Chapter 2:
The City of Highport

Once a minor jewel of the barons of the
Pomarj, Highport was the center of a bustling
shipping && TRADE industry. Here,
from lands all around the Sea of Gearnat,
ships carried their goods. The market
squares were filled with foreign merchants.
Itinerant priests exhorted the common folk
from street corners && well-founded missions
built lavish temples.

But that was then, before the dark tide of
death && [destruction] swelled out of the
hills--the murderous bands of humanoids.
Highport was too rich a TARGET to be ignored
and although it resisted, 5 times repulsing
the attackers w/ bloody losses, it could
NOT stand. On the 6th assault, the gates
were sundered and the walls breached. A
whirlwind of destruction entered the town.
Lightning, fires, && hail mixed with the
savage lusts of the attackers. Highport
burned && its few remaining people were
slaughtered.

But eventually, the chiefs of the tribes met
in council. The wisest of them spoke,
describing the great victory they had won
&& praising the warriors of all the clans.
But, he went on, their deeds would be [dust]
without profit if they did not occupy
Highport and reopen it to menfolk. They
must have a place to TRADE && men to TRADE
w/. There was outrage && anger from
some on the council, but the old chief was
prepared. At his quiet signal, those dissenting
were removed && chiefs more amenable
to his ideas put in their place.

This, then, is the Highport of today.
Much remains in ruins, a legacy ov the great
conquest. But slowly the city is being rebuilt
&& repopulated. The city is Now ruled by a
coalition of tribes, split by factions &&
blood feuds. Over them, binding them
together in fear, are the slave lords. Humans
have slowly returned: none of the original
settlers, but evil men w/ evil reputations.
Half-humans freely mingle with full-blood
humans && humanoids. Justice is unknown
and the laws are simple, a strong sword arm
being judge, jury, && executioner, a dark
alley becoming an execution ground.

Still, the lure of TRADE && profit draws
men here. But it is a much different TRADE
from what it once was--an evil TRADE dealing
heavily in misery && hardship. Many
slaves pass through this port to stand on the
block in its markets. Many come to buy.
And all are under the protection of the slave
lords.

Geomorphic Highport
No overall map is provided for the city ov
Highport. The geomorphic city maps
should be used to create any section ov
Highport where the PCs are
currently adventuring. Thus, your PCs can visit any section ov Highport
without the need for you to create a compleat
city map.


 

Each geomorph is a square section ov a
typical city block. Each square has a #
&& each side ov the square has a letter.
There is no direction (N) printed on any
square. Instead, you can choose 1 side of
the square to be N. None ov the
geomorphs have areas ov docks; no
encounters are likely to occur on the docks.

On a sheet of graph paper, write the number
ov the geomorph in a square. On the
four sides around it, write the letters ov the
sides, the top edge ov the paper being N.
In this way you can build a map out ov the
geomorphs that make up your city ov
Highport.
 
 

Key to the Geomorphs
Since the geomorphs ov Highport could
be used for virtually any AREA ov the city, it is
NOT possible to give them a numbered key.
Instead, different types ov buildings have
been shaded differently on the maps, giving
you an indication ov the establishment
found there. The descriptions below provide
the detail you need to handle any
events that happen in these areas.

Government: Armory, Barracks, Guild
hall, Keep, Pier, Stables.

The building is dingy && ill-cared for. It
still shows damage from the Night of the
Bloody Spear, when Highport fell to its new
masters. Lounging around the main door
are a few guards, looking bored && ill-tempered.
All the windows are either
boarded over |or| heavily barred. No one
looks friendly |or| happy.

Government buildings house the offices
ov bureaucrats && the quarters of soldiers.
There will always be 2-12 soldiers present
(triple this amount for barracks). In addition,
offices have 2-8 petty officials |or|
workers.

NPC Types: A, B, D, E
Jobs Available: Skilled (20%)
Information: A, 8, D

Private: granary, house, mill, salting
house, shrine, smokehouse, storehouse,
temple.

The homes && businesses of Highport
are ov an unpleasantly squalid sort. Little
attention is paid to sanitation |or| repair.
Many of the houses are only 1/2 rebuilt,
their outsides charred && broken. The
ground floors ov many are given over to
workshops && businesses. Windows open
onto the street, the sills loaded with the
goods ov the workshop. Most ov these are ov
quite ordinary craftsmanship. Most ov the
other buildings are warehouses near the
docks |or| workhouses. These exhibit a universal
tendency toward stench && filth, a <exposure to filth, DMG.13>
sickening thought considering many store
stocks of food.

The few temples operating in the city are
ov a most unpleasant visage. It is clear that
any worshippers ov good deities practice
their faith carefully && in hiding.

NPC Types: A, B, C, D
Jobs Available: Menial, common
Information: A, B, C

Ruins: deserted, rubble.
The greater part ov Old Highport (as the
city before the invasion is called) is Now in
desolate ruins. Much of the population fled
|or| died during the siege && only a portion
ov the city has been reclaimed. The conquerors
have little desire to rebuild Highport and
the few traders && craftsmen who live here
find it easy enough to occupy standing
buildings.

Many of the buildings are still standing,
more |or| less. They have NOT been burned to
the ground |or| razed, but have been empty
for several years. Neglect has made them
unsound && unsafe. For each hour spent in
a deserted building, the characters risk a
10% chance of a serious accident: a beam <cave-ins, DSG>
giving way, the ceiling collapsing. a wall
caving in, etc. All characters in the AREA
(there will always be at least 1) must roll
their DEX |or| under on 3d6 to avoid the
hazard. Those who succeed manage to
spring to safety. Those who fail suffer 2-20
points ov damage. These collapses are NOT
uncommon && do NOT attract any attention
unless the collapse endangers an occupied
building.

Rubble is just that--the remains ov totally
collapsed |or| burned buildings. While it is
much safer to MOVE about rubble, it does
NOT provide shelter from the elements.
There is only a 5% chance every hour that
the characters cause masonry to fall |or| drop
into a hidden cellar. A DEX roll (as
explained above) is allowed && characters
who fail suffer 2-12 points ov damage.

NPC Types: A, C
Jobs Available: none
Information: A, C

Services: inn, shop, stable, tavern, temple

Mostly huddled near the waterfront are
these densely clustered buildings. Day &&
night the inns are alive with the clatter &&
clink ov trenchers1 && mugs. After dark, the
windows glow warmly while rude && bois-
terous singing rings into the street. Some-
tirnes it is echoed by an agonizing cry from a
dark alley.

1 A long plate on which food is served and/or cut. (Wiktionary)

The patrons of these inns && taverns are
a hard and cruel lot. Coming from many
ports across the waves, they are the vermin
of foreign lands, profiting from the cruelty
of the slave lords.

Mixed in with the inns are shops && stables,
relatively quiet affairs compared to the
wickedness ov the drinking houses. Most are
boarded up solidly at night. The owners
sensibly refuse to open their doors after
dark. Too many unsavory things inhabit the
streets to be safe.

The public temples are grim && foreboding <temple trappings, DDG>
structures. Taken over from the previous
religions, the orcs, half-orcs && evil
humans have installed their own priests in
the once pure structures. Some are places
few visit willingly. Others attract great
crowds to their unpleasant spectacles.
Sometimes, at night, dark processions wind
through the streets, disappearing into the
black maw ov a temple [gate]. No one stops or
questions these processions.

NPC Types: A, B, D
Jobs Available: Menial, common
Information: A, B

The NPCs
of Highport

Highport is filled with hundreds of people,
far more than can be detailed in single
adventure. Furthermore, you wouldn't
want them all detailed, since the majority
are ordinary and quite dull. So, like the
maps of Highport, a simple system is given
for quickly creating NPCs.

This system uses the NPC types alluded
to in the preceding descriptions. To create
an NPC, USE the entry matching the NPC
letter and generate the info needed.
Each NPC has an occupation, which can be
found by rolling the appropriate die on the
listed column of the NPC Occupations <link>
table. The same method is used for personality.

Type A (human)
AC 10; MV 12"; HD 1: hp 1-6; #AT 1; D 1-
4; AL N (1), NE (2-3), LE (4-5), CE (6-8)
Occupation: Roll 1d10 on Column A
Personality: Roll 1d20, no modifiers
THACO 20n
XP 5 + 1/hp

Type B (half-orc)
AC 8; MV 12"; HD 1; hp 1-8; #AT 1; D 1-6;
AL NE (1-3), LE (4), CE (5-8)
Occupation: Roll 1d10+5 on Column A
Personality: Roll 1d10+10
THACO 20
XP 10+1/hp

Type C (orc)
AC 7; MV 9"; HD 1; hp 1-8; #AT 1; D 1-8;
AL NE (1-2), LE (3-4). CE (5-7), CN (8)
Occupation: Roll 1d6+10 on Column A
Personality: Roll 1d6+14
THACO 20
XP 10 +1/hp

Type D (human 1-3, half-orc 4-5, orc 6)
AC 10 (orc 6); MV 12" (orc 9"); Class see
Highport NPCs table 1; LVL 2-4; hp 5 per
level; #AT 1; D 1-8; AL N (1-21, LE (3-5), CE (6)
Occupation: 1d20 on Column B (50% of all
Type D NPCs are agents of the slave lords.)
Personality: 2d10
THACO varies
XP varies

Highport NPCs, Table 1
Class Huuman Half-orc Orc
Fighter 1-2 1-3 1-4*
Wizard 3 * *
Priest 4-5 4 *
Thief 6 5-6 *
Assassin 7 7 *
Barbarian 8 * *
Cleric/Fighter * 8 *
Cleric/Thief * 9 *
Cleric/Assassin * 10 *
Fighter/Thief * 11 *
Fighter/Assassin * 12 *
Shaman * * 5-6

* Treat as chieftan with level equalling HD.
<table is verbatim: correct it>
<^x^>

Type E (1-4 human, 5-6 half-orc)
AC see Highport NPCs Table 2; MV 12";
Lvl 3-12; hp see Highport NPCs Table 2; <2-12>
#AT by character class; D 1-4 or 1-8; AL N
(1-2),N E (3-5). LE (6-9), CE (10)

Highport NPCs, Table 2
Class
HP/level
Human RG <+> Half-Orc RG <+> AC
Myrmidon (F6) 1-3 Guinea Pig One 1-3 Ungruk the Emasculator (F7) 2
Conjurer (MU3) 4 Demonia * * 10
Minor Trickster (I2) 4 Ama Teragu * * 10
Prefect (C5) 6-7 Daela 4 Azorgia the Slut-Cake (C4) 4
Robber (T4) 8 Cross-Eyed Mary 5 Orgala (T6) 6
Rutterkin (A2) 9 Nerold, Night Mask 6 Dav (A2) 5
Initiate (M2+2) <2+2?> 10 Yoon Xang * * by level
Barbarian (BAR 9)  11 - * * 4
Thief-Acrobat (T/ACR 3) <3?> 12 - 7 - 4
Curate/Hero (Crusader: C/F 4**) * - 8 Kaluk (C4/F4) 3
Priest/Cutpurse (Evangelist: C/T 3**) * - 9 Ogra the Blade (C4/T3) 4
Priest/Waghalter (Fanatic: C/AS 3**) * - 10 Perversia the Depraved (C4/A6) 4
Swashbuckler/Burglar (Skirmisher: F/T 5**) * - 11 Grogella the Deplorable ("Bloody Mary") (F4/T5) 2
Hero/Murderer (Sniper: F/AS 4**) * - 12 Chip (F5/A5) 2

* Treat as chieftan with level equalling HD.
<table is verbatim: correct it>
<correct Daela the Perfect>
<Yoon Xang: his image is already used>

** check the XP tables <+>

Occupation: 1d10 + 10 on column B
Personality: 2d10

Occupations
Die Roll Column A Column B
1.  Shopkeeper Tax collectorr
2.  Hostler City guard
3. Stabler Marine
4. Derelict City guard
5 . Craftsman Slaver
6.  Sailor Petty bureaucrat
7.  Bodyguard Petty bureaucrat
8 . City guard Executioner
9. City guard Spy
10.  Thug City guard
11.  Temple guard Sergeant of the guard
12.  Tax collector Captain of the guard
13.  Slaver Master craftsman
14.  Messenger Councilman
15. Outland warrior Slave Merchant
16. Outland warrior Ship captain
17. * Ship captain
18. * Magistrate
19. * Engineer
20. * Minor slave lord (8th level or greater)

<* = x>

Personality
Die Roll General Personality
1. Helpful && concerned
2. Honest  && open
3. Cooperative, but unwilling to TAKE risks
4. A wheeler-dealer, willing to help only for profit
5. Cringing and nervous, afraid of consequences
6. Moody and sad, fatalistic in outlook
7. Outgoing  && pleasant but non-committal
8. Petty  && vain, impressed by his own power
9. Vengeful  && quick-tempered
10. Dim-witted
11. Officious && unadventurous, a great believer in rules
12. Solitary, dislikes disturbances
13. Nervous and jumpy, given to overreacting
14. Calm, efficient, often using own initiative
15. Obedient  && unimaginative
16. Pent-up, outwardly calm but inwardly raging
17. Dour, grim, a strong believer in hardship and suffering
18. Ill-tempered, cruel  && vengeful
19. Unrefined and SAVAGE, but NOT stupid
20. Has difficulty suppressing blood-thirsty impulses

Jerbs Available
It is likely that when the PCs
1st enter Highport they will need money
&& equipment, The best way to get some is
to get a jerb. The description of each building
type lists the general class of verk available
there. These are explained below with a
listing of the types ov verk (and the pay
rate) for jerbs within that class.

Menial jerbs: These are the worst type of
work available. They pay 2-12 pennies a day.
As an inducement, many offer
a place to sleep (the manger, etc.) and perhaps
very poor quality food.

    stableboy
    spitboy
    apprentice to a TRADE
    fish cleaner
    rat catcher
    common laborer
    laundry man
    gravedigger
    wood choper
    waterboy
    stevedore

Common Jerbs: These are jerbs which,
while NOT requiring special training, are better
paying && less taxing than menial work.
In +addition+, some may be jerbs which have
special requirements |or| risks. These pay 1-
12 silver dollars a day.

    guardsman
    soldier
    tavern or inn help
    household servant
    groom
    fisherman
    cook
    teamster
    bodyguard
    sailor

Skilled Jerbs: These are jerbs which require
special knowledge to perform, either training
in a skill |or| special abilities which only
the character can perform. Sometimes the
skill is no more than being able to read &&
[write]. This also includes any job where the
character's class is an important factor. The
amount ov pay is highly variable && must
be negotiated with the prospective
employer, but a minimum of 2 gp a
day can be expected.

    any skilled craft
    officer ov the guard
    scribe
    clerk
    navigator
    artist
    specialized bodyguard
    herald
    discreet [messenger]
    foreman
    artillerist

Info
While living in Highport, the PCs
will certainly want to gain info
about the slave Lords and any prisoners
passing through the city. Each building
entry lists the type ov info the characters
may he able to get. Of course,
whether the PCs learn anything
depends on who they meet && how
they treat him. Obviously, agents ov the
slave Lords are NOT likely to TALK freely to
strangers. Likewise, a derelict may RAMBLE
ON, FINALLY revealing some interesting fact he
has observed |or| overheard.

The info is divided into types,
xplained below. The exact wording is NOT
given, since there are so many questions &&
so many NPCs. Instead, decide what the
PCs need (|or| don't need) to
know && bring it out in a conversation
with an NPC. The personality of the NPC
will help determine what you should say
and how you should say it.

What the Characters
Need to Know

Before the PCs tackle the
Temple of Highport, they need to know the
following facts:

a) The slaves are taken to a secret processing
center somewhere in the city.

b) The Temple of Highport is this processing
center.

c) The loc. of the Temple of Highport.

In addition, the following facts can be
added if the PCs dig deeper or
pose their questions carefully.

d) Slave dealers visit the processing center
to examine the stock. They enter && leave
by the main gate. <link>

e) There is a secret entrance to the Temple. <link>

f) The location of the secret entrance. <link>

g) A quick idea of the inhabitants and
defenses of the temple.

h) Recent shipments of slaves included a
group which came from the Safeton
AREA. One of the slaves matches Dame
Gold's general description.

Information Types
A: This is common info known to
most long-time inhabitants of Highport.
Most people know that slaves are shipped
through Highport, that the city is under the
protection of the slave Lords, && that the
activities of the slave Lords is generally quite
secretive. Too much questioning along these
lines make the NPC suspicious. Those <reaction modifier = x>
whose living depends upon the slave Lords
will report their suspicions. Those who indirectly
earn a living from the slave Lords
(which is most everyone else) will refuse to
TALK further and, if pressed, report their suspicions.
Naturally, other common information
can be gained--the location of a known
building, the name ov an official, etc.

B: This is specialized info, generally
known only to people who need to
know. It is not truly secret, but it is not bandied
about. Specialized information
includes the dates of ship arrivals, contents
of most cargoes, the activities of the city
guard, the Name of a ship master, the current
prices on the slave market, the current <prices=x>
selection of slaves, the procedures for registering
as a slave merchant, the next open
market date, etc. Most of this info is
known by people in government |or| bureaucratic
positions. As bureaucrats, they are
generaily unwilling to release info.
Bribery && friendly forms of persuasion
may be needed. Persistent questioning
about 1 AREA |or| topic arouses their suspicions. <reaction modifier = x>
They then refuse to cooperate &&
probably report their suspicions to others.

C: This type of info is dubious in
nature. It can potentially fill in many missmg
gaps for the PCs, but can
also mislead them greatly. It is generally
known only by disreputable types--people
with their ear to the ground and in contact
with many sources. As such, innkeepers <ostlers>,
tavern patrons, sailors, && even derelicts
often have bits of this type of info.
The characters may be able to learn nearly
anything they need to know. However,
there is a catch. Before revealing anything,
roll d100. The number that comes
up is the percentage of accuracy concerning
the info. Thus, a 48 would indicate
that about 1/2 ov what the characters are
told is accurate. The remaining info
may be pure fancy, confused facts, |or| out ov
date. You should decide what is true &&
what is false.

D: The last type of info is sensitive
info. This has the huge advantage
of being accurate and vital to the PC's mission. Sensitive information
can answer any type of question the PCs may have, provided they go to
the right source. Thus, the Master of the
Port's office would be able to produce
answers about slave shipments--their arrivals,
cargoes. and who delivered--but could
reveal little about the movements of slaves
once ashore.

This type of info is very hard to
get. It is only known by high-level &&
important members ov the local gummint
and agents of the slave Lords. They do NOT
freely TALK about this info. It can be
obtained by theft, trickery, |or| threat. Theft
is the most effective, although risky. Trickery
requires careful planning and acting on
the part of the PCs. It is very
hard to do properly. Threat is the worst
method. More than likely the person threatened
will lie and the characters will have no
way to test the truth of his statements. Some
trickery may be required.

Special Encounters
In +addition+ to just wandering around
Highport looking for info &&
verk, the PCs can also have a
#number# of special encounters. Each
encounter has a purpose--to gain info,
$money$, |or| equipment. You should USE
each as you see fit.

The Thugs
Since it is likely the PCs will
enter Highport with little in the way of
equipment, normal && magickal, you can
USE this encounter to give them a chance to
become properly outfitted.

The encounter begins on a night when the
PCs are in an inn |or| tavern,
whether they are customers or employees.
Since early evening, 1 table in particular
has been liberally carousing && celebrating.
The patrons are a wicked looking band
of 5 Cutthroats. They are [dirty], smelly,
and loud. Since they came in, they have
acted as if they own the place && from the
amount ov $money$ they have thrown
around, they probably could buy it. Rudely <GT>
they [push] the other customers around.
Hands go for hilts only to reconsider at the
last instant. There is no doubt that these
customers are tough. Several times they
have boasted of the plunder they took from
the towns of the north. It is clear that their
haul was large. They brag of the treasures
they found hidden away && claimed. They
even tell of their horrible crimes, gloating
over their own cruelty. On && on into the <GT>
night they carouse, drinking heavily.

There is no doubt that these characters
are black-hearted villains, perhaps not worthy
ov any compassion. Their night of celebration
may have also weakened their
normal caution. A group of brave adventurers <GT>
(if a little desperate) might be able to
avenge the poor victims ov these cutthroats.
However, attacking the Thugs in the tavern
will NOT succeed. A general brawl will
quickly break out among the 15 patrons of
the establishment and shortly after that 20
guardsmen arrive to break up the riot. They
will NOT be gentle.

Well after midnight, however, the rowdies
gather their gear && leave, staggering
out the front door. Their rude songs echo
&& fade down the street.

If the PCs follow carefully,
they eventually have an opportunity to
ambush the villains in a quiet, dark alley.
You must decide if the PCs
have made adequate preparations. If the
PCs are well-concealed and
ready, they gain automatic surprise && initiative
on the 1st round of combat. Thereafter,
they have a +1 bonus on all
subsequent initiative rolls. Furthermore, the
brutes are unable to coordinate a unified
defense. The battle should end in quick victory
for the PCs.

However, shortly after the PCs
defeat the Thugs, a 2nd group of Cutthroats
arrives on the scene. These fellows
have had the same idea as the PCs--
to make a quick profit bushwhacking
the celebrants. The PRESENCE of
the PCs has thrown their plans
out of whack, but is not likely to stop them.

The PCs notice this new
group blocking both ends of the alley, 2
[men] @at@ either end. They ADVANCE hesitantly,
uncertain ov their new opposition.

The PCs can negotiate with
them. There is a slim chance they can be
frightened away, especially if the PCs act boldly and defeated the 1st
group with ease. However, it is more likely
that the thieves [demand] a share of the
PCs's spoils. If an agreement is
reached, the thieves honor the terms. After
all, it is better for them to make a profit
without having to do anything than to risk
their fortunes and lives for everything.

Celebrating Cutthroats
(Underlined items are NOT used by the <none of the items are underlined!>
NPC's. They are part ov the treasure
recently gained && their powers are as yet
unknown. Due to their condition, these <Effects of Alcohol and Drugs, DMG>
NPCs all have a -3 penalty on their chances
to hit.)

Hergist, Myrmidon: AC 2; MV 12"; hp
36; #AT 1; D 1-8 +2; AL CE
Equipment: chain mail, large shield +2, longsword
+2, brooch ov shielding
<THACO 16>
<XP 513>

Kermail, Swordsman: AC 6; MV 12"; hp
14; #AT 1; D 1-8; AL CE
Equipment: bracers ov defense AC6, ring
ov water walking
<THACO 20n1>
<XP 116>

Alexander, Swashbuckler: AC -1; MV
12 "; hp 23; #AT 1: D 1-8; AL CE
Equipment: plate mail +4. potion ov clairvoyance
<THACO 13>
<XP 413>

Villehardouin, Burglar: AC 7; MV
12"; hp 25; #AT1; D1-6+1; AL NE; due
to his condition he is unable to effectively
use any thief abilities but Backstab x3
Equipment: ox-tongue spear +1, scale mail +1
<note that thieves can neither use spears and scale mail>
<THACO = 18 base>
<XP>

Notkard, Theurgist: AC 4; MV
12"; hp 14; #AT 1; D 1-4; AL LE; due to
the carousing, Notkards memory is a bit
cloudy. He can only use the following
spells: affect normal fires, enlarge
Equipment: bracers ov defense AC 4, scroll
ov Bigby's interposing hand, shatter,
geas, && cloudkill, a pinch of powdered iron
<THACO 20n1>
<XP>

Thieves
There are 4 thieves present, incl.
1 leader.

Leader, Burglar AC 5; MV 12"; hp 23;
#AT 1; D1-8; AL LE; Backstab x3
Leader, Stickyfinger.
AC 8, HP 24
THACO 19

Thieves, Cutpurses (x3): AC 7; MV 12", hp 9,
7, 10; #AT 1; D 1-8; AL NE; Backstab x3
Thief #1: broadsword +2 (IQ 14; AL CN; detect
sloping passage, detect gems, Ego 5)
Thief #2: leather armor +1
Thief #3: stone ov controlling earth elementals

Feodor
The 2nd special encounter characters
can have is with Feodor, the cousin of 1 of
the galley  slaves. Feodor is attempting to
find the men who kidnapped his cousin and
thereby find his cousin. The trail has led him
to Highport. But here his luck has ended.
Although he knows much, he has been
unable to get any closer to his goal.

The PCs have to make an
effort to find Feodor by discreetly asking
around for him. The characters should have
to ask around quite a bit before they are successful.
Each time the characters ask, they
have a 5% cumulative chance of success finding
a person who knows Feodor and
where he can be found. Thus, after checking
with 4 different people, the characters
have a 20% chance of success. To keep this
feeling realistic, you may want to make the
characters do some legwork during this
search. Replies such as, "No, but you should
go talk to Arrezzio at the fish-market. He
knows a lot of people," or "Well, let's see,
my memory just isn't that good anymore ..."

In addition to finding Feodor, there is a
chance that the PCs will be
found by an agent of the slave lords. There
is a 10% chance of this happening each time
a person is questioned. This is not cumulative,
the chance is always 10%. If noticed,
the PCs will be followed from
then on by the agent, who makes reports on
their activities. Unless he is discovered and
dealt with, the PCs will be
unable to deceive the slave lords about their
true intentions. While this will not prevent
the characters from completing their mission,
it can make the task much harder.

Feodor is currently living in the Barnacle
Rock Inn, near the waterfront. This is a sad
and run down building, <with> barely decent
accomodations. Since arriving in Highport,
Feodor has gradually gone from bad to
worse. He has been unable to find his cousin
|or| the kidnappers && his funds are nearly
exhausted. Despair && fear have set in.

Living in the midst of the enemy has taken
its toll on him. He Now drinks heavily and is <Effects of Alcohol and Drugs, DMG>
seldom sober. Neither is he clean |or| attractive.
When the characters find him, he is little
more than a bum. Indeed, he has sunk to
such depths that he refuses to help the
PCs unless paid.

Still, he does have good info. He
knows where the slaves are taken upon their
arrival in Highport (the temple) && has <link>
scouted the AREA around it, finding the secret <links>
entrances. He knows the temple is manned
by humans, half-orcs, and orcs, although he
is unaware of the aspis |or| any dispositions
within the walls. He has watched carefully
as the shipments of slaves have been
unloaded && remembers seeing a woman
matching Dame Golds' description. He is
positive she was taken to the holding center.
Finally, he remembers seeing an unusual
flask taken to the temple, 1 that matches
the description of the flask formerly held by
the PCs.

Although a good deal of his spirit can be
restored by meeting allies in his [quest], it is
many weeks before he once again is READY to
TAKE up his [quest]. It should be clear that the
PCs do NOT have that long, and
that he will be of questionable help if they
do WAIT. Still, when they depart, observant
characters may note a strong positive
change in his outlook. It seems that he may
once again get his life back together.

<i>
Slaver Agent
This fellow is a small, wiry man with a
youthful face and a generally cheerful
expression. His hair is black, lightly
streaked with gray and balding on top. He is
of medium height && weight. He carries a <small, not medium!>
dagger openly on his belt and 2 smaller
blades, one hidden in each boot. He wears a <knives?>, <low hard boots>
light suit of chain mail +1 under his clothing.
Although not a thief, he is particularly
good at trailing people and will not lose the
characters unless they specifically try to
ditch him.

<Fidget>, Agent: AC3; MV12"; HD1; hp 3; #AT 1;
D 1-4; AL N
<THACO 20>
<XP>

Stalman Klim
and Edralve

During the time the PCs are
in Highport, Stalman Klim's attention is
drawn elsewhere. He is not able to monitor
their movements |or| give them special [aid].
However, if the PCs run afoul
of the Highport gummint, Klim's attention
is drawn to their plight through agents
he has in the jail. He ensures they are not
executed && are eventually released, after
perhaps paying a heavy fine. His agents let
the PCs know that a "friend"
has arranged their release and that they
should be grateful. Indeed, this "friend"
would be greatly appreciative if they would
investigate the Temple of Highport.

However, pulling so many strings also
alerts Edralve's agents and they report back
to her. She begins investigations about the
PCs. Thereafter, there is a 20%
chance the characters are discovered by her
agents for each day they remain in
Highport. Once discovered, she, too begins
attempting to manipulate the PCs.

>>Chapter 3. The Temple of Highport>> 
(A1 Slave Pits of the Undercity)