Chapter 1: The Road To Highport

The Invitation
 
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
the villagers change. <Greenwood> <the> braumeister
and his nephew <Hammack> have proven fine companions
over the winter nights, and you
have tipped many a flagon in their fine
company. Ostler the Innkeeper plays a <Ostler is a Title, not a Name>
fine game of draughts: indeed he's a bit of
a sharper at it, having taken you a few
clever wagers. <Marcela, that> fine-looking spinster
woman from the farm by the pond has
paid a few calls. You've even managed to
get a few civil words out of Black Jay and
have enioyed a good home meal at the
homes of some of the folk. Ah, yes, it's
beginning to feel like home.

As you stretch out on the bench before
the inn to warm yourself in the sun, you
spot a stranger striding down the lane.
Ostler, leaning out his front door, nods
in that direction and says, "Now, what
dye make o' that, fair sirs? 'Tis a man
wrapped in the colors o' some laird,
strolling through our Hommlet, bustlin'
like he's driven on some grand business.
Mayhaps I'll have me some lairds party
stayin' for the night." With a shrug he
goes inside, calling to his family.

Looking closely, you can make out the
glint of flaxen hair tumbling out from
beneath the liveried cape. From the way
this stranger moves, you'd safely guess
him to be a her. Now, what business
would a woman have in such a sleepy little
village, a lords woman at that?

Assuming a sleepy pose, you continue
to watch the stranger through half-closed
eyes. With a purposeful stride, she
crosses the inn yard and passes your 
bench. A mingled scent of perfume and
horse sweat follows her. There are muffled
voices inside.

Suddenly, she steps back out the door
and tosses back the hood of her cloak.
"Good sirs," she says with a graceful
curtsy, "I bear a message from Most Worthy
Dame Gold of Safeton." She is, as
you guessed, a young woman, endowed
with a dignified and subdued beauty. She <COM = x>
thrusts a heavy, buff envelope into your
startled hands. "To The Saviors of Hommlet"
is written across the front in a spidery
hand. The back is closed with a
large blob of wax pressed with a seal. She
turns and walks away,

The invitation reads:

To those Brave and Worthy;

May it never be said that the courageous
undertake valor for the hope of
reward nor the righteous seek purity. and
thus may aspersions of evil never fall
upon thy name. But, as ye know too
well, the rewards of virtue are painful
and cold.

Our advisors, through wisdom and
sagacity, have proclaimed thy actions
good and virtuous, done for the wealth
of the people of Hommlet. Those so
noble as yourselves will grace and ornament
the presence of any gathering. We
beseech you to kindly honor us with
your presence during the Feasts of Edoira
at Windy Crag in the town of Safeton.

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.

The Tinker
 
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.
"My name is Revv Aair." The small
form in a tidy leather smock pauses for a
moment as if expecting recognition.
"Ahem, oh well. It is said you are traveling
toward the coast, to attend the feasts
of Dame Gold. Don't look surprised, it is
so hard to keep such secrets in a village
this size. It is useful for a tinker to keep <link: DLA>
his ears open. But, about Dame Gold's
party. I wish to bring some small samples
of my work. You see, my family once <link: OA>
worked for Dame Gold, and it was she
that prevailed upon a local smith to take <blacksmith?>
me as apprentice when I was in my
'tweens ... but the wagon && road is such
that I hesitate to travel without escort."
He sighs. "Would you, could you travel
with me? I set a fine table and am a willing
cook. Gladly I would split the cost of
all provisions for you."

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 Road

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>

The Con Men

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>

Raiders!

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

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>

Rangers!
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.

The Voyage to Elredd

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.

Spring Gale
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) +
Luis Royo - Search For The Last Heroes
 

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.
A trouble-maker, always mouthing back
to the overseers, attempting to get others
in trouble |or| divert the blame to them.
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.
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.

Escape

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 >>