TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
trance to the fortress itself. If you<br />
accept this opportunity, you not<br />
only offer freedom to those of<br />
your kin trapped within the walls<br />
of the fortress, but you offer our<br />
beleaguered folk a chance to escape<br />
Qualinesti alive, a chance to<br />
live that many of ours were not<br />
given when your people caused<br />
the Cataclysm, the turning away<br />
of the gods.”<br />
Thus is presented the plight of the<br />
elves and the suggestion for the heroes’<br />
help. If the heroes take on the<br />
quest, go directly to encounter 90<br />
below. If they decline, go directly to<br />
encounter 91.<br />
90. Kidnap!<br />
Speed is important; Gilthanas feels<br />
that the party’s chances to enter Pax<br />
Tharkas are greater if they enter the<br />
Sla-Mori at night. Therefore, the elf<br />
urges that the party leave the next<br />
morning. This should bring them, after<br />
a long day’s travel, to the mouth<br />
of Sla-Mori. Also, since draconians<br />
prefer not to travel by day, this<br />
lessens the chance that the PCs will<br />
run into them.<br />
The council has adjourned. As<br />
they part, the people sing an ancient,<br />
haunting song of the elves. At this<br />
time, you may read or sing the song<br />
“Elvenhome.” Immediately afterward<br />
read this passage.<br />
Laurana leads the way back to the<br />
quiet hilltop grove. “Sleep peacefully,<br />
for the road tomorrow is<br />
long,” she whispers, then moves<br />
silently down the hill.<br />
Suddenly, the stillness of<br />
Qualinesti shatters. A sharp female<br />
scream rises from the direction<br />
Laurana has gone. Even as<br />
the echoes bounce from the hills,<br />
a dark shape blacks out the<br />
moons, settling among the aspens<br />
of the city.<br />
A wyvern, ridden by Fewmaster<br />
Toede, lands in Qualinost. Toede has<br />
decided to capture one of the party<br />
as a peace offering to Verminaard,<br />
who is surely going to be angry that<br />
the caravan was raided and Gilthanas<br />
freed. Six Kapak draconians have<br />
also been carried to the elven city,<br />
and even now move to attack the<br />
characters. Whether the PCs move to<br />
investigate or simply hold their<br />
ground, they are attacked by the<br />
Kapaks as the huge serpent, now<br />
bearing two riders, rises across the<br />
red moon as Toede shouts, “Your loyalty<br />
is touching, my little Kapaks! To<br />
give your lives is all that my grandness<br />
could ask of you!”<br />
The Kapaks were sent by Toede to<br />
create a diversion, then abandoned.<br />
Left on their own, they fight to the<br />
death. The noise of the skirmish<br />
arouses the community, but no elves<br />
are near enough to intervene until<br />
the battle is over. By then, it is obvious<br />
that this was an isolated raid and<br />
not a general attack.<br />
If the PCs mention Laurana, the<br />
elves know of her absence at once. If<br />
not, it is morning before they realize<br />
she is missing. In either event, nothing<br />
can be done about the kidnapping.<br />
The elves react to the<br />
kidnapping with sad acceptance, and<br />
tell the heroes to sleep while they<br />
have the chance, for the next day’s<br />
mission must go ahead as planned.<br />
While the heroes sleep, the elves<br />
load their packs with two weeks’<br />
worth of the nourishing elven quithpa,<br />
a kind of dried fruit. Quith-pa<br />
functions in all respects as iron rations.<br />
At this point, Gilthanas may become<br />
a player character. Theros<br />
elects to remain with the elves.<br />
91. If the Heroes Refuse the<br />
Elves<br />
Of course, the Innfellows may reject<br />
the elves’ appeal. In this case, the<br />
elves are considerably colder to the<br />
PCs; they no longer extend their hospitality,<br />
asking the PCs to leave. The<br />
next morning, Gilthanas and a band<br />
of hand-picked elven warriors leave<br />
for Pax Tharkas, gravely weakening<br />
the fighting strength of the<br />
Qualinesti nation.<br />
The elves do not bother the PCs if<br />
they consent to leave Qualinesti quietly.<br />
At the first nightfall, priests in<br />
the party have a prophetic dream.<br />
Take your priests and read them this<br />
passage!<br />
The landscape you lie upon is<br />
blurred, as is often the case in<br />
dreams.<br />
The wind has died away, and the<br />
air seems far less chilly than it did<br />
before. Indeed, a glowing warmth<br />
spreads across your back.<br />
When you turn toward the<br />
source of the heat, you see that<br />
Qualinesti forest is burning. The<br />
fire withers aspen, snaps evergreen,<br />
and the woodland erupts<br />
into red columns of flame.<br />
Dark shapes lope toward you<br />
out of the fire. A rain of arrows and<br />
spears cannot stop the rushing<br />
draconians, their wings flapping<br />
as they charge across the ground<br />
like large, wounded bats. Your<br />
comrades fall around you—first<br />
one, then another, as your weapon<br />
grows heavier in your hands.<br />
Finally, seven draconians turn<br />
toward you—toward you alone.<br />
Three of them lick their swords.<br />
Their lidless eyes stare hungrily at<br />
your throat. They move coldly and<br />
firmly in your direction, whispering<br />
in dry, rattling hisses. They<br />
surround you; one of them lunges<br />
at you with a spear, and a whitehot<br />
pain explodes in your chest.<br />
The dragonmen appear to double<br />
in size, and then suddenly<br />
shrink to the size of sparrows.<br />
Your weapon falls to your side.<br />
Your legs do not work. Everything<br />
is dark now.<br />
If the PCs still do not take up the<br />
quest, the dream comes true almost<br />
to the letter. Qualinesti is in the<br />
hands of the <strong>Dr</strong>agon Highlords in<br />
1d6 days; no matter which direction<br />
the PCs go after one game day they<br />
encounter draconians as they did in<br />
encounter 94. These skirmishes continue,<br />
one every game hour, until all<br />
the PCs are dead.<br />
49