For the caravans of the slave
lords, the
next leg of the journey is one made by
a few,
but not all. Most stop their trek here.
The
slaves
are kept for arriving merchants and
sold for servitude in distant lands. Only
those with the most special talents and
connections
ever continue the journey to the
final stronghold of the slave lords. Once
there, some are kept for their skills and
knowledge while others are sold or ransomed
for the price they command.
The trail from the slaver
stockade is easy
to follow. NPCs in higher positions at
the
stockade know of a trail to Suderham,
though none of them have ever taken it.
They and the documents found can also
confirm that Dame
Gold and the others
were sent to Suderham. The PCs
have no trouble in setting out on the
trail to Suderham.
Stalman Klim and Edralve
Stalman
Klim does little at this time. He
quite rightly calculates that the less
he fiddles
with events,
the more successful he will
be. At the slaver's stockade,
he arranges for
1 additional letter to be planted among
those already there. If the PCs
recover any documents, his plant is among
them. It is apparently the only one with
any
unique information -- all the others record
mundane transactions of the slave
business.
The note reads:
It is agreed that old Klim has grown soft-hearted.
I shall look forward to having you sit on the Inner Council with me. There will soon be many openings. It is imperative that the operations fail at the hands of the outsiders. Others will be blamed. I must be able to move the base as I choose. |
The Trail
At the outset, the caravans' route is clear:
it goes higher and higher into the Drachensgrab
During the 1st day, the trail winds
through oaks and cottonwoods, then gradually
rises into aspens and pine. The 2nd
day, the trail enters into a rugged rocky
region. There are many granite outcroppings,
ravines, fast-flowing streams, and <Rate
of Flow, DSG>
switch-backed turns. Throughout the day
the trail grows fainter and fainter. By
the
end of the 2nd day, the trail frequently
passes over rockfields and barren stretches,
making it almost impossible to follow.
That night, rain falls heavily, Everyone
<Precipitation, WSG>
and everything is thoroughly soaked. By
the
next morning, the trail can only be followed
by those with tracking
skill. Even they eventually
lose the trail. The characters are
somewhere in the
wilderness without a trail
or guide to follow.
Random Wilderness
Encounters
While the PCs are making
this leg of the journey, check for encounters
twice a day, once during the day and once
at
night. An encounter occurs if a 1-4 is
rolled
on a 1d10. Use the table below to determine
the creature or event
encountered.
Die Roll | Encounter | NA | AC | MV | HD | hp | #AT | D | AL |
01-05 | *Bugbear..War Party** | 30 | 5 | 9" | 3+1 | 17 | 1 | 2-8 | CE |
- | Leader | 1 | 3 | - | 4 | 30 | - | 2-8+2 | - |
06-10 | *Caravan | - | - | - | - | - | - | - | - |
11-15 | *Escaped Slave | 1 | 10 | 12" | 1 | 3 | 1 | 1-6 | N |
15 | Firbolg** | 2 | 2 | 15" | 13+2 | 60 | 1 | 3+18+10 <x> | N |
16-20 | *Flind..Hunting Party | 10 | 5 | 12" | 2+3 | 11 | 1 | 1-6 | LE |
- | Leader | 1 | 3 | - | 3 | 14 | - | 2-8 | - |
20 | Galeb Duhr** | 1 | -2 | 6" | 9 | 44 | 2 | 3-18 | N |
21-24 | Giant Bat | 8 | 8 | /18" | 1/2 | 3 | 1 | 1-2 | N |
25-28 | Giant Ram + flock | 5 | 6 | 15" | 4 | 21 | 1 | 2-12 | N |
29-35 | *Gnoll..Hunting Party | 25 | 5 | 9" | 2 | 9 | 1 | 1-8 | CE |
- | Leader | 1 | 4 | - | 3 | 13 | - | 1-8+1 | - |
40-41 | *Goblin..War Party | 50 | 5 | 9" | 2 | 12 | 1 | 1-8 | CE |
- | Leader | 2 | 3 | - | 4 | 20 | - | 1-10 | - |
43-46 | *Hill Giant** | 4 | 4 | 12" | 8+2 | 43 | 1 | 2-16 | CE |
47-50 | *Hobgoblin..Raiders | 50 | 5 | 9" | 1+1 | 7 | 1 | 1-8 | LE |
- | Leader** | 4 | 4 | - | 2 | 11 | - | 1-8+2 | - |
51-54 | *Suderham Hunters | 6 | 8 | 12" | 1 | 6 | 1 | 1-6 | NE |
55-56 | *Kobold Spies | 2 | 7 | 6" | 1/2 | 2 | 1 | 1-4 | LE |
57 | Mountain Giant** | 2 | 4 | 12" | 12 | 60 | 1 | 4-40 | CN |
58-61 | Norker..Raiders | 12 | 3 | 9" | 1+2 | 7 | 2 | 1-3/1-6 | CE |
62-67 | Ogre Magi** | 2 | 4 | 9/15 | 5+2 | 31 | 1 | 1-12 | LE |
68-75 | Ogres | 8 | 5 | 9" | 4+1 | 22 | 1 | 1-10 | CE |
76-80 | *Orc..Raiders | 100 | 6 | 9" | 1 | 6 | 1 | 1-8 | LE |
- | Leader** | 10 | 4 | - | 3 | 16 | - | 1-8 + 2 | - |
81-84 | Owlbear** | 5 | 5 | 12" | 5+2 | 27 | 3 | 1-6 x 2 | N |
85-88 | *Stone Giant** | 3 | 0 | 12" | 8 | 40 | 1 | 2-16 | CE |
89-96 | Troll..Raiders** | 10 | 4 | 12" | 6+6 | 33 | 3 | 5-8 x 2, 2-12 | CE |
- | Giant Troll Leader.** | 1 | 4 | 12" | 8 | 40 | 1 | 2-16 | CE |
97-00 | *Verbeeg** | 8 | 4 | 18" | 5+5 | 27 | 2 | 1-10+4 | N |
* See the text below
Caravan: The
PCs sight a
merchant
caravan one half mile away. This
caravan is either a slave
trader (70%) or an
outfitter (30%). Slave traders are traveling
to or from Suderham
(randomly
determined). Outfitters are renegades
carrying weapons
and other supplies to the
non-human tribes of the Drachensgrab
and
Pomarj.
Both are heavily guarded with
60-120 guards. In addition there are 11-20
merchants and wagon
(or mule) loads. If a
slave caravan is returning from Suderham,
there are 4 to 12 slaves present. None
are
those the PCs are searching
for. The caravan is led by a hand of NPCs:
a fighter of 8th to 10th level;
<Superhero,
F8>
<Lord, F9>
<Lord, F10>
and a cleric or magic-user of 7th level.
<Lama, C7>
<Enchanter,
MU7)
Slave caravans
know the route to enter the Valley of
Suderham, but they do not freely tell the
PCs. All caravans are hostile
and suspicious of human
strangers and
automatically consider olvenfolk
and dwur
to be enemies.
Guards (0 level humans):
AC 6; hp 4;
#AT 1; D 1-8 <by military
fork>; AL N
Escaped slave:
This poor soul (male or
female) has escaped from a slave
caravan.
The slave naturally flees from the
characters. If convinced the PCs are friends,
the slave points the
characters in the general direction of
the
Valley of Suderham.
Hill
giant: These fellows are returning
from a mission to Suderham,
acting as
emissaries from their people. They are
assisting the slave
lords (and those behind
them) in their endeavors as explained in
Queen of the
Spiders.) They know the route
to Suderham but do not talk. Documents
carried say, "The great plan is underway,
mistress. Edralve."
Hunting party:
The members of the
hunting
party are fanned out over an AREA,
thus the PCs only see a small
part of the group
at 1st. The remaining
members circle around the PCs. Hunting
parties have no
particular desire to FIGHT, but certainly
will
if they must.
Kobold
spies: These little creatures
attempt to FLEE as soon as they are sighted.
They work for the slave
lords, both as pets
and useful servants. They report the
movements of the PCs to the
slave lords, allowing them to warn the
gatekeepers.
Raiders: These
are bands of humanoids
bent solely on destruction. They attack
anything or anyone they sight, without
regard for numbers. If forced to retreat,
they return to their own lands.
Stone
giant:
These fellows have left their
caverns
to investigate dark whispers
of
things disturbing.
They fear their safety
may be endangered
by coming events,
They
have only just become
worried and have no
details. Upon encountering
the PCs, they are aloof, cautious, and <Encounter
Reaction Modifier = x>
suspicious. They
do not attack, nor do they
assist. If addressed,
their leader delivers the
following warning.
"Manlings, be warned.
I am Grazzcyk,
speaker for the Brotherhood
of Granite.
Forces are moving
today and beyond. Fear
what will come. We
will mind our women
and children. You
are wise to do the same.
Someday our people
will meet again."
Suderham hunters:
This is a small party
of men out
of the Valley of Suderham. They
have no desire to FIGHT the PCs
and avoid them if at all possible. They
know
the way into the Valley of Suderham and
can easily be convinced to TALK.
War party: These
are large bands of
warriors bent on a specific mission.
The
PCs 1st encounter 1 to 6
scouts sent out ahead of the band. These
scouts avoid combat
and report the
presence of the PCs to the
main body. If the scouts do not return,
the
main body expects combat and advances
accordingly. If the scouts report that
the
characters are moving ahead of the war
party, the characters will be attacked
to
prevent them from spreading an alarm.
If
the PCs are behind the main
body, a rearguard (1/4 the war party) will
be assigned to watch their movements and
attack them if they become threatening.
Verbeeg: These
gigantic fellows have
been attracted to the AREA of the
Drachensgrab
by the rich opportunities for
mercenary work. They are not amazingly
brilliant; clever PCs can
pretend to be human..mercenaries
with the
same mission. The verbeeg
only know that
rumors of something big have been floating
around the AREA.
Entering
the
Valley of Suderham
Suderham, the
city of the slave lords, is
hidden away in the crater-bowl of a dormant
volcano.
It cannot be seen by normal
travelers, screened as it is by the high
wall of
the peak. The characters must discover
an
entrance into the valley.
There are 2 known entrances to
Suderham. One
is the common entrance,
used by virtually all who live and visit
there, a steep and winding trail that <slope
= x>
switches up the side of the mountain.
It is
well-camouflagued, making it almost
impossible to find without proper directions.
Near the top there is a small gap in the
cliff
walls, a narrow defile through which all
caravans pass. This entrance is carefully
guarded at all times.
The 2nd entrance is only known to a
few besides the slave
lords. It is a dangerous
and seldom used series of tunnels that
pass
under the base of the crater wall and rise
onto the island at the heart of the crater.
It
forms a type of emergency exit for the
slave
lords and their confidants. As such, it
is
filled with guardian monsters
and other
dangers to discourage the curious.
If the PCs are wandering
through the AREA lost, there is a 5% chance
per day they accidentally stumble upon
the
trail entrance. However it is much more
likely they will find the secret entrance
first.
Stalman
Klim, in his plan to discredit
Edralve,
wants the characters to slip into the
valley unnoticed. Thus, he has sent his
agents to secretly assist the PCs.
One morning the characters AWAKEN
&& find an unusual sight not
far from their
camp. An arrow, carefully made from loose
stones, points
into the wilderness. This
arrow was not there the night before.
It
points in the direction of the Secret entrance.
If the characters follow the arrow, they
find
others guiding their way. If they do not
follow,
they find a similar arrow each morning.
The final arrow points directly to the
cave openings through the crater wall.
There are no tracks to indicate whether
any
of these entrances have been used recently.
Cave
Encounters
The following encounter table is used if
the
PCs enter the caves of the
secret entrance. Encounters occur on a
1
in e8 chance (d8); check each turn. If
an
encounter occurs, roll percentage dice
to
determine the type of monster
encountered.
-
d% roll | Encounter |
01-25 | 2-8 Bugbears |
26-50 | 2-8 Gnolls |
51-60 | 1 Leprechaun |
61-70 | 1-2 Leucrotta |
71-80 | 1-4 Ogres |
81-90 | 1-2 Giant Spiders |
91-00 | 1-4 Wights |
A. | B. | - | - | - | - | - | - | - | - |
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | -. |
>>A.