| At the Duke's Request | Ambush | Getting to the Hollow | @ Laughing Hollow | Battle in the Valley |
| Wrapping Up | AD&D | - | N5 | FR |
| It's been an exhausting day's tour of
duty, and you collapsed in bed as soon as it was over to REST up for tomorrow's activities. However, you are awakened by the duke's men before the cock's crow. Still half-asleep, you get dressed and stumble into the stable AREA where you are given a cup of ale and a chunk of bread. You notice the other militiamen on duty yesterday are there, too. Before you can manage to ask any
"Good people," he says, "I apologize
A murmur ripples through the
"At this time I have no idea why the
The duke explains that Baron Agwain
|
If the PCs agree to help, the duke assigns
them the second route, the trail leading
through Laughing Hollow.
The duke can
provide any armor up to chain mail, any
hand weapon, and any crossbow or long
bow. He also suggests that the party take
2 horses each so they can trade off
and
make better time. However, each PC may
only keep one horse; the other must be
returned, if it survives. The horses are
medium warhorses.
Baron Agwain fell in love with Bronwyn
when he met her. She was not so fascinated
However, neither she nor her
brother realized that barons in the
Secomber area are more used to
getting
what they want than are barons in the
Daggerford area.
Agwain slipped Bronwyn a sleeping
potion and made off with her, killing a
couple of the duke's guards in the process.
Agwain thinks it's just a matter of
time before Bronwyn accepts her abduction
and acknowledges him as her husband.
He doesn't know Bronwyn very
well.
Sure enough, the baron decided to cut
through Laughing Hollow. After
all, no
one would think of following them there.
| The trail you are following leads to a
small rise, the first of many approaching the hills that surround Laughing Hollow. Suddenly, a volley of arrows showers around you. A man in scale armor rises from
|
Agwain dismounted 6 of his followers
and had them set up an ambush at this
point on the trail. In the meantime, he
and his other 4 men, along with
Bronwyn, took the dismounted followers
' horses as remounts to make their
trip faster.
Baron's men, Warriors
(6):
AC 5 (6 as Archers); MV 9"; hp 11; <alt: 3 Warriors,
3 Master Bowmen with HP 17>
<#AT 1 with BROADSWORD, 2 with short bow>;
Dmg 2-8 (broad swords) or
1-6 (short
bows); THAC0 2019;
AL N; XP 83 each.
The initial volley consisted of 6
arrows. Roll to hit normally at the lead
rider.
These troopers are loyal to their baron.
They fight to the death, if necessary,
to
prevent the party from advancing. They
are spread out in pairs, with a 20 foot gap
between each pair. They are well-hidden
behind large rocks.
The troopers are about 75 feet from the
PCs. There is plenty of cover for the PCs.
The troopers continue attacking with
arrows until the PCs manage to maneuver
within 40 feet. The troopers then switch
to broad swords and charge.
Getting to the Hollow
From the point of the ambush, Laughing
Hollow is about 30 miles away.
If the party
is traveling slowly enough to keep their
horses from foundering, it will be dark
before they get there. If they are smart,
the PCs will camp during the dark hours
(about 12 hours) and move on again in
the morning twilight.
While traveling during the day, roll
once on the Daytime Encounter Table.
A
roll of 1 on 1d6 means an encounter
occurs. After nightfall, roll on the Nighttime
Encounter Table. A roll
of 5-6 on
1d6 means an encounter occurs.
@ Laughing Hollow
Laughing Hollow is an eerie, shadowed
place. Even in the daylight, the
shade from the omnipresent trees
gives a perpetual twilight effect. This
is a place meant for elves, not men.
There are obvious game trails and
hunter trails that have been used by <link=hunter>
the Wild Elves and other Laughing
Hollow residents for hundreds
of <elves=grugach?>
years. One such trail clearly is being
used by Baron Agwain. The broken
branches and torn fronds marking his
party's progress make a blazing beacon
for anyone to follow.
The trees and brush are occasionally
broken up by warm, light-filled glades
and larger clearings holding small
lakes.
As the PCs move through Laughing Hollow,
roll 3 times on the Laughing
Hollow Encounter Table, rerolling if the
same item comes up. Alternately, just
pick 3 encounters that look interesting.
Statistics and details of each
encounter follow the table.
| Roll | Encounter |
| 1 | Bears and Bees |
| 2 | Centaurs |
| 3 | Wild Elves |
| 4 | Ghouls |
| 5 | Nixies |
| 6 | Pixies |
1. <Brown>
Bears (2-4): AC 6; MV 12"; HD 5+5;
hp 25; #AT 3; Dmg 1-6/1-6/1-8;
THAC0 15; SA hugs (Dmg 2-12); AL N;
XP 375.
Bees (100): AC 10; MV 1"/12"; HD
1-
1; hp 1; #AT 10; Dmg 1 plus target must
make saving throw vs. poison or take 1-3
points additional damage; THAC0 10;
SA stings; AL N; XP 100 (all get 100 if
they deal with the swarm).
Bears are gathered around a large dead
tree containing a swarm of outraged bees.
Half of the bears are eating honey, the
other half have been chased away and are
spoiling for a fight. The bears who have
been chased away attack the PCs on sight.
If a bear takes more than 5 points of damage,
he takes a final swipe at his opponent
and runs away.
The bees attack any PC within 5 feet of
the tree. Individual bees are easy to kill,
but the swarm can be deadly. For every 10
bees killed, increase the THAC0 by 1,
and decrease the AC and number of
attacks by 1. No matter what weapon is
used, each blow kills 1-3 bees. Bees can
be affected by sleep spells are other
area
effect magic.
Inside the tree is the body of a dwarf.
The body still has all of its gear, including
18 sp, 7 gp ($70), and 3 pp ($300),
<total: $388>
a suit of rusty chain armor, a battleaxe
+1, and cloak of
elvenkind.
2. Centaurs
(3-12): AC 5 (4); MV 18";
HD 4; hp 18; #AT 2; Dmg 1-6/1-6 (short
bows); THAC0 15; AL CG; XP
157.
These centaurs are among the creatures
entrusted with guarding Laughing
Hollow.
They challenge the party and question
them closely about their purpose. If
there are no elves in the party, the centaurs
accept no explanations and order
them out of the area. They attack the party
if they insist on staying. If there are
elves in the party, the centaurs are more
inclined to talk. If convinced of the party
's purpose, the centaurs promise to tell
the King of the Woods and perhaps get
the party some help.
3. Wild Elves
(3-6): AC 7; MV 12"; Wardens (Aspirant/Vet
; <grugach?> <druid/hunters?>
hp 6; #AT 1; Dmg 1-6 (longbows
or <katzbalgers>); THAC0
20; SA spells;
AL N; XP 77.
These elves are subjects of Melandrach
but are not inclined to like any strangers,
including other elves. They follow the
party for about 50 yards, watching them
closely. They aren't particularly afraid of
the party, and the PCs occasionally spot
them in the weeds, as if the Wild Elves
are daring them to attack. If the PCs
attack, the Wild Elves fight fiercely. If the
PCs leave them alone and are cordial to
them, the Wild Elves may help them later
if called upon.
This is a hunting party, so the spells
the
elves have are entangle, faerie
fire, detect
magick, and locate
animals. Each carries a
pouch containing rare herbs worth 3-18
<herb=x>
gp back in Daggerford.
<oak leaves>
4. Ghouls (3): AC 6; MV 9"; HD 2; hp 9;
#AT 3; Dmg 1-3/1-3/1-6; THAC0 16;
SA paralyzation; SD immune to sleep
and charm; AL CE; XP 108.
As the PCs emerge from a dense stretch
of forest into a glade, they come
upon a
grisly scene. 3 ghouls are chewing on
the remains of a man and a horse.
On the
opposite side of the clearing is a rusty
door opening out from a rock face, as if it
were a door to a hole in the ground.
The PCs automatically get surprise in
the first round, as the ghouls are totally
absorbed. In fact, if the PCs don't bother
them, the ghouls ignore them and continue
their feast (although if the PCs linger
too long, the ghouls will consider
them for desert).
The ghouls attack with their claws and
fangs. Anyone touched by a ghoul, with
the exception of elves, must make a saving
throw vs. paralyzation. Victims of
ghoul paralyzation are paralyzed for 4-16
rounds.
The ghouls have been feasting on one
of the baron's men. He is wearing scale
armor, and his belt pouch has 13 cp,
7 sp ($8, no copper),
and 4 ep. He was carrying a short
bow, a
lance, and a BROADSWORD.
<lance=x>
Inside the open door is a short tunnel
with a single room branching off of it.
The end of the tunnel collapsed centuries
ago; it obviously was once a much longer
tunnel. In the room are the bones of 3
dwarves and the remnants of their armor
and weapons. Nothing is usable except a
small vial containing one dose of potion
of flying.
5. Nixies
(20): AC 7; MV 6"//12";
HD 1-4 hit points; hp 3; THAC0 20; #AT
1; Dmg 1-4; THAC0 20; SA charm; MR
25%; AL N; XP 33.
The PCs come out of the forest into a
large clearing that contains a lake. They are
following a trail that parallels the edge of
the lake about 20 feet away. The trail continues
along the lake for about 300 yards
before winding back into the forest.
As the PCs make their way along the
trail, a group of nixies appears in the center
of the lake about 100 feet from the shore.
The party can see there is 1 human with
the nixies who stares blankly at them. The
human appears to be in the baron's livery.
The nixies generate a powerful charm
<power> on a randomly selected member of
the party. The <power> requires selected
member of the party. The spell requires
the victim to make a saving throw vs.
magic at -2. If a PC is charmed by the
nixies, they will take the victim to their
lair for 1 full year; the spell
then wears
off and the victim is allowed to go free.
During his enslavement, the nixies keep a
water breathing <power>
on the captive.
The nixies attempt to charm the party
twice. If a charmed PC has a dispel
magick
spell cast on him before he enters the
water, there is a 75% chance the spell will
be broken. But once in the water, the
chance is only 10%.
If any of the nixies are hurt, they all
give up the project and dive for the bottom
of the lake. They have no intention
of giving up their current slave.
Likewise,
if both charm attempts fail, they retreat
into the water.
The nixies have quite a few items of
interest in their underwater lair, but the
likelihood of the PCs discovering the
treasure <(C & Q)>
is remote enough that generating
it is left as an exercise for the DM, if
the PCs manage to get to it.
6. Pixies
(2-8): AC 5; MV 6"/12"; HD
1-4 hit points; hp 3; #AT 12; Dmg 1-4
(sword) or miniature bows +4 either <short
sword (as dagger), short bow>
doing 2-5 points of damage, sleep,
or
memory loss; THAC0 20; SA <powers>: polymorph
at will, create illusions <(variant spectral
forces)>, know
alignment, ESP,
dispel magick, and dancing
lights once per day; SD naturally
invisible; MR 25%; AL N; XP 35.
As soon as the PCs enter into a lush
part of the forest where the pixies
live,
1 of the pixies runs off to inform
Melandrach. While they wait for their
companion to return, the pixies harass
the party by firing sleep arrows at randomly
chosen PCs. The pixies attempt a
total of 6 shots. Any PC hit by one of
these arrows who fails his SAVE vs.
magick goes into a comatose state for 1-6
rounds. The pixies are invisible, but the
PCs may hear them giggling. The pixies
won't attempt any grievous harm unless
attacked themselves.
When the pixie returns with word of
Melandrach's plight (see the final <link>
encounter for details), the pixies panic,
cease their harassment, and fly away.
| As you lead the party through a patch
of dense woods, you feel a tap on your shoulder. "I believe you're part of the Daggerford militia," whispers a <link> female voice. "Where is my brother?" A lovely young woman suddenly <com=x> appears before you. |
This is Lady Bronwyn. If the
PCs don't
immediately recognize her, she introduces
herself and repeats her question.
When the PCs explain that her brother is
elsewhere, she says she's happy to see
them and tells them what happened. "I
finally shook off that drug Agwain
slipped me," she says. "I immediately
turned invisible and left his camp. I
Imagine he's rather upset right NOW."
"I certainly am," comes a voice from
the bushes ahead. Three men step out"
Agwain and 2 followers. They have
been hot on Bronwyn's trail since her
escape.
Baron Agwain, Esquire: AC
0; MV 6"; hp 22; #AT 1; Dmg 2-9 (long
sword); THAC0 17; AL CG;
XP 173 (200
if returned alive to Daggerford).
Baron's men, Warriors
(2):
AC 5 (6 as Archers); MV 9"; hp 11; <alt: 1 Warrior,
3 Master Bowman with 17 hp>
<#AT 1 with BROADSWORD, 2 with short bow>;
Dmg 2-8 (broad swords) or
1-6 (short
bows); THAC0 2019;
AL N; XP 83 each.
In spite of his abduction of Bronwyn,
the baron is BASSICALLY an honorable man.
He knows what the PCs want and makes a
proposition. "If you want the Lady back,"
he says, "you can have her if one of you
can defeat me in single combat, or
if
3 of you defeat my 2 men and
myself."
The PCs are free to accept the baron's
challenge. Alternately, the PCs may choose
to ignore the challenge and attack him and
his men; Bronwyn will gladly assist the
PCs
in this and all other attacks. (Before the PCs
rush into battle, it might be a good idea to
remind them that the duke wants the baron
alive for questioning.)
As the PCs make their decision, but
before they actually TAKE any action, read
them the following:
| Agwain starts to ready himself for battle,
then he and his men are suddenly struck in the back by a volley of arrows. You can see movement in the bushes behind the men as several figures race away. |
The attackers are some of the goblin
archers sent to ambush Melandrach,
the
king of the woods. The goblins have
already killed the baron's horses and
have
tracked him to this spot. Since they have
managed to sneak up within only a few
feet of the baron and have a clear shot, all
of their arrows hit. Each of the baron's
men is hit by 3 arrows, and the baron
is hit by 2. Each arrow does 1-6 points
of damage; this is not enough to kill the
baron, but it is quite possible that 1 or
both of his men are killed in the attack.
Since only 4 goblins participated in
the attack, they have no DESIRE to TAKE on the
party at this Time. As soon as they
fire their
arrows, they decide it is time to get out.
After the attack, the baron loses all
interest in the party. He briefly examines
any of his fallen followers, then chases <Pursuit
and Evasion of Pursuit, Outdoors>
after the goblins. Any surviving followers <Since he is a cavalier,
he should have cavaliers as followers, not fighters>
accompany him.
If the party reacts FAST enough, they
still have a chance to capture the baron.
More likely, however, they will have to
chase after him through the bushes.
Battle in the Valley
If the PCs somehow manage to capture
the baron <as> he chases the goblins,
he begs
them to help him avenge the cowardly
attack. If the PCs agree, they follow in the
direction of the attackers for about 100
feet; then read them the info
below. If the PCs decline to help him,
they are free to return to Daggerford.
If the PCs are pursuing the baron, they
run through the bushes for about 100 feet,
then come upon the baron crouched
behind a large rock. He motions for them
to join him. If they do, read the following:
| From the other side of a large rock, you
hear the sounds of an intense fight. Peering over the top of the rock, you see you are on the summit of a hill which slopes into a deep valley about 100 feet in diameter. Standing on the edge of the valley are 6 goblin archers firing arrows into the valley. There are 4 other goblin archers guarding their backs, facing in your direction. |
The goblins are firing at a noble-looking
elf who is using a clump of thick
bushes for coverconcealment. The elf appears to be
wounded and unable to walk. Whenever
he tries to move, the goblins fire again
and laugh.
The elf is Melandrach, the elf chieftan
and King of the Woods. The goblins
ambushed him here. He has been
wounded in the leg and can't get away.
The goblins have him pinned down and
are taking their Time in finishing him off.
Goblins (10): AC 7; MV 6"; HD 1-1;
hp 4; #AT <2 or 1>; Dmg 1-6 (short
bow or hand
axe); THAC0 20; AL CE; XP 14.
<Bowmen>
As soon as the goblins become aware of
the PCs, they cease firing into the valley.
They attempt 1 round of arrow fire at
the PCs, then charge them with
their
axes. If 1/2 of the goblins are killed, the
REST attempt to escape. The baron will
pursue them and urge the PCs to do the
same. Unless the PCs are unusually SLOW
to respond, they should have no problem
overtaking any escaping goblins.
When the battle is over, the PCs may
want to go into the valley to check on
Melandrach. His wounds aren't serious
and he is grateful for the party's help in
his hour of need.
Melandrach, male Wild Elf <Wood Elf>
Guardian (Champion
| Initiate of the 8th Circle)
AC 1; MV 12";
hp 65; #AT 1; Dmg by weapon; THAC0
10; S 17, I 15, W 16, D 17, C 16, Ch 18;
AL N. Equipment: <elfin=-x>
chain mail and
<large> shield, battleaxe +2,
long bow +3,
<gp and xp at least 3 times that for a long bow +1>
dagger +1 (all of the magical equipment
is
of an old pattern, probably left over from
the Fallen Kingdom).
Spells:
1st level: animal friendship,
detect
magic, entangle,
faerie fire, locate
animals,
pass without trace.
<Greater mistletoe>
<food.animal=x>
<a leaf of mistletoe + sprig of pine>
2nd level: charm person<?>, cure
FIGHT
wounds, obscurement,
warp wood.
3rd level: call lightning, protection
from fire, pyrotechnics.
4th level: cure serious wounds,
dispel
magick.
5th level: control winds, transmute
rock to mud.
To reward them for their help, Melandrach
gives every member a leather pendant
worked with semi-precious stones. <gems=x>
This is his sigil and means that anytime
the PCs are in Laughing Hollow,
they are
under his protection.
Wrapping Up
The party is allowed to spend the night in
Laughing Hollow and are escorted out
the next morning by Melandrach's Wild <wood
elves>
Elves with no incidents. Each PC next<gets>
XP for making FRIENDS with Melandrach.
<move image>