Download as pdf
Download as pdf
You are on page 1of 142
Campaign Adventure for Character Levels 7:11 | A | f PO rate a CS roa eae Paes emer mes et uence ay 3 Peer t ae iblete hai scat fener 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, 1986 Introduction 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 encounter Chapter 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 of escape), 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 they strike 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, a aps 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 by the 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