Dim light
reveals a high ceiling and a wide space. The air
feels
warm and moist. It carries the scents of hay and manure mixed <humidity=?> with the tang of coal smoke. From somewhere in the shadowy depths comes a low chorus of metallic scrapes and clinks. |
The quarry uses mules
for hauling heavy loads of stone out of the
tunnels and oxen for moving stone overland.
The draft animals are
kept here when not working, along with
a few horses and ponies
<light riding horses>
for riding.
Open animal stalls line the west wall (see area 25
for
details).
A 4-foot-high stone
wall runs down the center of the stable. Rings
set in the stone allow animals to be tethered
for shoeing, grooming,
or temporary housing.
Uzgrod, Brubgrok’s
half-orc chief groom, is in charge of the animals
here. Uzgrod has 6 human slaves who do
the real work.
Almost nobody comes to the stable except
for quarry workers
bringing in animals and a few goblins moving
between area 28
and the guardhouse’s upper
level. If anyone who is not a goblin
or is not escorted by Brubgrok
or Glyrthiel tries to pass through
the stable, Uzgrod stops the visitor and
demands an explanation.
He is cagey enough to pretend to accept
stories that he thinks are
bunk so he can ambush the intruder.
Uzgrod (half-orc):
AC 5; MV 9”; HD 1; hp 6; #AT 1; D 1–8 (scimitar) <cutlass>
or 1–4 (dagger).
<cutlass specialist>
<XP 48>
Uzgrod carries a scimitar <cutlass> but
prefers to toss daggers at his foes, preferably
from behind the dividing wall or a draft
animal. The half-orc
carries no treasure, but he has a key to
the door that leads into area
26. Uzgrod is accustomed
to loud noises and foul smells coming from
area 27 and pays
no heed to what is happening in the smithy.
Human
Slaves (6): AC 9; MV 12”; HD 1; hp
3 each; #AT 1; D
1–6 (improvised weapon). <fatigued>
<XP 26 each, 156 total>
The slaves hate Uzgrod, but they also fear
him, so they take up
staves
or pitchforks and join the fray if a fight breaks out. The
slaves attack the closest foe and fight
desperately, hoping to win
Uzgrod’s approval. If the half-orc falls,
any slaves still fighting immediately
surrender.
Like the slaves in the kitchen (area
12), these slaves are too frightened
and tired to realize that their information
would be valuable
to the PCs. They do not know much about
the guardhouse
or the routines that its residents follow;
however, they were
once held in area 21
and subjected to the attentions of Snikscab
and Nubgrod. The slaves cannot clearly
recall anything else about
the upper floors
of the guardhouse.
They know about the secret door leading
to area 28 and that beyond
it are many cruel goblins
and their pet wolves. The slaves
also know about the staircase in area
28 and the ladder in area
26, but they do
not know where either one leads (other than “up”).
The slaves also know about the smith in
area 27 (who they describe
as a tall, powerful goblin) and warn the
party that he has
probably gone up the ladder in the spring
chamber (area 26) to
get help or is lying in wait somewhere
for the group. They’re right;
see the notes for area
27.
The stable slaves get a fair amount of fresh
air and (barely) adequate
food to
keep them strong enough to tackle the challenges
of physical labor. If the PCs suggest it,
the slaves take
up their pitchforks and accompany the adventurers
as they continue
to explore. However, their nerves are shattered,
and they panic
if faced with the slightest danger, tossing
down their weapons and
fleeing as fast as they can.
>>25.