Episode 2: Battle on the Hill
At the end of the last episode, you managed,
by one means or another, to get the PCs free of Hafkris's imprisonment.
Now, some or all of the PCs are
scouting around, looking for shelter.
If the characters accomplished the defeat of
Hafkris so efficiently that they didn't discover
how devastating the weather was, they
probably
haven't yet decided to scout around for
shelter. If this is the case, you need to begin
giving them the hints that will lead them on
their search: their fingers and toes are becoming
numb; Hafkris's boots and cloak will help,
YES, but only 1 character each, and only for
a while. The cold is insidious; being
in the galley
helps, but not enough; piling up together
against the elements helps, but not enough;
and so on.
If the characters still refuse to MOVE, begin
applying the damage for exposure discussed
in
the last episode
1st Impressions of the Island
Once they've gotten over the low cliffs
on
the western edge of the bay, the characters can
get a LOOK at the island. It's certainly not a
good look--dim from the overcast skies and
blurred by the rain--but they can make out
some details.
The island is very, very hilly; it's really just
part of the chain of mountains which forms
the whole Korinn Archipelago, and here a
whole ridge of mountain tops has pushed its
way above the waves of THE OCEAN.
Looking across the island, the characters can
see that the highest and most forbidding hills
are westward, running the entire length of the
island from south to north. Northward is broken
terrain, passable but not easy going, while
eastward the terrain seems to flatten out a little
bit. However, since it's still hilly and broken
even in that direction, the characters can't
see any sign of shelter or a human community
in any direction.
There's not much green to be seen. Except
for some common, practically indestructible
scrub growth, the island seems to be totally
lifeless.
If you, as DM, want to see more of the island,
look over the DM's map of the island <link>
and the map key in the next episode. <link>
Scouting for Shelter
It doesn't matter which direction the characters
take when they're scouting for shelter:
you're going to be placing the encounter in
their path, whichever direction they choose.
So let them make their decision based on what
they can see of the island.
If they ask what their secondary skills
allow
them to deduce about the probable location
of shelter, tell the characters with sailor skill
the following information:
The prevailing winds for this storm
are out
of the northwest. This is storm season, and
most storms blow in out of the northwest. If
there's a port on this island, it's likely to be on
the slightly-more-sheltered eastern or southern
coast.
If no one has sailor skill, then no character
can receive that hint. If a character outright
asks what direction the storm is blowing in
from, and whether that's common for storm
season, answer truthfully, but draw no conclusions
for him.
As noted, it doesn't really matter which direction
they choose, since you'll be placing
the encounter directly in their path regardless
of their choice. But if a character does figure
out that east is the direction to explore, give
him 20 extra XP at the end of
this episode for his cleverness.
Climbing the Hill
Not long after the characters pick a direction
and head out, give them the following information:
You're walking along in the depression between
2 large hills. After a few minutes of walking, you become aware of a noise -- a very faint noise, like grunting voices and steel clanging on steel, barely audible over the noise of the rain and the wind. It seems to be coming from your left, beyond the hill to your left. |
If the characters decline to investigate, remind
them that "grunting voices" means
people (or at least some sort of creature) and
that people means shelter.
Map Inset
Take a look at the DM's map of the island. <link>
The inset shows the AREA where this episode is
taking place.
The inset map shows where the characters
observe the goblin-orc
fight.
(A) is the left-hand approach, where the
characters can scramble up over rocks to look
down on the fight; they'd be behind the goblin
line.
(B) is the straight approach, where the characters
can climb the hillside slope
to look
down on the fight; they'd be among the boulders
directly above the fight.
(C) is the right-hand approach, where the
characters can scramble up over rocks to look
down on the fight; they'd be behind the orc
line, directly over the old _ man.
(D) is where characters are when they first
hear the noise of the FIGHT.
<hear noise, listening>
(E) is where the orcs and
goblins
are fighting
one another.
As you can see, the characters can try to circumnavigate
the hill. The hillside reaches its
lowest approach at points A and C, which are
a couple hundred yards in either direction
along this depression. If the characters choose
to climb at A or C, they will be climbing
over
tumbled rocks there. If they prefer, they can
climb the hill where they are, as the slope
seems to be gentler and has fewer boulders
and obstacles, and reach point B, the top of
the hill. Point B is strewn with boulders too,
but here they provide cover for the characters
instead of impeding progress.
From A, B, or C, the characters can see
what's going on in the ravine below.
FIGHT in the Ravine
There's a FIGHT going on in the ravine below
the characters, at E. Relate the following info
to the characters.
Below you, there's a ravine separating this
line of hills from the next ridge. And there's a battle going on down there. It looks like a dozen goblins and half
a
About 50 feet behind the line of orcs
|
If the characters ask more detailed questions
about the battle array, draw them a
crude sketch of the ravine. Place the battle immediately
under the top of the hill (point B).
A line of 3 orcs is fighting the line of
5 goblins. 3 goblins are standing back
behind their line, waiting to step in and fill up
a hole if one of their companions falls. The
goblins have stationed archers on the
ravine
slopes, 2 a few feet up on each
slope.
Two orcs are hanging back, throwing rocks
and knives at the goblin archers and preparing
to step in if an orc on the front line falls. One
orc stands directly behind the front line,
grunting what sounds like orders to the rest.
The goblins on and behind the line are carrying
spears and have daggers
at their belts.
The goblins on the slopes have <short>
bows, quivers <12? 20?>
of arrows, and daggers at their belts.
The orcs on the line have battle axes.
The
orcs on the flanks have bardiches,
but have
leaned them across boulders and are fighting
with thrown daggers and rocks. The
orc giving
orders has padded armor and a bardiche.
Course of the Battle
If the characters wish, they can just lie there
and watch the battle take its course, though
that approach won't gain them XP.
Each full turn<round>
the characters watch, some of
both forces will fall:
1st <Round>: Orc on right flank (hit
by arrows),
1 goblin _ archer
on left flank (killed
by daggers), 1 goblin on line (<battle>
axe blow; rear
goblin steps up to replace).
2nd <Round>: Orc on left flank (hit
by arrows),
2nd goblin _ archer
on left flank (also
killed by daggers).
3rd <Round>: Orc in center of line (speared),
Orc commander (hit by arrows), 2 goblins
on line (<battle> axe blows;
replacements step up from
2nd line.)
4th <Round>: Orc on line (speared),
one
goblin on line (<battle>
axe blow). Goblin _ archers
MOVE parallel to the line to get a bead on the
last orc.
5th <Round>: Last orc (arrow fire),
1 goblin
on line (<battle> axe blow).
Remaining 5 goblins --
3 spearmen, 2 archers
-- are all
wounded.
That's how the battle progresses if the characters
decide to do nothing about it. Narrate
the progress of the 1st <round> of combat
-- make
it as colorful as you can -- and then ask the
players, "Is there anything you want to do besides
watch?" If there is, go on to "Interfering
with the Battle," below. If there
isn't, narrate
the next <round>'s worth of events and ask again
then.
Interfering With the Battle
There are several things the PCs
can do in the course ov the battle to interfere
with it and to gain some glory,
experience, and equipment for themselves,
of
course.
Attacking
The characters can attack the goblins
and
orcs (or just the goblins, if they WAIT
until the
battle's over), using weapons taken from
Hafkris. Continue the battle until only 1
side (goblin, orc, or PC) is victorious.
ous. If the characters are victorious, continue
on to "Scavenging the Bodies," below. If
the
characters are all killed, you can check the
"When Things Go Wrong" appendix and introduce
an all-new cast of characters, or just
end the adventure. If the characters are defeated
and some surrender rather than be
killed, see "When Things Go Wrong," to determine
what to do about them.
Sneaking
The characters could sneak down the slopes
and rescue the old _ man. The goblins
have
barely noticed him and the orcs are facing
away from him. The characters should have no
problem sneaking down the slope and making
off with him. Have each sneaking character
roll percentile dice; if any character rolls a 75
or higher, the goblins have noticed his efforts.
If the goblins notice, 1 goblin archer
fires
on the characters once every other combat
round. The orc/goblin battle will not break
up until one side or the other has won, but the
characters will have to do their sneaking under
the threat of arrow fire, and the goblins will
know what they look like and will come looking
for them after the episode is done.
Bouldering
The nastiest thing that the characters could
do to the goblins and orcs
is to sit on top of the
hill, at B, and roll boulders down on top of
the combatants. Don't suggest this to the
players. If one of the players comes up with it
on his own, fine. Be sure to give him 20 extra
XP when this episode is done.
If a character asks about the position and
disposition of the boulders at B, tell him that
there are many that are imbedded and many
that seem loose. The whole slope
below is littered
with them. If he asks if it looks as
though they could start a landslide to kill the
goblins and orcs, give him a cautious yes -- it
looks that way, but of course you can't be sure
until you try it.
The old _ man is well out of the way
of the
rolling boulders.
If the characters choose to dump a landslide
on the fighting forces, tell them to begin making
their "Open Doors" rolls, once
per combat
round. The combat round after the first
one is launched, it rolls into the ravine; the
combat round after that, the goblin archers
start firing on the PCs.
Because each rolling boulder hits others as
it descends, each successful "Open Doors"
roll causes enough rocks to slide to hit 1
combatant, causing 2-16 points of damage
(2d8). The first of the non-humans to be hit
will be the goblin archers on the near slopes,
and then damage will progress across the ravine
to the far side. The archers there are too
high up to be hit by rolling rocks, and will FLEE
if all their allies are killed.
The orcs and goblins in the ravine will stick
around until 2/3 of the forces are dead
-- and, by then, it's too late for them, for all
the rocks rolled so far have started the landslide
in earnest. The landslide rolls over the
combatants, killing all but the 2 goblin
archers on the far side.
If the goblin archers on the far side are NOT
killed by the PCs (with <heavy> crossbow
fire), they scramble up the far slope and get
away, running straight back to the goblin
HQ on the island (as described later,
in the map key to the DM's map of the island). <link>
The goblin commander then knows
that there are humans on the island,
but it
won't do him any good.
Unless the PCs are all killed by
archers while trying to accomplish this mission.
the boulders strategy will BASICALLY be
successful. The characters receive XP
based on how many of the combatants they
killed; it's in their best interests to "start the
ball rolling" early in the orc/goblin battle,
but you can't tell them that.
Shadowing
If the characters are very cautious, they may
wish to watch the battle to its conclusion before
deciding what to do. They will see the
battle end as described earlier. The surviving
goblins take all the gear they can
carry from
their enemies and allies -- each goblin carries
only 1 spear and <short>
bow -- and retrieve the old _
man and head off in the direction of the manor
(see the DM's map of the island). <link>
The characters may wish to leave well enough alone
and NOT follow them. In that
case, see "When Things Go Wrong." If, on
the other hand, they choose to shadow the
goblin force, they may; the goblins are tired, <tired=>
wounded, and NOT suspecting pursuit.
If the characters just follow the goblins, the
demi-humans<humanoids>
head straight to the goblin
headquarters near the Sea King's manor (see
the DM's map of the island and its key). The <link>
characters see the lights in the manor, barracks,
and stables, and also see the temple and
the fact that there are no lights within, indicating
that it's unoccupied.
The characters can follow the goblins and attack
them later. They'll either be using the
weapons taken from Hafkris, and/or
the weapons
left behind on the bodies in the ravine, or
boulders on hillsides on either side of the route <?>
that the goblins are taking. Set up the combat
and run it normally; see "Sneaking," above,
for
the various results of this sort of action.
The Orcs and Goblins
Notes on the orcs and goblins
follow. All
HP given reflect the fact that these
fighters they are already wounded.
Orc Leader: AC 8; HD 1 (hp 6); MV 9" ; #AT
1; Dmg 2-8/3-12 (bardiche),
1-4/1-3
(dagger); THAC0
19; AL LE.
Equipment: bardiche, dagger, leather
armor.
Orc Leader
AC: 8 (leather)
HD: 1
hp: 6
MV: 9"
#AT: 1 (bardiche)
Dmg: 2-8/3-12
THACO: 19
AL: LE
Orcs with Bardiches (2): AC 10; HD 1 (hp 3);
MV 9"; #AT 1; Dmg 2-8/3-12 (bardiche),
1-4/ 1-3 (dagger); THAC0 19; AL LE.
Equipment: bardiche, dagger.
Orc with bardiche
AC: 10
HD: 1
hp: 3
MV: 9"
#AT: 1 (bardiche)
Dmg: 2-8/3-12
THACO: 19
AL: LE
Orcs with <Battle> Axes (3): AC 10; HD 1 (hp 4); MV
9"; #AT 1; Dmg 1-8/1-8 (battle axe), 1-4/
1-3 (dagger); THAC0 19; AL LE.
Equipment: battle axe, dagger.
Orc with axe
AC: 10
HD: 1
hp: 4
MV: 9"
#AT: 1 (battle axe)
Dmg: 1-8/1-8
THACO: 19
AL: LE
Goblins with Spears (8): AC 10; HD 1 (hp 2);
MV 6"; #AT 1; Dmg 1-6/ 1-8 (spear), 1-4/
1-3 (dagger); THAC0 20; AL LE.
Equipment: spear, dagger.
Goblin with spear
AC: 10
HD: 1-1
hp: 2 <1>
MV: 6"
#AT: 1 (spear)
Dmg: 1-6/1-8 <-1 damage>
THACO: 20
AL: LE
Goblin Archers (4): AC 10; HD 1 (hp
4); MV
6”; #AT 1; Dmg 1-6/1-6 (<short>
bow), 1-4/1-3
(dagger); THAC0 20; AL LE.
Equipment: battle axe <?>, dagger.
Goblin with bow
AC: 10
HD: 1-1
hp: 4 <3>
MV: 6"
#AT: 2 (short bow)
Dmg: 1-6/1-6 <-1 damage>
THACO: 20
AL: LE
Scavenging the Bodies
How much loot the characters can get from
the dead pirates<x> depends
on when they got to
the bodies and what the condition is of the
fallen enemies. For instance:
If the characters killed the orcs and goblins
in melee, they can salvage all the weapons
listed above, plus 1 cloak from each orc and
goblin (vermin-infested, but slight protection
from the weather — though they still need
shelter) and the padded armor and
<a> pair of
hard, high boots belonging to the orc commander.
If the characters rolled boulders down on
their enemies, they made an easy kill but have
less gear. They can salvage all the daggers
listed above. 1 in 4 polearms (spears
and
bardiches) will be unbroken (roll
1d4 for each:
on a 1 it is unbroken). All <short>bows and arrows
will be smashed. The <battle> axes
are all right. The
cloaks, boots, and padded armor mentioned
above will be essentially unaffected.
If the goblins finished off the orcs and then
had an opportunity to strip the bodies, the
bodies left behind still have 8 cloaks, 1
unnoticed dagger, three bardiches, and three
spears. The 5 surviving goblins each took
1 spear, 1 <short>bow and
arrows (1 goblin
didn’t get a bow), 3 daggers, the boots
and padded armor from the orc commander,
and 2 cloaks apiece. (And the old _ man, of
course.) If later attacked and killed by the
PCs, these surviving goblins will
be carrying these goods.
Remember to deduct the appropriate weapons
if the 2 goblin archers escaped.
The Old Man’s Story
Assuming that the characters finally get
around to rescuing the old _ man,
he appears to
be a scarecrow of a man — bald, with a matted
dirty beard that would be white if washed, a
sallow complexion, wide eyes. He’s a compulsive
talker. Even if not untied, he will TALK,
and will try to convince the characters that he
can help them, YES, lead them to shelter, tell
them about the island, tell them about the
orcs and goblins,
anything they want.
Whether they choose to TALK with him on
the march toward shelter, or
once they're
within the temple of the goddess (in the next <link>
episode), he tells his story in a wheezing, ruminating
tone.
My name — haven’t needed it in a long
time — is Keestake, and you’re the first human faces I’ve seen in more years than I can remember. It’s true. And you wouldn’t know it to look at me
But himself died when the pirates
The orcs came a few days ago. They captured
The goblins came 2 days ago. The orc
The orcs are all set up in the old soldiers’
|
If the characters insist on knowing more
about the treasure — which they probably
will — he’ll assume a sly and conspiratorial
tone, and promise to tell them all about the
treasure if they give him a fair share and help
him escape from the island. They can agree, |or|
force him to tell them with no promises given,
depending on their personalities—either way,
he’ll eventually tell them.
Yes, the treasure. There’s a lot of it. You
know what grave-goods are? Where Viledel was from, they like to bury their noble dead with presents. When the dead wake up, in the Time that the gods decree, they still have their favorite play-pretties with them. Viledel had him a son who died, and the
But gettin’ at the goods is going to be
|
If requested, he also draws the characters <links>
maps of the island, of the manor house, and
of the catacombs beneath them. Fold the
module cover to show the players what Keestake
has drawn as the characters ask for it.
In any case. the old man eventually leads
the characters to the vicinity of the temple of
the goddess where they can protect themselves
from the wind and the bone-chilling
rain.
Experience
Figure the party’s experience this way:
If the party killed the orcs and goblins
while
there were still more orcs and goblins than
characters, each monster they killed is worth
14 XP.
If the party killed the orcs and goblins when
there were as many or more characters as nonhumans,
each one they killed is worth 7 XP.
For each weapon or other piece of gear
the
party acquires, it gains more experience:
For each battle-axe:
5 xp.
For each unbroken bardiche:
7 xp.
For each broken bardiche: 2 xp.
For the boots: 2 xp.
For each unbroken <short>
bow: 20 xp. (includes value for arrows).
For each four cloaks: 1 xp.
For each dagger:
2 xp (includes value for sheathes).
For the padded armor:
4 xp.
For each unbroken spear:
1 xp.
Add up all the XP gained by the
party and divide it among the characters who
participated in the combat.
Give XP bonuses to individual
characters for thinking up especially clever
tactics or activities; each such incident of really
helpful creativity should gain the character a
bonus of 20 xp.