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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 />

25

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