The winter snows
are finally receding.
Here, in Hommlet, crocuses crack through the crust of old snow. Pale pink and white blossoms push up at the bases of bare-branched trees. In the warm sun, <temperature = x> sap creaks through the oaks and elms. Birds sing in the morning and the forlorn calls of owls fill the night. Since your stay here, you have seen
As you stretch out on the bench before
Looking closely, you can make out the
Assuming a sleepy pose, you continue
Suddenly, she steps back out the door
The invitation reads: To those Brave and Worthy; May it never be said that the
courageous
Our advisors, through wisdom
and
Dame Gold |
The messenger, in the service of Dame
Gold, is the
proud handler of a pegasus. The <GT>
beast is currently waiting on the edge
of the
nearby woods. If requested she will take
the
characters' reply. She is friendly and
not <GT>
secretive, and thus will answer general
questions
about her mistress.
She does not care whether the PCs attend
or not, but does give a
glowing report on the previous balls given
by her mistress. If the characters are
suspicious
and check up on The
Most Worthy
Dame Gold,
they learn that the invitation is
genuine. If the characters still hesitate,
you
may wish to point out that many persons
of
influence usually attend such a feast.
Characters
with possible futures in politics (religious,
temporal, or guild) could well profit
from such a gathering.
Possible methods to further sway the
party include emphasizing the constant
dullness of daily life in Hommlet
or suggesting
that some minor monetary benefit might
be available should the trip be undertaken.
In no time at all it seems that everyone
in
town knowns of your message. Of <the village> course, trying to keep such an event secret in such a small town is almost <village, what is pop.?> impossible. The locals regard you with a curious interest. By the next morning, you are the objects of local curiosity. As you sit in the inn, a weather-beaten hobbit approaches you. "Greetings to you all," says the
hobbit.
|
Revv Aair is just what he claims to be,
a
humble tinker with no thought of treachery
<link: DLA>
or malice. His small wagon
is laden with <wagons>
copperwork
for Dame Gold's household.
Hanging from the sides are wineskins, a
large cured ham, bags
of apples, flour sacks,
rings of salt,
and pots of honey. Perched
precariously atop everything are several
cages of geese and hens. 2 stout ponies
pull the little wagon. Revv Aair has no
intention of traveling alone on the road.
If
the characters refuse to accompany him,
he
will try again, after first fixing a sumptuous
meal for them. By offering an example of
his
culinary skill, he hopes to convince them
to
come along. Furthermore, several of the
most reliable villagers will provide good
reports of the little hobbit.
The season is late spring and the weather
<month in GH = x>
looks to be fine for traveling. The trip
can be
estimated to take 5 to 5 days by horse,
<x>
or twice that for horse-drawn
wagon. There
are good roads between Hommlet
&&
Safeton: the
Kron
Hills are always considered
safe, while the Gnarley
Forest and
Welkwood
are generally free of trouble |or|
bandits.
The Wild Coast area is often
fraught with danger, however, and it is
this
area that the
hobbit seems to be most wary
of.
All encounter descriptions assume that
the characters agreed to escort Revv Aair
and his wagon to Dame
Gold's manor. If
they choose not to do so, adjust the
encounters appropriately. Revv Aair brings
along a helper, a young hobbit, his nephew
Bellod. If a FIGHT develops, both do their
best
to avoid being placed in danger |or| harmed
in any way. If possible, Revv Aair will
attempt to SAVE his wagon in the process.
He
will do little to help the party in combat
(except what he might be able to accomplish
through his wit). He is NOT disloyal |or|
cowardly
but, knowing there is little he can do,
is not particularly brave, either.
Revv Aair: AC6; MV 9"; HD 1-1; hp 5; #AT
1;
D 1-6; AL LG <hp 4, -1 damage>
Bellod: AC7; MV 9"; HD 1-1; hp 4; #AT 1;
D1-6; AL LG <hp 3, -1 damage>
Use this encounter while the PCs
are traveling through the Kron
Hills
or that vicinity.
As you wind along the road, you spot a
pair of men slogging along slowly in your direction. They appear to be recent victims of an attack: scratched, bruised, clothing slashed, and one sports a black eye. <Tunic, banqueting - 10+ gp, 1# [OSRIC]>, <hose> Glancing up as you approach, the closest feebly raises a hand in greeting, and seems anxious to speak. |
The 2 men have
just escaped a group of
irate gnomes
whom they successfully bilked
out of a small amount of
cash. Armed with
cunning, insight, and nerve, these men
make a living off unsuspecting passers-by
who take them at their word. The 2 are
average humans.
If the characters stop and
TALK, the men keep their distance, READY
to
escape if necessary. They leave immediately
if they observe spellcasting.
The 2 men attempt to convince the
party that they are Highfolk
nobility who
have just been robbed of all their money
and
valuable possessions. Apparently quite
panicked, they hint vaguely at an ambush
down the road, mentioning magick &&
hideous
events. They
then ask for a small
amount of generosity
to tide them through
the rest of their <dangerous> journey.
To all questions they will lie or tell half-truths:
false names, false businesses, &&
false tales as necessary. They are clever
enough to know when to tell the truth.
If the
PCs give them any money,
they accept with overflowing gratitude
&&
many promises to repay the loan at some
future date. Then, they spin a fantastic
tale
of ambush just down the road. Central to
their tale is a vivid description of a
band of
corrupt and evil gnomes
who have come out
of the hills
and are ravaging the countryside.
They hint that the behavior of these
gnomes is odd, that they may be possessed.
They persist in their begging until they
are
paid or it is obvious they will receive
nothing.
Later in the day, just before camp is made
for the evening, a group of gnomes
is
sighted by the party; any number from 100
to 300 appear. <109>
The crowd is quite angry and upset,
armed with short
swords && <bats>. The
gnomes at 1st think the party may be protecting
or hiding the con men. Coming upon
the players, they surround the wagon (or
camp). Give the characters an opportunity
to panic and do something foolish before
having the gnomes act.
After this, if the characters keep their
wits, the gnomes explain angrily that they
are looking for a pair of "sharpers and
deceits" for the express purpose of "delivering
to them the justice they deserve." With
these words the PCs notice
several of the gnomes holding
ropes
&&
brushes, evidently for unsavory purposes.
The gnomes
have no interest in the PCs, although if they learn later that
the characters deceived them, the gnomes
will be quite angry.
Con men: AC 10; MV 12"; HD 1-1; hp 4, 3;
#AT 1: D 1-4: AL NE. <0 level mountebanks?>
Gnomes: AC
5; MV 6: HD 1; #AT 1; D 1-6;
AL N. <4 hp, -1 damage>
<14
with short sword>
<7
with gladius>
<7
with xiphos>
<7
with baselard>
<7
with cinquedea>
<7
with katzbalger>
<7
with model 1832 foot artillery sword>
<7
with short sword>
<53 with bat>
<pluralize>
<3rd level gnome
swordsman,
<katzbalger>
+1,
+2 vs. magic-using & enchanted creatures>
<3rd level gnome
swordsman,
model
1832 foot artillery sword>
This encounter occurs somewhere deep in
the heart of the Welkwood/Gnarley
Wood
AREA.
You have traveled for some time
without
incident, meeting only occasional travelers on the road. Since entering Welkwood, you have traveled under a vast canopy of leaves, enjoying the occasional pools of sunlight. Late in the day, the road passes along banks of a pond overlooked by a grassy meadow. It seems like a good place to camp. |
Unfortunately for everyone concerned, a
raiding party has also found the meadow
and has deemed it a convenient place to
WAIT
out the daylight hours. They are sheltered
from the party by a low, grassy ridge.
If the
PCs think to reconnoiter the
AREA, they have no difficulty finding the
raiders. They are just breaking camp, preparing
to MOVE by night. The PCs
can either retreat quietly (avoiding the
encounter) |or| prepare an ambush.
For an ambush, the players must explain
the positions and plans of their characters
to
you. Any balanced combination of caution
and boldness should succeed. Stupid rashness
and its converse, timidity, will NOT.
Any ambush must do the following to
work:
1. Achieve surprise
2. Make the raiders
fear they are being
attacked by a powerful
force.
3. Hurt the raiders
visibly in the 1st wave
of the attack.
If these goals are achieved, the raiders
break and scatter. They have no desire
to
fight battles for no gain (and perhaps
much
loss)!
However, if the PCs make
foolish mistakes in the ambush, the raiders
stand and FIGHT. These mistakes include
charging
into the middle of the camp, surrounding
the camp (thus ending any hope of
escape), |or| generally revealing the weakness
of the players' party.
If the PCs do not bother to
check the AREA, the raiding party is discovered
when Revv Aair comes rushing up
from the pond without his water
bucket.
"An <orc>!" he screams hoarsely. "An
orc! <euroz>
Gettin' water just like I was!" Panicked,
he
runs through the camp, waving and pointing
back toward the pond. Across the pond
you can hear grunting and shouting.
Use the Raiders! map in the map booklet.
The raiders' camp is to the north of the
characters'.
As soon as the alarm is raised, the
troops begin moving through the woods to
outflank the PCs. Fearing their
raiding party has been discovered by soldiers,
the commander (Dergrenche) splits
his force into 5 different groups. Each
is
ordered to a different position as indicated
on the map. The number in parentheses is
<?>
the number of rounds required for the group
to get into position. As the units reach
their
positions, Dergrenche's strategy unfolds.
The goblins
should reach their position
1st. As soon as they are in position, they
begin firing arrows at the party. They
are to
pin the enemy down, preventing them from
advancing or retreating.
The bugbears
should be the 2nd to
reach their positions. They are ordered
to
remain hidden until Dergrenche gives 2
blasts on the war horn.
Troops in bushes or woods gain +4 to
their AC
due to cover gained
through concealment. The
sun is low in the
west and the wall of trees around the
meadow creates a great deal of shadow.
Thus neither the goblins or the orcs suffer
from exposure to bright sunlight.
Once he gives his orders, Dergrenche and
his ettin
bodyguard move carefully to a
position where he can watch and command
the battle. He will not risk himself unduly;
he has ample troops available to FIGHT
for
him.
3 rounds after giving his orders, he
gives a single blast on his war horn. On
the
5th round he gives 2 blasts, ordering the
bugbears
into action.
Unfortunately, battles do not always go
as planned. Timing and morale
are 2 factors
Dergrenche cannot always control.
The 1st time
any group suffers a casualty,
it must check morale. When 1/2 or
more of the group has been slain, it must
check morale. When 3/4 of the
group is slain, its morale automatically
fails.
To make a morale check, roll 2d10 and
add the results together. If this number
is
equal to or less than the morale rating
of the
group, the group is unaffected. If it is
higher, the monsters
break and run
in panic. <cf. REF2>
The movements Dergrenche has planned
may go wrong. When the 1st blast is
sounded, roll 1d20 for each orc/ogrillon
group. If the die roll is 9 or greater,
the
group attacks. If not, the group is not
yet in
position. Roll 1d6 to find the number of
rounds that must pass before the group
arrives on the battlefield. Repeat the
same
procedure for the bugbears
when they are
signalled to attack.
In any event,
Dergrenche seeks to keep
his force intact and calls for a retreat
if
things go badly. He prefers to lead from
behind unless success is at hand.
If, during the course of the battle, any
spell casters USE fire-based
spells, there is a
chance that they may START a mildly damaging
<Uncontrollable Fires,
WSG>
blaze in the forest.
A fireball automatically
starts a small fire
which will burn for
20 to 30 minutes before sputtering out.
Lightning
bolts may do the same if they
strike trees |or| are CAST low to the ground.
If
a fire does begin, it consumes several
trees
and scorches the meadow. The PCs
can limit but not prevent the damage
by dousing the blaze with water.
4 druids
arrive within 2 hours of
the start of any blaze. They march into
the
meadow and grimly survey the scene.
Approaching the characters in peace, they
firmly request details on what happened.
If
the PCs admit they started the
fire, the druids firmly chastise them.
Fortunately,
circumstances weigh in the party's
favor. However, the druids do insist the
characters extinguish the remaining fires,
bury the dead, and tidy up the AREA.
<Lord> Dergrenche (half-orc):
AC 2: MV 12"; C4/F9;
hp 45; #AT 3/2; D 1d8+3; SA Spells; <D
1d8+4>
AL LE
<THACO 10>
<XP 2720>
Spells: command,
cure
light wounds (x2),
hold person,
silence
15' radius.
Dergrenche owns a longsword
+1 and
wears chain
mail +2. In a pouch at his belt
he carries a potion
of super-heroism and a
potion
of extra healing. In a life |or| death
situation,
he may risk potion
miscibility as a
last option.
Dergrenche's bodyguard (4 ettins):
AC 3;
MV 12": HD 10; hp 50: #AT 2; D 2-16
/3-18: AL CE <hp 60, +5 damage>
<THACO 10>
<XP 11,160 total>
Attack Group 1
(24 goblins):
AC 6; MV 6";
HD 1-1; hp 4 each; #AT 1; D 1-6 or 1-4;
AL NE
<!>. Each is armed with a shortbow
and dagger.
<hp 3 each, -1 damage>
<THACO 20>
<XP 312 total>
Attack Groups 2 & 3
(3 bugbears and 3 war dogs each)
Bugbear-AC
5: MV 9"; HD 3+1; hp 16
each; #AT 1; D 1-10; AL CE. Each is
armed with a two-handed
sword.
<17 STR, +2 damage, hp 19>
<THACO 15>
<XP 633 total>
War dogs-AC
6; MV 12"; HD 2 +2: hp 11
each; #AT 1; D 2-8: AL N.
<THACO 16>
<XP 306 total>
Attack Groups 4 & 5
(3 ogrillons and 12 orcs each)
Ogrillons-AC
6; MV 12"; HD 2; hp 12,10,
8; #AT 2; D 1-6+1 (x2): AL CE.
<THACO 20>
<XP 144 total>
Orcs-AC 6;
MV 9"; HD 1; #AT 1; D 1-6;
AL LE. Each orc carries 2 spears.
The
1st is thrown in a mass volley. The 2nd
<ox-tongue>
is kept for close-in fighting.
<hp 5 each>
<THACO 19>
<XP 180 total>
If the raiders' camp is taken and searched,
a combined total of <1,750 gp,
1770 gpv> in coins of various <2000 cp
+ 2000 sp + 800
gp + 150 pp = 20 + 200 + 800 + 750>
types (500#, <495#>)
can be found,
along with a fair amount of iron
rations <770 days, 770#>, a
few maps of the Wild
Coast and environs, a
giant sized sun-umbrella, and a small pamphlet
on battle tactics written in the common
<apply runic font>
tongue but published in Pomarj.
Dergrenche also has six 50 gp gems (pearls)
<100, 100, 50, 100, 50, 100>
and <100 gp, 80
gp> hidden in his bedroll.
Once past this encounter, all things go
smoothly on the road. In but a little time,
Dame Gold's
manor comes into view.
Welcome
to Safeton:
Use No Magick Here!
>>Safeton>>
^^ Follow this link ^^
The road to Elredd
is for the most part a
coast road that links the various fishing
villages
&& hamlets that line the coast.
A
shortcut is possible at 1 point where a
stretch of the road cuts through the southernmost
portion of the Welkwood.
Rumor
calls this road chancy at best, downright
deadly at worst.
For the trek south to Elredd, brief
encounters are listed. These do not relate
to
the main story
of the adventure. These
encounters can he used in whatever order
you feel is best and not all of them need
be
used. The trip south should be an arduous
one, and it is unlikely that it can be
corn-
pleted on horse
|or| on foot in 5 days.
<add map snippet, note or link to movement
rates>
Road Encounters
The Thief in the Hamlet: A brave
but
inexperienced thief tries to pilfer some
small
change from 1 of the characters in the
dead of night.
<Cutpurse>: AC 7; MV 12”; T3;
hp 12; #AT 1; D
1-8; PP40%. MS27%, HS 20%; dagger
+1
Roving Orc War-Band: This encounter
occurs at night, as the PCs
camp alongside the road. In
the dark, the
PCs notice 5 orcs moving
cautiously down the road. They are the
advance scouts for a raiding party moving
in column under the cover of night. 1
mile behind them is the main column of
100
orcs. The PCs can hide from
the scouts |or| attack them. If the scouts
are
attacked. they try to assess the strength
of
the opposition and then FLEE. If any escape,
they warn the advancing column. If undue
noise is made in the fight, the column
hears
it and is warned. If the orcs are defeated
quietly,
the column continues its march
unaware.
If the column is warned, the orcs divide
into squads of 10 each and advance cautiously
along the road, sweeping the woods
to either side. The squads converge on
any
point of resistance, attempting to surround
it. If the column is not warned, it continues
its march along the road and does not investigate
the woods to either side. In this case,
the advance of the column can be easily
detected.
Orcs <(Rotting
Eye)>: AC 6; MV 9”; HD 1: #AT
1; D 1-8 or 1-6
<THACO 19>
<XP 10+1/hp>
<each orc carries 2d6 ep>
<
5 scouts <spear,
bardiche,
battleaxe,
handaxe
& long bow,
handaxe>,
<HP 2>
5 falchion
& horseman's
flail <HP 2>
10 longsword
& spear (ox tongue)
<HP 8>
10 battleaxe
& spear
<HP 5>
10 battleaxe
& bardiche
<HP 3>
10 handaxe
& heavy crossbow
<HP 8>
10 battleaxe
& composite short bow
<HP 6>
5 short
(small) sword & battleaxe
<HP 4>
10 battleaxe
<HP 1>
20 lucern hammer
<HP 8>
<100 orcs>
<leader w/ falchion
& horseman's
flail><assistant w/ bastard
sword & spear><assistant
w/ longsword
& spear (ash spear)><assistant w/
battleaxe
& spear>
<leader w/ battleaxe
& spear (ox tongue)><assistant w/
battleaxe
& Hook Fauchard><assistant
w/ handaxe
& bill-guisarme (pruning knife)><assistant
w/ handaxe
& heavy crossbow>
<leader w/ battleaxe
& heavy crossbow><assistant
w/ battleaxe
& composite long bow><assistant
w/ handaxe
& long bow><assistant w/
longsword
& battleaxe>
"These orcs will have 8
HP
each (being the biggest/strongest/meanest in their group)." (MM)
>
Burned Hamlet: Just off the road
is a
small village, burned
to the ground. Investigation
reveals the skeletons of several
humans &&
orcs.
Evidence points to the fire
having happened some weeks ago. There is
no sign of any survivors.
Companions!: The party meets a group
of
3 travelers along the road. They are
Agnar Ruvik. a <hill>
dwarf; Targil the Red. a
human; and
Bornthien, a tallfellow hobbit.
They tell a tale of being retired adventurers
who lived in a nearby hamlet. Too much
of the quiet life, they say, led them into
laxness.
Raiders struck, sacked and burned the
village, then retreated, taking many villagers
with them. Their abilities and good
fortune saved them from that fate, but
alas,
members of their families were taken captive.
Now they seek revenge, and are traveling
south to investigate rumors of a slaver
headquarters there.
In truth, 2 of the trio, Agnar and
Targil, are willing slaver agents, ordered
to
watch the road heading south. However,
Bornthien of the Hoetoe family was a simple
farmer until he and his family were captured
by slavers during a raid last year. Threatened
with the death
of his entire family
unless he cooperates, Bornthien has worked
for the slavers ever since, providing them
with a legitimate front && contacts
in the
AREA. He was told that he would be scried
upon at random intervals, and thus has
obeyed orders to the letter. The evil he
is
forced into is beginning to make him despair
and lose Hope.
The 3 have been stationed by the
slave lords
in this area as part of their spy
network. They receive reports from The
Mad One of Safeton
and pass information
along to contacts in Elredd.
They make a
point of meeting travelers on the road,
questioning
them and sometimes feeding them
false information. If the characters somehow
avoided detection in Safeton,
the trio
do not have specific information about
the
party. Thus, they do not consider them
a
great threat. They present their standard
story of being local travelers, going in
whatever
direction the PCs are traveling.
They ask questions and generally
remain sociable. If they learn the intentions
of the PCs or can reasonably
deduce them, they feed the characters a
story about how their own families were
taken by raiders. Although they do not
suggest
it, they will gladly accompany the
PCs if invited.
If Bornthien learns of the PC’s
plans, he finally sees an opportunity to
rebel against his captors, he makes every
effort possible to secretly TALK to the
PCs
|or| slip them a message, telling
them of his plight. He reveals the intentions
of their traveling companions, but asks
that
the PCs take no action immediately.
He does not want his role as informant
discovered. If the PCs
promise to free his family, he will try
to
arrange aid for them in the days ahead.
There are those within the slave
lords’ network
who may be willing to aid the PCs.
If the PCs attack, Agnar and
Targil FIGHT to the best of their ability,
but
retreat when necessary. It is more important
that they report their information than
defeat the PCs.
<Lord> Agnar
Ock: AC 0; MV 6”; F10; hp 97; #AT
2/1; D 2-8+8; AL LE; ST 18:29, I 9, W
8. D 10, Co 18, Ch 7
<THACO 6>
<XP 2708>
Equipment: plate
mail +1, <medium> shield +1 ,
broadsword
+2 (double specialization),
Keoghtom's
ointment (2 uses).
Agnar is not an overly clever fellow, relying
on his animal instincts to see him
through most situations. He has a natural
savagery that comes to the fore in combat,
seeing
him through many deadly encounters.
In other situations, he lets Targil do
the
thinking.
Targil
the Red: AC 1; MV 12”; T8; hp 36;
#AT 1; D 1-6 or 1-4; AL N; PP 75%, MS
65%, HS 53%. Backstab x3; S 14, 117,
W 8, D 18, Co 15, Ch 13
<THACO 19>
<XP 1932>
Equipment: wand
of magic missiles (1d4
charges). dagger
+2, bracers of defense
AC5, xiphos.
Targil often poses as a magic-user,
wearing
robes and carrying a wand-sized stick.
He is a political radical of sorts, working
for
the slavers since they are hastening the
collapse
of the current rulers of the AREA.
Bornthien: AC 2;
MV 6 ; HD 2; hp 8; #AT
1: D 1-6; AL LG; S 15, 114, W 18, D 16,
Co 15, Ch 16
<F2?>
<7 hp, -1 damage>
<sling specialist>
<+5 hit, +2 damage>
<short
sword, leather armor>
<20 sling bullets>
<THACO 19, short sword>
<THACO 14, sling>
<XP 86>
You are plodding through the cool morn-
<temperature = x> <visibility>
ing fog. hoping to make good time before the sun burns away the mist and begins another boiling, humid day. Suddenly, <temperature?, humidity?> out of the misty brush, come silent shadows, tall figures armed with bows and spears! 1/2 swallowed in the fog, they line the road to either side. As you move forward, arrows are nocked and spears drawn back. |
The PCs face a band of 8
suspicious rangers. Recently the AREA has
<GT>
been overrun several times by bands of
humanoids,
so much so that these watchful
rangers have gathered in these woods. Here
they aid those they consider good and do
what harm they can to the evil creatures.
They are not sure of the party’s allegiance
and so will NOT approach them. Instead,
after announcing their PRESENCE, they withdraw
and trail the party, always keeping the
characters under careful scrutiny. They
do
NOT volunteer conversation.
If the PCs approach them,
the rangers will converse. They say little
or
next to nothing, remaining silent and
moody. They are painfully grim and <GT>
moody. Unless the characters react with
violence,
the rangers eventually melt away into
the woods. However, there will always be
1 nearby, observing the PCs.
The PRESENCE of the rangers provokes a
reaction from the trio of traveling companions,
if they are present. Targil
the Red,
upon 1st meeting the rangers, is shocked,
but instantly conceals it. Anyone close
to
him may catch a vicious oath muttered
under his breath. After this, he reacts
along
the same lines as the PCs, having
regained his composure. Agnar
Ruvik
lets a fleeting grimace cross his face.
For the
rest of the encounter, he nervously fingers
his <broadsword>
and says nothing, never taking
his eyes from the rangers. The
hobbit goes
tense and starts sweating visibly. Part
of him
seems drawn to the rangers and another
part repelled. He glances at Targil and
Agnar fearfully.
Rangers:
AC 6; MV 12"; R5 through 12; hp
24, 36, 37, 40, 41, 45, 51, 55; #AT 1 or
31
2 (9th level & above); D 1-8+1; SA
Track, surprise 1-3, spells (8th level
&
above); AL CG
<Tracker,
R5/RG:
spear
+1, short bow +1; THACO 15 (bow),
THACO 15 (longsword), THACO 17 (spear); XP 150 24x6
75 75 75; XP 519; loquacious>
<Guide, R6/RG:
spear
+1, composite short bow
+1; THACO 14 (bow), THACO 14 (longsword), THACO 16 (spear); XP 888; moody:
01-50 = good mood, 51-00 = bad mood>
<Pathfinder,
R7/RG:
spear
+1 (ox tongue), long bow +1; THACO
13 (bow), THACO 13 (longsword), THACO 15 (spear); XP 1260; cautious: resistant
to high Comeliness>
<Ranger, R8/RG:
pass
without trace; spear +1 (ox tongue),
composite
long bow +1; THACO 12 (bow), THACO 12 (longsword), THACO 14 (spear);
XP 2280; inquisitive: apply the 2e Inquisitor kit here, from the Complete
Paladin's Handbook; pine sprig; Book of Cantrips?>
<Ranger Knight,
R9/RG:
entangle;
spidereyes;
spear
+1 (ash spear), short bow +1;
THACO 10 (bow), THACO 11 (longsword), THACO 13 (spear); XP 3192; precise:
+1 to hit with missile weapons; living black widow
spider>
<Ranger Lady,
R10/RG:
entangle,
animal
friendship; precipitation;
spear
+1 (ash spear), composite
short bow +1; THACO 10 (bow), THACO 10 (longsword), THACO 10 (spear);
XP 3300; cruel (to evil monsters); a bit of food
(a dead {mouse} attractive to wolves,
silver
{dust};>
<Ranger Lord,
R11:/RG:
detect
poison, faerie fire; Otiluke's
Smoky Sphere, read magick;
spear
+1 (ox tongue), long bow +1; THACO
9 (bow), THACO 9 (longsword), THACO 9 (spear); XP 4100; loquacious; holly;
> <check XP>
<Ranger Lady,
R12/RG:
locate
animals, invisibility to
animals, goodberry; shocking
grasp; jump; spear
+1 (ash spear), composite
long bow +1; THACO 8 (bow), THACO 8 (longsword), THACO 8 (spear); XP
4916; loquacious; holly, strawberries, grasshopper leg> <check XP>
<"No more than three
rangers may ever work together" - PH>
<alt: roll d8 three
times/the party encounters 3 rangers, not 8>
<assume lesser mistletoe
& clear crystal prisms>
<assume that 45#
Cantrip Books && 45# Spell Books are kept at a nearby camp>
<all the rangers
are bow specialists> <an error of mine:
revise all of the THACO values>
There is 1 ranger of every level from
5th to 12th. Those of 8th level and above
know clerical <druidic>
spells chosen by the DM. All
carry longswords
+1, spears +1, and bows +1.
This section details the adventures found
by characters who opt to travel to Elredd
by
sea.
Woolly Bay
is known for its pirates who
plunder the weak or unwary. Some sea
beasts roam the waves, but the coastal
waters are relatively shallow, discouraging
the most vicious creatures of the cold
depths. These hazards generally keep sea
voyages exciting.
On the 2nd day out of Safeton,
the
captain finds you in your cabin. Throughout the day the waves have been growing and the little ship is being <ship = x> tossed. "Now look, lads: he says. "I know ye signed on as passengers, but me little Ewe ain't so big as I can forget yer hands come the wind an' high water. Let me show ye the pumps, just in case I has to USE ye, hmm?" |
The captain shows the characters the
"pump," actually a pile of buckets. Condescendingly
to these landlubbers, he demonstrates
the technique of bailing, then leaves
the characters as the wind
begins to build.
Although Wolffe is a cautious fellow, the
<GT>
Ewe is in no danger from this little storm.
Wolffe is just exercising his wicked sense
of
humor, playing a little FUN for his passengers.
Bringing the Ewe about, he intentionally
brings it into rough seas. He rolls the
ship
a little more than necessary, allows
waves to wash over the deck, and shouts
fearful commands to his crew, who enjoy
the show as much as him... with 1 exception,
the new hand, the slave lords' spy.
He
doesn't know about Wolffe's peculiar sense
of
humor and becomes quite concerned.
Wolffe checks in from time to time to see
how the characters are doing; he orders
characters who come above decks without
a
bucket to return to the bilges, warning
that
the ship might go down at any moment. If
the characters run out of water to bail,
Wolffe thoughtfully takes water aboard
so
they'll have something to do.
On deck, the storm
is wearying for a
land-lubber. Characters must roll a saving
throw vs. breath
weapon, including Constitution
bonus,
to avoid seasickness. Seasick
characters are at 1/2 Constitution for
1-6 hours after the storm subsides. The
storm lasts but 30-40 minutes.
<wind = gale+>
After the storm, Wolffe checks on his passengers,
to amuse himself over their agonies
and see that no serious harm was done.
He
mentions that the new hand, who "signed
up extra eager for this trip: seemed to
be a
little less experienced at sea than he
had professed
in port. He also mentions that the
storm and general good weather
have sped
them on their way. They'll be arriving
early
in Elredd. This
likely means that the PCs will
arrive in Elredd before the raiders leave.
>>The
End of the Road (Elredd)>>
^^ Follow this link ^^
Leaving
Town
Once the PCs have finished
their business in Elredd,
they should be
ready to set out to Highport.
They can once
again rent
a ship in the harbor |or| travel
overland. Again, the trip
overland takes
much longer than that by sea, so the PCs
should consider their alternatives
carefully.
Travelling by Sea: Unknown to the
PCs,
the ship
they finally sail upon <ship = small merchant
ship>
has been contacted by the agents of the
slave
lords. The
captain of the vessel has been
handsomely paid to rendezvous w/
another vessel off a spit of land 1 day
to
the S. With assurances that his ship will
not be harmed, he has been well-paid NOT
to
ask questions and has been promised more
gold upon
delivery. Not surprisingly, he
agreed to this arrangement. He suspects
the
deal has something to do with his newly
arrived passengers && so does not
mention
a thing to them. He and all his crew are
neutral
in AL.
Traveling by Land: The road south
to
Highport is
reputed to be a dangerous one.
It is common for travellers to assemble
@ the
south gate each morning && form
an
impromptu caravan. Such expeditions normally
include 1 |or| 2 smaller
caravans
&& up to 10 assorted other travellers.
They
band together for protection, but are NOT
particularly interested in each other.
It is
considered a good practice not to inquire
too much about a man's reason for traveling
to Highport. Too often, the questioner
may
NOT want to know the answer.
No matter whether
the PCs
JOIN an assembly at the gate |or| set out
on
their own, they soon find themselves in
the
company of a merchant
caravan, also heading
to Highport. The caravan, while NOT
overly interested in the characters, requests
that they travel together for mutual safety.
The 16 mules
of the caravan are loaded with
bars of pig iron1
to be sold in the Highport
markets.
1
A type of crude iron shaped like a block, commonly used as an industrial
raw material.
There are no slaves in the caravan, but
questions about slaves
confirm that
Highport is a good place to go. However,
unknown to the characters, the master of
the caravan is an agent of the slave
lords. He
is returning from a trip
to the north w/
supplies desired by his masters. He has
been
warned about the PCs &&
knows that they will be dealt with somewhere
along the road.
If the characters refuse to travel with
the
caravan, the master simply shrugs his shoulders
&& leaves them. Moving on, he notifies
the ambushers of the advance of the
PCs.
Caravan Master: AC 2; MV 12"; Supervillain;
hp 41;
#AT 312: D 1-8 +3; AL N; S 18(62),
111,
W 13, D 12, CO 14, CH 13, Com 10
Equipment: longsword
+1, chainmail +2,
potion
of heroism, figurines
of wondrous
power
(golden lions)
<adjust the RG stats with the above statblock>
<allow for 1 extra potion, as per the
RG>
Caravan Master:
Guinea
Pig Two (human male Supervillain) +
Caravan Guards (20): AC 4; MV 12"; Warriors;
hp 15 each; #AT 1; D 1-8 |or| 1-6; AL N;
armed with shortbows
&& longswords
<THACO 19>
<XP 95>
Drivers and Servants (9): AC 8; MV 12";
normal humans;
hp 4 each; #AT 1; D 1-
6; AL N; armed with short
swords;
<short
sword>
<gladius>
<xiphos>
<baselard>
<cinquedea>
<katzbalger>
<model
1832 foot artillery sword>
<short
sword>
<gladius>
each handles 3 mules:
2 loaded with
pig
iron and 1
loaded with possessions
and supplies.
<THACO 20r1>
<check>
<XP 99 total>
Encounters on the Road
The trip from Elredd
to Highport is more
perilous than that made before. The road
winds down the coastline
further into the
untamed Pomarj
and closer to the Drachensgrab
Mountains.
Although the slave lords are
powerful in this AREA, they by no means
control
the inhabitants of the Pomarj.
Orcs: An orc raiding party appears
on the
fringe of the woods, flying a
white flag. Their
leader appears to want to parley. However,
if
anyone comes out to TALK, the orcs produce
their bows, hidden in the grass, and fire
a
flight ov arrows. This is followed by a
howling
attack. The trick has worked in the past
&&
they hope it works today.
Orcs (40):
AC 6; MV 9"; HD 1; hp 5; #AT 1;
D 1-8 or 1-6; AL CE;
armed with shortbows
&& longswords
<THACO 19>
<XP 20>
Giant Ticks: The road passes through
a
particularly heavy section of the forest
at this
POINT. It twists and turns between the
giant
boles of old trees. Rounding one corner,
the
PCs see the decomposing carcass
of an oxen laying in the road. Hidden in
the branches of the trees over the carcass
are
4 giant ticks. These creatures drop on
any
characters who pass under their spot, 1
victim per tick. They are extremely tenacious
&& mindless, remaining on their
victims
until 1 or the other is slain.
Giant Ticks
(4): AC3; MV3"; HD 2, 3, 4, 4;
hp 8, 15, 21, 23; #AT 1; D 1-4; SA blood
drain 1-6, 50% diseased; AL N
<THACO, 2 HD: 16>
<XP, 2 HD: 121>
<THACO, 3 HD: 16>
<XP, 3 HD: 135>
<THACO , 4 HD: 15>
<XP, 4 HD: 147, 151>
<Total Monster XP:
554>
Anhkheg: This encounter occurs when
the characters are traveling through clear
terrain.
You cross a low ridge and leave the wood
line to look across a bizarre, patterned meadow. Criss-crossing the gentle slope <WSG> are humped ridges like giant gopher tunnels. Some are weedy and dry while others look to be quite fresh and moist. |
It is impossible to follow the road without
crossing at least 1 of the tunnel mounds.
Players can skirt the field, but this requires
much backtracking and takes at least 1/2
a
day.
If the characters do cross the field, the
1st tunnel crossed collapses under the
lead
character (but not NPC). The fall brings
down a torrent of loose
earth and dirt,
blocking the passage and sealing the character
off from the surface. Size
S creatures suffer
1-6 points of damage,
size M creatures
suffer 1-8 points of damage, and size
L creatures
suffer 3-18 points of damage.
The tunnels are simple
earthen passages
about 6 feet in diameter. Attempts to tunnel
in or out cause the same amount of damage
as listed above. The tunnels form a confusing
network ov passages && intersections,
with only a few openings to the surface.
Furthermore, there are 4 anhkhegs living
in the tunnels. For every 60 feet the
trapped characters MOVE, roll 1d10 on the
Anhkheg Tunnels table to see what the tunnel
does. The resulting tunnel complex is
not likely to make sense (but it was dug
by
anhkhegs, after all). Many of the tunnels
slope gradually, passing under and over
<slope = x>
each other.
Anhkheg Tunnels
Die Roll | Result |
1 | Straight, no intersections |
2 | Gradual curve, no intersections |
3 | Y-intersection |
4 | Straight with 20-foot-deep shaft in floor, leading to other tunnels |
5 | 4-way intersection |
6 | Dead end |
7 | Gradual curve with Y-intersection |
8 | Straight with 5-foot wide shaft in ceiling leading to other tunnels |
9 | T-intersection |
10 | Exit to the surface |
There is a 30% chance each round that
one of the anhkhegs will appear in the
same
tunnel AREA. It attacks, of course. In
addition,
there is a 15% chance each round that
the characters find the treasure of the
anhkhegs--4 gems (each worth 1,000 gp),
<star
sapphire, 1000 gp>
<fire
opal, 1000 gp>
<black
opal, 700 gp>
<star
ruby, 700 gp>
scale mail
+2 <(man-sized)>, and a set of eyes
of minute seeing.
Roll 2d4.
1. Anhkheg:
AC 2 (underside 4); MV 12" (6"); HD 3; hp 18;
#AT 1; D 3-18 (+1-4) +1; SA squirt acid
(8-32); AL N.
THACO 16
XP 408
2. Anhkheg:
AC 2 (underside 4); MV 12" (6"); HD 4; hp 21;
#AT 1; D 3-18 (+1-4) +2; SA squirt acid
(8-32); AL N.
THACO 15
XP 411
3. Anhkheg:
AC 2 (underside 4); MV 12" (6"); HD 5; hp 28;
#AT 1; D 3-18 (+1-4) +2; SA squirt acid
(8-32); AL N.
THACO 15
XP 418
4. Anhkheg:
AC 2 (underside 4); MV 12" (6"); HD 6; hp 28;
#AT 1; D 3-18 (+1-4) +3; SA squirt acid
(8-32); AL N.
THACO 13
XP 418
5. Anhkheg:
AC 2 (underside 4); MV 12" (6"); HD 7; hp 31;
#AT 1; D 3-18 (+1-4) +3; SA squirt acid
(8-32); AL N.
THACO 13
XP 421
6. Anhkheg:
AC 2 (underside 4); MV 12" (6"); HD 8; hp 53;
#AT 1; D 3-18 (+1-4) +4; SA squirt acid
(8-32); AL N.
THACO 12
XP 443
Encounters
on the Waves
Octopi! 3 giant
octopi decide that
supper is but a small merchant
ship away.
One grasps each side of the ship while
the
3rd attacks from the bow. Note that the
body of each octopus is beyond reach from
the deck of the ship. Only the tentacles
can
be attacked with melee weapons.
Should
anyone approach close enough to strike
the
main body of an octopus, he is within range
of its beak.
Octopi,
Giant: AC 7; MV /12"; HD 8; hp 35 <43>, 41 <49>,
25 <33>; #AT 7; D 1-4 <+4> (x6) ,
2-12 <+4> (beak); SA
constriction (2-8); SD 8 hp per tentacle;
AL N
<THACO 12>
<XP> <854>, <942>, <874>
Captured!
At some point on the journey between
Elredd and Highport,
the PCs
run afoul of the slave
lords and are captured!
This is an essential part of the adventure,
and as referee. you should make every
effort to ensure the PCs do NOT
escape the traps of the slave lords. You
want
them captured, whether they want it or
not!
Shanghaied!
If the PCs are traveling
aboard the <small merchant>
ship hired in Elredd, the captain
keeps his rendezvous. Well after 1 a.m.
he
lays off the spit as arranged. The night
has a
light fog,
shrouding objects in the distance.
Just barely visible in the fog is the {Ghoul},
a
slaver galley.
The captain orders a small
boat
sent out with some of his best raiders. <link to boat statblock>
These men
come up alongside the stern of
the characters ship and scramble up the
side. They quietly pour a noxious liquid
through the portholes of the PCs'
cabin. This liquid is a powerful anesthetic
which evaporates quickly into the air.
Any sleeping characters are unconscious
for
the REST of the night. If characters are
awake,
pretend to roll a secret saving
throw and ask
the player if he has any bonuses to poison.
The character falls unconscious regardless
of the die roll, but the player should
never
be told this. Do not reveal what happens
to
those in the cabin until all characters
on the
ship have been dealt with.
After doping the characters in their cabin,
the men clamber onto the deck. They try
to
surprise
and capture characters on deck,
using their magickal
items to achieve this.
Unless the PC is being very
watchful, cautious, and attentive, the
attack succeeds automatically.
Once all PCs are captured
(or killed), they are transferred to the
[Ghoul].
If the PCs fought valiantly
to protect the captain and crew from
the giant octopi
early that day, the captain
feels a bit of remorse at his actions.
He
arranges to slip the following items onto
the
PCs. Since the slavers have
already stripped the PCs, these
items are not noticed. They are:
A small knife
(1-2 points of damage)
a healing
potion
10 gold coins
a ruby
(500 gp)
a slip of paper with the name "Hardoquin
of
The Swinging Man -- see him"
a tinderbox
a rusty key
However, if the characters did no more
than would be expected to SAVE the ship
(and themselves), the captain gives them
no
special aid.
When the characters are captured, the
raiders return with them to their ship,
shrouded in fog. <link:wsg>
Capturing Party:
Supervillain:
AC 0; MV 12"; hp 42; #AT
3/2; D 1-8+1; SA Net
of Entrapment,
longsword
+1, chain mail + 4 AL NE
Half-elf Sharper:
AC 4; MV 12"; hp 24; #AT 1;
D 1-8; MS 60%. HS 47%, Backstab x3;
potion
of human control, rope
of entanglement;
AL NE
Master:
AC 6; MV 20"; hp 26 <32>; #AT
1 or 3/2; D1-10+3 or 2-8; MS 47%,HS
37%, dodge; stone
of good luck; AL LE
Bushwhacked!
If the characters are traveling cross-country,
their movements are known to the
slave lords
and their agents.
If the characters are traveling with the
caravan, their capture is easy. While following
the road through the woods, the characters
walk into a prepared ambush. The
trees, which close down upon the road,
are
actually massmorphedfighters,
20 to either
side. As soon as the PCs are in
their midst, a clerical silence
15' radius is
CAST over the party, or the spellcasters
at
least. The soldiers and the guards of the
caravan
turn their weapons
on the PCs,
demanding their surrender. Once the
characters surrender, the soldiers securely
bind and gag them all.
If the PCs are traveling by
themselves, the ambush is staged as above
with only the following changes: several
silence
spells have been CAST on the road in
advance; a 10-foot-deep pit is dug across
the
road; and the caravan guards will obviously
NOT be present.
Soldiers (40): AC 4; MV 12 "; Vets;
hp 6; #AT
1: D 1-6 or 1-8; AL LE; armed with longbows
and swords (<falchions>)
THACO 20
XP 40
Priest Leaders (3): AC 1; MV 12": Prefects;
hp
20, 23, 18; #AT 1; D 1-6; SA Spells:
AL LE
THACO 18
XP 345, 363, 333 (1041)
Spells: bless,
cure
light wounds (x1), find
traps,
hold
person, silence 15' radius,
animate
dead.
<holy
water (x3), iron nails, blood,
human
flesh, bone powder>
In either of the above situations--
Shanghaied or
Bushwhacked--the
PCs may take steps to negate the
effectiveness of these plans. As such,
you
may have to alter these schemes to best
fit
the circumstances. Remember, you do want
to capture the PCs, but in a
way that seems fair. You have succeeded
if,
when all is done, the players look back
and
see ways they could have avoided the trap.
Fates
Worse Than Death
After the PCs are captured,
they are taken aboard the [Ghoul],
a slave
lord galley.
If they were shanghaied, they
awaken in the gloomy rowing banks of the
ship. They are manacled and cuffed; spellcasters
are muzzled with an iron
gag. Standing
over them is a large, bare-chested
overseer, whip
and keys in hand. The characters
have been stripped to their common
clothing
and any bits of finery are missing.
If the PCs were traveling
overland, they are bound and gagged, then
forced to march to the
coast. This is by the
shortest possible route. Nothing of interest
happens during this march, except that
the
characters are very cruelly treated. If
players
are clever and look for opportunities,
their characters have a chance to pick
up a
few simple items--a
sharp stone, a wiry
branch, tinder, etc. These they can hide
in
their pants, boots, |or| other places.
The
characters will already have been stripped
of all their other goods.
Once aboard the [Ghoul]
&& conscious,
the characters are brought on deck. The
[Ghoul]
is a tightly [run] ship. It has a single
mast && 2 banks of oars worked
by rowers
below the main deck. The ship is [clean]
&& well-scrubbed. The sail, brilliant
purple,
is full of wind.
<wind = x>
On the deck are the captain (<a high
elf>), his
1st mate (human),
and 4 bodyguards.
The characters are dragged forward by the
overseers. "Kneel," sneers the captain.
Any
character who refuses or hesitates to kneel
is
set upon by the nearest overseer. He grabs
the character, throttling him with the
butt of
his whip. A hard kick to the back of the
knees brings the character down to the
deck. The overseer, maintaining his pressure,
grinds the slave's face into the planking.
Even those who kneel do NOT escape.
Once on their knees, they are pushed down
to kowtow on the deck. The overseers place
a foot on the backs of their necks and
press
them down. All are held in this position
while the captain speaks.
"Right now, I could kill you. It would
be
easy. It would be mercyful. Unfortunately for you, I am not mercyful. You have caused a minor inconvenience to my Lords. To them you have been no more than an irritating fly. But, you do not know my Lords. They are cruel, oh, quite cruel. They would not swat a fly, no, they are [slow] and patient. They have sent you to me, not for me to kill you, not yet. No, 1st you will work as my slaves, pulling the oars in my hold. Then, perhaps you will [wish] to die. Indeed, you might collapse from exhaustion, But, I will resurrect you. And we will begin again. I wonder how long, how many times you can survive?" |
At this POINT, the captain will stage a
little
demonstration. He has all the equipment
of
the PCs brought onto the deck.
It has been carefully checked over. He
and
his men TAKE
any items they can USE, flourishing
and strapping these on. Next, he
orders any usable items stowed in the hold.
After this, he selects those items that
cannot
be identified |or| can only he used by
those of
good alignment
(or other prohibitive
restrictions) and carries them, carefully,
to
the rail. "Look, [dogs]!" he shouts, as
he purposefully
and slowly dumps each [item] into
THE OCEAN. (This should be a moving and
upsetting event,
particularly for any materialistic
players. Play the scene for all it is
worth.)
This done, the captain turns away from
the characters with a bored wave of dismissal,
as if they are little more than worms.
The overseers yank the characters toward
the hold. Then, turning back just as the
characters disappear from sunlight,
the captain
once again sneers, "Oh, and don't think
that you are going to complete your little
mission of mercy in time
either. Your precious
Dame Gold
spoke of that and my masters
are most interested in the potion she had
devised. THANK YOU for delivering it to
me."
The overseers then grab the characters
and
thrust them into the hold.
(Unknown to the other slave
lords, the
captain of the [Ghoul]
is in the special service
of Stalman
Klim, who sits on the council of
the slave lords. He maintains secret communication
with the captain through a mirror
of
mental prowess. This is how the
potion will he passed on. Stalman has taken
a special interest in the PCs
and may decide to USE them as pawns
against the other slave lords, Eldrave
in particular.)
In The Depths
Of The [Ghoul]
Below decks, the PCs are
introduced to their new duties. They are
dragged to the lower bank of the oars,
the
foulest of all tasks. The light
is dim, water
seeps through cracks and splashes through
the oar sockets, the
air is stifling && foul.
Rows of hard wooden benches extend from
either side of a walkway.
There are 15 oars per side, each worked
by 2 men (a
total of 60 slaves in the hold).
At the head of the hold is a steep ladder
leading to the deck. Directly overhead
is the
upper bank of oars, also 15 to a side.
The
center section between the 2 banks is
open and the deck covers everything.
At the front of the hold, on a platform
level with the upper deck, is the
pacesetter--a burly man who rythmically
pounds a large kettle-drum
in front of him.
The oars are worked according the pace
he
sets: 1/4 [SPEED], 1/2 [SPEED], full [SPEED],
&& ramming |or| emergency [SPEED].
(These
are beaten at the approximate rate of 1
every 6 seconds, 3 seconds, 1 second, and
1/2 second, respectively)
Behind him is a door
to the forward crew
quarters. There is also a door on the lower
bank, leading to the armory &&
treasure
stores. At the back of the hold are doors
to
more crew quarters (upper bank) and stores
(lower hank). There is another steep gangway
leading from the lower bank to the deck.
The overseers assign each character to a
different bench in the lower hold. The
characters
are unbound and unshackled, 1 at
a time.
The overseers take a chain && manacles,
running the chain through a sliding
socket wrapped around the oar handle. A
large wooden block
at the end of the oar
keeps this sleeve from sliding off. (The
block can be removed by the overseers with
a sharp blow from a maul.) The manacles
are closed around the character's wrists.
A
smith then comes forward with a portable
<blacksmith?>
brazier && anvil. Reaching into
the brazier,
he plucks out a cherry red rivet and hammers
it through the manacle clamp. Sparks
&& hot Metal [fly] from his hammer,
searing
the wrists of the character. A bucket of
cold
seawater is dumped on the hot Metal when
he is done, further inflaming the burns
of
the character. <damage = x>
The character will forever bear the distinctive
scars of the manacles. Since these
are also scars borne by convicts &&
slaves,
the characters will often he scorned and
despised by "good people", should they
escape their current predicament. <reaction
adjustment = x>
Although there is a HEAVY METAL staple in
the floor, the characters are NOT shackled
at
this time. Characters identified as spellcasters,
either from their dress, their spellbooks,
|or| observation, are fitted with a leather
<leather or iron?> <ball gag?>
muzzle which clamps their mouths almost
completely shut, allowing them to barely
mumble. Unfortunately, this effectively
prevents
them from casting
spells.
Once the characters are fastened to their
oars, they are expected to immediately
begin rowing. Those who do not are given
a
quick feel of the lash to motivate them.
After the overseers move on, the characters
have a chance to TALK to their fellow
slaves.
These men (and a few women) speak
only in hushed whispers. Among the 60
slaves of the lower bank, there is a wide
variety of personalities. Use the Galley
Slaves table to determine the personality
&& reaction of any slave the characters
speak to. Since the characters are likely
to
spend many days chained beside the same
person, you should make notes about each
slave you create && who he is alongside.
Galley Slaves
Die Roll | Personality |
1 | Exhausted,
spirit broken, speaks only of
defeat and hopelessness. |
2 | Sullen and resentful, always talking of
what he would when he escapes, but never tries to escape. |
3 | Sad but quite calm, seems eager to
escape but always finds the logical flaws with any plan, has inwardly given up to his Fate. |
4 | Sullen and angry, outwardly hostile to
anyone but quite willing to join any escape effort, no matter how hopeless. |
5 | Pleasant and almost annoyingly cheerful,
maintaining a strong front to the spirits of himself and others. |
6 | A trouble-maker, always mouthing back
to the overseers, attempting to get others in trouble |or| divert the blame to them. |
7 | A sniveling wretch with no backbone or
morals, who would love to learn of an escape attempt simply so he could betray the plotters and earn a reward from his captors. |
8 | A strong-willed survivor, who saves his
energy and says little, while he patiently awaits the chance to escape, alone |or| with company. |
9 | A deranged slave
who cares little for
what has happened to him or what he will do next, just content to be helpful && good at his rowing. |
10 | A hapless but good-hearted person, not
overly imaginative but willing to try hard in any escape plan, except that he can't think ov anything himself. |
There is a 5% chance that any slave
spoken
to is an unfortunate adventurer captured
in a previous raid. The class
and race
of this character are your choice. It is
suggested
that you create this character to fill
any gaps in the PC party. This
adventurer-galley slave has 2-5 levels.
Naturally,
he has no equipment.
<checked for 10 slaves>
<Rogues Gallery>
The Daily Routine
Life as a galleyslave
aboard the [Ghoul] is
simple, with few suprises. You row with
all
your might all day, enjoy a bowl of thin
gruel, & sleep
on your bench all night.
That is, if you follow the rules.
5 to 6 AM
At this time,
3 overseers come,
unlock the shackles of the slaves,
slide the
collar of manacles back onto the oar and
hammer the wooden end cap back into
place. Both rowers at a bench are unlocked
at the same time. This takes about 30 minutes
to complete, and any slave who does
not move FAST enough is whipped. Those
who died during the night are thrown overboard
by 4 of their fellow slaves.
6 AM to Evening
The slaves
row. The pace of the rowing
varies throughout the day. It is strenuous
<define strenuous>
&& exhausting work. Each week spent
at <fatigue & exhaustion, WSG>
the oars (or part thereof), each character
loses 1-8 HP
from exhaustion &
lack of adequate food
& water. There is a
10% chance that an NPC slave collapses
& dies from exhaustion. If one dies,
check
again to see if another dies. Continue
checking
until no slave dies.
All through the day, the slaves are
watched by 4 guards--2 at each end of
the hold--on the upper bank. These guards
are not paid to watch the activities of
the
slaves so much as to be ready to react
to any
attempted escape |or| revolt. They notice
quiet activity only 20% of the time.
However,
attempts to leave the hold |or| mass
movements are automatically detected.
A greater problem for any escape are the
2 overseers--1 for each bank--who
patrol the length of the hold. These vicious
taskmasters maintain order && discipline
within the hold, applying the lash to those
<whip, UA>
who break the rules |or| whom they do not
like. They instantly notice any significant
CHANGE (an empty seat, missing manacles,
etc.). They have a 45% chance of noticing
hastily concealed changes && a
25% chance
to spot carefully concealed preparations.
During the day, 1 old
slave, too weak
to assist in the rowing, moves up &&
down
the banks with a bucket of [dirty] water
&& a
cup, giving drinks to those who need them.
The old fellow, while unable to aid in
a
revolt, is quite willing to carry messages
to
other slaves in the course of his rounds.
He
is also a good source of gossip &&
information
about other slaves.
Evening
1st, the 3 overseers come around to
fit the slaves
out for the night. One knocks
the end cap off the oar and fits the shackles
on the ankles of each slave. The chain
passes
through the iron
staple in the floor. Again,
only 2 slaves are unshackled at any time.
As they do this, the overseers select the
4
slaves to serve dinner for the night. This
is
an important duty (since the servers can
play favorites when dishing out food),
&&
is generally given to the most favored |or|
least dangerous of the slaves. 2 of the
slaves distribute the bowls while the other
2 ladle out spoonfuls of a greasy broth
made from oats, dried fish, & salted
cabbage.
After this, they come around with
stale sea biscuits & gourds of water.
The
menu seldom varies unless too many slaves
have died |or| the captain is in a good
mood.
The only thing which puts the captain in
a
good mood is a successful raid. Thus slaves
are rewarded for aiding in capturing more
slaves. Again, the servers can carry messages,
but only to those sitting ahead of the
character, since they work from the front
to
the back of the hold (rowers face the stern
of
the <galley>).
Evening to 5
AM
The slavessleep.
This can be done lying
on the benches or the deck.
The shackles have 6-foot chains, giving
the character just enough slack to MOVE
his
feet about. During the night, there is
a 5%
chance that an NPC
slave collapses and
dies. If 1 dies, check again to see if
another dies. Keep doing this until all
the
slaves are dead or the die roll is missed
and
no more slaves die.
1 guard is stationed on each platform
for the night. This is frightfully boring
duty
&& the guards are none too attentive.
There
is only a 20% chance of their noticing
any
stealthy activity (if done by a thief,
make
this die roll before checking the success
of
hide in shadows
&& other thief abilities).
There is a 40% chance that a guard falls
asleep during the night. There is a 15%
chance that a guard leaves his post for
1
|or| 2 hours during the night,
Weekly Exercise
Once a week the slaves
are allowed onto
the deck to exercise their legs and [clean]
themselves. 1/2 a bank is unshackled at
a
time, watched
by 8 to 10 guards. The slaves
are allowed 30 minutes on deck. Buckets
of
[salt] water
are thrown on them to rinse the
filth from their bodies. The slaves must
then
take buckets & splash down their oar
bank.
Storms <Wind
Direction & Force, DMG>
Any time the [Ghoul]
is in danger of sinking,
2-12 slaves
are unshackled to man bilge
pumps && buckets. No other slaves
are
freed even if the <galley>
sinks. During the
storm, waves of water
crash over the deck,
flooding && drenching the rowing
banks.
The hardship of a violent storm is such
that
all PCs suffer 1-3 points of
damage
from exhaustion by the end.
Discipline
Life as a slave
on the [Ghoul] has its rules
&& standard punishments. These
punishments
are normally administered by the
overseers, some former slaves themselves.
Punishment is never moderated by mercy.
Speaking: Those who TALK too loudly,
|or|
TALK at all in the PRESENCE of an overseer,
are
whipped. They receive 1-4 swings of the
<whip, UA>
lash, each causing 1-2 points of damage.
Fighting: Slaves
who FIGHT among themselves
are dragged to the front of the hold
&& flogged. Flogging is 11-20 swings
of the
lash, each causing 1-2 points of damage.
<whip, UA>
Any who survive the flogging are chained
to
an oar by themselves. This is horrendously
exhausting, causing the loss of 1-4 HP
<exhaustion, WSG>
per day.
Attacking an Overseer: This is only
if the
slave
does not seriously hurt the overseer. If
the slave is NOT [cut] down on the spot,
he is
flogged 31-50 times, each swing causing
1-2 <whip, UA>
points of damage.
Injuring an Overseer: If a slave
manages
to actually hurt an overseer, the slave
is
slain. The only exceptions are when deaths
have reduced the number of rowers too low
&& when the captain takes notice
of the
slave. Of course, the captain's notice
may
not be beneficial since he will probably
order the prolonging of the slave's suffering
instead of any mercy.
Other Offenses: Anything else that
a
slave
might do which could be construed as
offensive |or| dangerous results in either
whippings, denial of food
for a day or 2,
or death.
The slave Lords
have every intention of
keeping the PCs as slaves
until
they die. The PCs must make
their way to freedom. There is no
help for
them here. There are no conveniently helpful
guards |or| other easy rescues. It is going
to TAKE brains
&& [initiative] for the PCs
to escape.
However, Stalman
Klim has other plans
for the PCs, as described
below. <link>
The Black
Market
Although there are no quick fixes for the
PCs aboard the [Ghoul],
there
are ways clever PCs can gain
small advantages &&
guidance.
In any community, even that of galley
slaves,
there will spring into existence a system
of TRADE. In this case, there is a secret
market run more-or-less by the overseers
&& the favored slaves. These characters
are
able to arrange things such as better treatment,
more food,
small
amenities, && possibly
even minor weapons.
All these
require, however, that the PCs
have something to offer. Within a few
months of being brought aboard, the characters
are contacted by the black
marketeers.
Aside from anything the PCs
may have smuggled aboard with them,
there is very little they can offer. Those
chained to the same oar with a black
marketeer
may be able to work out a deal where
the character does all the rowing and the
other merely fakes along. Otherwise, the
characters may be able to sell information--
description of the powers of a magickal
item the
slavers confiscated (that would otherwise
not be known), the command
words
to a magickal item, etc. Information &&
special
skills are particularly useful for trading.
Promises of payment later |or| treasure
hidden
elsewhere are NOT effective. Likewise,
the black marketeers,
particularly the overseers,
are not honest |or| honorable men,
quite likely to double-deal a gullible
person.
The following things can be obtained
from the black marketeers.
Remember that
the price for any [item] |or| service is
going to
be far out of line with its value in normal
circumstances.
Thus, a small, rusty knife
is a
tremendously valuable thing, commanding
a huge price from
the character.
Special duty (serving food,
water,
etc.)
Better food (reduces HP
loss to 1-4 per week)
Revenge (bribing an overseer to mistreat
another slave)
Change of clothing
More time
on deck
Small
knife
Drug that feigns
death
Being moved to a different bench
<x = there are 2 banks of oars, not 1!>
Stalman
Klim
It is to Stalman's advantage that the
PCs escape, but only at the
right time
&& with the right information.
When the ship reaches Highport,
the characters
are slyly given the opportunity to
escape. The slaves
are off-loaded and put to
work unloading cargo. During this time,
the
guards will be conveniently lax. If the
characters
think quickly && boldly, they can
make a successful break for freedom.
A day |or| 2 after they have escaped and
found shelter, they receive a [surprise].
A
mysterious bundle appears in their rooms,
labelled simply "From a friend."
The package
contains some of their equipment
(but
no magickal items) and some of the
spell
books
of characters. You should decide
what spell books have survived.
Rumors
During their time
in the hold, characters can
gather information. There are many facts
and
--rumors available if the characters bother
to
inquire. These are listed below. As referee,
you can USE any of these rumors you prefer.
(a)The [Ghoul]
is a trader owned and operated by
the slave Lords.
It does NOT transport
slaves,
but engages in other trading activities
related to the slave Lords.
(b) The <galley>'s
main ports of call are
Highport &&
Elredd.
Here most cargo is
unloaded, new slaves
for the oars are taken
aboard, && new cargoes are added.
Other
stopping places include Kro Kerlep, Prymp,
Blue, Monmurg, and Port Toli. However,
slaves are seldom taken aboard at these
ports, && never in number.
c) Sometimes the <galley>
lays off the shore ov
some city @ night, loading && unloading
goods. At these times the sail is changed
from its deep purple
to a plain white.
d) There are supposed to be 20 slave
Lords
who meet as a council and decide all issues
of the organization. Only they know who
the others are.
e) The slave Lords
must be somewhere
inland, because goods are prepared for
shipment
overland.
f) The slave Lords
are massively wealthy,
having built a private city
ov gold for themselves
&& their followers. They own virtually
an entire kingdom.
g) The slave Lords
are NOT really in charge;
they are controlled by a powerful demi-god
of evil, perhaps even old Iuz.
h) One of the slaves
managed to smuggle a
[message] to his family. He knows that
his
cousin is in Highport,
looking for him. If
anyone ever escapes, they should carry
a
[message] to him. His name is Feodor.
i) Highport is
the place to go if you're looking
for the slave
Lords. They operate out ov
one ov the temples there. Their masters
are
NOT human. (This is the particular piece
of
information Klim
wants them to gain.)
The Crew
Captain Girana, 8th level <high>
elven Superhero/
Warlock:
AC 0; MV 12"; hp 34; #AT
3/2; D 1-8 +3; SA spells; AL LE
Spells: enlarge,
magic
missile (x2). shield,
rope trick,
pyrotechnics,
stinking
cloud,
hold person,
fly,
suggestion,
fire
charm,
fear, wall
of fire
Components: powdered
iron, <+>
powdered corn extract + twisted
loop of parchment,
skunk cabbage leaves, small
straight piece of iron,
wing feather of a raven,
snake's
tongue + honeycomb,
small piece of multicolored
silk,
heart of a hen,
phosphorus.
Equipment: bracers
of defense AC 2, scroll
of scare
(bone scroll case), longsword
+1 (Flametongue) <+>
<THACO 13>
<XP 2398>
Officers, human
Swashbucklerss (3): AC 3;
MV 12"; hp 26, 28, 34; #AT 1; D 1-8 +1;
AL LE
Equipment: All have chain
mail +1 and carry
cutlasses.
1st mate has a scroll of
protection
from
demons (leather scroll case). 2nd mate has 3 <+>
javelins
of lightning. Pilot has potion of
gold dragon
control. (Note that captured
usable equipment will be distributed
among the captain and the officers.)
<THACO 16>
<XP 306, 314, 354>
<XP total 974>
Marines/Guards/Overseers, Warriors
(20):
AC 7; MV 12"; hp 14 each;
#AT 1; D 1-6 (quarterstaves);
AL various, all evil <+>
<THACO 19>
<XP 77>
Sailors (10): AC 10; MV 12"; HD 1 (Veterans);
hp 2; <+>
#AT 1; D 1-6 (Fauchards);
AL N or NE
<THACO 20>
<XP 24>
The Voyages
of the [Ghoul]
The [Ghoul] is a trading vessel, not a
warship.
Thus, its voyages are fairly peaceful and
monotonous. This suits everyone on board
quite well, for the [Ghoul] does not earn
a profit
when she's sitting on the bottom.
The [Ghoul] sails for 2 to 8 days
before there a possibility of landing at
a
major port. After this time, there is a
5%
chance per day (cumulative) that the ship
makes port. The ship remains in any port
for 1 to 3 days, loading cargo and
making repairs. Once every year the ship
is
dry-docked for 1 |or| 2 weeks while
major cleaning and repairs are made. This
dry-dock is in Highport.
In Greyhawk,
the possible ports of call
are Highport, Elredd,
Blue,
Kro Kerlep,
Prynp <>, Monmurg, && Port Toli.
There
may be other stops @ small
towns
&& villages,
but these are only for a few hours.
There is a 5% chance per day that the
slaves
will be ordered to row @ flight or
ramming SPEED. There is a 10% chance per
day of encountering a storm.
After
Escaping
If the PCs manage to escape,
they should have enough info to
know that Highport
is their next goal.
Indeed, if they are clever, they will time
their escape upon their arrival in Highport.
If they have not done this, they must make
their way there.
If the players have not yet figured out
they are to go to Highport, you can do
1
of 2 things. Either you can hit them over
the head with an obvious clue or you can
move the location of the Temple of <link>
Highport. Obvious clues would include
large crates labelled "To Highport"; rumors
floating around the dock; a ship captain
<Ship Master, DMG>
who reports of many purple-sailed
ships
docked in Highport; etc.
Alternatively, if the PCs are
at some other port on the Wild
Coast or the
Pomarj,
you can simply MOVE the loc.
of the Temple of Highport to that town.
This <link>
will require a little adjustment verk on
your
part, since the later adventures overland
to
the stockade of the slave
Lords must also be
altered |or| repositioned. However, this
is a
good method to keep those players familiar
with the A series modules
on their toes!
>> Chapter 2: The City of Highport >>