and slime cover<br />
everything in sight. A hollow<br />
voice, as if from the bottom of a<br />
deep well, calls to you: “Who enters<br />
the tomb of kings?”<br />
The guardian spectral minion<br />
watches the tombs of the kings and<br />
may not leave until relieved of duty.<br />
He is tired of his eternal watch. If the<br />
heroes speak kindly to this spirit, he<br />
tells them his purpose. If someone<br />
tells him that the party has come to<br />
relieve him, he is released from his<br />
vow and departs.<br />
In each coffin lies the skeleton of a<br />
king of ancient Xak Tsaroth. Each<br />
skeleton holds a gleaming sword<br />
+1, the hilt at its chest, the point toward<br />
its feet.<br />
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