TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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The dwarven kingdom of Thorbardin<br />
once controlled this entire region.<br />
Outposts—small cities—were built<br />
in convenient caverns. When the<br />
gates of Thorbardin were sealed forever<br />
during the Dwarfgate War, the<br />
small outposts were left to fend for<br />
themselves. Only one of the outposts<br />
survived, but even that is inhabited<br />
now only by the ludicrous Aghar<br />
dwarves.<br />
Use the Steam Caverns map for<br />
the encounters in this chapter.<br />
Encounters<br />
176. Northern Entrance<br />
Clouds of warm steam pour from a<br />
carved opening in the mountain<br />
wall. A 60-foot-wide corridor runs<br />
deep into the mountains. Giant<br />
statues, now broken, line the hall.<br />
The broken statues are of long-dead<br />
dwarven heroes. There is nothing<br />
special about them. The corridor<br />
runs 600 feet south to encounter<br />
area 177. The air grows warmer farther<br />
down the corridor, becoming uncomfortably<br />
hot. The northern<br />
entrance connects to encounter area<br />
151 in chapter 11.<br />
177. Junction<br />
The steam grows hotter and<br />
thicker here. Three corridors intersect<br />
at this point: one leads<br />
north, one southeast, and one<br />
southwest. To the southeast, the<br />
steam gets denser and hotter and<br />
a distant hissing sound is heard.<br />
All three corridors are 60 feet wide.<br />
Giant, broken statues line the way.<br />
The ceiling is 100 feet overhead.<br />
178. Southern Route<br />
A corridor runs southwest for<br />
about 850 feet and then turns<br />
south for about 1,000 feet. As you<br />
travel down this corridor, the temperature<br />
changes from uncomfortably<br />
hot to comfortably cool.<br />
The clouds of steam thin and disappear.<br />
179. Southeastern Road<br />
A corridor runs southeast for 280<br />
feet, then turns south for 50 feet.<br />
The clouds of steam become<br />
thicker and hotter. Vision is limited<br />
to ten feet, regardless of the<br />
light source.<br />
The heat quickly grows unbearable.<br />
If characters take off armor and<br />
winter garb, they can progress normally.<br />
If they do not remove these,<br />
they lose 1 point of Constitution<br />
every round they remain in the area.<br />
If a character’s Constitution reaches<br />
0, he faints and does not revive until<br />
brought to a cooler location. Lost<br />
Constitution points return after 1 d 10<br />
rounds in a cooler environment.<br />
180. Steam Caverns<br />
Natural vents in the earth blast<br />
forth steam. The roar of the escaping<br />
steam is deafening. A maze of<br />
stalagmites and stalactites weaves<br />
through a huge cavern.<br />
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