This broad, long room is filled with 2
rows ov cages whose bars reach from floor to ceiling. Each has a door with a heavy locking mechanism in it. On the floor of the cells are straw and wooden bowls. Each cell holds a man |or| a woman, although each could hold more. Strolling down the central corridor between the cages are 3 humans && 5 orcs. |
The humans
and the orcs are viewing the
selection of slave
stock in preparation for
selecting the hardiest to march out ov
town
on the caravan route. 1 of the humans is
a merchant
armed with a dagger under his
robes. The 2nd person is a female <Champion>
wearing chainmail
armor and
carrying a battle
axe. She is also carrying a
[luckstone]
(+1 on all saves). The
last person is a wizard
wearing robes,
[bracers
ov defense AC 6,1 and a [ring
ov
shooting
stars]. He carries a staff
&& a dagger.
Accompanying the humans are 5 orc
guides && interpreters armed with
light
crossbows
&& <ox tongue> spears. The leader
of the
group carries a ring of keys that will
open
the cell doors. The prisoners, 13 in number,
are ragged && beaten looking. 11
of
these are common folk, both male &&
female. 1 of the remaining 2 is a <Hero>
who will join the party if equipment
can be provided for him. The remaining
slave
is actually a doppleganger who,
when unknowingly captured by the orcs,
decided to pose as a slave while preying
on
any creature he could find. At times when
he is unobserved, he will attempt to slip
free
ov his bonds and hunt for prey.
Each of the caravan organizers carries
3 gems worth 500 gp each.
<topaz:
1000, peridot (chrysolite): 100,
peridot
(chrysolite): 1000>
<spinel
(very deep blue): 100, aquamarine:
500, pearl (pure
black): 500>
<spinel
(very deep blue): 500, aquamarine:
750, garnet (violet):
500>
The merchant
also carries a map showing the general route
the caravan will TAKE when it leaves Here.
However, this map was obviously drawn by
someone familiar with the route, for it
only
names principal landmarks, providing no
explanation of Time
|or| distance. Characters
will have to study the map carefully for
it to
be of USE. More info on this map is
found in the next section.
Merchant:
AC 10; MV 12"; HD 1-1; hp 3;
#AT 1; D 1-4 by <dagger>
THACO 20
XP 13
Female <Champion>:
AC 5; <F7>; hp
44; D 1-8+3 <battle
axe, double specialization>; +1
on saving throws
THACO 11
XP 1090
<Magician>:
AC 6: MV 12"; hp
12; [ring
ov shooting stars]; [bracers
ov
defense
AC 6]
Spells: [burning
hands, friends, magick
missile,
spider
climb, invisibility, web,
monster
summoning
I, slow]
<flour,
soot,
vermillion,
bitumen, a live spider, a bit of spider web, a tiny
bag, a wax candle, treacle>
THACO 19
XP 571
Orcs (5): AC
6; MV 9"; HD 1; hp 4 each;
#AT 1; D 1-4 by lght
crossbows && 1-6 by <ox tongue>
spears
THACO 19
XP 14 each
Slaves
(11): AC 10; MV 12"; 0 level fighters; hp 2-7
<weapon proficiencies: fauchard
("pole sickle"),
katzbalger,
hook
fauchard, staff sling, harpoon,
horseman's flail, gladius,
garrot,
guisarme
("pruning fork"), harpoon,
runka>
THACO 20r1
XP 12 to 17
Slave (<Hero>):
AC 10; MV 12"; hp 20
<a Hero from the RG can be used>
<weapon proficiencies: composite
short bow (specialization), blowgun,
sap>
THACO 17
XP 340
Doppleganger:
AC 5; MV 9"; HD 4; hp 16;
#AT 1; D 1-2; surprise
on 1-4; immune to
[sleep]
&& [charm], saves as a 10th level
fighter
These rooms have tables && shelves
neatly piled with clothing, dried <standard> rations, <leggings, hose, slippers, belt, hose, robe> manacles, whips, rope, branding irons, && tuns ov wine. These have evidently been kept in good order and free of pests like giant rats |or| insects. |
There is no treasure, armor, or weaponry
in either of these rooms.
This chamber is set about 5 feet higher
than the level of the floor of the slave pens. The ceiling is 10 feet high. Mounted along the length of the ceiling are a series of pistons && springs that operate the opening && closing of the trap doors in room 18a. Presently maintaining these are 5 slaves && an insect man. |
This room is beneath 18b
and the corridor.
The aspis
drone supervises the slaves
who maintain the machinery of the
slave pits.
The drone is armed with 2 long
swords
&& carries a <large>
shield on his back. If
the drone is attacked, the slaves will
try to
assist the attackers by grappling
with it.
Due to their desire for freedom, the slaves
will press their attack regardless ov losses,
so
long as the Hope ov rescue remains. There
is
nothing ov value in the room.
Aspis
drone: AC 2; MV 15"; HD 6; hp 34:
#AT 2; D 1-4 or 1-8 by long
sword;
immune to electrical
&& cold attacks,
1/2 damage
from fire
THACO 13
XP 504
Maintenance slaves:
AC 10; Lvl 0; hp 2-7; D 1-4 <by tool?>
THACO 20n1
XP 5 + 1/hp
>>20.