24. Stable
 
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.