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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 />

80

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