TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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With a flurry and rustle of loose<br />
sleeves, the strange magician<br />
looses his spell. Improbably, a<br />
bridge span appears to cover the<br />
gap, bathed in brilliant light and<br />
apparently made completely of<br />
silver and gold.<br />
Fizban’s triumph is short-lived.<br />
Moments later, the bridge collapses<br />
completely, on both sides,<br />
taking the ground on which you<br />
stand with it. Fizban falls first,<br />
quickly disappearing into the canyon<br />
below. Uncontrollably, you<br />
slide down the glacier chute. The<br />
last thing you see as you slide off<br />
at breakneck speed to the southeast<br />
is the golden span, still floating<br />
high overhead.<br />
The characters slide into encounter<br />
area 157.<br />
157. Glacier Chute<br />
Players find themselves sliding down<br />
the chute on their faces, backs, and<br />
sides, in complete disorder. Each PC<br />
must roll six Dexterity Checks; each<br />
failure results in 1d6 points of damage.<br />
If the refugees also slide down the<br />
chute, total losses are 1d10 wagons<br />
(and all supplies carried) and 1d10<br />
refugees.<br />
158. Ice Forest<br />
Pine trees coated in ice sparkle in<br />
the light. Billowing clouds swirl<br />
about. The frozen remains of a<br />
stone roadway lead southwest<br />
through the trees.<br />
The clouds cover encounter area<br />
152. The road leads to encounter<br />
area 162.<br />
159. High-Mountain Bowl<br />
This snow-covered valley is filled<br />
with pine trees.<br />
160. Ice Forest<br />
Ice-covered pines glitter in the<br />
sun. Broken sections of an ancient<br />
road run from southeast to northwest.<br />
This road connected with the road in<br />
encounter area 158, but that was before<br />
the Cataclysm. Now the southeastern<br />
route ends in a solid cliff<br />
face.<br />
161. Snow Passage<br />
The canyon narrows here, with<br />
huge snowdrifts piled on either<br />
side. The drifts creak and groan<br />
under their own weight, threatening<br />
to collapse at the slightest vibration<br />
or sound.<br />
Any sound louder than a whisper<br />
causes rumbling and shaking. Small<br />
chunks of snow tumble down the cliff<br />
face.<br />
There is a chance that an avalanche<br />
occurs. Score any noises<br />
made as follows: Normal Voice = 1;<br />
Loud Voice = 2, Shout = 3. Noise<br />
scores are cumulative. When the total<br />
noise score reaches 7, an avalanche<br />
occurs.<br />
An avalanche hits everyone in its<br />
path. PCs and named NPCs suffer<br />
1d10 points of damage. Refugees<br />
caught in an avalanche lose 1d20<br />
wagons (and supplies carried) and<br />
1d20 people.<br />
On the first occasion that PCs enter<br />
any encounter area 161, run the<br />
following section. If the PCs have already<br />
met Fizban, he disappears<br />
shortly before this section is run. See<br />
event #7 (and Fizban’s NPC capsule)<br />
for details of Fizban the Fabulous.<br />
As you enter the canyon, you see a<br />
lone figure scurrying in the distance,<br />
busy at some task. It seems<br />
to be an old man making a snow<br />
fort. Beside him is an immense<br />
wall of snowballs.<br />
The snow fort is shaped like a small<br />
igloo, about four feet high and five<br />
feet in diameter. Inside, it seems significantly<br />
larger—in fact, it is large<br />
enough to hold one more than the<br />
number of people who enter it.<br />
The old man is, indeed, Fizban the<br />
Fabulous, absent-minded sorcerer.<br />
He introduces himself, whether or<br />
not he has already met the party. He<br />
talks in a very loud voice, causing the<br />
canyon walls to rumble ominously,<br />
but his voice never adds to the avalanche<br />
score.<br />
He explains that he is building a<br />
“secret defense” against the <strong>Dr</strong>agonarmy.<br />
He urges the PCs to bring the<br />
refugees through the canyon to<br />
safety.<br />
If the refugees enter the canyon,<br />
the dark shapes of draconians appear<br />
just behind them! A major force<br />
of nearly 1,000 foot soldiers charges<br />
the party!<br />
An avalanche does not occur until<br />
the refugees are safely through the<br />
canyon and past the snow fort. Fizban<br />
tells the PCs to wait until the refugees<br />
are safely past the small fort,<br />
then says, “Now for my secret defense!”<br />
He points with pride at the<br />
immense wall of snowballs. “We’ll<br />
throw them at the enemy!” he says<br />
with glee, and then does so.<br />
Of course, the thrown snowballs<br />
do not stop the draconian advance.<br />
But, as the snowballs are taken from<br />
the wall, the overhang of snow over<br />
the pile becomes dangerously fragile.<br />
It creaks and rumbles, and then<br />
begins to collapse.<br />
“Hurry! Into the fort!” Fizban cries<br />
as the wall collapses.<br />
The avalanche crests over the<br />
snow fort and decimates the oncoming<br />
army. All attackers perish. When<br />
the heroes emerge, they find nothing<br />
but silence. Most of the draconians<br />
are buried under huge snowdrifts.<br />
However, enough short swords are<br />
found to equip all the fighting refugees<br />
with weapons.<br />
162. Southern Bowl<br />
Several canyons lead into the gently<br />
sloping valley before you. The<br />
biting wind moans through the<br />
trees.<br />
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