The Hill Trails
When the characters are done in
Highport, clues
should point them to the
destination of caravans sent forth periodically,
carrying picked groups of slaves.
Many trails lead into the hills
near
Highport, but it is obvious (at least near
the
city) that only 1 of these is the southern
trail which the slave caravans supposedly
follow. The following sections assume that
the characters are on this southern trail,
fol-
llowing the route of other slaver caravans.
Before the wilderness
journey begins,
note what precautions the characters are
talking to protect their identities. While
they
are not likely to be identified by appearance
there is little they can do to disguise
race in most cases. Since they are entering
an area filled with evil humanoids, you
may
wish to look over the Racial
Preferences
table (PH, page 18). The general
reactions
given there will help you decide the outcome
of any encounter. Furthermore, if a
character wears a blazon or heraldic crest
of
a known enemy of the humanoids, this
should be noted, for it certainly arouses
a
hostile reaction.
If a ranger
is with the party, the trail of the
slaver caravans is not difficult to follow.
If
no ranger is present, the party might lose
its
way
as per the DMG (page 49).
However, the characters can hire
a half-orc
guide in Highport, thus eliminating
this possibility. This guide is never
friendly or sociable to the party and is
certainly
never trustworthy. While he does not
intend to lead the party to destruction
at the
start, he has no qualms about doing so
if
poorly treated or overly tempted. Furthermore,
he will quickly betray the party to
orcs or their
allies if an opportunity arises.
However, if the party enters into combat
with orcs or their allies he actually fights
on
the characters' side to the absolute best
of
his ability. He knows that the orcs, who
consider him a renegade half-breed for
consorting
with humans
and worse, would consign<v>
him to a slow and painful death.
<Half-Orc>
guide: AC 6; MV 12"; LVL 4 <Hero>;
hp 29, D
1-8+<+3>+3+1; AL NE; <long>
sword +1
THACO 13
XP 310
Once on their way, characters have the
opportunity to meet with several groups
living
in the Pomarj..hills.
Most are tribes of
humanoids; along the path the party is
traveling
exist goblins,
gnolls,
and flinds. Also
surviving in the Drachensgrab
hills, however,
is a small tribe of wild humans
who
live a precarious life. They are hunted
actively by the humanoids in the area,
considered
fair game for all to slay at will. The
wildmen are on their last legs, for a humanoid
tribe has captured the majority of the
women and children of their tribe. A vile
religious ceremony
is quickly approaching,
and the wildmen are growing desperate.
The humanoid tribes know of the passage
of the slave
caravans and have forged an
agreement with the slavers concerning passage.
The slavers pay a toll based on the size
of the caravan to each of the tribes as
they
pass through its territory. In return,
the
humanoids do not raid the caravans, indeed
protecting the area from other bandits
who
might think to do so. Unless the party
gives
the humanoids cause to think otherwise,
the
humanoids believe them to be on slaver
business. Thus, a quick-thinking group
can
bluff its way through many dangerous
lands.
Each tribe, as described below, monitors
the party's progress through the hills
in its
own way. Barring magical or extremely cautious
means, it is unlikely that the humanoid
tribes will be unaware of the characters'
passage through their territory.
Random Wilderness
Encounters
Below is a special random encounter table
for the party's journey through the hills.
One check on the encounter table should
be
made every day, rolling 1d20 (possibly
modified as explained below).
Drachensgrab Hills Encounters
Die roll | Result |
1 | Special |
2-6 | Humanoid patrol |
7-8 | Orc raiding party |
9-12 | Humanoid scout spotted |
13-14 | Wildman scout spotted* |
15 | Special |
16 | No encounter |
17-20 | Rain |
* If within wilderness territory
For each roll of 17-20, add or subtract
one
from all further die rolls, modifying the
die
roll up or down toward the nearest special
encounter. If the modified die roll calls
for a
special encounter, that encounter occurs.
If
any other encounter occurs, the result
is
treated as no encounter.
Explanations of Results
Special Encounter:
When a special
encounter occurs, choose or roll on the
Special
Encounters table to select which special
encounter is used. Each special encounter
can only be used once.
Note that some of these encounters can
only occur in specific areas. The wildman
encounter, for example, should only occur
within wildmen territory. In this case,
it
may be best to select the encounter you
wish
to use.
Special Encounters
Die roll | Result |
1 | Wildmen's Quandry |
2 | Mercy |
3 | Thundering Herd |
4 | The Dogs |
5 | Wings! |
6 | That Old Orc Hustle |
The special encounters
are described in
greater detail in the next section.
Humanoid
patrol: A patrol of the
humanoids is sighted by the party. Their
type matches that of the territory the
characters
are in. If the party has paid all
requested tolls and has not showed itself
to
be enemies, the patrol ignores the party.
Otherwise, the patrols shadow the party,
watching its movements while awaiting reinforcements.
Patrols have 4-16 individuals.
The statistics for each type, including
leaders,
are given at the end of the list (or consult
the
FIEND FOLIO Tome for flinds).
Orc raiding party:
The humanoids of the
Pomarj
are hardly amiable. In this case, a
large and powerful tribe
of orcs to the east is
making raids into the area. War bands of
20-
100 (1d6 + ld4x10) orcs are on the march.
They are not party to any arrangements
between the slave
lords and the local tribes.
They attack on sight and fight a fierce
battle
unless strong resistance is encountered.
Orc
Raiding Party: AC 6, MV 9 ". HD 1, hp
5, #AT 1, D 1-8 or 1-6, AL LE, armed
with <long>
swords and <ash> spears, 50% have
shortbows.
THACO 19
XP 15 each
Orc
Leaders
Sergeant: hp 8 (always 1 + 1/30 humanoids).
THACO 19
XP 18
Corporal: hp 7 (always 3 + 3/30 humanoids).
THACO 19
XP 18
Subchief:
AC 3; HD 2; hp 11; D 1-6+3;
ring
of protection +2, cloak
of protection +3,
<footman's>
mace +2 (only present with bands
of 80 or more orcs).
THACO 14
XP 42
Bodyguards:
AC 4; HD 2; hp 11;
D 1-6+1 <(<footman's>
mace)>;
(12 present if with subchief).
THACO 16
XP 42
Humanoid
scout spotted: The party has
spotted a lone humanoid. Observation
reveals that he is patiently following
the
group. If the characters have paid all
tolls
and have not revealed themselves to be
enemies,
the scout may wave in a friendly manner
or merely scoot away into the brush. If
the characters have proven to be enemies
of
the tribe and the scout escapes, there
is a
40% chance of an attempted ambush during
the day, unless the characters leave the
territory
of the tribe. A group of 21-30 humanoids
attacks in the ambush (use the statistics
listed under Humanoid
Patrol).
Wildman scout
spotted: In wildmen territory
this roll indicates that a PC
spots a human..spying
upon them. Once
spotted, a wildman flees immediately. Outside
of wildmen territory treat this roll as
an
additional humanoid
scout spotted.
Rain: A steady
rain pelts the characters <Precipitation,
WSG>
for a few hours, soaking them thoroughly.
Movement rates of all characters are slowed
by 1/3 for the rest of the day as the
ground has become slippery and muddy.
Special
Encounters
The Wildmen's
Quandary
Recently a band of humanoids raided the
wildmen's camp when the majority of the
hunters were off in the wilderness.
As a <link: Hunter class> <Hunting, WSG>
result, most of the wildmen's children,
elders, and non-hunters (women and men
alike) are now being held captive. Their
exact fate is uncertain but they will surely
all
die unless rescued soon, and so the wildmen
grow desperate with every passing day.
If the wildmen have observed the party
traveling unmolested along the trail used
by
the slavers' caravans, the wildmen naturally
assume them to be enemies. They devise
a
plan whereby they can recover their fellow
tribe members. If they can capture the
characters,
they will barter with the humanoids
for the return of the captured wildmen
... or
so they think. The wildmen hope that the
humanoids will be reluctant to risk their
profitable arrangement with the slavers.
Such a lack of protection would certainly
jeopardize any alliances.
If the characters have been fighting a running
battle with the various humanoid
tribes of the area (for whatever reason),
the
wildmen send a small mission
to the camp of
the PCs. They are to ask for
assistance in the rescue of the captives,
in
exchange for the wildmen's cunning guidance
through the humanoid-infested territory.
If the PCs refuse, the
wildmen resort to the other approach.
If the wildmen attempt to capture the
PCs, the following plan is
used.
Upon locating the PCs, the
wildmen witch
doctor uses his knowledge of
herbs to mix
a powerful sleeping draught.
This is carefully poured into a stoppered
gourd and given to one of the older children.
The witch-doctor casts invisibility
on
the child, and the child attempts to sneak
into the camp. There is only a 40% chance
the child will make some uncharacteristic
noise (a snapping twig, etc.). Still, PCs
need to take appropriate actions
to locate the source.
Once in the camp, the child pours the
potion
into the party's stew pot (or whatever).
The child then leaves the camp, with
the same chance of causing a telltale noise.
If
captured, the child proves to be a young
girl
of 9 or so years, quite defiant to all
questions.
Meanwhile, the hunters and the witch
doctor <link to hunter class>
have been carefully encircling the
camp. Resting and waiting at a distance
of
90 to 120 feet (outside the range of detection),
they are worried and anxious about
their little girl. If she is captured and
becomes visible or is threatend, they attack
instantly, firing their <> bows for
a few rounds
before charging
forward.
Each member of the party who ate dinner
(everyone, in all but the most unusual
cases)
must make a saving
throw vs. poison at -2
on the die. Those who fail their saving
throw gradually become sleepy--hardly
unusual. However, once asleep, drugged
characters will not wake until morning.
Those who make their saving throw feel
tired and sleepy, are at -4 on all attack
and
saving throw rolls, and if put on watch
must
make a saving throw versus poison at -4
or
doze off halfway through their watch. However,
they can be awakened during the
night.
During the night the wildmen close in quietly,
moving in a rush if someone on watch
raises the alarm. Their desire is to capture
the characters, not kill them.
If the wildmen capture some or all of the
party, the characters are bound hand and
foot, disarmed, and watched closely. The
wildmen are eager to convey that they are
not interested in theft, or even the lives
of
the characters. They explain their predicament
with the humanoids, and their wish to
exchange the characters (who they believe
to be slavers) for their fellow wildmen
held
by the humanoids.
At this juncture the characters have several
options. They can keep mum about
their true identities (though wildmen,
pawing
through their luggage, may uncover talismans
of good) and allow the wildmen to
exchange them for the captives. They may
choose to escape, or at least make an
attempt. Or they may opt to reveal themselves
as agents of good.
If the characters keep their silence, the
wildmen hold them prisoner for one day
while they arrange the trade. The next
night, the PCs are swapped for
the captured wildmen in a midnight meeting.
As much as they would like to, the
humanoids do not attack at this time.
The PCs are handed over
stark naked. They can demand basic equipment
of their new hosts. The humanoids
grudgingly give them battered and poor
equipment. Should there be a racial
antipathy
to a character in the group, the humanoids
refuse to outfit that character.
Protesting too much only angers them.
Once the characters are re-equipped (no
magical items are available) the humanoids
are eager to hunt down the wildmen and
exact revenge, with the PCs in
the lead. They can either agree (not a
good
action) or talk their way out of it very
quickly.
If the characters manage to befriend the
wildmen, an offer is made to provide diversions
and secret passage into and out of the
area of the humanoid village where the
wildmen captives are being held. The wildmen
will not attack the humanoids directly,
claiming their numbers are too few. If
the
characters wish, disguises can be arranged
for them, so the humanoids will later think
that wildmen perpetrated the deed. However,
this disguise prevents the characters
from wearing anything better than leather
annor.
The humanoid villages are described in
the next section, along with specific information
<link>
pertaining to the individual tribe to
help flesh out the generic village map.
Use <link>
this information when the characters make
their raid. The wildmen can place the characters
within sight of the humanoid village
undetected, and the characters can invent
3 to 6 diversions for the wildmen to
enact (as long as combat
is not involved)
during the rescue attempt. Details of how
each tribe pursues the attackers are given
in
the appropriate tribal section.
Wildmen NPCs: Chieftain, 32 hunters, 2
children, 1 aged crone, and the tribal
witch doctor.
Chieftain Morag: AC 8: MV 12"; <Tracker>;
hp
30; #AT 1; D 1-8 by long
sword or 1-6 by long bow;
SA Track,
surprise <on 1-3>, plus vs. giant class; AL CG.
Hunters (32): AC 8; MV 12"; HD 1; hp 7:
<convert to Hunter class>
#AT 1; D 1-6: SA hide
in shadows 20%,
move silently
50%; AL CG; armed with
clubs,
<ox-tongue>
spears, and longbows.
Witch doctor
Kotto: AC 10; MV 12"; C4/
MU4;
hp 18; #AT 1: D 1-6; SA spells;
AL NG.
Spells: affect
normal fires, push, ventriloquism,
invisibility,
scare,
cure
light
wounds
(x2), light, chant,
speak
with
animals.
<a
small pinch of powdered brass,
a small cone of parchment, gum arabic, bone from an undead skeleton>
Old crone: hp 3
Children: hp 2,4
Desperate, ragged, and on the edge of
extinction, the tribe is rapidly losing
its battle
against the humanoids.
The Quality
of Mercy
The humanoids in the area regard the
slavers with a bit of awe, as the leaders
of
the caravan (character types) have been
seen to be personally powerful. If the
PCs
give the impression of being a
small group of "leaders,"
the humanoids
turn to this party for assistance with
their
current troubles. Use this encounter only
if
the PCs are successfully posing
as slave lords.
A representative of the appropriate
humanoid tribe (goblin,
gnoll,
or flind,
depending on the party's location)
approaches the characters in a friendly
manner.
In halting, clumsy Common, the
humanoid explains the predicament faced
by his tribe. Read the following to the
characters:
"Many fine greets, wise ones! I Flubbort,
na-chief, top sergeant. Wise boss Chopear send Flubbort trade you." He straightens himself a little bit before slouching again. "Tribe have trouble a little an animal, you mean, a beast. It kill, oh, some, maybe mean many, warriors. It scare away deer, no hunting good. We many long hunt way. No good. Chop-ear know you kill animal? Deal good no charge you come again. Say you what say, wise ones? |
With difficulty, Flubbort manages to
describe a huge bear
which no one can
harm. The bear can tear even great warriors
apart in short order and is known to have
a
cave nearby. Flubbort has great respect
for
the bear, but seems confident that the
characters
would be able to handle the fearsome
creature.
Flubbort has been instructed by Chop-ear
to bargain with the characters if necessary.
The most that Flubbort can offer in payment
is 3 "free passes" for slaver caravans.
He is extremely reluctant to go to that
length, however, and does his best to convince
the characters to take the offer of 1,
orf perhaps 2, toll-less trips.
The bear is a huge were-bear
named
Growl who has begun to forget having been
human. Often,
he neglects to change to
human form for months at a time. Aging
now, the werebear was driven from his old
territory and has come to this area as
a
result. His mind is clouded and vague,
and
he attacks viciously any who threaten him.
He cannot be communicated with except
through werebear or magical means.
His den is a small cave, 15 feet deep and
7
feet wide with an opening 5 feet high and
6
feet wide. He will be found inside the
cave,
at the farthest point from the door. In
the
rear of the cave, the werebear can stand
and
attack normally, while in front of him
at
best two characters (using smallish
weapons)
can engage him in melee
with a penalty
of -1 on their attack rolls. His cave is
strewn
with rubble, making a silent approach
impossible.
The characters should be able to easily
remove Growl from the world of the living.
If they attack and kill Growl, apply Growl's
XP number as a negative value to each good
character who supported or did not attempt
to stop Growl's death. If the characters
choose to talk to Growl, however, and manage
to convince Growl to leave the area or
stop chasing the deer (which he can't catch
anyway), apply his XP value as a bonus
to
each character. Feel free to modify this
process
to suit your campaign;
the idea essentially
being that Growl is a good (if gruff
and confused) being and that heroes just
don't slay good beings at will.
If the mission is a success, Flubbort
dashes off to his tribe with the good news.
If
the situation is not resolved, Flubbort
tosses
off a few snide remarks in his native tongue
before leaving quietly.
Growl:
AC2; MV9"; HD7+3; hp 51; #AT
3; D 1-4/1-4/2-12; SA hug for 2-20: SD
hit by silver
or +1 and better weapons
only; AL NG.
THACO 13
XP 1335
A Thundering
Herd
As the characters follow the trail through
a small ravine, a
predator at the far end
frightens a herd of hill antelope.
Panicked,
these stream into the ravine, filling it
from
side to side, buffeting the characters
and
possibly knocking them down. Fortunately,
hill antelope are very small
(1/2 of a hit
die) and can do no grievous damage
to the
characters. Each character in the ravine
suffers
1-10 points of damage. The predators,
upon hearing the human
cries in the ravine,
quietly fade away into the brush.
This encounter has no effect on the adventure
unless a PC tries to eliminate
the herd through some magical means.
If a large number
of the antelope are killed,
a
humanoid from the local tribe approaches
the party 12-24 hours later demanding compensation
for the lost antelope. The representative
is alone save for a small escort, and
asks a compensation of 1
gp per antelope
slain. Argument raises the price per head
of
antelope. Refusing to pay, while not resulting
in outright attack, sours further dealings
with the local humanoid tribes.
The Dogs
This encounter begins early in the evening,
while the characters travel through the
hills.
Read the following to the players:
Just before you begin considering where
to camp for the evening, a faint baying sound reaches your ears. From no particular direction, the baying is a minute treble note that hangs in the air like a sickly odor. |
The baying is the hunting
cry of a large
pack of dogs
pursuing a much reduced
moon dog.
Miles away and days ago Rover
(the moon dag) entered an undead
lair,
where he had a most unfortunate series
of
encounters with a vampire
and its cohorts.
Several energy
level drains later, the moon
dag fled as best he could with 1 leg crippled
and a painful, slow poison
clawing at
his consciousness. He was promptly pursued
by a large number
of death dogs led by
a sprinkling of devil
dogs. Hounded (as it
were) for more than 2 days, the moon
dog is growing very weak. The poison has
not left his system, his vitality is quickly
ebbing, and his voice is growing hoarse.
As the night progresses, the baying
increases in volume and eeriness. Any
ranger
in the party gets the impression that
the howling is unnatural. As the baying
grows very near, an occasional ragged baying
silences the other baying temporarily.
That particular baying sounds different:
less
unearthly, albeit still eerie.
Then, a dog-like form, shadowy in the
darkness
and dim moonlight, shambles into <Normal
Vision, WSG> <Fighting
in Poor Visibility, WSG>
view. At 1st glance it appears to be approximately
3 feet high at the shoulder. As it
stops and peers into the camp, however,
it
does something very un-doglike: it extends
what, in the darkness, appears to be a
hand.
The howls that have been approaching all
evening are now very close, and in the
distance
<distance = x>
many red glowing
eyes can be seen
reflecting the firelight. At this point,
the <Fire, WSG>
party has the opportunity to take 1 round
of action if they wish. Once they do, read
on, if appropriate:
The dog-like
form staggers closer.
Clearly, it is limping. A festering wound glistens on one rear leg. The creature has a human-like head, you notice as it speaks. "Help me," it gasps hoarsely. "Much trouble coming. The hounds of death are near!" As it speaks, you all suddenly remember tales of woe and horror, of evil things they prowl the night in the form of dogs! Then, the hound thing collapses near you. All around, the baying has continued unabated. It appears you are surrounded! Suddenly, the baying stops, The chirping of crickets and crackling of the fire are all you hear. |
If the characters did not specify a particular
campsite, it is an open clearing. Bushes
grow here and there, but there are no trees
to speak of. Allow any characters on foot
outside of the character's camp the opportunity
to return; if they refuse they are beset
by dogs in
the next melee round. For the rest
of the party there is a 2 melee round lull
during which the dogs surround the camp.
Many yips and barks that sound like Ianguage
can be heard in the darkness.
At a distance
of 60 to 90 feet dogs form a
huge
circle.
If the characters cure
the moon dog, he
regains consciousness and becomes aware
of his surroundings. If the poison in his
system
is neutralized,
he regains his powers in
6 melee rounds. Once the lull has passed,
the devil
dogs and the death dogs..charge
immediately, bursting out of the darkness
with a chorus of howls. They fight until
60% of them are dead or the moon dog is
able to use his powers again.
The moon dog
has recently escaped from
a fearsome battle and its normal powers
are
greatly reduced. If cured,
use those statistics <note that a restoration
is needed to regain lost levels>
given in parentheses, as these are his
full
abilities. In addition, his special abilities
are
reduced until the poison
within his system is
neutralized.
He can only bay at 1/2 effect
(range 40 feet. save at +4), howl at 1/2
effect (range 20 feet, D 1-4), and use
no
other special abilities, If his poison
is nullified
he regains his full special abilities after
6 rounds. If the party neglects to cure
or
otherwise revive the moon dog he is unable
to help during the melee.
The devil
dogs are relatives of the northern
devil dogs that have adapted to more
temperate
conditions. If their die roll to hit
is 4 or more higher than the number they
needed to hit (or a 20), the victim's throat
has been attacked. Damage
is doubled and
the victim is comatose for 2-8 melee
rounds.
These dogs lead the death
dogs through yips
and yaps, and are extremely eager to kill
the
moon dog.
If they succeeed, a retreat is
signalled.
If the combat
does not go well for the
characters and they need assistance, you
may consider having the moon
dog deliriously
bay or howl, then lapse into unconsciousness
again. If the moon dog survives
and the battle is won, he eventually regains
consciousness even if not cured by the
party.
He thanks the characters for their assistance.
If the party cured
or nullified the poison
in his system, he offers them a 1-time
favor: his
assistance in the form of advice at some
time
in the future. All the characters need
do is call
upon him and he will guide them as best
he
can. He will only do this once.
Moon dog:
AC 2, 0, or -2; MV 15" (30");
HD 8+16; hp17(43); #AT1; D 3-12; SA
see above; SD see above; MR 25%;
AL NG.
THACO 9
XP 2204 (2516)
Devil dogs
(5): AC 6; MV 30"; HD 6; hp 27,
25, 30, 35, 29; AC 6; #AT 1; D 2-8; SA
throat attack: SD none; AL CE.
THACO 13
XP 512, 500, 530, 560, 524
Death dogs
(40): AC 7; MV 12"; HD 2 + 1;
hp 9 each; AC 7: #AT 2; D 1-10/1-10; SA
disease,
knockdown; AL N.
THACO 16
XP 132
Wings!
A giant
pterosaur, driven from its lair in
the Drachensgrab
Hills by younger competition,
spots the characters from on high as
they trudge along the road. It dives to
the
attack, intending to pick up a morsel for
lunch.
The pterosaur attacks once; if successful,
it carries the character into the air
(unless
the character weighs 250 Ibs. or more).
It
then carries the character aloft for 10-20
rounds before dropping him or her to
(almost) certain death.
If the big lizard is <Damage By
Falling, WSG>
injured by its passenger, the passenger
is
dropped immediately. The giant pterosaur
makes only 1 pass in any case.
Giant
pterosaur: AC 5; MV 3"/12"
(MC:D); HD6+6; hp41; #ATl;D3-12;
SA surprise attack; SD none; AL N
That Old Orcish
Hustle <weather = "fine, sunny
day">
The nearby orc
tribe, in addition to random <Crooked Claw Clan>
raiding parties, has decided to try and
"horn in" on the toll road business.
A special group of orcs is dispatched, led
by
a powerful sub-chief and with ogre
and verbeeg
allies, to post itself along the trail
between the current territories of two
existing
humanoid tribes (you decide exactly where).
After several hours on the trail, the characters
see ahead a band of armed creatures.
A small group of man-sized
humanoids is
standing on the trail behind a barricade
of
recently cut trees while more can be seen
among the trees to either side. Disappointed
at not seeing an entire caravan, the orcs
console
themselves, believing the characters to
be a small group of slaver "leaders" traveling
to the slavers' stockade. Greedily, the
<link>
orcs dream up an outrageous toll,
believing
the slavers to be so rich they don't care
about such "small change."
Standing at attention on the trail are
7 orcs, 1 obviously a leader and the others in chain mail with <long> swords. The leader, who stands a head higher than his companions, swaggers forward to greet you. "Welcome to the territory of the Crooked Claw clan," he says in excellent Common. "It is too bad you do not lead a caravan; he continues, "for you look to be fine and terrible persons of adventure. Now," and he ahems dramatically, "about the toll ... I, Pluug of Crooked Claw, have been empowered by my chief to collect it." |
At this point, Pluug grins hideously at
the
party and begins looking them over. If
the
party objects or voices doubts, Pluug argues
and haggles with them. If they still refuse,
he plays his trump card--with a hand signal,
a tinny horn blasts and the orc
infantry
on either side of the road stand at ready,
revealing much greater numbers than had
been visible before. Once the characters
agree to the payment of a toll, read the
following:
"So? The toll? My chief has instructed
me to be munificent, this fine, sunny day. <Weather In The World of Greyhawk, WG0> 300 pieces of gold for each 1 of you fine, strong looking persons to pass and remain unmolested. It you have not the cash, well, I have been instructed to accept weapons of quality at whatever value they possess. If you please, could we transact quickly? My troops are wearied by this daylight, and I would dislike to keep them up and about in it needlessly, if you take my meaning." |
Pluug ahems dramatically once again
before looking expectantly at the PCs.
Weapons
are worth triple their book
value if in at least average condition.
Unusual
weapons are worth either nothing or 6
times their value depending on the utility
of
the weapon to the orcs.
If the characters
hedge, or look ready to flee, Pluug signals
his fighters to appear (if he hasn't already).
If the characters attack the
small group facing
them, Pluug retreats, signaling for the
verbeegs
and orc archers to begin firing. If
Pluug thinks that he might be victorious,
he
might order an attack. If the characters
manage to capture, kill, or subdue Pluug
the
orcs attack ferociously, losing their usual
-1
to hit penalty in daylight. In this case
the
verbeegs stay on the periphery of the battle,
joining in only if victory seems likely,
so as
to be able to join in on the spoils. Standing
in the road are:
Pluug (orc
leader): AC 3; MV 12"; HD 5; hp <subchiefs typically have 2 HD>
31; AC 3: #AT 1; D <1-8 by longsword;
AL LE.
THACO 15
XP 245
Pluug is a sub-chief of great power and
repute. He owns a <large>
shield +1 and wields a
longsword.
His intent is to intimidate the
slavers into paying the toll he requests.
Not
having the guts to commit his troops against
specialists (spellcasters and the like),
Pluug
is more bark than bite.
Orc
bodyguards (6): AC 4; MV 12"; HD 3;
hp 13, 15, 16, 14, 18, 17; #AT 1; D
by 1-8 by longsword
or 1-6 by shortbow; AL LE.
THACO 16
XP 89, 95, 98, 92, 104, 101
These bodyguards are armored in chain
mail and
<large>
shield. Each is armed with a longsword
and a shortbow.
Their duty is to protect
Pluug and they even use their bodies as
shields against missile
fire if ordered to.
Both Pluug and the bodyguards gain the
benefit of 50% cover.
In the trees on the left side of the road are
Orcs
(30): AC 6: MV 12"; HD 1; hp 6 each;
#AT 1; D halberds
1-10/hand axes 1-4;
AL LE.
THACO 19 (sergeant: 16) <?>
XP 16 each (sergeant: 22)
These are trained troops with orders not
to risk extensive casualties, They use
their
halberds
in formation, albeit a loose one.
One of their group is a sergeant with 11
hp.
The trees provide 25% cover
from missile fire.
On the right side of the road, also in the
trees, are:
Orcs
(20): AC 6; MV 12"; HD 1; hp 4 each;
#AT 1; D short
bow 1-6/dagger 1-4;
AL LE.
THACO 19 (sergeant = 16) <?>
XP 14 each (sergeant = 19)
These are trained archers with orders to
avoid melee
absolutely. They use their missile fire
to best effect by targeting obvious
spellcasters. One of the group is a sergeant
with 9 hp.
The trees provide the orcs
with 25% cover
from missile fire.
Verbeegs
(10): AC 4; MV 18"; HD 5+5; hp
33 each: #AT 2; D thrown spear
5-10 <(d6+4)> or
huge club
5-12 (d8+4); AL NE.
THACO 11
XP 473
These mercenaries fight well but avoid
dangerous situations. They each have 6
spears for
throwing: their range is 7" (70
yards outdoors) because of their unusual
Strength. <18.76-90>
If there is a battle, Pluug commands the
troops from behind the safety of the log
barricade.
Knowing full well the effect of spells,
he has spaced his troops widely apart,
5 feet
between each. At the start of a battle,
his
bodyguard attempts
to hold the barricade
while the archers
and verbeeg use missile
weapons against the rear ranks. Most of
the
halberdiers swarm
around the end of the
barricade to strike the party in the flank
while others fill the gaps left by fallen
bodyguards.
If the fight goes badly, Pluug orders a
gradual retreat, the halberdiers preventing
any charges
while the archers maintain a
harassing fire on the pursuers.
The Tribes
The trail of the slaver caravans leads
through the territories of 3 humanoid
tribes: that of the goblins,
the gnolls, and
the flinds.
Each has a central village, hunts
the local game for sustenance, and has
an
agreement with the slavers regarding passage
through their territories. Each group
regards its territory as sacrosanct against
intrusion and hesitates to enter the territory
of another tribe. Some communication
exists between them, but cooperation is
rare
except on very important matters, such
as
the hunting of common enemies.
There is 1 generic village map for all
3 tribes; tailor it to fit any situation
which requires detail. Each village is
some
way from the trail (2-8 miles) and is well
guarded from intrusion. Each tribe has
some
specific notes to differentiate it from
the
others.
The Hill
Beater Goblins
The goblins
of the area call themselves the
Hill Beaters.
Arms typical for this tribe are
club
and spear, while leaders and guards
bear short
swords or military picks
and
spears.
Many of the non-combatants have
been trained in the use of slings.
The Hill
Beaters prefer surprise attacks to
frontal assaults and always attempt to
flank
their enemies before attacking. In defense
of
their village they fight to the death,
but otherwise
they are easy to rout.
Upon entering their territory, the PCs will
be
approached by a delegation
of 20 goblins
assigned to collect the toll.
The toll they request of the slavers is
usually
1 cp per slave,
1
sp per guard, 5 sp per
leader, and a gold
piece per wagon. The <Movement
In Land-Based Vehicles, WSG>
goblins assume that all non-fighter types
are
leaders, with the others being guards.
They
do not attempt to raise their price according
to the circumstances.
The Hill
Beaters are at a disadvantage
when dealing with the nearby gnolls
and
often are forced to placate them with offerings
and gifts. Consequently, there is little
wealth in the village. The goblin
practice of
taking slaves
for themselves (for torture or
undesirable work) is looked on with
approval by the nearby humanoid tribes,
as
long as the slaves aren't gnolls or flinds!
A total of 390 goblins
inhabit the area,
with 330 or so inhabiting the village proper.
In the village, 130 are hunter/warriors
(5-7
hp each), 160 are villagers (2-7 hp each)
and
the rest either the aged or children (1-5
hp
each). Of the hunter/warriors, 3-18 are
always absent on scouting duty, 10-60 are
hunting
and not in the village, while the
rest, minus the chief and his retinue,
are in
the village. The remaining 60 goblins that
do not inhabit the village are political
enemies
of the chief and his cronies, young goblins
recently undergoing their rite of
passage, the shaman
and his pupils, cripples <Shaman, Dragon
#141>
driven out to die, ex-chieftains forced
into
exile, the deranged, and the just plain
unsociable.
They live in secluded portions of the
tribe's territory. Many provide valuable
service, acting as permanent lookouts along
various parts of the border.
Goblins:
AC 6; MV 6"; HD 1-1; hp see
above; #AT 1; D 1-6 <or by
weapon>; AL LE
Animal Pens: These are currently
holding
the fruit of the chief's latest experiment,
breeding wolves.
He is attempting to have
them trained, but with little luck. Also
in <Animal Training, DSG>
the pens are a few political dissenters,
destined
to be wolf food.
Unfortunately, the
wolves are developing the taste for goblin,
which makes them even wilder. If the
wolves get loose they will attack the nearest
goblins, springing away with their prey.
The Cave Entrance: This is heavily
guarded at all times. The chieftain, his
bodyguard, and their goblin
women have
claimed this as their den. It also serves
as the
point of last defense for the village.
In the cave are the armory and treasure
chambers of the tribe. The 1st contains
an
assortment of battered weapons;
the 2nd
contains 3,000 sp,
the entire horde of the
tribe. This is hidden in the floor of the
main
chamber in a pit filled with poisonous
insects. These pour out of the pit when
it is
opened, swarming over everyone in the cave
unless raw meat is thrown nearby to distract
them. The swarms cause 2-5 points of damage
and take 3 rounds to brush away.
Chief Nose-bender: AC 4; HD 2; hp 13; D
2-8.
<morningstar?>
<1-6 by model
1832 foot artillery sword or 1-6 by spear>
THACO 16
XP 54
Chief's Bodyguard (x5): AC 4: HD 2; hp 10;
D 2-8. <morningstar?>
<2-7 by footman's
military pick or 1-6 by spear>
THACO 16
XP 48
Sub-chief Ear-poker: AC 5; HD 1 + 1; hp
8; D 1-8. <long sword?>
<2-7 by footman's
military pick or 1-6 by spear>
THACO 18
XP 44
Sub-chief Bodyguard (x4): AC 5; HD 1 + 1;
hp 7; D1-8.
<2-7 by footman's
military pick or 1-6 by spear>
THACO 18
XP 42
Watchtower: 4 keen-eyed goblins
are
always on watch in the tower at the top
of
the hill.
The Palisade: This is 5 feet high
and made
of sharpened stakes. Ringing the inside
is an
earthen platform 2 feet high. The palisade
forms the 1st line of defense against a
major attack. The common tactic is to
retreat into the palisade and then line
slingers
on the platform, concentrating missile
fire over its low height.
Slave
Cages: If the wildmen are held by
the goblins,
they are penned in the cages
near the hill.
Reactions
Battle Tactics: If the goblin
village comes
under attack, all goblins know to enter
the
palisade with whatever weapons
they have <club or spear>
handy. The chief gathers his full retinue
and
all the warriors in the village. Once the
threat has been identified, the chief forms
a
loose mob of sling-armed
villagers to harry
the enemy from the front (or defend the
palisade)
while the warriors form 2 (or
more) groups to attack the enemy's flanks
(or burst from the palisade). If a pursuit
is
necessary, only the warriors participate
while scouts keep abreast of the enemy's
movements.
Trading: The goblins gladly trade
the captive
wildmen for the PCs if
that situation comes to pass. The chief
of the
Hill Beaters has no
wish to antagonize the
slavers, and so will generally agree to
poor
terms if pressed on any issue. The tribe
is
also particularly eager to trade for useful
items, offering what little it has in return.
The Kerrla Gnolls
In the gnoll
tongue, this means "vile epithets,"
a name the tribe bears with pride,
explaining they are so fearsome their enemies
can only resort to swearing. The tribe
is somewhat atypical. Unlike most other
bands of gnolls, the Lay Kerrs have settled
down. This is due in part to the organizing
influence of the nearby flinds,
who currently
provide part of the tribal leadership.
Arms
typical for this tribe are pole arms
<bardiches>
and battle
axes, with leaders bearing two-handed
swords.
The better hunters of the
tribe employ longbows.
The warriors of the
tribe are roughly organized into commands
and do their best to fight in regular formations.
These formations are slow, clumsy,
and fragile (nowhere approaching the skill
of well-trained human
troops), but against
local enemies the gnolls
are proving to be
very dangerous opponents. Like all gnolls
they prefer to be the stronger party in
any
conflict, and even in defense of their
village
they may abandon the area if faced with
a
significantly stronger force. They perceive
force as being almost entirely a function
of
numbers.
When the PCs enter their
territory, the gnolls
greet them with a carefully
prepared ambush. They do not attack,
but send a delegation of 3 to collect the
toll while the remaining 30 watch from
places of cover with weapons
ready. The toll
they levy from passing caravans is 1
cp per
slave,
1
sp per guard, 10 sp per leader, and
2
gp per wagon.
The Kerrla charge more than <Movement
In Land-Based Vehicles, WSG>
the Hill Beaters out
of their feeling of superiority.
If the party agrees too readily to the
toll, there is a slight chance that the
toll collector
may assume that most or all of the
party are "leaders" and will accordingly
demand a higher fare.
The Kerrla greatly respect the flinds
and
despise the nearby goblins.
They take any
opportunity to impress the flinds or humiliate
the Hill Beaters.
However, they do not
attack the goblins outright for fear that
the
flinds may take advantage of their absence
to attack the gnolls' village.
Their coffers are a hit fatter from extorting
money from the Hill
Beaters now and
then, but most of the surplus goes to the
flind weapon
makers for the purchase of
pole arms and
other weapons the gnolls
do
not make for themselves.
A total of 280 gnolls
live in the area, all of
whom inhabit the village. Of this number,
110 are hunter/warriors
(20 of whom use
longbows),
100 are villagers, and the rest
are children. The Kerrla do not allow the
old
to live past their years of usefulness to
the tribe. The hunters spend as little
time as
possible hunting,
so only 10-40 of them are
gone at any time.
Gnolls: AC
5; MV 9 "; HD 2; hp 9; #AT 1; D 2-8;
AL CE
<by pole arm
or 1-8 by battle axe>
<eg. 2-8 by bardiche
or 1-8 by battle axe>
THACO 16
XP 46 each
Chief Clay Mane: AC 3: HD 4; hp 22; D 4-10+1.
<two-handed
sword +1>
THACO 15
XP 148
The gnoll
chief is cowardly and acts to
save his own skin before acting to save
his
tribe. He jealously guards the tribe's
only
magical item, a two-handed
sword +1. It
has many evil runes indelibly inscribed
<runic font>
upon it.
Chief's Bodyguard (15); AC 4; HD 3; hp 20;
D 3-9.
THACO 19
XP 95
Generic Map Notes
Animal Pens: These pens contain antelope.
<hill antelope>
Under the influence of the flinds,
the
Kerrla are attempting
to practice animal
husbandry. They have, however, no natural
aptitude for it, being generally disinterested
in the project. Thus, care of the animals
falls
upon the weakest and most disfavored of
the tribe. Furthermore, whenever a hunter
gets too weary of hunting, he simply
snatches an animal from the pens. The
remaining breeding stock is scrawny and
does not serve the tribe well.
The Cave: The gnolls
do not have a natural
cave under their hill. Impressed by their
spies’ reports of the goblin
defenses, they
have begun hollowing out a cave under
their hill. Only the first 10-foot section
of
the cave is open.
The Watchtower: This
tower is small and
simple, as the lazygnolls
got tired of building
it after only 25 feet or so. Although there
is supposed to be a guard on duty at all
times, 1 is present only 80% of the time.
The Palisade: This wall is the one
project
the gnolls
have finished. It is 8 feet high,
with a mound in the center allowing
defenders to see over the wall. Near this
mound are the huts of the chief and his
bodyguard. The bulk of the tribal
treasure--2,000
ep,
1,000
gp, and 4 gems--is
<opal:
900 gp, carnelian: 55 gp, black
pearl: 500 gp, blue quartz:
10 gp>
hidden under a rock within the palisade.
2 gnoll skeletons rest over it, obviously
the poor souls who dug the hole. The
remaining treasure -- 2 pieces of jewelry
--
<necklace
(silver & gems): 7000 gp*, seal
(platinum & gems): 12,000** gp>
<* exceptional stone,
** exceptional workmanship>
are in a large clay coffer in the
chief's quarters, untrapped. Any gnoll
of the
tribe swears if questioned, however, that
the <g>
treasure is cursed for any who touch it
without
the chief's permission.
The Slave Pens: If the wildmen are
held
by the gnolls,
most are in the slave cages. A
few are in the cave, digging it deeper.
Reactions
Tactics: If the gnoll
village comes under
attack the Kerrla rely on their leaders
to tell
them exactly what to do. If the attack
is sudden
and powerful, it is likely that nothing
can be organized to repel it. If a defense
can
be mustered, the gnolls attempt to form
pole arm <bardiches>
phalanxes, but may well end up charging
more or less simultaneously.
Trade: If they are asked to trade
their captives
for captured party members, the gnolls
do so. Any sign of weakness, however, is
exploited, just as signs of strength are
greatly respected. The gnoll chief will
attempt to squeeze more out of the deal
if he
spots any opportunity to do so safely.
The
gnolls are also greatly interested in other
items--weapons
and magic being foremost
on their minds. Characters will be continually
besieged by offers for their equipment.
The Veela
Flinds
In the gnoll
tongue, veela means “the victorious.”
This tribe of flinds
is the most powerful
of the 3 tribes described here.
Arms
typical for this tribe are many; the
flinds are clever enough to practice military
flexibility and precision. Their infantry
employ pole arms
in well trained phalanxes <military
forks ("pole forks")>
while their shock troops use two-handed
swords
to great effect. They also have a sizeable
force of archers armed with longbows
and battle
axes. Unlike most flinds, however,
few use the flindbar. The Veela prefer
to use maneuver and timing in mass combat
situations, remembering the proper use
of a
reserve to clinch tense situations in their
favor.
Upon entering their territory, the PCs will
be greeted by a delegation of
6 flinds.
The PCs must maintain
a good deception, for the flinds are very
perceptive and intelligent. The
toll they <increase INT to 11-12>
request of the slavers is 2
cp per slave, 2
sp
per guard, 1 gp
per leader, and 5 gp per
wagon. In return for this grandiose toll,
the <Movement In Land-Based Vehicles,
WSG>
flinds parade their precision troops for
the
party as they pass through the territory.
No
orc patrols
or war parties will be encountered
while these reviews are underway.
The flinds
enjoy the top dog position
among the 3 tribes listed. They are the
sole weapon
producers of the area, have the
most advanced animal husbandry techniques,
and are even beginning to experiment
with farming on a small scale. What
income they receive in the sale of weapons
they usually invest in ores (purchased
from
Highport) or
gems.
They are planning to
unite the 3 tribes to show the constantly
raiding orcs
just who’s boss, with a mass
raid sometime in the future.
A total of 260 flinds
inhabit the area, all
of whom live in the village. Of this number,
40 are purely warriors (14-19 hp each),
70
are hunter/warriors,
100 are villagers, and
the rest children. Like the Kerrla,
the Veelas
do not allow their old
and feeble to live.
Flinds: AC
5; MV 12”; HD 2 + 3; hp 14; #AT
1; D 1-8 by <battle
axe or military fork ("pole fork")>;
AL LE.
THACO 15
XP 77
Chief Blackfur:
AC 3; HD 3+3; hp 23; D 1-10 +1.
<#AT 2; D 1-4+1+3>
THACO 12
XP 129
The flind
chief employs a special
weapon--a
flindbar +3 with double the
normal chances to disarm an opponent
Those not proficient in the use of the
flindbar
may still profit from the bonus to hit,
but do not gain the increased chance to
disarm.
Chief‘s Bodyguard: AC 4; HD 3; hp 20; D
1-10 <by two-handed sword>.
THACO 16
XP 110
Generic Map Notes
Animal Pens: The flind pens are filled
with a variety of local wildlife--antelope,
<hill antelope>
deer, wolves,
and rabbits. While none of the
projects are a failure, the rabbits and
deer
have been most successful. A guard is
posted outside the pens at all times to
drive
off poachers and wild beasts.
Watch Tower: The tower is 40 feet
high
and armed with a ballista
(Range 32”; ROF
1/2; D 2-12 small,
3-18
large; crew 4). Some
special loads for the ballista exist; oil,
<Oil, DMG>
smaller multiple staves (fires several
bolts
along a small path,
5 causing 1-6 points
each, separate roll to hit for each), and
“howler” bolts that whistle through the
air
and cause 1-8 points of damage.
The Palisade:
The wall is a full 12 feet
high, with ramped
earth, logs, and stones. It
has archery
slits and a small ditch
in front of
it filled with sharp stakes.
The treasure
of the flinds--1,000
ep,
1,000 gp,
2,000
pp, 3 gems, and 8 pieces of
jewelry--is hidden in metal containers
sunk
in the main village well inside of the
stockade.
<blue
quartz: 6 gp, onyx: 10 gp, pearl:
150 gp>
<pendant, ivory:
500 gp>
<chain, wrought
gold: 900 gp>
<clasp, gold
with gems: 2000 gp>
<ring, platinum
with gems: 12,000 gp>
<pin, jade:
2000 gp>
<bracelet, platinum
with gems (exceptional stone): 13,000 gp>
<earring, platinum
with gems: 12,000 gp>
<idol, wrought
gold: 900 gp>
<total treasure XP: 54,966>
The Cave: The flinds
do not use the cave
as living quarters, as this goes against
their
nature. Instead the cavern is filled with
dried goods, stored food,
<water,
honey, meat (pork), small beer, fish (salmon), small
beer>
and trade items worth 2,000 gp in total.
<Values of Other Rare Commodities, DMG>
<1000 gp of rare unguents, 1000 gp of
rare spices> <Spices, DMG>
Slave Pens: If the wildmen were captured
by the flinds,
most have, sadly, already been
slain and the pens are empty. Some few
remain in the chief‘s retinue while a few
others
are employed as slaves,
carrying water
or moving <shit>.
Reactions
Tactics: If the village is attacked
an alarm
is raised immediately, most often by a
howling
bolt fired from the ballista.
There are
bolts of different pitches, each indicating
an
attack from a different quarter. Upon the
signal, the flinds
immediately take their
weapons and
form into companies. If the
opponent is outnumbered, the flinds launch
an attack, pinning the attention of the
attackers to the front while other groups
maneuver onto the flanks. Archery is preferred
over direct contact. If the opponent is
strong, but not overwhelming, the flinds
attempt to lure them into the village where
they can be ambushed and attacked from
many directions. As a last resort, the
flinds
retreat to the palisade.
They do not like this
option, since it limits their ability to
move
about. In the palisade, common flind
defense tactics include allowing an enemy
to
pour over one section of a wall, then trapping
the enemy against the wall with a
charge
by the elite warriors.
Trade: The flinds
gladly trade the wildmen
for any presumed slave
lords, but also
dispatch scouts to follow the wildmen and
<Scout>
select an ambush. They want to eradicate
the wildmen tribe once for all. The flinds
ask the PCs, if this comes to
occur, if they would like to be in on the
"kill." Any refusal requires the characters
give some reason. The PCs
must be careful not to arouse the suspicion
of the flinds.
In other types of trading, the PCs will
discover the flinds are shrewd
bargainers. They have gained much experience
in dealing with the other tribes of the
area and human..merchants.
They are very <Merchant>
interested in magical
items, tools, and training
in skills they do not possess. They have
little need of weapons,
as they manufacture
nost of their own (and those of the other
tribes).
The Runaway
Slave
In the tournament version of A2,
Secret
of the Slavers’ Stockade,
a runaway slave
provides the characters with the informaion
necessary to enter the stockade secretly.
In this campaign version,
the escaped slave
is actually one of the guests from Dame
Golds party!
Unfortunately, just as the
hurnanaids of the area assume that the
characters
are slaver lords,
so does this escapee
assume that the characters are mortal enenies.
However, if the characters can get
close to the escapee, he recognizes them
and
cooperates.
The PCs 1st notice the
escapee as they have noticed the various
humanoid scouts--as a silhouette on the
<Scout>
horizon watching them and attempting to
avoid notice. When the characters
approach, the slave
flees. He is exhausted
and can only move at a rate of 9”. However,
he can only be found by a person with tracking
skill or by looking from the air.
If the characters fail to find the slave,
he
shadows their movements for the
rest of the
day. That night, hungry,
ill dressed, and
desperate, he lurks beyond the firelight
of <Fire, WSG>
the character’s camp. Finally, he decides
that
even if the characters are slavers, he
must
risk an attempt to steal food
and clothing in
order to survive.
Creeping close to the camp under cover of
darkness,
the former slave observes the
movements of the characters. Bundling a
rock in a ragged piece of cloth, he makes
a
sap and lies
in wait for an unalert victim.
The slave tries to knock the person unconscious.
A successful hit has a 5% chance of
rendering a victim unconscious, assuming
the victim is not wearing a helm. The ex-slave
does gain bonuses for a rear attack. If
successful, he strips the character of
everything
useful. This takes 2-20 rounds. When
finished, the ex-slave departs hastily
in the
general direction of Highport.
Party members have a 1 in 12 chance of <Hear
Noise, PH> <Listening At Doors,
DMG>
<Perception, Dragon>
hearing a thump or other suspicious noise
the round of the attack, and a 1 in 20
chance
to hear a suspicious noise while the ex-slave
searches an unconscious party member. An
unconscious character revives in 3-12
rounds of his or her own accord but can
be
revived in 1 round by being slapped or
having water
splashed on his face. Of
course, if the victim revives when the
slave
is present, he is again knocked unconscious.
The ex-slave will not kill the character,
having
qualms about such a foul deed.
If the characters pursue the ex-slave (who
still is under the impression that the
characters
are slavers), he is not terribly hard to
catch, but a serious effort must be made.
<Pursuit and Evasion of Pursuit
in Outdoor Settings, DMG>
Once cornered, the ex-slave recognizes the
characters and surrenders, apologizing
profusely
for mistaking them for the enemy.
When asked for an explanation of how and
why he came to be on the trail to Highport.
he has this to say:
”I escaped by hiding in the courtyard
after the caravan arrived. I was not counted, and so after waiting for darkness, I worked my way to the outer wall. There I found rope and clambered down from the 2nd story. I know little of the defenses, my friends, but I do know that hobgoblins are many within the stockade, and some weird snuffling creature helps them guard the walls. It almost caught me. I could hear it’s snuffling noises as it came nearer and nearer. A wind came up, though, and the moan of it screened out the snuffling noises. When the wind died down, I could hear nothing. It must have been the providence of the gods that I was not caught then.” |
The ex-slave can travel, hut cannot participate
in penetrating the slaver’s
stockade.
If the characters do not suggest that he
remain outside during the adventure,
he
makes the suggestion. He does not,
under
any circumstances, wish to travel
alone
back to Highport.
If the slave
escapes, is killed by the characters
before they can recognize him, or is in
some other manner prevented from telling
the above tale, the characters do not know
of the rope.
Subsequently, they have a much
harder time
infiltrating the stockade. This
encounter should occur close to the stockade
itself, no more than a day’s travel away.
Escaped slave:
AC 10, MV 12" (9"); HD 1; <should be: L1 in a character
class>
hp 3; #AT 1; D by weapon; AL LG
THACO 19
XP 13
>> A2 Secret of the Slavers Stockade +