Campaign Adventure for Character Levels 7:11
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Paes emer mes et uence ay
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SS ene“Moldvay, Lawrence Schick, a
Revision: David Cook
Editing: Harold Tohnson. Jon Pickens. Brian Pitzer. Edward G.
Sollers Stephen D. Sullivan, Steve Winter
Cover Jeff Easley
Interior Art: Kon Lindahn, Va
Willingham
Cartography: Jean Kocbernick, Dave LaForce, Stephen D-
Sullivan, David . Sutherland IT
Typonraphy Linda Baki
akey Lindab Erol Otus, Bil
‘seated ty the Book tan Une Sata by Rando House Et,
and in Canada by Random House of Canada Lid. Distributed to the toy
and hobby wade by regional dstrbutors. Debut nthe Late
Kingdom by TSR UK ba
Copyright 1986 TSR Inc.All Rights Reserved
“This adventure is protected under the copyright Iaws of the United States
‘of Ameria. Any feposution of other unauthorzed we ofthe mater
“onttined heen i prohibited without the express writen permission of
TSRine
Fst Peising May 1986
Printed inthe U.S.A
Table
of Contents
Foreword ....++
Introduction
Chapter 1: The Road to Highport «.....
The Invitation —
Welcome to Safeton .
The Feast at Dame Gold’s
The Mission
Life in Elredd
Leaving Town
Captured...
Fates Worse Than Death .
Chapter 2: The City of Highport ...
Geomorphic Highport
The NPCs of Highport .
Jobs Available...
Information .
Special Encounters 1.1
Chapter3: The Temple of Highport.
Key to the Temple Level
Key to the Sewer Level .
Captured Documents
Chapter 4: Into the Wildemess -+.+.+es+0005
The Hill Trails.
The Tribes...
Runaway Slave
Chapter 8: The Sliven Stockade <<...
Key to the Hill Fort ........0.00.00.
Dungeon Level...
os
The Trail ......
The Caves of the Drachensgrab |
Chapter 7: The Hidden City of Suderham
1e Aerie of the Slave Lords
Key to Suderham .......
The Catacombs of Suderham
Chapter 8: Dungeons of the Slave Lords. ++.+++ 110
Key tothe Labyrinth ......... eal
(Chapter 9: Suderham in Flames! 9
Key to the Island Encounters -119
The Slave Lords .
Pre-generated Characters ..Here in your hands js the next stage inthe
sweeping adventure begun in The Temple of
Elemental Evil, With this book you can
cary on the adventures of the band of
heroes introduced in The Temple of Elemen-
tal Evil as they journey from the safety of
Homulet to the untamed lands of the
omar. Now your players can adventure in
the lands of Grevhawk from Ist through
0th levels or even higher.
But these adventures haven't always been
“The Scourge of the Slave Lore. Fist pub
lished in 1980 and 2981, they were released
sea series of four modules: AL. Slave Pts of
the Undercity; Az, Secret of the Slavers
Stockade; A3, Assault on the Aerie of the
Slave Lords; and A4, Inthe Dungeons ofthe
Slave Lords. While these’four modules
linked to each other, there wae na thovght
or intention o connect them to the Temple
fof Elemental Evil adventures. Indeed, that
product had not even been finshed at the
tiene!
Th truth, the A seriee of modules had
humble origins and simple goals. In late
1979, four members of the TSR Design
Staff—Lawrence Schick, Harold Johnson,
Allen Hammack, and, myself, David
Cook—listeued with some dismay and
‘unhappiness to complaints from players of
the GENCON® Open Tournament.
‘We had litle idea whether these com-
plaints were valid, but something had to be
‘Gone, Before we Knew i, ve had essed
to creating and writing the next year’s
ADAD® Open Tournament.
Great, marvelous—but how were we
going todo it? The First thing we needed was
fn idea that would make the tournament
‘exciting. Finally, in Novernber, the thunder-
Stroke came. One cald evening, Harold
Johnson ran the first adventure of a new
AD&D® campaign. With a large amount of,
Foreword
perverse gle, he quickly arranged to have
Ell our lowly Istlevel charactors arrested,
Stripped of our meager goods (right down to
a loincloth), and locked into a labyrinthine
System of caves. Lhere our characters were
Tete to die, asisted by a relentless and hun-
ry minotaur twas our ite again! impas-
fible odds, Somehow some of our
characters survived.
“That adventure was great and exciting It
‘made us think, be clever, use ou skills, and
truly role-play to find solutions, There was
no doubt-this same situation would make
a perfect final round for the tournament.
‘What beter test could there be to find the
ultimate role-playing team? So, we had an
fending, but ne begining. Soave we had
to bring the player characters to this point.
The AD&D Open Tournament required
seven different rounds of play: five fist
rounds, a semifinal round, and 2 final
round, We knew what happened in the final
round and had a pretty good idea of what
twat needed in the semifinal (everyone gets
‘captared), We needed the first rounds and
we needed a story. For the story, we created
the Infamous slavers. Ihey would provide
the connecting thread and motivation for
the charactere, However, designing the Brst
rounds was a much more difficult matter.
Tobe fair, every frst round had tobe bal-
anced agains the other first rounds, For the
tournament to be fait, every team in every
pening round bed to face about the ame
Amount of challenge, With three designers
{doing diferent rounds ofthe tournament, it
twas necessary to have careful discussions
land plans for the tournament. First, each
designer chone «low-level monster that
‘would be the basis for his round: ores in Al,
hhobgoblins in A2. and anollsin A3. Next we
decided on the number and type ofencout-
fers that would occur: nine encounter to fit
the time limit of 3s hours, We guessed this
would eive a good team just enough time to
fel through every encounter. We also fig-
tured that every encounter should be tough
fenough to Hill one player character. With
fine tournament characters, there could
‘nly he nine encounters
‘We also set what would happen in each
encounter. Thus we came up with the fol-
Towing ls:
2 Traps
1 Trice to fot the players
1 Problem he payers had 0 solve
1 Kencourter wih te baie monster of the
‘pandora, Robi, els)
1 Ambush preparedby the base monster of
eed
1 Encounter with the basic monster and a
(Giend (an ogre, for example)
1 Encounter with an unintelligent monster
1 Encounter with a brand new monster
1 Grand Finale
Using thislist we each went to design our
tournament rounds.
‘Even alter this, our work was not yet
‘done, Bach round had to be carefully cote
pared and playtested. Adjustments were
rave to bring the rounds into proper bal=
fnce. Many people helped, Tom Moldvay in
particular, with is suggestions and assist~
[ince Finaly, the rounds had beexpanded
into modules, adding details to fit the
‘demande of campaign play.
"Now, to link the Slave Lord series into
The Temple of Elemental Evil, even more
expansion has been done. What you have
‘now combines the bes ofthe A series mod
les with new adventures in the WORLD
(OF GREYHAWEK™ Came.
David Cook
February 6, 1986Introduction
From the boozy refuse of sea-front taverns
tothe war councils of murderous ores, there
f only one gang that can bind and com
rand them—the slave lords. At first they
‘were only a vague whisper on the lip of 2
few barbaric scum, a whisper that grew 0
an icy chil of dread and despair—the save
Tordst They are masters of vile cruelty and
terror. And they are unnamed and unident-
fed, hiding behind 2 ell of secrecy and
Geception!
“The story of Scourge ofthe Slave Lords is
that of justice, and possibly revenge. For
years the slave lords have carried out theit
particulary cruel trade on fishing villager
‘nd isolated farming communities. Their
actions have been without remorse or pity
Now: iti tine for thei terror 0 end, pet=
haps atthe hands of afew hearty adventur~
‘es Players should begin the adventure with
characters of fourth to sixth level, perhaps
characters who have adventured and sur-
‘vived through the dangers of The Temple of
Elemental Evil. Characters of lower levels
fnad best adventure in large groups (very
large groups for extremely low levels)
Characters of higher lnele can ale he ere,
and the group sizes should be adjusted
‘accordingly. Of couse, there comes a point
‘where a single character of very high level
‘an deal with the entire adventure and not
fel challenged. Such a character simply
does not have a place in this adventure.
Leave him home, tending the estate or
minding the kingdom, i you please.
Getting Started
‘To play this adventure, itis necessary to
have the Payers Handbook, Dungeon Mas-
ters Guide, and Monster Manual at least. Te
ray alen be ef tn have a copy of Mon
‘ter Manual I as some of the creatures
‘which appear herein ae fully described in
that volume. No provision is made for ehar-
acter classes or creatures from other books
(Wnearthed Arcana or Oriental Adventures)
Dut these certainly canbe incorporated into
aay eles campaign as he dees and
Since the adventure presented is quite
large ite unreasonable to demand or even,
that you, the rteree ead or skimal he
‘material before bezinning play. You should
become familiar withthe organization and
parts of the module. Look also at the map
booklet, identifying the various maps and
vwhen ey ave need. Doing both of tree
will make it easier for you to quickly find
Information when you need
‘The modileis divided into chapters. Each
chapter isa separate sage of the adventure
‘On the average, you should be able to 10
play one chapter per game session. There-
Fore, to prepare se refer, yom shel read
carefully the chapter you intend to play Tt
‘may also help to skim through the next
chapterso you can see where events are sup-
posed to lead.
Tneerted in thie book i a emaller booklet
‘of maps. Allmaps used i the adventure can
be found there. However, you may also
wish to have the WORLD OF
GREYHAWK™ Campaign Supplement,
which provides the larger setting, against
Which this adventure occurs
Refereeing the Adventure
Aga campaign adventure set in the World
‘of Greyhawk, Scourge of the Slave Lords
‘must rely on your skills and knowledge to
Succeed. You are the only person who
knows the abilities and temperament of
your players and their characters, You are
the only person who can provide the rich:
ness of background detail peculiar to your
‘campaign. You are the only person on hand
to make the on-the-spot judgements which
Invariably become necessary. You are an
important part of this adventure. If you
remember ths fact and enjoy your role, this
‘adventure will excite and challenge your
players all the more.
‘An important factor ofthis adventure is
motivation. Situations are created to galva-
rise and energine the player charactors
Your participation and judgement in this
‘motivation is vital. Some situations in this
Adventure require your careful judgement.
‘Terrible things wil happen to the player
characters and the players may become die
couraged, enraged, or unduly upset by these
‘events, This is where your skills are most
important. You must work to maintain the
spits of your adventures while retaining
the desperateneas of ne situation, Propealy
done, they will have a strong desir to fight
their way through and track the slave lords
down tothe end.
Scourge ofthe Slave Lordsis designed for
characters of Sth to 7th level. During the
Course of play characters ate likely to weet
fenough experience points fo rise one or
‘more levels. The increase in levels may be
necessary for some characters to survive the
final sections ofthe adventure
“The slave lords themselves area cunning
and dangerous group. Not only are they
[Powerful inlets nd magic they are alco
Accustomed to working as team. They have
‘worked together for many’ years and have
become aware of each others strengths and
weaknesses, Time has allowed them to
auzemble a highly fliient organization.
‘They make few mistakes, for mistakes are
too costly in their business, They possess 0
pity or mercy. Although they can be
extremely subtle, they also appreciate the
cllect of brute force and overnbelaing
might, Finally, they are indeseribably cru
Bear these factors in mind when refereeing
theslavelords. This is nota module for bur
alers!
"No opening background is given for this
adventure for two reasons. First, It is
Sesumed that this adventure begine shortly
after the player characters have finshed
with The Temple of Elemental Evil. In this
ease, you will know the situation and cond
tion of your player characters best. IF you
are not using the WORLD OF
GREYHAWK® Fantasy Setting, you will
have to create your own appropriate back-
ground information, adjusting whats given
here to fit your campaign.
‘Second, in the opening sections of the
module, you should try to deceive the pa
fers as to the true nature ofthe adventure.
‘You want them to believe they are going to
tackle something other than the slave lords,
springing these villains and the problems
they make asa surprise.
Information is normally presented in the
module in one of two ways. Areas of boxed
tex are desrpve passages hat shoal be
ead aloud to the players unles special =
‘cumstances prevent their knowing the infor-
imation given ‘here. The information not
‘boxed is material forthe DM only, 0 that he
can referee the encounterChapter 1:
The Road to Highport
The Invitation
“The winter snows are finally receding,
Here, in Hommlet, crocuses crack
{hough the crust of ol snow. Pale pik
and white blossoms push up at the bases
‘of bare-branched trees. Inthe warm sun,
‘ap creaks through the oaks and elms.
Birds sng inthe morning and the forlorn
calls of owl ill he night.
‘Since your stay here, you have seen
the villagers change. The. braumeister
and his nephew have proven fine com-
ppanions over the winter nights, and you
fave Upped many a Hlagon in thelr Hine
company. Ostler the Innkeeper plays a
fine game of draughts: indeed he'sabt of
a sharper at it, having taken you a few
Clever wagers. Tat fine looking spinster
‘woman from the farm by the pond has
pada few calls, Youve even managed to
Igetafew civil words uut of Back Jay ated
Rave enjoyed a good home meal at the
Ihomes of some ofthe folk. Ah. yes.
Deginning to feel like home.
"As you stretch auton the bench before
‘he inn to warm yourelf nthe sun, you
spot a stranger striding down the lane
ier, leaning out hie Front door, nade
in that direction and says, “Now, what
dye make o' that, fair sis? "Tis a man
‘wrapped in the colors 0° some laird,
Stroling through our Hommalet, bustin
Tike he's driven on come grand business.
Mayhaps Il have me some laird’ party
stayin’ for the night” With a shrug he
goes inside, calling to his arly
‘Looking closely, you can make out the
list of flasen Bai tabling wut oun
Beneath the liveried cape. From the way
this stranger moves, you'd safely guess
him to be a her Now, what business
‘woul a woman have in sucha sleepy it-
tlevillag, a lord's woman at that?
“Assuming a sleepy pose, you continue
to watch the stranger through hall
closed eyes. Witha purposeful stride, she
‘crosses the inn yard and passes your
‘bench. A mingled scent of perfume and
horse siveat follows her. There are mut
fled votes inside
‘Suddenly, she steps back out the door
and tears hark the honal of her Flank
"Good sirs?” she says with a gracefal
curty, "Tbeara message from Most Wor-
thy Dame Gold of Safeton” She is, 35,
you guessed, a young woman, endowed
witha dignified andoubdued beauty She
thrust a heavy, bull envelope into your
startled hands, "To The Saviors of Hom-
‘let is written acros the front in 2 spi=
ery hand. The back is closed with a
lange Biol of wan presed wile a seal. She
tarne and walks away.
“The invitation reads
To those Brave and Worthy;
‘May it never be ssid that the course
‘seous undertake valor for the hope of
‘reward nor the righteous seek purity, and
thus may aspersions of evil never fall
‘upon thy name. But, a8 ye know 00
‘well, the rowarde of virtue are pain
and cold,
‘Our advisors, through wisdom and
sagacty, have proclaimed thy actions
‘good and virtuous, done for the wealth
OF the people of Hommlet, Those 20
hoble az yourselves will grace and orna-
‘ment the presence of any gathering. We
beseech you to kindly honor us with
‘your presence during the Feasts of Edoira
‘at Windy Crag inthe town of Saferon
Dame Gold
The messenger, in the service of Dame
gold, is the proud handler of = pegasus. The
beast i currently wa
nearby woods, I requested she will take the
Character reply. She is friendly and not
secretive, and thus willanswer general ques-
‘ons about her mises.
‘She does not care whether the player
characters attend or not, but does sive a
slowing report on the previous balls given
by her mistess. If the characters are susp-
lous and check up on The Most Worthy
igon the edge of the
Soe atetnaaraheae ne
imo Ri aT
Seve are
ieatichos
Tac eh ey
sey le,
kar tt
see aat ene
SETA Lane
The Tinker
Inno time at allt seems that everyone
town knowns of your message. Of
oure, trying Keep such att eve
fecret in such a small town is almost
Impossible. The locals regard you witha
carious interest, By the next morning,
Yyou ae the objects of local curiosity. As
‘you sitin the nn, a weather-beaten hal
ling epprosches you.
“Creating: to you all” says the hal
ling. “My name is Revy Aait” The small
form in atdy leather smock pauses fora
moment as if expecting. recognition.
“Ahem, oh wel tis said you ae ravel-
ing towerd the const, to attend the feats
‘of Dame Gold. Don look surprised, iis
So hard to keep such secrets in a village
this size. Te is useFul fora tinker 0 keep
his ears open. But, about Dame Golds
party. Lwish to briny sumesmal seinen
fof my work. You see, my family once
Worked for Dame Gold, and it was she
that prevailed upon a local smith to take
me as apprentice when I was in my
"oveens...but the wagon and roads such
that [hesitate to travel without escort
He sighs. “Would you, could you travel
with me? Lseta fine table and ama wil-
ing cook. Glady [would split the cost of
all provisions for you
Rev Aair i just what he clans to be, a
humble tinker with no thought of treachery
for malice. His small wagon is laden with‘copperwork for Dame Golds hoasehold,
Hanging from the sides are wineskins, 3
lange cured ham, bags of apples, flour sacks,
rings of salt, and pots of honey. Perched
precariously’ atop ‘everything. are several
cages of geese and hens. Two stout ponies
poll the litte wagon. Revw Aair has no
Intention of traveling alone on the road. If
the characters refuse to accompany him, he
will ry again, ater fire fixing a cumptuous
‘meal for them. By offering an example of his
culinary sil, he hopes to convince them to
‘come along. Furthermore, several of the
‘most reliable villagers will provide good
reports of the ltl halfling,
The Road
‘The season slate spring and the weather
looks tobe fine fr traveling. Thetrip can be
‘estimated to take five to six days by horse,
‘or twice tha for horse-drawn wagon, There
e good seals between Hommlett and
Safeton; the Kron Hills are always consid
fered safe. while the Gnarly Forest and
Welkovood are generally free of trouble or
bandits. The Wild Coast area is often
fraughe with danger, however, and it is this
area thatthe haling seems tobe most wary
All encounter descriptions assume that
the characters agreed to escort Revy Aair
land his wagon to Dame Gold's mand, IF
they choose not to do so, adjust the
‘encounters appropriately. Rev Air brings
along a helper, a young halfling, hie nephew
Bellod Ifa ight develops, both do ther best
to avoid being placed in danger or harmed
any way. If possible, Revy Aair will
tempt to save his wagon in the proves, He
will do litle to help the party in combat
(except what he might be able to accomplish
through his wit). He is not disloyal or cow
ardly but, knowing theres litle he can do,
is not pariiculaily brave, either,
Revy Aair; ACB; MV 9°; HD 1-1; hpS' AT
1: D1-6; ALLG.
Bellod: AC7; MV9"; HD 1; hp 4; #AT 1
Di: ALLG
The Con Men
Use this encounter while the player char-
acters are traveling through the Kron Hills
for thar viety.
‘As you wind along dhe road, you spot a
pair of men slogging along slowly in
‘your direction. They appear tobe recent
victims ofan atack; scratched, bruised,
clothing slashed, and one sports a black
eye. Glancing up 2» you approach, the
closest feebly raises a hand in greeting,
sand sens anlous to speak,
“Thetwnmen have uct ecaped group of
irate gnomes whom they succesflly biked
‘out ofa small amount of cash. Armed with
‘unning, insight. and nerve, these en
snake a living of unsuspecting passersby
tho take them at their word The te are
Bverage humane. Ifthe characters stop and
talk the men keep their dstance, ready to
escape f necessary. They leave immediately
i they observe spelleating
‘The two men allem to convince the
party that they are Highflk nobility whe
havejust been robbed of all their money nd
Valuable posessins. Apparently quite
panicked, they hint vaguely at an ambush
low the road, mentioning magi and hi
ous events, They then ask for a small
mount of gonerncity to de them through
the rest of thee journey.
“To all questions they willie o tl halt
truths: false names, false businesses, and
false tales ab necessary. They are clever
trough talon when oll the tat the
Player characters give them any toney,
they accept with overflowing graitude and
‘many promise to repay the loan at some
feyare date. Then, they spin a ants ale
of aback jut down the rend. Central te
thei tale is vivid description of a band of
corrupt and evil gnomes who have come out
of the hills and are ravaging the county.
side. They hint thatthe behavior of these
gnomes is odd that they nay be pssene
‘They persist in thei beging unl they are
paid ori is obvious they wil reeive noth:
ing
Tater in the day, jst before camp is made
(ox the evening, 4 group of gromes ts
sighted bythe party: any number fromm 100,
10.300 appear
“The crowd is quite angry and upset
armed with short swords and cubs. The
gnomes at fis think the party may be pro.
{ectng or hiding the con ren. Coming upon
the players, they surround the wagen (or
camp. Give the characters an opportunity
to panic and do something fooith before
Raving the gnomes at
‘After this if the characters keep their
wits, the gnomer explain angrily thet they
are looking for = pair of shaspers and
deceit forthe express purpose of -delive-
ing to them the justice they deserve? With
these words the player characters notice
several of the gnomes holding ropes and
brushes, evidently for unsavory purposes
‘The gnomes have no interest in the player
characters, although if they Tear later that
the characters deceived them, the gnomes
will be quite angry.
(Con men: AC 10; MV 12°; HL 14; hp 4,3;
#AT 1; D 1-4; ALNE
Gnomes: AC 5; MV 6; HD 1; #AT3; D1 6;
"ALN.
Raiders!
‘This encounter occurs somewhere deep in
the heart of the Welkwood Gnarly Wood
You have traveled for some time without
incident. meeting anly noeasional trav
elers on the road. Since entering
Welkwood, you have traveled under a
vast canopy of leaves, enjoying the occa:
sional pools of sunlight. Late in the day,
the road passes along banks of a pond
overlooked by a grassy meadow. It
seems like a good place to camp.
Unfortunately for everyone concerned, a
raiding party has alu found the meadovt
and has deemed ita convenient place to wait
fut the davlight hours. They are sheltered
from the party by alow, grasy ridge, I the
Player characters think to reconnoiter the
they have no difeuly finding the
"aiders. They are just breaking camp, pre-
paring to moveby night. The player charac-
ters can either retreat quietly (avoiding the
encounter prepare an ambush
or an ambush, the players must explain
the positions and plans of their characte to
You. Any halanced combination of caution
and boldness should succeed. Stupid rash:
ness and its converse, timidity, will not,
‘Any ambush must do the following to
‘work:
1. Achieve surprise.
2. Make the raiders fear they are being
attached by a powerful force
3. Hurt the raiders visibly in the First wave
ofthe attack,
If these goals are achieved, the raiders
break and scatter. They have no desire to
fight battles for no gain (and perhaps much
Tess)
lowever if the player characters make
foolish mistakes inthe ambush, the raiders
stand and fight. These mictkes include
charging into the middle ofthe camp, sur-
rounding the camp (thus ending any hope ofescape), or generally revealing the weakness
‘ofthe players party
Ifthe player characters do not bother to
check the area, the raiding party i dise
fered when Revy air comes Tushing, up
from the pond without his water bucket
"An orc! lie sereans hoaraey. “An of
Gettin’ water just like I was!” Panicked, he
rns through the camp, waving and point
{ng back toward the pond. Across the pond
‘you can hear grunting and shouting
‘Use the Kaiers! map inthe map booklet
‘Theraiders' camp isto the north ofthe char
acter’. As soon aa the alarm is essed, the
{troops begin moving through the woods to
‘outflank the player characters, Fearne their
‘aiding party has been discovered by sol-
ders, the commander (Dergrenche) splits
his free into ftve diferent groups. Each i
ordered toa different position a indicated
fn the map. The number in parenthesee
thenumber of rounds required for the group
to get into position. As the units reach their
positions, Dergrenche’ strategy unfolds
‘The goblins should reach their position
first: sAs oon a8 they ave i posits they
begin fring arrows at the party. They are to
pin the enemy down. preventing Hhem from
Advancing or retreating
‘The bugbears should be the second to
reach ther positons, They are ordered to
remain hidden until Dergrenche gives two
late on the war horn
The ores and ogrllons should be the lat
un in poston. They are to attack when
rprenche gives a single blast on the war
hor.
“Tisups in bushes or woods gain +4 to
their armor class due to cover gained
through concealment. The sun i Tow in the
west and the wall of trees around the
meadow creates a great deal of shadow,
Thus neither the goblins or the ores suffer
from exposure to bright sunlight.
‘Once he gives his orders, Dergrenche and
his ettin bodyguard move carefully to a
Position where he can watch and command!
the battle. He will not risk hime unduly;
he has ample troops available to fight for
him.
Three rounds after giving his orders, he
‘iver aeingle blast on his war horn. On the
Lith round he gives two blasts, ordering the
Dbupbears into action
Unfortunately, battles do not always go
asplanned. Timing and morale are two fac.
tors Dergrenche cannot always contro
‘The first time any group suffers 2 cast
ally, i mutt check morale. When half or
‘more of the group has been slain, it must
check morale. When three-fourths of the
soup issn, ts morale automataly
Fail
“To make a morale check, roll 2410 and
add the results together this number fe
‘equal oor les than the morale rating of the
‘group, the group is unaffected, If it is
higher, the monsters break and run in panic,
‘The movements Dergrenche has planned
may go wrong. When the first blast is
sounded, roll 1420 for each ore/ogrillon
sroup. If the die roll is 9 or greater, the
troup attacks. fot, the group is nat yet in
positon. Roll 1d6 to find the number of
oul that must pase before the group
arrives on the batlefeld, Repeat the same
procedure forthe bughears when they are
signalled t attack
In any evant, Derprenche seeks to keep
his force intact and calls for a retreat if
things. go badly. He prefers to lead from
behind unless success fs at hand,
Tf, during the course of the battle, any
spel casters use Luse-based sells, there ft
chance that they may start a mildly damag-
Ing blaze inthe Forest. A fireball astomat
cally starts a small fre which will bin for
20 to 30 minutes before sputtering out
Lightning bolls may do the same i theystrike a tee or are cast low tothe ground. If
a fie does begin, i consumes several tees
find scores the meadow, The player char-
‘acters can limit but not prevent the damage
by dousing the blaze with water
Four druids arrive within two hours of
the start of any blaze. They march into the
meadow and grimly survey the scene
“Approaching the characters in peace, they
firmly request details om what happened. It
the player characters admit they started the
fire, the druids firmly chastise them. Forti
nately, circumstances weigh in the party's
favor. However, the druids do insist the
characters extinguish the reshaiing ties,
Dury the dead, and tidy up the area.
Dergrenche(half-ore): AC 2; MV 12"; Cav
3: hpds; #AT3/2;D 1d843; SA Spells;
ALLE
Spells: command, cure light wounds (x2),
‘hold person, silence 15° radius
Dergrenche owns a longsword +1 and
‘wears chain mail +1. In a pouch at his belt
he earnes a potion of supersherolem and a
‘potion of extra healing. In a life or death s-
tation, he may risk potion miscibility a9
last option.
Dergrenche's bodyguard (4 eam): AC 3
‘MV 12*; HD 10; hp 50; #AT 2: D 2.16
73.18; ALCE,
Attack Group 1 (24 goblins): AC 6; MV 6"
HD 1-1: hp 4 each; #AT 1; D1-80r 1-4,
‘AL NE. Each is armed with a shortbow
‘and dagger.
Attack Groups 2 & 3
(3 bughears and 3 war dogs each)
Bugbears—AC 5; MV 9°; HD 3:41; hp 16
tach; #AT 1; D 1-10; AL CE. Each is
armed with 2 two-handed sword,
War dogs—AC 6: MV 12"; HD 2-2; hp 11
each; FAT 1; D2-8; ALN.
‘Attack Groups & & 5
(G ogrlions and 12 ores each)
Opilons—AC 6; MV 12"; HD 2; hp 12,10,
8; #AT 2: D 1641 (2); ALCE
Ores AC 6: MV 9°; HD 1: #AT 1:1 1-6
‘AL LE. Each orc carries two spears. The
firsts thrown in a mass volley. The sec-
fond Is kepe for close-in fighting,
lethe raiders’ camp is taken and searched,
combined otal ot 1,750 gpin coins of vark-
‘us types (5,000 gp weight) can be found,
slong with a fair amount of iron rations
few maps ofthe Wild Coast and environs, a
sant sized sun-umbrela, and a small pam-
Phlet on battle tactics written in the com-
‘mon tongue but published in Pomar).
Dergrenche also has ni 50 gp gets (peat)
‘and 100 gp hidden in his bedrll
‘Once past this encounter, all things go
smoothly on the road. In but a title time,
Dame Gold's manor comes into view.
Welcome
to Safeton:
Use No Magic Heret
So reads a sign on the outskirts of this,
small, walled town of 1,000 inhabitants.
“The watch seems active onthe walls and
towers surrounding the town, but the
{gate stands open. A ves breceeIreshene
the aie with a sing of salt. There is an
‘open friendliness about the town, make
ing it seem a good and cheerful place to
‘As you enter the towa, the guatdsien
sive cursory inspection and charge you
‘silver piece to enter (a tax for the gud
‘of Saleton). A tough, bearded ol fellow
Tooks you over more carefully than the
‘others. “There be law 19 this town,
tovn—good law made by good people.
Rememher that, hayes, and thou shalt
profit from good advice, Mack my
Words and thou shalt see what a cold,
‘et gaol we can fx for thee. Ave, these
‘helps look troublesome to mine eyes;
‘These lact words are spoken to the oles
guardsmen
Safeton isa quiet and settled town, Ithas
gained its name, and its reputation, from is
‘emphasis on law and order within its walls.
It generally harbors a wide variety of races
andi alignments, driving off only those racer
known for their bad blood (most hal-ores
and the like) and those individuals known
bby evil reputation, Ths, there is a higher-
than-normal percentage of demi-humans in
the town, Likewise, although there ae few
‘holly evil people within the wall, there
are many with shadowy and dubious repu-
fations, Most of these folk are in transit
between other peints along the Wild Coast
and the mote eized lands 6 the north
"The first time the player characters enter
the town, they most likely are on their way
to Dame Gold's manor. They have lite dif-
faculty finding directions. The manor is sev-
feral hours travel down the coat
Later events may requir the player charac-
tere tn return to Saletan. Their weleome
depends on how they act during thisfirst visit
Some typical reactions to character actions:
Investigate the Manor Raid I the charac
ters have come to investigate they can learn
Ite of value from the people of Salton. A
few of the cldstimers hasan) a gen that
{und ike the work of pate or slave al
“pot to worry, case they dont come ths far
sorh’ It the player characters menton the
purpesail the oldstmers italy know ths
teas the work of the slave Tors. Naturally,
Uy only speak ofthis powefl oranzation
‘with great fear and awe
Hie a Ship ite ily tht the player
‘hacer wl want to hie ashi in Salton
‘Thetonmisaminor wading ports tise not
too diicul. Unfortunately, not are too sow
for the player character purpose, being
gan combos or hallow water ga
leys: There sone offer ship aaa, bow
‘ver, the Eo, captained by fun Welle
S's fas, cramping ship that can be char
tered for five t0 ten times the norma rte
(whatever ha nay be yur capa, oF
200 gp day The captain ern fl py
‘ment in advance to cover the rpc dr
tion ofthe voyage (at lest one month). The
price includes al lading, provisions, nd dock
‘Outing: he characters would lke to
ut themacve or an overland we, many
alte plea aie the ba do
fuly bt gay sal hem goode at 10t0 per
Gent ever normal prices thcy Hear of the
destination, few of the more chara shop-
beeper urge the player characien 1 ae
the plane and save their money, fr thet
journey can onl come to disse
We the player characters are in Sfeton,
they encounter the Mad One sever mes
Fora deeripon of Ms activins The Sy
of Steen
The Feast
at Dame Gold’s
‘When you reach the manor, servans meet
‘you atthe entrance to take your hoses, In
the doorway appears the Most Worthy
Dame Gold herself Shes tall woman of
rmidaling age, well dressed. Asche spake
to you, it iseasy tose that sheis.a gracious
lady.
“Why, greetings, wayfaers! Welcome
to my hearth and home. Most guest wil
not arive for another dey, but some have
‘come before you. Lar Dame Gold, and |
welcome you warmly to Windy Crag
Would you be weary of road and riding,
aaps her hands and more servants
appear. "You heroes have two rooms
among you—Windy Crag will be
‘crowded this week—these servants can
show you the way. Be wel” Dane Gold
then turns and bustles away, busy with
“The feast of Edoira is a week-long event.
Many things could (and may) happen Gir
lng this time. Key personalities are hsted
below. After this aregven the major events
ofthe feast. OF couse, you may alter per
Sonaltes and event to 6 the atununple
of your campaign
‘The ectinne helow provide the basis of «
Aitferent typeof roleplaying experince. All
thats required isa knack for roleplaying, a
‘wllingnest to spend one ota hours with
‘ut combat, and a stall bit of paperwork
fon your par. Hefore the party start, Jot
sown the name of an NPC guest, the typeof
Intertion, and the player character you
‘wishto involve, Try te have one interaction
{or each ofthe characters inthe party. H you
have players who seam become involved
inte game, now i good Hef drow
‘As the feast progresses, use the activites
Ite under Daly Event Allow each char-
‘acter to pursue his particular interest using
the Dally Evente ar background and econ
(0% Play out any senes that develop into
interesting situations but avoid going into
too much detal unless your group enjoys
lengthy roleplaying sessions. The purpose
cof thsparty sto create ues between charac
ters and guests and hence provide motiva-
‘on for this future adventure,
“Toward the end ofthe Fest, begin the
Mission srrara.inwolving se many nlayer
characters as posible. You want the player
characters 0 accept this asks they will be
“unprepared for later event
‘apd wish a or bath?_ OF course? 3: |
‘The Servants
‘Aird: Chambecain
‘Alexander Woltison: Herald
Duroc & David: Pageboys
Jayla Garey: Des
Kale: Chief Coole
Shane and Meara Bannan, Ludwig, Amelia
and Wolfgang: Household Servanis
Ernst Carpenters Master of the Stables
(Christopher ofthe Wood: Forester
Witheim and Wilheimsson (his son): Ga.
seers
‘Maida, Natale, Yvonne: Seulery Maids
Vinzio, Laramas, and Terence: Grooms
ups Spitboy
In adltion to these servants, Dame Gold
1s making use of a lange number of ers to
accomodate her guess. These serfs know
nothing of import and race generally be
arefully instructed
The Guests
(A Partial List)
sted here are the principal ests attend-
ing the fee For the oni seven aye, On
the day ofthe grand ball, more guess arrive
but remain only forthe night. These ad-
tional gue, ike hoses here, are quite
famous people—lords and ladies, political
Figures, religious leaders, and. powerful
mystics. You may wish to indude famous or
roteworthy figures Irom your own com
aig (aps reed payer character or
Tm addition to his name, each guest listing
includes a short description. No statistics
ae given for these guess, since characters
fare ot expected to attack ar otherwise
‘molest these people. If stasis are needed,
then guess ofa stated class (magic user, pal-
din ot) are 2.8 levels above name level
Guests nt ofa stated clas (alchemist, mer
chant) ae ether ized adventurers with 1
"levels of normal humane and
Gemi-humans. All possess knowledge
appropriate to their position, and have at
least a polite interest inthe player charac
‘Most ofthe guests present ae extraordi
sary in at leas one atribut. ely api
‘able to their specialty or clas,
_Pemaldo Bravos oust ge at
Hammish of Drone: A sage, specializing
sm ancient lore, given co pesimiste muse
ings
“uly” Katinas A rough cpeaking but
‘nobly born fighter of great rept and local
importance. all the more unique since she
Took lke a quite matron woman.
Randallion the Neat: A thin man, ev
dently a magiesuser, prone tthe nervous
consumption of sees.
“Thaddeus: A pesson wilh a dangerous
reputation a5 athe, never proven. Invited
fore charm ad it
‘is Exeelleny, Devsh of Safeton: High
le of Safer somewhat parochial and
sual in outlook,
Bruthas Badenason: A merchant of sme
sepa
‘Black Kerr: An alchemist from the south-
ernlandsesowned far her experiments, but
Sotortoualy econ, Ate trom the foc
that ake rarely speaks, dresses nly n ack
tnd tad_and Continually gathers biere
ingredients, her hab of conversing oh
tinsen speakers (plainly heard by all
‘Sound faite aang Se ase
tse forthe clergy and can sommetines be
four infested amet i His ce
Tene, Derish of Stetom rack ofthe Light.
Tack Koby A dwar who apelin a
locks and saltboxe for he ic
"Arianthod de Trias A person of noble
blood, te prety snd charming lvited
‘ot ery for er own charms, but alo
‘case her ater ran ileal baron o
the Wild Coa
Kor A rok of igh ak snl face
‘The more gosipy guts of the fest ae
hve wil cprtution ss to how Dame
Gold managed this coup, as monks sully
shun paris an fevolossocalcng
oveph of te Light A sleprdaimed
prophet wo has recently appeared out of
thevmlds of the Pomay Mets ares is
tission, conaderingthove who mock hen
to be dled and topped by ev! powers
He tasa reputation atone touched by the
senda ableto work wonders beyond tho
the cecal cloth He arrived uninvited,
‘aiming to have ben called to this place
‘Dame Gold allowed him to remain cus
cut, reverence, and fea
‘igen Ar arto wid epte. Dame
Gold 8 caren his patron. He has done
trary wovke for her Uy ston, etal, and
‘Pool. The main al ofthe manor i dco
‘ated with fscoes be painted
‘om of tested guests have one oe more
cetainers who atend othe and re eady
{> protect tem ined be
Suggested Interactions
As the week passes, the characters
(assuming they wish to enjoy themseies)
‘an meet most ofthe other guests. Most of
these Interactions ate quite ordinary, even
boring. Below are some suggestions for
cevents that may occur during the course of
the feast. Note that none ofthese deel
involve violence or battle, Instead, they
‘reguie players to deal with socal stations
Fequicing sensitivity and wit. Again, you
Cothexpand wn lor Une events te yout
specific campaign as desired.
"Romancer Ifyou ure this event, decide
which player character and NPC will be
involved. At frst the NPC docs no more
than pay watchful attention to the actors
‘ofthe player character As each ay goes bythe NPC makes greater efforts to be in the
company of the player character, perhaps
asking to dance or walk together. Other
este natice thie affection, commenting on
It between themselves, Remember that the
NPC involved is a complete character and
has atu range of emotions. Thus, he or she
may become depressed, angry, jealous,
vengeful, ete, if his advances are mocked,
slighted, or betrayed. Player characters
Should teact to the situation just as they
‘would in real life
‘Conflict In a converse to romance, some
NPC’ may take a strong dislike toa charac
ter. The NPC does not need a good reason.
Of course. characters who make sighting
comments within hearing will surely incur
the wrath of the NPC. Reactions can vary
withthe positon and temperament of the
NPC. Some engage in petty backbiting and
cruel goatip. Othere do everything possible
to socially humiliate or discredit the player
character, making him a laughing stock. At
the extreme, the situation may come {0
blows. The NPC may demand the satisfac-
tom of a duct if he can show he has been
inglted, A few will become truly vicious,
engaging in lona-term efforts to destroy the
reputation and career of the player charac:
ter. Such moves are eublle and may take
months to develop. A word dropped here
that the characteris untrustworthy, a sean-
dalousliecirculated about his moral charac
ter, a few favors used to prevent the
character from getting a good contract, ete
‘Once an NPC dislikes a character, there Is
litle that ean be done to change the situa
Jealousy: Jealousy sometimes accompa-
nies romance, particularly if the NPC in
Tove is particularly charming and enchant-
Jing. Other suitors, eal or fancied, are likely
to take offense. Of course, the jealous NPC
will havea strong and active dislike for the
character,
Friendship: Avoiding the extremes of
love, characters should find it useful to cre-
ate simple friendships. Friendships (so often
‘ignored by player characters) can be both
Pleasant and utefel-giving the character
Eontacts, resources, and leads from time t0
time. Of course, tre friends do not use each,
‘other