TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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Characters cannot see farther than<br />
ten feet, regardless of the light<br />
source. lnfravision cannot be used.<br />
For every five feet characters travel<br />
in the steam, there is a 1 in 3 chance<br />
(1 or 2 on 1d6) that their path is<br />
blocked by either a steam vent or a<br />
stalagmite.<br />
Lurking in the cavern are ten<br />
ogres, a vanguard of Verminaard’s<br />
army that is searching for the refugees.<br />
They wandered into this cavern<br />
through the south entrance and, liking<br />
the warmth, have decided to stay<br />
for a while. They attack the heroes,<br />
trying for surprise, and fight until<br />
killed.<br />
Constitution penalties (as in area<br />
179) also apply here.<br />
181. The Steam City<br />
Although this city once held over<br />
1,000 dwarves, now only 200 Aghar<br />
dwarves live here. The Steam City is<br />
a fine example of dwarven architecture,<br />
consisting of traditional map<br />
blocks grouped together to build a<br />
community. Now, most of the city<br />
has fallen in one encounter section.<br />
The players should not try to explore<br />
the entire city. If the players stray off<br />
course, improvise encounters with<br />
the Aghar society, such as it is.<br />
182. East Gate<br />
This corridor leads into a wide<br />
courtyard. Before you is a wide<br />
gate, obviously the work of master<br />
builders. In front of the gate is a<br />
strange sight: a single Aghar<br />
dwarf standing guard in the middle<br />
of the gate. His helmet is falling<br />
over his eyes and he is having<br />
considerable difficulty keeping<br />
his oversized halberd from falling<br />
to the ground.<br />
This dwarf is supposed to guard<br />
against intruders, but he has a poor<br />
idea of how this is to be accomplished.<br />
As the characters approach,<br />
he calls out in his most challenging<br />
squeaky voice, “Halt! Answer me before<br />
I let you pass! Are you supposed<br />
to come into this kingdom?” If the<br />
answer is “Yes,” he lets the party pass<br />
without question.<br />
Once the guard has decided that<br />
the party can pass, he asks, “Are you<br />
here to see the great secret treasure<br />
of the Aghar?” If the answer is “Yes,”<br />
he offers to lead the heroes to the<br />
Aghar Highphulph, Lord of Phulph<br />
Clan Aghar. If the heroes ask what<br />
the “great secret treasure” is, the<br />
Aghar won’t tell them, since it’s a secret.<br />
This map block consists of the<br />
Great Gate and various shops and<br />
storehouses, mostly empty. All stairs<br />
lead nowhere. The Aghar leads the<br />
heroes directly to encounter area<br />
183.<br />
183. Court of the Thanes<br />
You walk down a wide corridor<br />
with large columns on either side.<br />
The guard opens double doors<br />
that lead into a huge court. At the<br />
far end, a semicircle of thrones<br />
sits on a raised dais. On one of the<br />
thrones sits another Aghar<br />
dwarf—this one wearing a crown<br />
three sizes too big and ill-fitting<br />
robes. The guard whispers, “Don’t<br />
be afraid. It’s just His Magnificence,<br />
the Highphulph!”<br />
The Highphulph welcomes the heroes<br />
in his squeaky voice. He asks<br />
them if they have come to see the<br />
great secret treasure. If the heroes<br />
answer “yes,” he leads them to a<br />
small temple room (labeled “A’ on<br />
the map). In the center of the room is<br />
a great slab of black stone. Before<br />
the stone is a circular dais of white<br />
stone. Gold letters are carved around<br />
the edge. Unfortunately, the Aghar<br />
cannot read (the Highphulph admits<br />
this with some embarrassment), and<br />
thus they have no idea what to do<br />
next.<br />
The inscription is written in an old<br />
dialect of dwarven, readable by anyone<br />
who knows that language. It<br />
says, “Stand and ask, if you would receive<br />
knowledge.” If any person<br />
stands on the dais and asks a question<br />
in dwarven, fiery letters appear<br />
in answer on the slab.<br />
All questions must be about<br />
dwarvish matters, or else the answer<br />
will always be, “What has this to do<br />
with the Dwarves of Thorbardin?” If<br />
asked about Skullcap, the Dwarfgate,<br />
or Fistandantilus, the device<br />
tells the story of Fistandantilus.<br />
(Read the introductory material at<br />
the start of chapter 13.)<br />
The device answers only three<br />
questions per day.<br />
The Highphulph is ecstatic that he<br />
has finally found out how to use the<br />
great secret treasure. He asks the heroes<br />
what boon he can offer them,<br />
and provides anything within reason.<br />
(The Aghar are poor and stupid.<br />
They cannot provide very much.) He<br />
offers to allow the heroes and all the<br />
refugees to come live in his kingdom<br />
forever. (If the PCs propose this to the<br />
Council of <strong>Free</strong>dom, the leaders of<br />
the Woodfolk and the Plainsmen bitterly<br />
oppose living underground with<br />
Aghar.) He can provide up to 400 foot<br />
units, all unpleasant-tasting.<br />
The rest of encounter area 183<br />
consists of royal chambers (squalid),<br />
temples (mostly useless), and storerooms<br />
(filled with garbage).<br />
184 & 185. Walls of the City<br />
The great wall forms a defensive perimeter<br />
about the ancient city. Storerooms<br />
and barracks, both empty, can<br />
be found here. There are stairs that<br />
once went somewhere, but no longer.<br />
Pits lead deep into the earth. Any<br />
dwarf with the party recognizes them<br />
as the Pits of Reorx (god of the<br />
dwarves), a religious feature common<br />
to dwarven settlements.<br />
There is nothing here of value or<br />
particular interest.<br />
186 & 187. Residences<br />
These blocks formed the residential<br />
area of the dwarven community.<br />
Now, most of the houses are empty.<br />
The ones inhabited by Aghar are easily<br />
found by their smell. Stairs lead<br />
nowhere.<br />
188 & 189. Passages<br />
These passages are identical to those<br />
in areas 177-179, except that area<br />
188 runs between 180 and 181, and<br />
area 189 leads outside, through area<br />
152.<br />
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