Chapter 9:
Suderham in Flames!

The Island Map
The numbered points (10, 19, and 21) mark
the exits from the dungeon labyrinth (and
also correspond to the appropriate area in
the dungeon from which the players made
their escape). The lettered areas (A through
L; no letter I is used) are outdoor encounters.

The general situation the characters
encounter upon their escape from the
dungeon is not good, The same earthquake
that caused the labyrinth to collapse has
devastated the rest of the island. Suderham
and Drachen Keep are in ruins, and
Scumslum is ablaze. The "extinct" volcano
Mount Flamenblutt is now erupting steadily,
oozing lava and poisonous gases, and
sending up a huge cloud of smoke and ash
that blots out the sun. Worst of all, the mischievous
magmen have come out with the
lava flow and are leaping about the landscape,
igniting every combustible they can
find. It is a disaster rapidly reaching epic
proportions. Play it for all it is worth.

As in the labyrinth, the general theme of
the outdoor adventure is escape. It should
become clear to even the slowest party that
staying on the island would be a fatal mistake.
If characters move south or west, they
will encounter burning forests or fields and
the magmen. If they try to move through
Suderham or the valley south of it, they will
be deterred by poisonous gases. Unless they
swim for it (see Leaving the Island),
PCs will probably end up at the docks
area. There they will find possible escape
boats and the surviving slave lords.

To aid the DM in describing the situation,
a paragraph is included herein on what the
characters can see from each of the 3
exits from the labyrinth. Use the appropriate
description, but be familiar with all
3, in case the characters, after escaping,
wander into one of the other areas.

Water Cave Exit (10.)
-
The cave behind the party has collapsed,
pushing water out in a big wave. The
party has emerged an the shore of the
crater lake. The lake froths as whitecapped
waves toss wildly back and
forth, colliding and building on one
another. Everywhere fish, lake eel and
fresh-water squid leap from the surface
of the lake, crazily trying to escape the
unaccustomed vibrations. The far rim of
the crater lake, a mile and a half away,
seems to tremble slightly as the characters
LOOK at it.

On the island behind the characters is
a 30-foot-tall bluff. Parts of it seem to
have just crumbled, and stones are dislodging
themselves and tumbling down
in the continuing tremors. A huge dark
cloud rises from somewhere on the western
part of the island beyond the bluff
and fills 1/2 the sky. The island quivers
and quakes continuously. Just to the
north and south of this point begin
beaches which run around the curve of
the island. In both directions the bluff
recedes from the beach and trees (many
now fallen) grow in the space between
hill and lake. A fishing boat making its
way with great difficulty toward the
outer shore can be seen on the lake about
1/2 a mile to the north. Southwest,
maybe a quarter of a mile away, crackling
flames leap above the treetops.

Spider Cave Exit (19.)
-
The characters push their way out
through the spider's trapdoor exit onto a
slight slope in a thick grove of beech
trees. About 40% of the trees have been
knocked down by the quakes, and the
grove is a tangle of fallen trunks, broken
boughs, and leafy debris. To the southwest,
south, east, andnortheast the slope
rises to a 30-foot-tall bluff; the top
appears to be unwooded. Downslope to
the west, about 300 feet distant, there
seems to be a road running roughly
north-south, but many trees have fallen
across it. To the northwest it would
appear that the woods end in cleared
land 200 to 300 feet away.

The whole island rumbles and shakes,
and to the west a huge pillar of smoke
rises skyward. There seems to be a lot of
fire and burning vegetation to the west
also. There is distant shouting to the
northwest, and to the north hoofbeats
and loud bleating can be heard.

Movement through the twisted wreckage
of trees and boulders is at 1/3 the normal
rate.

Bat Cave Exit (21.)
 
The party emerges from a hole in the
ground in the midst of a beech and pine
forest. About 1/2 of the trees seem to
have been knocked down or damaged.
The woods seem to be burning to the
south and west, and a huge pall of black
smoke rises beyond the flames, blocking
out the sunlight. A continuous low growl
comes from the direction of the smoke,
and the ground rocks beneath your feet.

Northwest, a few hundred feet away,
there is some sort of great commotion,
with a loud, animal-like roaring and snapping
of branches. The cause of the trouble
cannot be seen from this point. About 300
feet north the forest ends, with a road running
east to west at its edge. Far to the
north there seems to be a great deal of
shouting and screaming. Eastward you can
only see more tangled forest, with the land
beginning to slope upward.

Movement through the fallen forest is at
1/3 the normal rate.

Key to the Island
Encounters

The letters on the map indicate the
approximate locations of these encounters.
 
A. B. C. D. E. F. G. H. I. J, K. L.

Leaving the Island
The only way to leave the island of the
slave lords is by crossing the lake. The rim
of the crater lake is 1.5 miles in any direction
from the island. The lake surface is choppy
with whitecaps. Due to the eruption, the
waves are irregular and unpredictable.

If characters try to swim for it, they will
find it difficult but not impossible. To swim
the distance successfully, an unencumbered
character must roll his or her Constitution
score or below on 3d6. (Unencumbered in
this context means basically naked. Light,
tight clothes and a belt with a dagger are
about the limits of this class.) Encumbered
characters will notice the excessive
weight and drag of their possessions, and
should be given a chance to dump them.

If characters decide to make a raft
(assuming reasonable materials are available),
the DM should take into account the
approach of fire and gas and decide if they
have time to do it. If they succeed in time, it
will take them at least 2 hours to paddle
to shore.

If characters commandeer an intact fishing
boat, they should have no trouble reaching <Boating, WSG>
shore. If they succeed in capturing The
Water Dragon, they will have a harder time
of it. The galley sports a small sail, but only
characters with sailing experience will be
able to handle it properly. If the sail can be
used, no more than 8 additional people
are needed to man the oars, plus 1 on the
rudder. If no one can handle the sail, at least
12 oarsmen will be needed.

It is conceivable that the characters could
beat the slave lords across the lake without
actually tangling with them 1st; for example,
by successfully making a raft or comandeering
a fishing boat. Should this <Boating, WSG>
occur, the DM may wish to arrange a meeting
on the other side of the lake on a road or
trail leading to the nearest place of refuge.
The DM should take care that if such an
encounter does occur, the characters have a
reasonable chance of winning (possibly
through some anti-slave lord source).

Going Home

Upon reaching the far shore, the PCs
have time for a short period of
REST and recovery, if desired. However, all
through the night Mount Flamenblutt will
continue to roar and spew. By morning the
sky will be a gray haze of ash. Looking
toward Suderham all the characters will see
is a roiling haze of poisonous gas. It should
be very clear that staying in the crater bowl
is suicide.

During the night and the following morn-
ing, the PCs discover they are
not the only survivors of the catastrophe.
Sometimes they will see powerful groups of
armed men rapid-marching to the cleft.
Other times they will be hesitantly
approached by small bands of slaves or
guards. If the PCs decide to
accept leadership, they can gather about
them a mixed band of refugees.

Their group will include a little of
everything--slaves, merchants, peasants,
guardsmen, mercenaries, and even adventurers.
It will also include a variety of alignments,
from LG to pure evil.
However, a rough truce can be formed for
the moment. The PCs will naturally
be given the role of leaders--for Now.

The PCs will be able to
assemble a group of 21-40 NPCs. You can
select from the types listed or create your
own.

Slaves who have managed to escape their
captors. These can be of any alignment
although good and neutral alignments are
more common. All are 0 level humans. All
have a deep hatred of their former lords and
may have to be restrainpd from slaughtering 
their guardsmen traveling companions in

the coming journey. For now they will
accept the PCs' judgements.

Mercenaries who arrived with caravans
or worked here. They are all neutral or neutral evil 
..alignment. They are all 1st level

fighters. Their only concern is to get to the
coast alive. They are professional enough to
know survival will only happen if they
work as a group. As such, they will be the
most agreeable to following orders,
although they will have no respect for
incompetents or idiots.

Guardsmen who worked for Suderham
or the slave lords. These men are all of evil
alignment and the majority are lawful evil.
They are 0 level humans with 7-8 hit points.
They will cooperate for the same reasons as
the mercenaries, but will insist on having
their own commander (one of them) whom
they will obey. They are all willing to kill
former slaves if given the opportunity.

Townspeople who have lost everything in
the eruption. These people are generally
neutral in alignment. They hold no grudges
against anyone and are just looking for protection.
They are all 0 level humans.

Encounters on the March
Once the PCs have escaped
from the isle of the slave lords, their troubles
are still far from over. Now they are
stranded in the heart of the hostile Pomarj.
News of the disaster that has struck the
slave lords is sure to travel fast and no
friendly reception can be expected from the
tribes on the march. Furthermore, the tensions
in their little band will begin to show,
even to the point of violence.

For the journey overland, use the <make links>
standard encounter tables given in the Dungeon
Masters Guide or the encounter tables and
encounters given here. Be sure to adjust the
size and difficulty of any encounter by the
condition of the PCs' band. A
poorly equipped, rag-tag group should not
be faced with impossible odds! In addition
to the encounters determined by die roll you
may wish to consider the following additional
problems. These problems are quarrels
and disagreements within the party.

Feuding: Just as the group is settling
down for the night, a furious fight breaks
out on the far side of the camp. The PCs arrive 
just in time to prevent the

death of an ex-slave by a guardsman. The
soldier claims the slave tried to knife him;
the ex-slave says the guard was beating him
and pushing him around, that he "had it
coming to him." Tempers flare hot on both
sides with each group supporting its man.
The lead PC is expected to make some decision.
If he chooses for one or the other, there
will be open rebellion. The best solution is
to work out some way of keeping the 2
groups apart.

Starvation: Feeding this many people is
not an easy task, esp. since no one
thought to bring a lot of food. Foraging will
prevent everyone from collapsing, but some
of the weaker ones are not so lucky. After
about a week's travel, 1 person a day will
collapse on the march. Soon there is grumbling
about the food situation and the character's
leadership. Those lucky enough to
find food hoard it and more fights break
out. Unless the players can solve this problem,
they will be cast out of the band.

Alignments: The situation has thrown
together a number of people of widely differing
alignments--people who would be
blood enemies in normal circumstances. An
uneasy truce can hold for only a while. Lawful
types are more likely to cooperate,
although lawful goods may become out-raged
and hostile to those of evil alignment.
Neutrals of all types are likely to stay with
the band so long as as chances for survival are
best with it. Neutral evils will not hesitate to
betray the band to the humanoid tribes in
exchange for safety. Chaotics are likely to
"go it on their own" and chaotic evils will
rob the band of any useful equipment before
they leave. It is the PCs' task to keep this
dissimilar band together. Of course, when
they get to safety, all bets are off.

The Rewards of Valor
If the PCs manage to safely
return Dame Gold and the other slaves to
Safeton, she will not be ungrateful. Aside
from having a debt of gratitude from each,
Dame Gold will dip into her own resources
to reward the PCs. She will
provide a monetary reward or non-magical
possession to each character. You should
decide the scope of the reward as befits the
hardships the PCs have undergone
and the general character of your campaign.
It is not intended that the PCs 
should leave this adventure

empty-handed.

If the PCs  have recovered
the medicine needed for her brother, Dame
Gold will do them the further favor of
relieving them from their task. Another
messenger will be found. As she explains,
she is already in debt enough to the PCs 
and could not presume on them

anymore. If the medicine was not recovered,
she is sorrowful for her brother, but
does not blame the characters. "After all,
you tried all you could. It is not your fault,"
she says. However, if there are any paladins
in the group, they must examine their own
consciences carefully. Did they do enough?
Could they have done more? Such questions
may require atonement on their part.