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TSR 9291 - DLC1 - Dr.. - Free

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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

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