Tars Ruins

map

A ruined city, destroyed by dragons. Random (1 in 100) and fixed encounters abound.

D:Soften Stone works here, but none of the ruined buildings have anything in them.

Exits

The western edge of the map brings you back to Dilmun (20,04).

The stone slab at (15,15) hides stairs down to the Tars Underground.

Points of Interest

Entrance (00,08): Color text indicating just how screwed up Tars is. 1E of here, anyone with Arcane Lore will give you additional color text indicating that Tars was destroyed by dragons.

The Tracks (04,08): You notice a set of tracks. They actually start at (02,08) and end at the stone slab (15,15); you can use Tracker at any point to follow them, which conveniently skips over the pit trap at (13,14) as well.

Spells on the Wall (01,01): You have to beat the random encounter at (02,02) in order to find a bunch of scrolls tacked to the wall: H:Air Summon, H:Elvar’s Fire, S:Exorcism, and S:Guidance.

The Dragon Pit (07,06 - 09,08): A slightly less damaged part of the city. Use Town Lore or Arcane Lore to read a paragraph about the use of dragons for city defense.

The Guardian Snake (14,07): Defeat it to get access to the chest with a Large Shield (+3 AC, -2 AV, STR 12) and the Firesword (1d12, +2 AV, +1 AC, STR 17)

The Pit Trap (13,14): Take 8 damage, unless either (a) you’re following tracks (b) you’ve already moved the stone slab (c) you have a trap-finding spell active.

The Stone Slab (15,15): You can examine it with Cave Lore, Mountain Lore, Lockpick, or Tracker, but I’m not sure what good that does you. To move it, make a STR check vs 1d40. There’s no penalty for missing. Once you move the slab, you find stairs down to the Tars Underground.

Bestiary

STR DEX INT SPR HP AV DV Speed XP
Goblins 10 19 06 10 13–22 +3 +0 30' 90
4d6, dodge, call for help
Giant Snakes 20 17 01 03 14–26 +2 +0 10' 100
3d10, 2d12, flee — can't be disarmed
Guardian Snake 15 20 20 20 63–90 +4 +0 40' 1200
4d8
Lizard Apes 25 19 03 05 14–34 +2 +0 20' 90
5d6, 3d6, call for help, dodge
Shadow Spiders 12 19 03 05 13–28 +2 +0 30' 120
4d6, 3d8 health, flee
Skeletons 08 08 08 08 12–26 +2 +0 10' 80
4d6, 1d8 — undead
Spiders 03 19 01 01 10–16 +2 +0 80' 50
5d4, 4d6, 2d4 health
Spitting Lizards 05 14 05 10 13–22 +2 +0 20' 70
1d4 breath, 4d4 breath, 3d6 breath, flee
Underworld Beasts 20 10 08 10 13–34 +2 +0 20' 110
5d6, 3d6, flee
Wolves 13 15 05 05 13–22 +2 +0 20' 70
5d6, flee