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Slavers

This document provides an overview and adventure hooks for a campaign setting involving heroes battling slavers. It describes the lands and factions involved, including spy networks of the main villains. Guidelines are given for adapting the adventure to different character levels and for quickly generating player and non-player characters.

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Z Des Abysses
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75% found this document useful (4 votes)
1K views130 pages

Slavers

This document provides an overview and adventure hooks for a campaign setting involving heroes battling slavers. It describes the lands and factions involved, including spy networks of the main villains. Guidelines are given for adapting the adventure to different character levels and for quickly generating player and non-player characters.

Uploaded by

Z Des Abysses
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CONTENTS

The Dungeon Master's Notes


The Land of Dyvers.. ..........
The Free City of D y e r s .......
Eyers, The Free Lands
S h e Raids on the Nyr +. .. Additional Adventure Ideas
Slavers Cove. ................ .... 24 The Orcish Wild Coast.. .... ......... 62
; ...........

No& Woolly Bay.. ................


Piracy and Slave Trade.
Bright Tower Ketp. ..........
The Land2 of woouy Bay.. ...

CREDITS
D e s i p Sean K Reynolds 81 c h n s Pamas
Development & Editing Harold Johnson81 Kim Mohan
Creative Director. Stan!
~

Brand Manage David Wise


Act Direm'on and Graphic Des* barn Mutin
Typesetting Angellka Lokotz
Cover Aa: Jeff Easley
Interior Illustndons Wayne Reynolds, David Roach 81 Sam Wood
Gstography:Todd Gamble 81 Sam Wood
Production Manager. Cnas DeLong
I Project Mmapzmae Josh Fischer

EUROPEAN
A decade ago, nine s d w m m b m , cornon mea and women, ficed T h e DM -7
the sinister Slavelords m d p m v d d To save loved ones stolen by the sy wmld s th
n?l S h m , they h m d the rugged d ds of the Po-' a d fought

MLFlmenblut, they confmnted the mtm: the edpriest StJman


Him, the half-orc.wash Theg Narlot, the &w swo&woman

pi.. to reveal ties to the Orcish


blood consuming the SlavdonV civ. e of the gynemaatic City of
e the chance to explore the fmntier
a group of aquatic elves is w&g

their nids harried only the Wild Coat and lands of the Bright Desert, n
h
le Or& Wild Co
repom of enure d a g e s disappearing d e the Skvelords the scourge gobh,
of the free lands. Recently, skips flying the yellow sails of the Sk~ers pkns fo
have been sighted a far north a Nyr Dyv, the lake of unknown depths. D-p s lcIOSs the wilds of the Po,,,i
People are being stolen fmm their homes, and the scourge of the e sla"elO*dS. It also reveals the on-
slavelords has r e m e d l

US~NG
THISBOOK

.Game scorns and d e c d p


herow.Whileanorderisproposed,th~DMmay-episodesinany tiomf a& chapter at their r e i -
order.The DM should adddue to direct hemes to the next site ofan dence. eir d u m c e oyer a bmad
adventme. For instance, once the heroes defeat the Slavers at Skvm region,
ers, ac* rupp!ies, or flee the

D M may want to provide the her- with magical healing or a safe


haven where they may recover. The ultimate god is to expose the
the s h e trade to soften
Slavelords once and for all.
The DM Wiu need copies of the DLNGEON
MASTER' Guide thto all the freelands

Slavers 2
I
-- -a
_.

Throughout the domaim of Dyers. Greyhawk, and the Wild Coast,


other allies and spies of the Slavelords rch- to mi&their maszef~
and weaken the free lands. Spier include low-ranked Slavers, humanoid
brigands, and members of the Scarlet Brotherhood, the Earth D q o n
Cult, and the Alliance. They report to regional directors. These spy
captains appear to be the same wornan in different guise-an evil &en
sorceress and one of the original Slavelords by the name of Uukessa.
In mth, all of the spy captains are &ally duplicates, created by the
original Markma (who dwells in Men Lekos in thc hem ofthc
Pomaj) by using SuTgny and brainwasting on other elven mager. These
spy captains promote the misconceptionthat they are the same person.
They work together like dwoted sisters, each believing herself to be the
“ m e ” Markessa Needless to say, they create confusion and d&ja w
when encountered by the heroes.

CAST OF HEROES
This adventure is designed for five to eight heroes of levels 4-5. Each
character should have no more than one 01two temporary magic items,
such as scrolls, and one magic weapon, armor, or other limited-use
magic item As with all GREYHAWK adventures, this one may be adapt-
ed for characters of any level. It is possible for the h g e m Master to
.dapt any adventure to challenge most hero levels. Eapetimced DMs
heready know how to dter challenges, bur here are some rules of thumb.

Adapting Adventures to Hero kvel and magic, Foes should have planned strategies,
1. Emphasize rol-playing. Storifelling should be more important and dever use of their resou~ccsand envkomer
than d s and combat Encourage players to work as a team, suppomhg
e &emon and distractions.
each other and developing creative solutions. They should ty negotia-
tion or devemw over brute force when possible. A story thac creates a QUICK CHARACTER CREATlOl
sense of wonder, danger, humor, awe, and excitement is the best tool to This method may be used if the h g e o n Maso Iust-tenewnon-
make great adrentures. player characten or the players need to m a t e ne LerOeS quiddy.
2. Monsters are not stupid! Even the biggest brute should have a Assign the following scores to a hero’s six abiliti 16, 15, 12, 11, 9, 8.
sense of self-preservation and develop strategies to use special abilities, G,for an NPC who is weaker than a hero, use ie scores: 15, 13, F
such as dimbing or webs. Intelhgmt momters should be as s m a t i as the 11, 10, 8, 6. Heroes s m at 3rd Ievd characters 1 HD or 1st level rr
heroes, using negotiation and wits. Dlsmbute 6 bonus points among ea& NPC‘s le and ability scores.
K
3. Tridc; and traps hurt all lev&! If the DM can prevent detection Each hero begins with one weapon, one week‘s E ,nu,a knife, water-
or dktracr a hero long enough to ttigger a trap, it can hurt charactm of skin, one tempomy magic item, one permanent sic weapon or
L
all lev& despite their Armor Classes.Damage inflicted can be increased
to keep challenges equal for the hemes.
defense, 3d6X5 gp, and one personal item of the
the hemes afe &led, give the pl;lyers this lis
M’s choice. When
?additionalteam = -2
4. Begiming-level adventures should rmnimize points of damage possessions to be divided among the parry: a lan 4 50 feet of rope, a
inflicted and emphasize the drama of the challenge with sights and fded waterskin, two bottles of wine, faflasks d,one tinderbox, a
sounds. Damage should be threaten4 but avoidable. The DM should mule, and a tent Nonplayer charactcrr begin w i ~ LSS: one weapon or

let nonplayer characters suffer major damage, frightening the players makeshift weapon, basic m o r , 3d6 gp, two ski ir nonweapon profi-
with what could be their heroes’ fate. If an early challenge proves too cimcies, and the tools of his or her trade. T h e l
dillffidt for the hemes, the DM may have the foes flee or panic (-2 to one minor magic item for e v n y three levels of e: imce. The DM
attack roll.) or surrender afrer sdering an amount of damage or should create and present heroes and charact-
encountering something they fear or when their leader is defeated and motivations.
Mid-level adventure challenges should inflict basic damage and s d
emphasize the drama. T h e number of foes should equal the heroes’ GE~ING
STARTED
numbers. Foes use d i e s and dever strategies. Encounten with foes may Have the players select the heroes they are goin?
be deleted ifthe danger is too great The DM should take about half an hour to adit mcounfers to chal-
High-level adventures should inflict two to three d m c s basic damage. lenge the level of characters selected and make n
Clever strategies should be emphasized, and the number of foes should challenges were chosen.
equal two to three times the heroes’ numbers. Foes use dies, monsters, . .

3
SUGGESTED
ADVENTURE
OUTLINE
Tlus product features unponvlt locauons and strongholds under the
d u e n c e of the Slavelords. It also ernes varrous agenu and spies of
the Slavelords, plus then persod agendas However, these sttes and
people have only vague links that tie them together into a grand adven- cargo. T h e Slavers will take g d a naval b a d e must be foughi?t.
me. This section proposes a storyline that the I3mge.m Master can use Whether the heroes track to their kir or are carried there as
m lead the heroes to explore and adventure in each of these sites. This prisoners does not mtrer. find a way to safely free the
is only a suggested order and adventure theme; the DM should feel free slaves, and capture or slay
to create his or her o m story and order. . .

Makiog Friends 81 Getting .&F The Dungeon Mastet may begin


by introducing the hemes to the town of +en and the challenges that
lie therein They should be given an oppommity tu make hen&or meet
family membm who dwell in the town, and who care about the hemes.
Through st~rydevelopment-IcKues,seekingperso~aid f d y ties,
and shared eapedenc-hopefully the heroes will come to care for their
friends. The DM should lead the heroes through some minor adventures
to give them a chance to become familiar with the seRi.g. They could
thwart a smuggled ring and the urmity of the rogue &ce. They
may slay rampaging monsters and explore the c-qide. Dr they may
bring a thief or assailant of innocents or a noble to justice. l h i n g this
&e, the heroes should discover abandoned scenes of camage, -sing
people, and rumors about suspected Skve raids. Word is out that
humanoidsgnolls, g o b h , ora, and o g r e s a r e behind the disappear-
ances. A reward is offmd for i n f o d m l e a k to the apest of the d. possession, the heroes m y n
prim. The DM should provide the hemes with due that lead to an i n v e slavers' hidden way stations.
uption of the Blackthorn G v m in the Cmarley Woods. 6re should be Rhennee barge, a ferryman a
taken so that the heroes don't discover the precise location of the Yarpick Creek In the pro
entrance to the Blackthorn Caverns. Thus, it will prove difficult for them
to r e m with an army and destroy this haven of eviL The heroes may
stumble on the site in the dark or during a stom or they may &E a
band of humnoids back to their lair 01 be captured by humanoid raiden
and have to escape these cwm.The heroes should barely escape with
their lives.

SLve Raids Hit Home. When the heroes retom to Dyers after their
abortive raid on Bladrthorn, they should witness the end of a slave raid
on an outlying m o r house by the Pirates of the Yellow Veil. They
can only stop a few of the raiders, and are too late to prevent the ship
from setting sail and escaping. The heroes should discover that several
oftheir friends were either skin by the Slavers or nabbed in the raid.
With a reward offered by the mayor of +ers and the added motiva-
tion of rescuing friends, the heroes should be driven to pursue the ir way back to the fort, the heroes
5lavers.The DM should meate astring ofdues that willlead the ding north (to reinforce Blackthorn
kroes to the secrec Slaver way station in a warehouse on West Gate eheroes almost ten to one, and wire
Island. There they discover evidence that the Pirates of the Yellow Veil of Bright Tower.When the orcs spot
are a c d y agents of the Slavelords. They are ba& in business. Before head north they encmtet a
the heroes can interrogate any captured villains, the captives are skin by
an assassin's bolt.
.
On the T r d of Kidnappers. In order to tradr the Slavers to theu
secret base on the Nyr !&v, a patron of the heroes surre~aoouslvoffers
to help them set a trip fir the'Slavers. T h e heroes are t i sail f&h on a u n d Hardby can send rmlitia

4
+=-- -A-
I
Rg -/a/i6/x; i h g id6 s-M. ida L
Space (wt) 5(1); SZ S (2x2~3).
SP ( s m c m a l ht . , Cover (AC adiusrment when hidden
pointr);
behind); Saves (saving throw score versus s p e d atracks; a successful Other infomtion kprovidedforships:Dm
save either halves or negates effect); SZ (size). [minimum depth of water needed to floa
(menver bonus; see the section onNav
weapons a ship is capable of canying); Ram
section on Naval Combat; some land c
Factors).
Conveyances and siege weapons have the following additional char- Example:
acteristics: M V (movement rate; for ships this m y be oar, sail, or %.D~ 90mx4.5;MV 9 $ail;hV,
combination oar/sd); THACO (base chance to ht AC 0);#AT SP 51; Arm up to 2 hyr d ~ and y
1 1.
(number of attadrs per round); Rg ( m g e figures for minimum/ AC; savw16: sz L; c,isn m; pass .
short/medim/long; medium range is at -3 to hie long range 4 );
Dmg (damage to small to man-sized targets, large or bigger targets,
and fraction of damage to smmres); Team (number of animals to
pull a conveyance); Crew (the number of men to operate a con-
veyance or siege weapon a t peak performance); Cargo (canying
capacity in tons); Pass (the number of passengers or troops it may
carry); Space (wt) (the space 2 siege weapon takes up on a ship, in one-quarternormal damage, rounded up.
number of SP [and reduction of cargo tonnage]; see ‘“Artillety’’on damage, roundcd up. Small msdes cause
P W 23).
Examples:
w,,,, rd MV 15; C- 1-2; T- 1-2; AC 7;SP la: ~ u +I; n
Cove +2 AC; Saves 15; SZ L (SX12XS): C q c 2 m: Parr 2.

B&& fighe MV 9; Crew 1: AC 7: SP 4; THACO 12: #AT X; amllery causes half damage

p.rr;.P Thine to Rest Following their tour of duty at Bright Tower goals. The dues and friends they
Keep,the heroes once again journey south, this dme into the Wild into the Orcish Empire of the Po+.
Coast. They should make the t o m of Camakh their base of operations,
while uploring the Wild Coast and Woolly Bay and pmicipating in Desperate Times. Once they enter the
o m hunts, monster extemUnatiom, raids into ruins,and searching fur- for the heroes Clues should lead
ther for connections to the Slavelords. T h e trail should lead to Sevant’s Po-, There, they must follow
Tower, across the river from Sevant’s Cove, in one of two ways. The who defeatEd the Slavelords, destroy&
heroes may follow a suspected Slaver agent from Hardhy or another vil- place and freeing all the slaves they can.
lage to Sevant’s Cove, and thence to the haunted tower. Or. one of thc out across the lvlld h d s of the Po+, se I some fabled fort
residents of Cam& is the retixed wmior Suzo. Intrigued by the
heroes’ gowing reputxion, he approaches them to help recover his
brother Sonjais bcdy from Sevmt’s Tower. He and Sonjar once s w e d Shying the Slavdods. Either as
the wizard Sevant, until he was slain hy a rival wizard Sonjar died in querading as mercenaries, the her ut the location of the
that tower, but Sum mmaged to escape. He has regtetted never r a m - secret capid of the Skvelords, of a m Lek-
ing for his brother’s remains. ter Shvdords and the

Into Enrmy Hands. With the defeat of Vwa,


Markessa, at Sevant’s Tower, the heroes receive
Gtevhawk or Hardbv to ~ u r s u ethe Slavers into
heroes must journey south from Safeton into enemy tenitoty, avoidmg hidden peasure trove.
humanoid tribes and q i n g to blend in as mercenades. Their path even-
mdy leads to Port Ekedd, where they spy one of the s-ving slave
ships and must dig up dues to the Shvelords’ secret identities and
?his chapter explores the city of Eyers, its people, and its swoundimg
Imds. Also presmted are game statistics for typical h d and seagoing
conveyances and rules for managing n a d combat during this adventure.
Two sites linked to the Slavelords are & d e d for further adventure,
including a secret cove whete kidnapped captives are hdd until they can
6e shipped to the Po+, and a deadly lair of humanoids, hidden in the
depths of the Gnarley Forest. ast fleeing Tmosh Mak‘s orc

HISTORY OF THE CITY


Dyvers is an independent city nestled on the southwest- shore of the o m came that m-
Nyr Dyv, or “Lake of the Unknown Depths.” Because of its location at
the mouth of the Velverdyva &vet, most water &c from nations to
the west of Dyv-Vduna, Bissel, and Furyondy, on the north- tatbe to aJsute
shore of the Nyr qY--passes through the +.
Once just a tim t o m , a part of the Gold County of the Ferrond
sampy of the Great Kingdom ofAerdy, the city origindy named
Dyvat (“deep water”) became a hub for river and &I traffic. As the
power of the Great Kingdom waned with its Overking’s sanity, the
Viceroy of Ferrond sought to d i s m c e his people from the troubles of
Aerdy. In the war that followed to free Ferrond from the Great
Kingdom’s contml Dyvers’s conmhtions of food money, weapons,
and soldias p o d vitd to daLning the e v e n e d viaoty. Count
Thmmmel I, heir to the vicmy, was crowned the first King of
Furyondy in Dyvers in 254 CY. For a time Dyven smed as the capid
of this new nation. In 288 CY the capid was moved to the more CUT
ud and better-defended city of Chadl Despite this change in sfatus,
*as continued to p m r p as a trade city,
E v e n d y , Fvryondy’s ties with the theocradc nation of Vel- e easfem road to
made the leaders of Dyvers increasinglyuncomfortable. T h e Gmuy of
Eyers saw Veluna’s policies as too mmctive. Formnately, friendy
zektiom between that nation and +as’s sovereigm smte f d y defection. k s a
prompted the cosmopolitm city to d e c k its independence from
Fvryondy in 526 CY. King Thromel ll of Futyondy dowed this act
IO pass unchallenged so long as faxes continued to make their way into ered an act of m.
the Fvryondian tramry. Both Fvryondy and Dyvm viewed the dse of
the city of Greyhawk as a f i n a n d threat and fdt that an independent
hut allied Dyvm would go far in maintaining fair lev& of m d e
Dyvers still retains a pomon of the colon and ~ymbokof Furyondy’s ,female br0n.n F 9 AC 2 ($ate d,
flag in its own coat of arms. 12 (8 xirh l O W O r d + 3 , str bonus):
The years after the fall of the Temple of Elemental Evil in 569 CY #AT 3/2; Dmg 168- ( 3, Srr bonus); SA longsword +3,
were anothet NmLy point in the hisroty of Eyers. The city was
forced to increase its dtq forces in order to defeat humanoids flee

Slav- 6
\

f -_
L -

T
r-
...

Domain of Greyhawk

f
r Magicitam longrword+3,FmrtBrand 1 6 ~ . & - b a x d c m a m ~ -
glows at rempaatures bdow O’ F, rerirmce m fim, &@shes
eliai of,&I potlbn ofrupc-herOrrm.

GENERALINFORMATION
flamer;

Dyvers is a walled city with a long rivetfront. It has five distncts: the
Royal Grounds, which hold the homes of petty nobles, the base of the
Free Army, and the palace now used as the city hall and mayor’s office;
the Docks dismct, a low-dass neighborhood along the watehonr: Old
Town, the center of business, manufarmre. and mpes: the k v e r
@ m r , four islands a few miles offshore; and the Trade District, a
middle-dass area held mostly by merchants and guild members.
Entry into the city is free, either through the docks, the two gates for
mad traffic,or the four minor gates for pedestr- and handcarts. A
tent tom of foreign merchants srands outside the e m e m gates. These
brewed des, and food

utilimimpurposes

N; X P 65.
banks of the river.

to make a ranch for domesticated

merchants don’t wish to buy booth space within the Trade District, but
must s t i l l pay a fee amounting to a 5% tariff pi= 5% mx to the watch u e fed or killed.
p u ~ ~ unrrl
to police the tent market.
The Magister of Dyvers is elected by representatives of the city’s
noble upper dass, called the Gentry of Dyvers, and carries the title His Dyveds population i (Oeridiao, Sud, or a m i r m r e of
(or Her)Excellency. These reprerenutives and most candidates for the two), with a resp f W-elves and a very minor pop-
office indude influential m a p , scholars, veteran warriors, and priests, &tion of dwarves an mes from the nearby Kton Hills
all of whom are freemen landowners, minor nobles, or wealthy mer-
chants. The Gentty o m s all farmland around Dyvets, and leases it to tain amiable relatiom with there
freemen to work as sharecroppers in feudd fashion dermhuman groups.
! 3 y e r s lays dim to a p p m h t e l y 2,000 square miles of land outside The major fa& of D y e r s Cuthbert (zeal,disciphe),
the city &, M . . g mostly east to west dong the south shore of the Ehlonna (fotms), Zdchw (m ), Fharhghn (mads, md),
Nyr Dyv and the Velverdyva River. Tlis t-tory is knom as the Free Pelor (sun, healing), Hiemneo ,Iusti..), Ism (fate, &tiny;
h d s of E y e r s . It indudes a semon of the Charley Forest to the south, brought here by the Baklunish
the town of Gltaan to the west, and the tom of Maraven to the east,
with Castle Eastguard m k i n g the eastem border of the Free Lands. OI f0Uowi.g among the westem
Dyvm owes mch of its pmsperity to d e caravans coming from farmers Cuthhert, Zilch=, and Xerbo with
F q o n d y and Vel-. IT also receives the bulk of boat and barge traffic s d e r gods. Travelas to Dyers are e n c m -
from upriver, since it is impossible to miss E y e r s as one enters this
comer of the N r Dyv. Its location aSo makes it a good stopping point
for those taveling east. Dyvers has a long-standing &dry with its
neighbor, the freecity of Greyhawk, and there is often fierce competi-
tion between the two for trade, p m p q . and publicity.
T h e coinage of +ers is a modified form of that issued by ~ concerned about thc
e r is threat
Fuyondy. Its gold wheatsheafs, silver wagons, and copper commons to the mth Seveal p h for a gen-
have &dated into nearby territories, while the platinum ciradel and
elemurn galley are less common and are normally only found within
the city itself.
+as’s chief exports are ships and shipbuilding materials. It has w d d flee to Fqondy, som while few w d choose
two shipyards, one located outside the city walls to the west and the Greyhawk except as a kst res ge wealth varies by district.
other on Great C r o w n Island, one of the four islands of the River The Dock and Old Town re
Quartet. Wood for shipbuilding is cut in the &ley Forest, then
floated down the Seault River to Gltaran, where it is stacked on flat-
boats or barges and sent to the shipyards.
Dyvm’s fishermen bring in pike, gar. trout, and bluetih from the
Velverdyva, and bass, salmon, tudes, and a carplike fish of golden and three squads of 2-6 to patrol each neighborhood with brg
color from the Nyr Dyv. These fish are sold to the locals and served in er forces in the richer dism
d the city’s inns and restaurants rather than being enported The rest
of the city’s revenue comes from wool, dodung meats, cheese, locally

Slaverr

I
In most cases. he+ fines and confwution of property OT forced services
are used as pmishmenc BrandLy imprisonment, dismembament (at-

tive magic within the township &e a fme and mandatory public
ice (100 gp and 1 how per spell level x experience l e d of c m ) .
--
ting off ear, hand or foot), and execution ace reserved for the most e g ~ -
gious of cdmes. Weapons are legal in the city, but each use of desrmc-

Failure to pay fines results in enforced service or conscription in the bor-


der militia until the debts are worked off.
Thieves in E y e r s do nor have an organjzed guild. Most thieves will-
ng to work together belong to a criminal gang c d e d the Miance. T h e
Uliance was formed 200 yem ago when several criminal f d e s joined
o r c e to &ate thciz rivals. T h e AUiance has several legitimate h i -
less frontsand mainrains a low profile +th its mminal activities. It
zontrols most mjor crimind operations in the city. T h e AYiance has
:yen been known to execute airmnals who stit up trouble (such as mur-

i
lerers or those who steal fromthe nobles), since those acdvitia are bad L*urerunrs Wwkn 81 P l o s d e hurmn F6 81 F7: C 5 (chimd):
br business. There is an ongoing deadly feud between ihe Alliance and MV 9; hp 36/42: THACO 15/14: #AT 1 (Wesker) 3 / 2 (PI.=);
iteyhawF3 lhieves Guild Dmg ldS+1 (longiword, Str bonus): SZ M; ML dice 14);Str 16,
The main police force of the city is the Watch of Dyvers, about na 12, con12, int 12,wr~9, a.12; AL LG; XP 70/420.
hree hunhed Efty in number and known for the large, flashy coat of Nota: Werko oversee the Do& District and ship e m . He has a
urns they wear on their S U K O ~ ~ FThe
. watch is strongly badred by the shrewd business mind and is dificult to fool. Ploe ov nee$ Magisme
: h c h of St Cuthbert and handles such duties as patrolling the streem, LanSsds guard (dsergeants) and s e o x i t y O-..- %nmdi.

c
F

Sagana. F5: AC 6 (dd M)V: 12: hp 30: THACU 16: #AT 1: i&ds in thC ~ v e ~r u a t r J is on the waterfron
h g Id8 (longsword); SZ M; ML steady (12): Int 9, WU 1 0 AL LN; the city. They often cmi
X P 175. WiUip as part of their a
Not= Unlike their captain, t h e e soldien don't mind aa&i.g a few
rk& or breaking a few bones.

Cmprds, F3: AC 6 ( s c a l d ) ; MV 12: hp 18; THACO 18;#AT 1:


Dmg Id8 (longsword);SZ M, ML steady (12): Int 9. WU 10; AL LN:
X P 65.
Norw: Even good soldia may bc tempted to look che 0th- way m
for coUec&g fin- that they UYI pcket thrmsclacs. &It, heinous rare but dangerous, wo
Crunw yc not a joke, a d there m a will not resr und the d p n u yc
brought to +tic=
tures, or the AUiance or use these creawres as foils in dvir
Watch guud.mm, FZ: AC 7: MV 12; hp 12; THACU 19; #AT 1: '~ffempts to eliminate no ~ d encounter
m chart can be
Dmg ld6 (short sword): SZ M; ML average (IO); Inr 8, WU 9: AL LN:
X P 35.
DOCKDISTRICT
The Free Atmy of l+ms numberr abaa cwo thousand soldiers and offi-
cers, all well armed and equip& dthough their uaiing is ather uneven,
with many soldim w o r k q ody paarime and meeting for monthly dnlL m sailors and dodrworkers.
Moa of the amps are natives, although nearly a third m - p m who
signed up for five pars in order to be eligible for low-cost kases on knd
Moa of the Free Army is stationed at the Free Army Barracks in the city,
with g-m in caltarvl and EastguanC Hieroneact is the most favored
deity of the soldiers, and the chu& is heavily involved in m i l i q &. d r d e n or uconsciact re
The Free Army patrols the a t e m side of Dyven's coast frequently, with The westernmost p o d Dirtict is defined
westem p m l s Bking pkce less o f r a The %mee (an o l i v d e d race wd,which angles neatly a
ofgypsies thar live most of their liver on barges) and pilots of other rmdl is consideted Lighthouse S
boats are allowed to anchor anyhere dong the river and come up to 1W the shore. The dmurcati the Dock Dismct and Old Tom
feet ashore (limiting the amount of crop tampled and livest& stolen). is Black Street, a wide aye with flat bkdr stones dut rum
Shore visi- are owmight ody.
the east wall.
Free Army Soldins FJ-F8: AC 6 ( s c a l d ) ; MV 9; hp '/level.
THACO 18/17/16/15/14/13; #AT 1 or 3/2: Dmg Id8 (longsword):
SZM:MLeIlte(13):Int9,W~lO:ALLN:
X P 65/120/175/270/420/650.

The Rovers are a small force of twenty rangers who work along the bor-
der of the G m l e y Forest They refrain from going in too far so as to
avoid p m l s fmm Celenc, the isolationist elven nation to the southwest.
Ehlonna is the pamn deity of the Rovm, and they are strongly allied
with the sylvan elves, swanmays, and G n d e y Forest Rangers.

Rovers, R S AC 5 @;de m o r , De= bonw); MV 12: hp 35; ?HAC0 16:


#AT 1 or 2; Dmg ld6 (short sword): SZ M: ML champion(15); Str 13,
De. 15,Con 15,Inr 10, Wis 14, Qla 8: AL NG; X P 270.
S p ~ i AbZties:
d A&d Handling, Anunal Llore, Suruivd, Traddng;
Move Silently 40%. Hide in Shadows 31%.

The Free Marines of Dyvm number h o s t a thousand, indudjng offi-


ces. and are well equipped and well trained The Free Marines are
made up of sailors and wanion. They operate a number of oared 9.1-
kys, small cogs. and other boats out of a base on one of the four
OLD T o m
This old lighthome was renovated in 589 CY with the use of magic
and a team of dwmen m o t u . T h e kntems were replaced with contin- of buildmgs, businesses,
ual Lght spells and a series of mirrors. The lighthouse can be seen up to c a m to comoners wi
30 miles away on a dear night It is tended by a delegation from the
church of Pelor. A pair of rampant statues (a ki-rin and a lion) &&
the entrance to the lighthouse.
rch makes sure to
k& Vmntha, female humulnr P6 of Pelor: AC 6 (brmuc . d e ) ;
MV 12; hp 30; THAW 18: #AT 1; Dmg ld6 (st.ff) os ld4+1 (&d: income u d y uy to move tu the Trad.~D
SZ M ML &pion (1.5); Su 11, Der 10, Con 12, hr 11, Wi 15,
Cha 1% AL NG; X P 420.
Specid Epuipmcot myial fonr--can c u z &&mion and saying.
Sph-: M a j o r A , charm,Creeados Elmcod (Air), Guzdian,
Hadin& Neoomulric, PraKtlon, Sun;MimrsummOnir,g, Wards.
Spells Mmo&(5/4/2): DM's choice.

DDZ. Yellow Pier


This pier was painted bright yellow a dozen years ba&, and although AUiance. Those who know the League's m e na
m m t of its otigid color has faded, the name has stuck. The do&- actual usassination, prefening to use the skills
master for this section of & do& is an old sea dog named K r d m , idate their t q e m rather than &mate rhrm.
who $s on the papoll of the Alliance. He is just in it for the money, usually pet by with a b e a k a broken bone,
H e cares v e q litde for people in genera and even less for uppity folk
&om Greyhawk. K r d o r takes care of docking needs at the Yellow
Pier and keeps his e m open for nunon about the Slavers. If ship- Greyhawk j&t to g'; the Alliance &his badL
ments for the gang need to be loaded or unloaded with no questions d e s a move too soon he'll be killed.
asked, the Yellow Pier is where they are t a k a Krankor d e s
arrangements for the pier to be available and empty when it is needed
for this purpose.

KnnLor, male W F 3 AC 5; MV 9; bp 16: THACO 18: #AT 1: Wls13,ChaIl;ALLE;X?175.


Ehqg ld6 (short sword): SZ M (5'4" d): ML s d y (11): Str 14,
Du 11, Con 14, Int 12. Wis 13. Cha 8: AL NE: X P 65. S p ' d Equ'pmcoc of pmecdon +l.
ThiefAb&&: PP 15,OL~Kl,F/RT 25, Ms.70,
DD3. 'Temple of Osprem CW 70, RL 0.
Osprem is a relatively benign power that stands guard over those who
rravel on the sea. With the recent increase in slaving aids on land and
on the water, her priests have g a k d popukdty, dispensing blessings to
sailors and vessels, and even being hired to accompany voyaging ships. AL LE: X P 65.
The high ptiestess of the temple is Sh-, who aspi.. to join the
Gamy of Dyvers by acsuiring enough land to quaLfy for h t group.
Once in a position of political power, she'll me her influence to CWfJJRLO.
increase the leverage of her church in the city's workings.

Shme, faaale huovlP9 of 0 - AC 6 (scalonail): MV 12: hp 45:


THu\CO 14: #AT 1; 0,ld6f2 (nidcnt ofsub-ion); SZ M (4'11"
d>ML &e (13); Str 10, Da 9, Con 9, Inr 15, Wis 13, Cha 14:
AL LN:m 1,400.
S p d Eqwpmcoe mdurr o f s u b d o n .
Spheres M a j o r 4 AnLn.l(sea ac+mesonly), L)lwudan,
ELdlmd pate),Healulg. Minor--charm.Necmmtic, Tmclen.
Mlmariad(5/4/3/2/1): DM's choice.
w.Dm l W O X 3 : Mv 9 oar. 9 SA, 15 corn: Man-. ld6c3; Crew
61-120; AC 4; SP 28: Arm 1 It d e r y : Ram +I; Cover +4 AC: Save
16: sz L: cargoIW; ax.

Kcelboae Dm 20X6X1; MV 6 oar: &v. ld6+1; Gcw 1 6 ; AC 5; SP


4: Cover +2 AC: Saws 1 9 SZ M Cargo 0 . 5 Pass
~ 6.

Artillery
Flaming missiles add +3 damage to S-M, +2 to L,and x2 to ST,

E d h Eghe MV 9: Cmv I; AC 7; SP 4; THACO 12;#AT 1/2;Rg


-/8/16/24: Dmg I d 6 SM, Id8 L, XO ST;G v e r 0; S a m 15; Space
(wt) 5(1): sz s ( M x 3 ) .

B&% medium: MV 6; Crew 2; AC 6: SP 6; THACO 14: #AT 1/3;


Rg 1/10/20/30; Dmg 266 S-M, 2d8 L XK ST; Covet +I AC: Saves
14: Space (wt) 10 (3); SZ M (4x4~3).

Eb&% heaT MV 6; Crew 3: AC 5; SP 8; W A C 0 17; #AT 1/4: Rg


2/12/24/36; Dmg 3d6 SM, 3d8 L, YA Sr: Cover +2 AC: Save 13:
Space (wt) 15 (5); SZ L (5x6~3).

G m p l t , light MV 6; Czcw 1; AC 7: SP 8; THACO 14: #AT 1/2:Rg not arouse suspiaon) into an Alliance m h o
15/-/-/32: Dmg Id12 S-M, 2d8 L X X ST; Cowr + I AC: Savcs 13; T h e Alliance warehouse has actual
Space (w) 6 (I); SL L (6x4~5). furnishings, china, and art objeas.

Gapul+mhlium: MV 3; Crew 3: AC 6; SP 12;THACO 15; #AT 1/3;


Rg 15/-/-/32; Dmg 2d12 S M , 4d8 L, XX ST; Cover +2 AC: S a v e
12; Space (w) 12 (3); SZ H (8x6~7).

Gapul+heavy:MV I; Crew 5; AC 5: SP 15; THACO 16: #AT 1/4:


Rg 18/-/-/36; Dmg 3dl2 S M , 6d8 L xH ST: 6 v e r +3 AC; S a v e

I
11; Space (wt) 18 (5); SZ G (15X8Xs).

MV 3: C m 3; AC 7: SP 5; W A C 0 17; #AT 1/3: Rg


3/6/12/18; Dmg I d 6 each S M , I d 6 each L, x0 ST;Cover +1 AC:
Saves 17; Space (wt) 5 (1): S
Z H (6X8X12). Spoil Equipment do& ofpromdm +l.

Trebuchrr:MV 0;Crew 8: AC 5; SP 20; THACO 17: #AT 1/4; Rg CW 25,RL 30.


24/-/-/48: Dmg 4d12 S-M, 8d8 L. YA ST; C o w +2 AC; Saves 11;
Space (wt) ./a; SZ G (ZOXlZx25).
the A h K G having a p o d interest
RVZ. Leviathan Rodr because the Thieves W d had his wife
Leviathan Rock is the home of the secondary command center of the
Free Marines. Vety little grows on this island other than scrub plants,
Ibut the marines keep their base well stocked with food and weapons.

RV3. West Gate Island


West Gate and East Gate I s h & are held bv most to be the landmarks cha 16; AL NE,: XP 1,400.
char divide the Vdvcrdyva River frmn the Nyr Dy. T h e Alliance o m
about a third of the warehouses on West Gate in the name of several of C W 80,RL 40.
in legitimate buinews. Vel Ashandrin's pwple make s u e that the
Slaver ships have a safe place to make port. If they have human cargo
..&at needs to be stored in an emergency, a small private pier can be used
I!
I ..
his legitimacy, and enjoys mb-hg those eth noble lineage who
insult him. T h e count is concerned with levying machanr pro-on fees
and rracking on w d t h y mangem.

Distda Inderapnforca, T 6 p 3 (5/50): AC 7 ( s d d c d leather);


MV 12: hp 24: THACO 18: #AT 1;Dmg ld6 (short sword); SZ M;
ML elice (13); Int 9,Wir 9: AL N;X P 270/65.

70,RL 30.
Nore.-; Di%~ia
leadem ov

Thicsea, T3: AC 8; MV 12;

ThrcfAb&&s:PP 35;OL T 25, Ms 40,HS


CW 70, RL 0.

Killer dog: AC 6; M V 18; HE 3+3: hp 18; THACO 17; #AT 1;D q


Zd4; SL M (5' long): ML ready (11); Inr low (6); AL NE;X P 12.0.

c
X P 7.
RV4. East Gate Island
S k o c k o , the east- d a g e on East Gate, is mostly made up of coun- DYVERS,
THE FR E LANDS
try homes owned by the more reclusive noble families of Dyvers.

THECATACOMBS
T h e be&& to the southwest of the N y Dyv is primarily limestone. look after farmers, nvdolk, and
This relatively rofr rock has made it easy for the city co establish an ss the Serdt, some of the most
effective sewer system G + d l y , waste and refuse were dumped into f Dyvm. A small stone bridge
the river, but shortly after Furyondy decked i a independence from the ected hom all mounted carr, and
Great Kingdom, the mayor of Dyvm (a practical and somewhat fop- that fern-lined t i ~ e r Aaoss
. the
pish wizard named Karmos) set into action a plan to expand upon
some of the limestone caves that dotted the shore of the Vdverdyvz
After two years ofmagid and mundane labor, the Catacombs were and Futyondy receiving th f those from Dim& A @
completed Far less ominous than their name implies, the Catacombs son of the Free Army is sta dt- but duty there h light,
were a seties of llnked tunnels under the city connected to small dt-
in some of the larger meets. The tunnels also connected to the river-
front, dowing some limited circulation of materials. Captured monsters Maraven is an old rill
( m a y gelatinous cubes and an otpgh) were then inttoduced to the
Catacombs in order to process the unsavory materials that were there-
h e r dumped into them via the -w street drains. As the city pew,

own sewage drains.


To&y, the Catacombs wind across the underside of the city,touch-
ing the Vdverdyva in the middle of the Dock Disttict, the Trade
Dismct, and near the conjunction of the two. T h e otpgb has long
since been eaten, but the gelatinous cubes prove co be sufficient for the
job of waste disposal. T h e sewer pipes in the stteea and homes are
both too m o w for the cubes to enter and beyond their reach, while
the eaia to the river art protected by a series of high steps that the
cubes c m o t dimb.
Especially d e criminals are often polymotphed into gelatinous cubes
+hen the population of the Catacombs becomes low. Such people usu-
s of humanoids and

to make connections with duergar Nllnels eve

not for av&y bur for c+g messages to Maraven and Dyers.
Eastguard is well s t o k e d with weapons and has fadties to repair and
create more. T h e Rovers are welcome at the castle, and there are u u d y by a mad wizard expecting the world to soon
one or two Rovers present at any par&da time, resupplying and trad- Grover (a haven for faei&d), and Bad Dce
ing news.

Free Amy Soldiem, F3-F8: AC 6 (sdmd);M v 9; hp 7/level:


THACO 18/17/16/15/14/13: #AT 3/2; Dmg ld8 (longsword);
SZ M; ML elite (13); Int 9, Wis 10; AL LN; X P 65/120/175/270/ Where It’s Happenin
420/650.
. .
The Lake of U&om
The Nyr Dyv
Depths is said to have once held a number ‘d”
boar and taking is crew for slaves, or making a 5 ort to the shore
to snatch a smv child or &!A hand These &an e x n c e s luve been

Isles of Woe, which apparently sank heneath the watm over a thousand familiar with the lake, the slaving s
years ago. The Isles are reputed to have been the home of the wizard- and begun to make rids against c
hawk and southern
the Slaver ship; the mew of the enemy ship was entirely human. Some
point out that the h a l f k c “Emperor” of the Ponmj h a not been
w x s e to working with human mercenaries in the pas< and he might be small moune of cargo
doing so now. As always. the Scarlet Brotherhood--a racist nation far County of Umst (on,the
Duchy of U m t ( j u t south of the Camty), and Greyhawk. T h e cogs
are to a l l appearances n o d , but their cargo holds are sligbtly s d e r
than ripid for a ship of their she. seaet panels d o w access to hi&
raiders have collmed as many&ves
off
-
theit shi
the mnaiing townsfolk,loot livestock and
ship, setting a buildmg or two on &e to give th
room where & v u can be kept T h e m e s of the cogs are the Eremd distad than from pwnuit
Suo. the Longspan, and the Radiance None of the ships have th& Whm they r e m to the ship, the slavers sg
names painted on the side in order to avoid being recopzed the ani deaned fw weak or useless and tossing the
same ships that do the &-. vellow rails are &en down. and the shio is the
Ofc o k e , the sla.elords .&e not yef so brazen as to send their ships tom in a direction roughly perpc
out with the yellow rails unfurled all the b e . The yellow s;uL are kept remaining slaves are sorted by age
carefully m p p e d in brown canvas and tied to the msmasts. A few dmger- items, given a sleeping
expert N ~on Skey ropes will release the thm, colored J&, which are
tied in place over the uisring s&. When the slavers wish to conceal
their identity agauZ they an pull the top ropes free and quickly stow
the yellow s&, restoring them to their readied pmmon when they are Laden with slaves, the’cogs makc their w
unobserved into Woolly Bay. Thete they transfer their
T h e slave ships u e well prepared fot attack and defense, bolstered Slaveladships(& “North WooHf Baf! f
by magic that makes their job much easier. Each ship carries a priest of of their journey), then malie && way back
the Earth Dagon and a wizard The wizards c a y nonlethal spells
such as color s p q deep, and hold person, which d e s the aids easi-
er for the Slavers and doesn’t damage the merchandise. The wizards
aSo prepare spells to conceal and aid escape such as wall of hg, fig folk in the bay, and so every ship has
cloud stinking d o 4 phantasmd force (and its more p o w d incar- T h e two times that the slave ships
nations, to make rain, fog, or the like), and pt of wind T h e priests
Use spells such as a u p y to rate pofentid tlaving tatgets, the various
m e magics to help the crew, silence 15’ &us against enemy spell-
casters, obscurementto supplement the actioons of the wizards, and call
lighming on days with the appropriate weather to disable weaponry on ing injured captives overboard disrracting
enemy ships.
The Savers dowe their targets a d i d l y , using information funneled
to them from their masters and agents in Qvm. backed up by sp&
and iostinct When seeking to raid watete& the Sla~ersapproah
under the premise ahcarryiag a mesage, looking for 2 person, request-
ing aid, and so forth.If a targeted ship is alone, quite often the &ve a well-placed bolt of lighmin~.The mew of
ship will attempt to daim its prey quickly and not bother with showing hasrv boardine action. but the Slavers -ilv,
its colors. If the Slavers are appmadung a number of ships and don’t &&ned 4 0 : were pludred from the
feel at risk, they often show their colorr in order to spike fear into the
heam of the other ships while they dose upon a single q e t e d vesseL
sh;,-e fired upon with b h and grappled to pull dose enough
for the spellcasrers m &ea t h e m Boarding patties storm the ship, if
resistance remains &the magic mikcx Statistics for ships and rules
for oavd combat are listed at the end of this section
When the Slavers plan to raid a mas& town orvlllage, they w u d y
send one or more SL&S into the town in the guise of uravannen, mer-
cheats, wandering &oren, or adventuras. A & the spy gets the lay of staum. It ;dl be some b;before
the knd--how many p p l e lire h e , and theL ability to defend thm- do this, but they do not wish.to repat
&-he remms to hm rendezvous point,often a nearby town or due to &des, and so they encourage
another ship, or somedmes ures magid means to comm-m with hm underhgs.
ship. T h e raid is then executed, d y near dark or at &-the slave

Nonletha spells and weapons such as bolas and nets are used to disable an Auiaace safehome in Qvm and a
the townsfolk N o d weapons are used sprhgly and only on -le changing her location about once a we
&ends that can provide information or favors

Szepkurva the Rhennee (see “Slavers Cove,” =ea 9) initially joined


the Slavelords to avenge herself on her cruel husband. But, in the
months since the t h e she made that decision, she has come to enjoy each side of a vesd, based on
the power she has acquired. Having been rai
women are second-class citizens, she finds

age to her face repaired. Szepkurva is valued for her knowledge of the damage die, In addition, each h e a fir
Nyr Dyv, ding, Rhennee navel routes,and naval pamols. It is her fire on another w e t (crew, cargo, o a
expertise that has d o w e
encounten.

NAVAL COMBAT
T h e following brief d e s for conducting
from TSR2170, Of Ships and the Sea Anyone interested in a more
detailed tteament of the wbject is encouraged to use the d e r in that
book in place of what is given here.
If the DM wants to set up a situaaon
ble, he or she should describe a scene in which opposing ships am a cer- capable of ramming, but g& no bonus when
distance away from one another. If this distance is beyond missile g i n a bonus of +I for every size categoy larg
range, then the ships’ movement races represent tLs of yards per ruffer a penalty of -1 for each size smaller (S,
minute; if it is within missile range. then movement is measured in
yards per minute (one m u d ) .

er may d e c i d d u t is not obligatd-to follow &wgh with a cam- Then mu l a 0 to make a boarding
ming ” m p t or a boarding attempt, if the appropiate action was grapples and numbers of attaken vs. d
decked earlier in rhe round Df d roll of 15,10% of the total boar
Maneuver Results
Dedared Result
Action A>2D A>D A=D A<D ZAsD
Flee Open (+A rating) +a (A - D) Range change f a w n Close (D - A) ”, Close (- D rating)
A +I next maneuver A +I next maneuver faster v m e l by A -1 missiles this rd A -2 missiles d u s rd
A +3 missiles this rd. A +Z missiles d u s rd ldlOxlO y&.
Close Close (-A rating) Close (A - D) Range change favors Open (D - A) Open (+D rating)
A +I next maneuver A +I ne= maneuver faster vessel by A -1 missils this rd A -2 missile this rd
A +3 missiles this rd. A +2 missiles this rd IdlOxlO yds.
Ram Close (-A rating) Close (A - D) Range change fwon Open (D - A) : . +en (+D rating)
A +I n m maneuver A +I next maneuver faster vessel by
A +2 ramming this rd
Board 75% A boar& D
A +1 ramming this rd
A +2 bomahg this rd.
IdlOxlO yds.
Range change favors
fastet by
IdlOXlO yds.
Open (D - A) * (+D r.ri.B)

How to Use the h.lulNver Results Table artadrs) made in this round
A>2D: Refer to this column if the attacker’s maneuver rating
for the a m e n t round is more than 2 times the defender’s. t attadrer mceivcs a +2 bonus to
A>D: Refer to this column if the attadieis maneuver rating is
greater than the defender’s (but not more than 2 Omes grater). 75% A boards D: art& elects to go through with
A=D: Refer to rhL column if the attaker’s maneuver rating is of the attadung force comes aboard
e& to the defender’s.
A<D: Ref- to d u s column if the attadrer’s maneuver rating is
less than the defender’s (but not less than half).
2 A S D Refer to this column if the attacker’s maneuver rating is
less than half of the defender’s.

Open (+A rating): Distance between the ships increases by the If attadrer’s decked a Flee but defender is the faster
amount of the attacker’s maneuver rating.
O p (A - 0):Distance between the ships increases by the dif-
ference between the two maneuver ratings.
Close (-A raMg): Disrance between the ships decreases by the
amount of the attaker’s maneuver rating.
+
A +I next manaver: Current attacker receives a 1 bonus in
the following round when maneuver ratings are det-ined (not on can avoid being rammed or
the maneuver roll when the attaker for the round is identified).
A +3 missiles this d,:Current attacker receives a +3 bonw on

ed on ships. The DM can w e these sfats not only to provide the heroes
with a means of manspottation, but &o for the purpose of running 1 AC:Sevcs 1 9 ,
highway encountas and sea battles.
I - "----
Cat, ox MV 12; Crew 1-2: T m 1-6; AC 7; SP 12; Ram +1: Cover +3
AC: Saves 17;SZ L (8X5X6): Catgo 2 m; Pass 1.

chuiot,E& MV 21; Crew 1-2: Team 2; AC 6: SP 12; THAW 18;


#AT 1: Dmg Id6 SM,ld4 L, XX ST: Ram +1: Cover +2 AC: Sava
16; SZ S (4X3X4); & g o 0; Pass 2. 36: Arm up to 2 hvyamllny; Ram 0; Cover C3 A
C a p 80 m:Pass 10.
Chbt,medimn: MV 18; Gw 14: T a u : AC 4; SP 15;THAu)
17; #AT 1;h n g 266 SM,2d4 L, XX Sr; Ram +2; Cover 1 3 AC: S a m
14: SZ M (5X3Xs);Cargo 0: Pur 2.
SZ b Cargo 180 m; Pass 8-20.
chxia,hy: MV is; czcw M;T~~ 4-6; AC 3; SP 18;m c o
16: #AT 1: h n g 3d6 S M , 3d4 L, XX ST: Ram +3; Cover +4 AC;
Save 12: SZ M (6x4~6);Cargo 0: Pus 4.

Cm& M V 18;Cmw 1 4 T m 44; AC 6; SP 18; mu)18:#AT


1: h g 2d8 S M , 2d6 L, XX ST: Run +Z; Cover +3 AC: Saves 16; SZ
H (15~8x8);Cargo 0.5 m; Pass 8. Z S; Cargo 0.1 m; Pus 3
SF' 8;Cover 0: Saves 19: S

Icebat MX 6 pole, 18 sa WCmv 1-4; T a 0; AC 8; SP 16; Ram 0;


Cover +2 AC: Saves 17; SZ H (8xlSxlO); Cargo 0.1 m; Pass 2.

Wagon, -.wan: MV 12; Crew 1 4 : T- 44; AC 6; SF' 24;Run +3;


Cover +2 AC; Save. 14;SZ H (8Xl8XlO): Cargo 5 m; Pru 4.
L: cargo 2rm m: Pars m 5 .
Wagon, mv& MV 9: Crew 1 4 : Tern 2-6;AC 8; SP 18; Ram +l;
Cover +2 AC; Savu 17: SZ H (5x14~3):Cargo 2 m; Pass 5.

Wagon, MV 12; Crew 1-2; T- 2-4; AC 6; SP 20; Ram +Z;


Cover +2/+4 AC: Saves 15: SZ H (6X14X10); Cugo 0.5 m; Pm. 3.

Wagon, b y MV 9;Gew 1 4 : T a L4;AC 8; SP 14; Ram 0; Cover


+ I AC: Sna 19; SZH (6~16x10):Cargo 2 m; Pass 24 (no -0).

Wagon, large MV 9;Cmv 1 4 : Team24AC 6; SP 20: Ram +J:


C o w +1 AC: Saves 16: SZ H (6x12~4);C q o 4 m: Pars 8. AC: k e s 11: SZ VL: & g o 180 m; P m 108.

Wagon,p . L m MV 12: C m 1-4:Team 2-6:AC 4: 9 24; THA(


18: #AT 1:Dmg 2dS S M , 2d6 L XX ST; Run +Z; COT=+3 AC:
Save 12; SZ H (8XlZX8): Cargo 0; Pru 12.

Wagon, dMV 15; Crew 1-2: Turn 1-2: AC 7: SP 18: Ram +I:

Wap, -
Cover +2 AC; S a w 15; SZ L ( 5 X l U ) ; Cargo 2 m: Pass 2.

MV 12: Crew S :T a 4-6: AC 3; SP 32: THACO 16;


#AT 1: Dmg 3d6 S-M, 3d4 L, XX ST;Ram +4; Cow +6 AC: S a v e
11; SZ H (8X16x8): Cargo 0: Pus 10.

seagoingvessels
B h c : hn lCQxZOx3;MV 9 oar, 9 d, 15 cow M a t ld6+3; Crnv
61-120; AC 4: SP 28;Arm I IC arrillay; Ram +1: Cover +4 AC; Sa-
16: sz L; cargo1 m: pass ax. -/8/16/24: Dmg ld6 S M , ld8 L, XO
(m) 5 (1): SZ S (2~2x3).
E h U h medium: M V 6; C=w 2: AC 6;SP 6:THACO 14;#AT 1/3:
Rg l/lO/W/30:Dmg 2d6 SM,2d8 L,X% ST; Cover +l AC; Saver
14;Space (w) 10 (3); SZ M (4x4~3).

We.% huyr: M V 6; Crew 3: AC 5 ; SP 8: THACO 17: #AT 1/4;Rg


2/12/24/36:Dmg 366 S M ,3d8 L,XX ST; Cover +Z AC: Savu 13:
Space (m) 15 (5); SZ L (5x6~3).
Ogs, althmgh one would only be
CWp& light MV 6: Crew 1;AC 7; SP 8; THACO 14: #AT I/& Rg ency, since.gmingthe t h q badr wt
15/-/-/32: Dmg ldlZ S-M, Zd8 L,XX ST; C o v a +I AC; Saws 13:
Space (w) 6 (1); SZ L (6~4x5).

Caqwlt, medium: M V 3: Crew 3; AC 6:SP 12: THACO 15: #AT I/$ every second 01 third day by one
Rg 15/-/-/32;Emg 2612 SM,4d8 L.XX ST: Cover +2 AC: Saves a week before a parrio& ship Is
12:S p c e (m) 12 (3): SZ H (8X6x7). seen again. n l e slavers s r& for no mote than a couple
of weeks and thm are ro onto d q aboard one of the ships.
Catapult, huvy M V 1; Crew 5: AC 5; SP 15: THACO 16;#AT I/+ prevents the need for recreational
Rg la/-/-/36; Dmg 3d12 SM,6d8 L,XX ST: Cover +3 AC; Saves distracuons in this secret hi which could amact too much atten-
11; Space (w) 18 (5); SZ G (15x8~9). tion. Very m d y does one ave ships drop off its cargo of d a m

SLAVERS COVE
The northwestem portion of the Cairn Hills has several long stretches
where the hills meet abruptly with the Nyr Dyv, forming short cl&
and a winding coast full of caves, short tunnel,and COWS. Many of
these coves contain beaches of small pebbles &teastead of sand, Most of gh for one person. T h e pail quid+
these are of no consequence and so are not mentioned on maps, m&ing aled, and it is miles in any direction
them suitable places for people se&g privacy. T h e northern ban& of The S l a v e here have located sev-
the Slavelords has chosen such a p1ac-a good-sized cove on the
northwest side of the Greyhawk peninsula that was once the home of a
crazy old sea dog named Kerk, who died just before the Greyhawk
Wars. Kerk had a little shadt and fishing boat and would go onto the

The floors of the U"

T h e water of the cove

and it let &e Slavers pass.


ay, thy toss a car- everboard
as soon as the sea-boar brea <dace,blowing its spume 15 feet

Slavers
into the air. If adventurers enm these waters, the sea-boar wiU circle
them,a serpentine form undulating tluough the waves. If it is not fed
I. Barracks
Each of these two simple wooden buildings is
I :

the sea-boar will bump the adFenmea’ craft to encourage their atten- &8 Skvers trained in sailing and combat. Th
tion. Next it d break the surface, blowing water into the air and then ty crowded, with eight m a l l bunk beds and a
dive. If it still isn’t fed, it will b r e d leaping high into the air and One wooden door with a simple latch and a s

get the heroes’ attention.

Sea-bar (1): AC 5: M v 3, swim 12: H!J 10: hp 60: THACO 11:


#AT 2: Dmg 3d6 (ran) and 3d8 (cwh); SA paralytic poison, save at -2:
SZ G (50’ long); ML s o d y (11) Int a n i d (1); AL N; XP 3,000.

B. Ballista
Each of these locations is a wheeled medim bdlista covered in a water-

not averse to Nlning them on individual invaders. deep pit and covered with a thick plank The m
stored in this coder space to make them last Ion
B&a, medium: MV 6; Crew 2; AC 6; SP 6; THACO 1 4 #AT X; Rg be used as hidulg places or covered with
l/lO/M/30: Dmg 2d6 SM,2d8 L, XX ST;Cover f l AC: Saves 14: to make them a trap T h e doors are held
Space (wt) 10 (3): SZ M (4~4x3);Cost (crew) 6CQ (2); Build 2 w k . latch arrangement.
3. Kitchen desk, lantern, and ch est quarters for any vlsitor of
This M d m g is where slaves cook meals for the Slavers. A waWt-high imporrance. There is a 500 n any week that Frajax, a priestess
metal g a t e pkced over two cooking fmer take up most of the kitchen. of the Earth Dragon cult, g up on the local operation.
O n the gate is a Lvge pot used to make soups or stew and a large metal gp, and 1 4 g e m TO& 50
grill T h e smaller pots and pans, as well as the utensils, are connected via
&aim to a beam overhead preventing them from being stolen by the
slaves and thw used as weapons. The slave cooks prepare two me& a F n j u f d humvl P Dragon: AC 6 (s&md> M V 9: hp
&y, with a pot of fish stew usually left on a slow boil d&g the day for 33: THACC 18; #AT +4 I&& E d %on bonw): SD
the Slavers to snack on. The slaves routinely spit in the food and the +I 0" raving throws vs, ML diu
ffccrs; SZ M ( 5 ' s d);
Slavers are sure that this is happening, but nothing is done about it since (14); h r 9, Wis 14: AL
the slaves haven't been caught yet. There are also long loaves of bread
and a smelly goat cheese tip-g on a hook

4. Storage TravcLm. Wards.


This small cave holds mates and barrels of supplies and stolen goods: S@ Mononkd(5/3/l)r M L light warn& (XJ), &e &;
rope, nets, iron rations, h e m oil, planking for ship repair, nails, Z n b d u n t , spinnralhUnmeG + 3 6 d d inm sfone
chains. and 50 on. It is d padred in a haphazard manner, and fmding a
specific item requires reshuffLng =am.
This widening in the cave is b a guardpost to protect the
-
5. working slaves
This chamber is the working and sleeping place of s$ old women who anydung coming in here
, , ,
get duough everyone outside,
were taken in mi& dong the Nyt Dyv. Although most old captives are and so they arc dowed and play card games. Two
quickly N e d , these crones have m y workable skills, and so they were pad are here on duty am required to r& quiet
spared The women repair nets, weave rope, fu dothes, do laundry, and at night so their leaders are &en from the ranks
cook for the Slavers, $pendine- most of their time in here and odv leav- of those in area 1.
ing the cave whm the time comes to make a meal. Their beds are 2
large pile of blankets. They huddle together at night to keep their old
bones warm. T h e women have been crippled to prevent their e s c a p e ed from the main tunnel by a heavy
one leg has been amputated at just below the knee and replaced with a m. b h m d it is a bed de&, lantern
peg. They can hobble around but would have a difficult time m i n g ap of the Nyt Dyv and its coastal
and would never make it up the chff mal in their condition. These
women are survivors, and are determined to live long enough to see (the language of the Rhenn
freedom again, but their physical hutations prevent them from d i m -
ing this goal on theix own.
This area is also where any excess slaves are kept until one of the
ships can pi& them up again. The old women comfort them as much
as possible, but can do nothing to d o c k them from their rows of
chain$. There is only a 5% chance on any d q that additional s h e s are
being kept here.

6. The Loo
The & end of this sloping cave is p d y submerged; the entire ara
smells faintly of human waste. T h e Slavers use this area as a ptivy. Four
sho.elsar~~~dtothewdhere,uKdtohurlrefuseintothewateron
the far end of the room There is an inlet from the lake into the far a d the Slavers sorted their opera-
of dus pol, keeping the water from becoming too fouled but sdll one raid against a Rhennee barge
unpleasant to drink or swim in. The det is about 5 feet wide and 3 feet that the slavers have p
tall at its narrowest p i n t and can be navigated by 2 man-sized -tux
with little difficultyas long as he taker a deep bmth beforehand and has
an indifference toward what he's swvnming through Because of her utensi upon the lake, Scpp has been an
invaluable adviser for the most advantageous time and
7.Guest Cave locations to srdke. Lo udice against the Rhennee has left her
This s d cave is separated from the main part of the cove by a heavy
cunain &xed to the c e h g with pitons. Equipped with a bed, small

Slavers
- -

hi
100-gp gem

szephwr fen& h- T6:AC 7 (leather, Dca boom): M V 12: hp


20: THACO 18 (17with fight -&ow +I): #AT 1: h g Id4 (&e)
or ld4+1 (fight oorsbow +Z): SA b&mb far x3 dam.ge:SZ M (5'1"
tall): ML s t d y (12);Int 13,Wis 9;AL N :XF' 1,403.
7licfAbilitis:PP 25,OL 30,F/RT 55. MS SO, HS 55,DN 25.
CW 80. RL 10.
S+z!Equipmmrfi~hght -bow +I.

IO. Escape Tumel/Storage Markersa the Red maintains Atemate


The more f i d e , prrishzble, or weather-smsiuve supplies for the
3avm ate stored here, aware from the ulmmon sailon and the exposed
ocation of the other storage cave ( m a 4). T h e supplis are kept to the
,ides,leaving a dear path imo the water that covers the floor df this
cea. In addition to being a convenimt somce of water for Szepkwya featmes even more seductive
md Markers the Red, the cave CUI be used u an escape route. a the

detely submerged m e 1 that opens up into the N r *.


loor of the cave dopes gently downward, warmally becoming a a m -
Should the
ove be attadred and it appem that the Slaver forces will be o m ,
o m will me this route to escape or possibly attempt a surprise mar
Ittack upon the invades. with the cityside epidemic this is likely to cause.

I I. The Lesser Slavelord


Wof the floor of dus oblong caye IS m h t e r . The Qrv manhas a

I/,
./,
where the water originates quickly heah all damage as wdl as all diseases,

I
bum, lesions, and body decay (nuh as a m y rot). The midents of
Bhdrthom know of the fountain's propettie$, and so they have not med
to stop its flaw, even though mwt of the humanoids hate the light
A portion of the southem part o f dus cave is actoally a diff face &t
drops another 500 feet to area 5. T h e watet horn the fountain qdls
over it in a gentle waterfall. If this slidr rivulet is avoided ic is a rda-
t i d y easy to dimb between the two caves.
/
3. Gnoll Cavern
%8-foot-tall cayem was well under way a few months afrer the COR
neCQOn between a ~ a s 5 and 6 was completed It IS now &ired by a
band af s q - f i v e sl.1E. then mates, and young T h e polk were sent to
the cavern because they and the OICS w e the only two races that could
fit m thw area, and between the two of them the poll. have the grater
t o l a c e for the light from the fountam m area 2. Thc area LS &q and
nearly as filthy as a typrcal OIC or ogre lam.

GnoU d e s (62): AC 5: M V 9; HE 2; hp 11: THACO 19; #AT1;


t low (6); AL CE;X P 35.
Dmg 2d4; SZ L (7' tal): ML sready (1 1); h
N o w Gnob are Lrgr hymdike humane& that rnin pa&. They
prefer m ambush or attadr han 1 tknk They hvor sw&, polearnu, and m ): AC 5;MV 9; HD 4t 8; 17: #AT 1;
bows. These gnolt hive 2d4 gp ea& poll leaders ham m i c e that a m ~ u n c Dmg ldX+b (Iongswd); SZ L (9' d); ML s t u d y (11); h r avaagc(8);
AL CE: X P 270.
GnoU f a d e s (20): AC 5;MV 9: HD 3+1: hp 16; THACO 17: #AT Note: Ogre -e big brutes who live by st&g ti oh-. U.
1; Dmg 2d4+2 or w e y n +2; SZ k ML steady (11): Inr low (7)
AL tapered and "arty, they are o b mcrcmvln
CE; XP 120.

g AC 5; M V 9; HD 1+1;hp 6; THACO 19: #AT 1;


61011 ~ n (15):
Dmg l d 8 SZ M (6' tal)):ML steady (11); Int merge (8); AL LE:
X P 35.

&U Lrders (3): AC 4; MV 9; HD 3; hp 17; THACO 24,21,19; 7'd);MLsready(11);


#AT 1; Dmg 2d4fl; SZ k ML steady (11); Int weage (8);AL CE;X P
120.

4. Ogre Cave
I l i s cave is only 300 feet below the sudace and is home to forty mde X P 975.
,gres, twenty-one females, and Meen youngsters. T h e p k e is absolute-
y flthy from the many ogres living here over the past decade, for the
ogres have e m m d y poor hygiene
by a few torches and a couple of c
smelly, and dank.The main entran
fromarea 2.A less-used ladder in the mthwes
the path dong the cMftop of the
tets of mushtooms grow here in various comers.
The o g w are the leaders of Blackthorn s
strongest crearurw the. The influence of
minor. The o g e chief& is a p&&ly
th& m o n q treasure (3d6 gp and
s w e s the following @c item, wkcb
the chi&: bwtr ofsped h a n k
sweet waur, r i g ufprot..ti.. +2 stone o f g d I"&
6. Orc Cave :MV 6; HD 2+4;
This large cayem is extremely old predating all but areas 1and 2. A large
m i of ora Lver here among the big mushrooms, three hundred warriors
with s w e n t y f a d e s and fifry y-g. T h e o m also have a small h a d of
roth6 ( m h e a n auk) that feed upon the mushrooms and lichen here
and in =ea 5. The ora use the rothe for their hair, & and meat Thy
have no leaders, as those were dimkted by the ogres long ago while the
o m were lit& more thm slave at&g rock,

Ox& (300): AC 6; MV9;HD 1; hp 5:THACC 19; #AT 1;- with weapon;SZ L (12' I0.g):
Ids: SW fight at -1 in s d & SZ M; ML steady (12): Int a v q e (8);
AL LE: XP 15.
S p e d Abilities: inm.lrion 6fY.
Nom: Ora use miping and ambush a d . T h e o m have ld4C1 sp
e&

Orc fmulu (70):AC 5: MV 9: HD 1+1: hp 6: THACO 19; #AT 1;


Dmg ld8; SZ M; ML sceady (11); Int average (8); AL LE;X P 35.

Ox young (SO): AC 6: MV 6; HD 1-1: hp 4; THACO 23: #AT 1;


Dmgld6:SZS:MLaverag~(10);Inrlow(5);ALLE:XP15.

Rod16 (2-24): AC 7: MV 9; HD 2; hp 9; THACO 19; #AT 3; Dmg


ld3/ld3/ld8: SZ M (4' d); ML elite (13); Int animal (1); AL N;
XP 35. er until &ally
reaching a
rumored (mzording to
Two tunnels on the eastern end of this cave cornea to deeper caverns
and eventually pau near a duergar s e t t l m a t . T h e duergar plan to use
the humanoids to attack cities on the surface and underground while DWERSINTRIG
they use their magid ah to i d m a t e and steal the real valuables. uld become involved in the fight +t
Thy carefully spy on the ogres and act very diplomaticallytoward mons with important characters in
them JO as to not arouse their anger. T h e duergar's plans may come ess of Osprem could become a member
into conflict with those of the Slavelords, 01 &e two groups might be eased use of her prieru on patrol y e -
able to work out a muNdy agreeable arrangement. the Skven have in naval battles,

D u w ( 3 3 0 ) :AC 4 (chainm.il, shield): MV 6; HD 1+2; hp 8;


THACO 19; #AT 1; Dmg ld6+1 (foam's pick); SD +4 to saves 7%
spa immune m paralysis, illusions, and poisons, -2 to s q d s c ; S W -2
co a d , +2 to saves in bright Lghc SZ S (4' d ):ML elite (13); Inr Dyvers's League of Assas
avenge (IO); AL LE; X P 420.
S p e d Abilities: &viSron IN, imate abilities of e d a p and
imisibi&y.
Notes;DuErgar 4 an ed,d d e l a c . They may giant spiders
into bade. trustworthy enough to ached p n s d y . Should that be the
case, he d ay to get ontad the Thieves or Assassins
Duergv chkfmb (1): AC 2 (plate mall shield); MV 6; HD 4+8; hp 32; Guild in Greyhawk on aying that the AUiance has a choke-
WAC0 15: #AT 1; Dmg ld4+4 (short m a d , Srr bo-); SD +4 m hold on the dark side o d he's dlmg to help either group
saves 7s. spell, immune to paralysis, illusiom, and poisons, -2 to sup- gwld coukl hire the party to investi-
SW -2 m a d , +2 to saves in btight light: SZ S (4' d): ML elite

ate abilities of ad, and who seanstoleranttoward


i.wibiliv. JdtheFriendlyattheHouseof
parry members his
to one of the
being approached by people offering jobs on the Wild Coast. This Island, guardrng the warehouse where the car
wouldn’t seem so out of the ord.tary,excep that anyone having any
o x or goblin blood is u d y slain oumghr in some pordons of that
region A clever patty could get one of these hdf-mcs to agree to h g discover that the AUiance i
a meeting and spy on it, or even d i s p k one of th& group as a half- campaign if the her= are
OK and wait to be contacted T h e jobs at being offered by agents of my. or a m i l i q campaign
the Slavelords, of course, who are in need of h a - o m to act as liaisons a long lioe &at ends at the
between them and leaders for thhe humanoid -es in the employ of
Turrosh Mak
Hodar the wizard can be played as either an employer for the heroes, The heroes could acquire their
asking them to search for minor mgic it- in the Cairn Hills or thhe navy of Dyvers or Futyondy in
Gnarley Forest, or s someone to be watched or the subject of a warn- h q m n Masters interested in
ing from Geyhad‘s Guild of Wizard?.. Hodu could be gathering the
magic items as pan of a bribe from the force of the Pomarj to form an Sea for more detailed information Those
alliance with the b o i d s of Blackthorn, or he could simply be a m - easily improvise enough ship-based uch
ing the Slaven working the Nyr Dyv. Alternatively, the Guild of vessels dose enough for hoarding actions.
Wizardry might be monitoring Hadar‘s activities because of the myste- tutes could be daived from this activity as th
tious event that carwed hLn to &e such a d i s h to them Recently act with Slavers, mischievous Rhennee, and
they may have received a threat from him, or are trykg to make
amends S&ly, the a r k g e Tenser (see TSR9576. R e m of the
Eight) could be suspicious of his recent activities and is looking for ship to discover the location of Slaven C o i ~
people to keep an y e on him invasion. eirher with active intervention of “ewlror as a covm
W a l e Emiim is easy for the heroes to read It’s obvious that he
wan- to heal his arm and needs money to do this. The herws, e s p e d
ly novice ones. could be hited or quipped by Walgrun and sent off on
some p s t that W a l e expects to have a high warn on his “inyest-
mmt.” Or, people in tune with gossip or politics could know that he
has bem seen in the company of foreigners many times in the past few
we&. They seem to be giving him orders, &e his old friends with
whom he relaces on D more equal basis.

Earth Dragon cult


T h e most obvious way to introduce the characters to the plots of the
Slavers is to have a group of Earth Dragon d t k t ret up shop in
or a nearby small town and begin peadung. A “new” religion is dways
something of interest, especially if their pies- a m d y have spells and
at making convem.

Rhenneewws
Originally, Sz~pklwaonly M her husband‘s barge attacked by the
Skvm in order to avenge henelf. However, it is possible that her hus-
band wasn’t on that barge at the time, and has been spotted in town or
living on mother barge. This news w d d incite the disfigured w o r n
to ptess for more snacks on Rhennee ships und he is caught for cer-
tain. It’s also possible that she may haw other barges attadted just to
get back at his relatives or as a vendetta against male R h m e e in gener-
aL The h r case would pose some interesting quesriom if &e Slmts
only took the males hom defeated barges, leaving the women to retlvn
to shore without their husbands.

River Quarter Base


An easy way to bring low-led heroes into this idventure is to have
them hred by a merchant of D y v a to guud a valuable cargo on i a
way to the north end of Furyondy. Their s t m y s t a m on West Gate
The m y s q of the Slav m y the Great Kmgdom of Aerdy
including Selintan andI H:udby, i
urntail Between crown19 wracked
withdrawn from the border t o m
- cover the m e goals of the Slavelords
i a celebrations ensued in the two
born to a lesser mrmb
5
I HARDW
I Hardby is an independent-minded town of over five thousand so&. It
has been under the protection and the control of the city of Geyhawk
for almost 10 years. The city was founded in -278 CY by a Suel Ivlz-
a d named h a Norbe, who desired a place to research spells in peace.
Claiming this s d harbor on the eastern side of WooUy Bay, she had
her hirelings and local tisherfok build the town of Norbe Harbor.
Severe storms that winter and a plague that spting resulted in changing
the name to Hard Bay. Ena manied the captain of her guards and had women of the Gynarchy. e that the Despotrix still retaios
several daughters. Thus began a legacy of Norbe women &g the final authority in the city, e trade alliance to handle routine
town now known as the Gynarchy of Hardby. Compared to the pirate
towns of the Wild Coast, the Norbe Gynarchy was mild, with the d e
r
of Hardby undeserving of the tide of Desponix.
T h e Norbe women all proved strong in magic and capable of Hardby remained relati and prosperous until the
defending their home. Many matried wealthy merchants or anking sol- Greyhawk Wars of 58W umancid and bandit raids from t
diers and continued to have many daughtm. An early Despotrix
dedared that only women could own land in the city of Hardby, and
with the power of Norbe magic to badi this edict, it became law.
However, many men were able to prosper by accepting knd grants out.
side the city. They make a good living fkhing, fanning, hunting, m been caused by less dedicat In addidon, e n t e r p r k s that
s.
tading. Hardby's strength permitred local merchants to make advanta- catered to soldim experien om in business from their preseno
geous deals with other towns dong the Wild Coast as well as with the When the humanoid the P o w invaded t h e Wild
young city of k y h a w k 4 e n called Selin-bg Hardby
through d e . The deep bay proved able to semiice both shallow-&&
river vessels and larger oceangoing ships. This made it a perfect llnk es freed by e d x t of the
between river trade and sea merchants.Thtough a marriage of one of o Geyhawk and full of
the Gynarch's daughters to the mayor of Selintan, the two towns and the &were
formed an &ce. Since then, these sister cities have never warred
against each other despite paliticd and mercantile competition as well
as less than cordia relations at times.
Hardby continued to grow. After conquering and burning swen
pirate t o m north of Safeton in the early part of the third cenny. CY,
Hardby claimed all the land withm 10 leagues of the north shore of
Woollv Bav. This daim was later relinquished when piacv remained
Greyhawk, who thought to make her little more than a figurehead. The
Gynarch has gone 50 far as to daim a seat on the Greyhawk Council of
Mayorsand Manorial Lords, which indude representatives from all
towns and settlements in the Domain of Greyhawk, despite unsubtle
attempts to prevent this. T h e Gynarch and the Lord Mayor of
Greyhawk, Nerof Gasgal, are unfailingly polite to each other in public,
but obviously hate each other, a sentiment that is shared by several of
the Gynarch's daughters and granddaughters.

Dupoah Ilmqfemale h w M13:AC 4 (bracers AC 6, &g of


pmicm'on +Z): MV 12; hp 39; THACO 16: #AT 1: Dmg Id6
(qwx=st.ff); SZ M (5'6'' d): ML die (14); Sn 6, Der 10, Con 9, Inc
18, Wis 13, Cha 14: AL NG: XP 4,OM).
Special Equipmmpmenr &g o f h m dlumce, &g ofspell &E, mbe
of eyes.
Sp& Mrmo&d(5/5/5/4/4/2): 1st-b-g hands, color s p m ~
detect magic,magic miss& phvlarmal f&ccZnd--con&nud Lghr, D,
inRsibZp, lem'mre, web; 3rd-bbizk. &pel magic, hold person, Lgh-g
bolt, pmrecr m. n o d mi,iles. 4&Evad'3 black ienmdcr, polymorph
orher, polymorph sex wall ofice: 5th-advurced Illusion,cone of cold,
c d e p s , wall offorcc 6th-chain lighrnin~globe ofinmhembiliqz

General Information
Hardby is atown that relies on its waterways to survive.Mostofits
money comes from the trade of goods entering or leaving its docks or
from bwinesses that support people who work on the sea and s h o r e
hostels, boarding houses, taverns, inns, brothels, and others. T h e origi-
nal town wall follows the m e of the bay, though the city hai gown
nearly three times as large since that time. A wooden palisade hzs been
built to protect those sections of town beyond the stone city wall. Two
lighthouses, which double noop garrisons, flank the city on io southem
shore, with a second pair on opposite amu of Hard Bay. Rising from
the water in front of that fourth tower are two massive statues. One or confiscation of proper7 of equal value, or
depicts a bearded heavyset man of late middle age, the other a slim,
short, bearded fellow; both have their &ts raised as if to box each
other. Decades ago,a Gynarch co-ioned these statues to represent
the meaningless squabbles of m a They s m e as a symbol of Hardby's
feminine spirit. A small road leads westward from Hardby to the town
of O n , and another, known both as River Road and North Route,
goes westward along the shores of the Woolly Bay to the town of One
Ford and eventually reaches the city of N m & .
T h e old city wall contains the rowdy Dock Dismct, spacious ware-
houses, the residential and meatpadung section known as Fish Town,
and the militarized North End The rest of the city is divided roughly
between the market Trade Town, where merchants bmer with each
other for their wares,and a sprawling residential dismct called the
Ebbfields that hosts mer&-, Greyhawk soldiers, and minor nobles,
as well as artisans' s h o p and Fality mnS. A wooden stockade protects
the buildings beyond the city wall. A few mile inland stands the
Gynarch's Estate and Hardficld Manor, owned by a minor branch of Hardby's Trade Council consists of si six rivermen, and
the Gynarch f d y that has long avoided politics. Outside of the dock one judge.Six memben (three merchanu
district, the city is pleasant and peaceful, with wide streets, amactive ed every three years by the merchanu, do
buildings, and plenty of open space. although it pales in comparison to
the council are from the Greyhwk Mountaineers or the Hardby

Hardby m m t l y daims all the h d withm 15 d e s , although such a


daLn is somewhat moot since the city is m e n f l y controlled by
Greyhawk. Hardby uses Greyhawk coinage, not being Lvge enough or

1 '1 . influential enough to +ti$ minting its own. It commaods a decent


amount of trade with salted fish and small fuming. but most of its
income derives from shipping__
.. goods. Its major clients are the human 65/120/175/270/420/650.
towns and demihuman mines to the east
goods west to the Wild Coast and no& to Greyhwk and cities
the Nyr Dp. Although the Scarlet Brotherhood's hlodrade of the
Densac Gulfhas limited the amount of trade from the south, the dock
masters have high hope that the United Kmgdom of Ahlissa
begin shipping goods westward from the coastal city of

Hardby's population is mostly human As much as


longtime residents of the region that have pro
OTES,

are incarcerated in cells in the do,


small following for the Sue1 goddess Wee Jas (magic, vanity, kw
is mainly worshiped by the Gynarchs. Them is aL0 a church of B

new recruits. They wear leather m o r and carry a a b .dub, and


knife or light crossbow. Each ship's cmw also include a wizard and e Tarnished Idol
of the Tarnished Idol. A foul-

Wilbrem W t e r , a huge barrel of a rnan

raid against small OK war bands. He has a fierce parrot named Erule (a
fomorian giant
" ~ .
. o,l m o m h dbv, a good
" " , In addition to the three
mas). .t
The place IS a haven for d o and a d ~ e n w .

hundred Greyhawk Mountaineers, Hardby has its own d M of one


hundred t;fty S a n q and one hundred cav+ that often patrol as far
no& as the Neen River.

C d (irism, mrL humm F9: AC 4 (splint d) ;9; hp 70;


MV
?HAC0 12 (11 with rnbrr +I): #AT 3/2: Dmg ld8+1 (&re +I); SZ
M (6' d);ML elite (14):Str 15, Dnr 9, Con 12, Jnt 12, WW 8,ch.11; space.
AL LN; X P 975.

C-vm- pamet @oIymmphed f0ano.i.n +t): AC 5; MV 1, fly 27


(D):HD 13+3: hp 68: THACO 9: #AT 3: h g IdZ/ldZ/l: SD caw_
a -2 penalty to s q " W rolls: SZ S: ML &e (14):Int average (9). A I N; X P 175.
NE;X P 3,005.

Slavers 34
.:
,. . e
. .,..
.
. ...
..
,, . .
,.
.;.
A
'
;
. A
>.
, I,

I
Notes Dmiglllgar d o c d like politics, but he loves dc.and if he becomes
tipsy whm crating a tattoo, he makes -t&es.

T h e apprentice's assistant is a hafling named Gomudo


is seedy an agent of the Slavelords. He works as a s
with the local thieves. His innocuous q p e a r a n c ,
&&e of combat make hun a good agent. The
ty when they fulfiued hir dream to o m an el
the Scarlet Brotherhoodprovided a marble
HEpmundand (the jungle continent far to the southeast). If the
Slavelords need mmone in Hardby ! d e d in a m e r that's difficult
to trace, G o m d o c can mange for tha
District brawl

Garmdos maL Wiling T9: AC 3 (Icarh


46;THACO 16(13withshortrword+
sword +3) SD f4 on I ~ C m.S m@c 01 poison; SZ S (3'6" d);
ML .Diran Conmiel
steady (12): Str 12,DLX17, Con 15, Int 9,
1,400 succumbs to the urge to assassinate peop
Spcid Equipment d f c elephmr. drunks, and never someone who wodd be
nefAb3tic.v PP 65, OL 50,F/RT 45, MS 60, HS 55. DN 5, CW from the Brotherhood have oxbed this ha
25, RL 30.

35
DM does not have access to this product, treat Dian as an Sth-lev

DLao '%-" Conoriel maC human T8:AC 5 (bracers ofdefenre AC


5): MV 12:hp 41; THACO 17: #AT 1: Dmg 1d6+2 (short sword +Z, +1 (mace);SZM;MLsteady(lZ;
l~~~~~,4~"~);SZM;MLaverage(IO):Srr 13,Da 14,COnY,Int
12, WLI 9, Cha 12: AL NE; XF' 650.
Specid Abilities: badurab x3, detect poison, &pYe, and e~pionage.
Specill Epuipmcnc do& ofthe bar
ThiefAbZtis. PP SO, OL 30, F/RT 55, MS 60,HS 55, DN 15, X P 7.
CW 75, RL 30. d * 5 etiquette, ndi

6. North End f Pel% AC 6 @m- d e ) ; MV


N o d End also c d e d Highchapel, is the smallest district in Hardby Id6 (s&) or l d 4 f l (sling); SL
and is the location of the barradrs, city watch station, and c m . The
captain of the city watch i s a local rnnamed Kataran, a s t e m man
when on duty, but open and friendly when not occupied by work. crevion Elrmmd (Air), Guar&;
Tucked against a corner of the city w d i s a small m-g& of animals 4 sun; Minorsummonin5 war
m by a nobleworn named Rotama Most of her an& are locals
@e., crow, for, otter,raccoon, and wolf), though she does have a few
from the more remote regions of the Fknaesr (boa consrrictor, jaguar,
monkey. and falkingp m t ) . At the center of Highchapel stands a d Several agents of the Slav

grew up during a t h e ed expansion by Greyhawk and ha:


seen the problems this d her family. She hates Greyhawk
and Nerof Gasgal in p ,though public opinion s e a to bt
split on whether she or b o t h e r , Despotrin Ilena, hater him
more.

10: M V 12: hp 11: THACO 19; #AT 1;


sready (12); Srr 6, Dex 13, Con 7, ht 16,

sflid*, potions of &yance, m,

Tfbe Ebbfields
The Ebbfields &trm hosts r idences of merchants. d t m and man

f
officers, and minor nobler. It Iilled with parks and private walled
'

estates. Semons nearest to the old city wall are m d e of sfone, well
maintained and amactive. As e streets go eastward the buildings
become plainer, built of halfs one, half timber and wade, but they are
sd f d v middle-dass. O n e eastern outskirts: the wooden buildinw

Slavers
the council works hard to mainrain minimum standards for upkeep.
Beyond the stockade walls, the few sb& give way to small fdrms.

7.Mistress of the Coach


Possibly the bcst inn here L Mistress o f the Coach, an Expensive place Four lighthouses on the south sid
with a formal dress code that prohibits functional armor and weapons. beacons but also as ganisons for
No one is permitted to violate this code no matter how much money a ed alninds. The towers are eigh
boorkh would-be patron waves amund different fashions to be more iden

8. Berei’s Bounty
Berei’s Bounty is a sturdy inn decorated with shafts o f wheat. This low-
pticed inn is m by Shikuna, a former ptiwtess of Berei who took her
father’s place when he died.

Shila- fd bumur P6 of Bad: AC 10 (6); MV 12; hp 24:


THACO 18 (15 with sdofsrriking; #AT 1; Dmg l d 6 f 3 ( s d o f
~~~~);SZM:MLsaady(ll):Srr9,DulO,Con11,~t9, Wis 13,
Cha 13; AL NG: XP 4M.
S p h w M a j o r 4 M, Divination, &&, Healing, P h t ,
PrOtecUO”.
Spells Memo-d (4/3/2): DMs choice.

9. Temple of Zodal Roban through the Trade CounciL T h e ,


This tiny temple to Zodal (mercy,hope, benevolence) is in actuality free to involve the hemes in a ’ v a r i q of
just the home of Zoe, 2 you”& barely educated woman who s& foul- mislead them But each plot should lead
smelling (but powerless) potions, ointments,and salves to “ m e ” all &.
Though she dor, it for the money, h n intentions u e good. She directs
anyone who appears to need m e healing to the temple of Pelor in
N o d End.
w&-honown patron of the heroes,
IO.Trade Town atradrer. A k a is the most dever
The merchant district o f Hardby is typical, although the mount of
rraffic that comes thmugh Hardby tends to bring a wider variety o f
goods than most cities thi size. In addidon to &e permanent shops, a raid.a Slavn~atpost,the Slavers d.be
broad avenue through the middle of Trade Tom is r e m & for mer- ambush for the hemes.
chants who prefer open space or cannot &on3 a shop. Bknket Street
IUSup e v q morning with people peddhg item srad;ed on blankets. WOOLLY BAY
The militia makes m e that nobody sets up shop ag-t or beyond the
stodrade wall.
One of the merchants is an agent of the skvelords and a priestess of
the E d Dragon. Roban lives as a seller of gems. jewelqr, and s m g e
objects of arts, and hires adventurns on the side to explore the G m
Hills and Abbor-Alz to search for interesting” relics that she can buv
and resell. She has s p d c insmuions for adventurers who know too N y Dyv or dong that &e’s tributaries.
mu& they are to be sent off on deadly quesu. She o h alms bandit, of the most lmpottant man’time seaways
barbarian, or humamid contacts in those regions to seal the heroes’ Woolly Bay has long h‘en notorious for the s
fate. neerr who prey upon merchant ships
these piates have become so famous,they have
R h ,f d e hvman P7 of Ear& D m p AC 5 ( s d d , of local balhds, folklore,and legends. Tales are to
pmte&n +I); M V 12; hp 36; M A C 0 16; #AT 1:Dmg ld6f4 (pick. Solomon Wawsm, whose hand was bit &by a
Earth Dragon bonm): SZ M ML steady (12); Srr 11, Der 9,Con 15, Int seas lookrng for a repkcement Then thaei the
11, Wis 15, Cha 10: AL LE;XF’ 650. Grady, once a popular privateer who
S p e d E p p e n t p d b n ofimsibZT. mte~ dLvl even his lady fik, The most f m o m
Spheres M + 4 Combat, Elemental (Ed),He&& Pmaeios Gravedigger Merci, who h a put m y amah in

37 -
ng him the grace of digging his own grave. Last but not least is the
half-orc pirate Angdthroat Anhke Garrote, who hung his own crew for
Wing a mgisttate's son and costing him the ransom.
T h i s pirate problem grew worse after the Po-. fell to OK invaders
in 513 CY. Highport and, to a lwser extent, Blue became safe havens feature most people use
for the worst $ o m of buccaneers and slavetaters. These pirates often Point, the drifting ship
operated along the coast of the Bright Desert,far from civilized shores,
where their deeds remained unknown to the world From 520 CY m
584 CY the threat of piracy was at its peak and merchanu only put to d i n TSU170, Ofships and the
sea in small m a d a s accompanied by a shipof-war. Thmg have gotten
worse in the past five years, with evil humans, hobgoblins, and o m
from the Otcish Empire putting to sea to attack ports and shipping 2 Whirlpool or tidal wave
from Woolly Bay to Relmor Bay and the h r e Sea. Piacy has grown
more b r u d and sophisucated over time.
Until recently, the only armed warships on Woolly Bay were ptiva-

.
4

:
teeen, paid by coastal t o m to protect their o m ships while miding
othm. Safeton,Fax, Ehedd, Highport, Blue, and even Scant of Onnwal
took p m in such patr-time piracy, with Highport the worst offendm
b Hardby's ships were generally left alone,as they marly always carried
sorceresses capable of hurling fme and lightning magics, and in some
~

cases having charmed sea monsters pail in their wake. Eventually, mer-
chants from many aties formed seafaring guilds and began sding in
armed convoys,taking wizards and shipto-ship d e q dong for pro-
tection. Pay-offr were even made m some Wild Coast and P o n y cities 14 Predxors (dolphins, sea 1
to gain h t e d Wmunity from their pimy. 15 Ships (fishing, merchant,
Following the Greyhawk Wars, piracy dedined. T h e OTC invasion of
the south- Wild Coast left major ports in flames. T h e walled city of
ELedd was razed, though the narby Port of Ekedd was largely spared.
Only Highport sponsored buccaneers during d u s time, with only a few
ships. Then, in 585 CY, an or<-mewed cog was sunk in Woolly Bay.
Shortly thereafter, it became evident that orcs and humans were teaming
up m rebuild 2 piate force. With Onnwal's rebellion in late 586. a PlRACV AND s
counter to this chaos has formed, with Safeton and Hardby sending out
warships to patrol the north,and Onnw&h ships from Scant guarding
the south. This reduced the incidence of piracy, but it has hardly e l h i -
.
. , nated the oroblem
Two slow aments circulate in Woolly Bay, the Safeton Spin flowing
counterdokwiwise in the north- third and the Wild Current trading
dockwise in the southem two-thirds of the bay. Ships s&g from
Hardby to Safeton often ride the Safeton Spin, rtaveling along the
Wild Coast from Hardby south past Cam& and P d g v to Safeton
and the ruins of Cantona. Ships from Safeton hug the mast to avoid a concerted effort by the Slavers could
the tug of the a m e n t up to the mouth of the Sdintan and then to be studied, learned, and
Hardby. Sailing a g b t the Spin slows ships by 50%, but this can be Bay, their ships would s
overcome by trading doser to the coast using sails or oars. Hardby
dips headmg for porn in ReLnor Bay or the h e Sea marly dways
take the long leg of the Spin, &sing down the western coasc and
mossing the bay until they near Barren Point a rocky . .peninsula of the
Bight Desert about 160 - d e s south-southat of Hardby. Here, the e 4 of the raids. However, no evi-
&p must quiddy moss the a r r e n t to catch the top of the Wild dence can be found fleet to the mimes. Meanwhde, the
Current, which will cany the ship east and south dong the Bright
Desert mast to the Sea of Geamat.
An abandoned ship dnfting with the current is slowly c-ed by the
Spin from the Dagonnd's T d , a long promontory 100 miles south of

Slavers 38
How the Slaves Are Transported
When the Slaven gather a fdcargo, the slave ship s& down the
Sdintan, u s d y stopping at the town of Sevant's Cove for a night.
This gives the Slavdord Vessa, posted in Sevant's Tower, a chance to
scty southward to see what awaits them. Vessa flies to the ship under
the cover of night, rekys any news, and departs when her do& of the
bat has recharged Sometimes she says to resupply or out of a rare need
for company.
The ship then continue down the Selintan, past Bright Tower Keep,
crewmembers usually waving so that they don't cause suspicion. The Who's Involved
ship stays in sight of the coast as it heads south The ships generally
avoid C 4 unless absolutely necessary, since that town is loyd to
Gteyhawk. The Slavers also avoid P d g q tinding no sense in getting stealth to study and report on opposition.
drunk in a town full of cutthroats, especially ones who aren't on their n to Vessa Aleeta
side. The DM may have P e l g q n d y with the skvdords; if so, the
ships may stop there occasiody, though frequent visits might make
others wonder what sott of agreement the apparently legitimate crews es as an assas-
of the Eternal Sun, Radiance, and Longspan have with a town full of sin when needed. The h&q Gormadoc
bandits.
The Slavers always stop btiefly in Safeton It is the last free town on
their route, and it is important to be seen there before they continue
south to their supposed desrinarion. while here, the Slaven b a g about
theit prowess and state that they have nothing to fear from ora. They
t l k e on additional supplies and may unload some normal goods,
-ounce a false destination (the Ptincipdity of LJIek, Keoland, or
Omwalj and head south
If the waters are dear of Hardhy Mainer and other allied ships, the
Slavers stop at the arc town of Cantona They drop off tmde goods, as
well as sick and dead slaves that the OICS are happy to eat, and load
drugs, food, and water. The surviving slaves are moved from the secret
compamnent to the cargo hold. Theit survival rate increases when
they're free to move about, and there is no need for secrecy this far
south. Sometimes the OIES fum over an exceptional slave or ransom vic-
tim Often mesage or couriers come aboard for the pip to the Slaver
town
At Ekedd, the Slavers unload the cargo of flesh and goods, report to
the leaden there, and spend some time carousing. They want to make that mole.
sure they are gone long enough to fool people into rhinking they
reached their dedared destination. The crew is paid, and crewmen who
have been on the ship for two or more months are offered shore time,
their posts being fdcd by dtizms eager to do some riding. When they
have spent enough time in Elredd, they stock food load passengers and and the activities of the pnertess Bend$. His
r e m nosh. been to befriend the priestess, which he has f
T h e ship drops offany humanoid passengers at Cantona, then pro- she is consumed with her work
ceeds to Safeton. There the captain & repom with authorities regard-
ing any orc activity he witnessed (most of this is fahe, of come). Since BRIGHTT&ER KEEP
the sailon are supposed to be returning fmm a succesIfulnul,they
spend a tight in Safeton buying drinkr. T h e Slaven may take advantage
of this practice sometime by getting the locals incredibly drunk on a
night that the or= p h an attack. They then sail n o d possibly s t o p
ping at Cm&, but u s d y &g port at Hardby to pick up a small
cargo of goods for transport to the Nyr DJT. From there they sail up
the Selintan and onto the lake, where it begins again. for lookouts.
Greyhawk pushed tc have additional defenses bult to defend the n o d - Rang-, d e hurmns us ded lather): MV 12;hp 25:
em end of the Wild Coast Under the eyes of dwarven engineers from THACO 16;#AT 1 m 2;

to the north, construction was undertaken to make it a keep. Now it


stands as a large guardhouse with attached donjon tower, a stable and

d g , tracog.
, ,
for danger. A small cavalry of twelve medium horses is bivouacked here
as well. T h e soldiers have a friendly rivalry with the Greyhawk moun-
taineers at Storm Keep, and a new endosure is b&g built as a roost for
griffons and to encourage the possibiliv of having a permanent flying
cavalry garrisoned at this keep.
The keep takes its name from in whitewashed cower,which cain be
seen at a distance of 30 miles and is ilhminated at night with continual
light spells. Bright Tower Keep is a good place to made news on acdvi-
ties in the n o d m pordon of the Or&h Empire and the Wild Coast,
as well as 2 safe place to remeat to if one is in rrouble. The soldiers are
always interested in hexing news,but are a e f d not to be too friendly
with potential spies.
Bright Tower has a permanent g-on of fi$ soldiers (proficient in
longsword bow, and catapults), a squad of five rangers (specialized io XP 175/270.
riding, plains and coastal lore), ten officers, and a commander,Captain
Plan&. On retainer are two clerics, one worshiping Pelor, the other
Mayaheine. The soldiers drill regularly and pan01 up and down the
coast and &and up to thirty miles. dL J e s is~snide and +d q i c k EO
m. HEc d the w d ddemes and
SUers,d e hvmaar F1 (SO): AC 8 (leather); h W 12;hp 6:THACO
ZO: #AT 1 or 2; D m g Id8 (longsword) ox ld6/ld6 (.hodow); SZ M;
ML average (IO); Inr 9, Wis 9: AL LN: X P 7.
Notes: Dedicated mthuslasnc young m a and mercmacia. Captain Ph&, d e h

Everyone mysc p d his or ti& and har no me for w-&. He


answers to the +Ch of the Hudby hUda

Srr 12,Dex 11, Con 13,Int 1

Slavers
(basrudrword + I ) SZ M :ML steady (12): Str 10. D u 13, Con 11, Jm 3. Entrance
14, Wis 14, cha 12 AL LG: XF' 270.
Sph-:Major--W Combat, Guar&, Hilling, Law, Rotmion, Sun, Like the main gate, it can be locked and
Wac&; M o r A h m n , N e m m t i c SP),but is normally left oped during the
S@s Mrmo-d (SNl): DM's choice. I-foot-thick stone, 11 feet tall, and the
Norcs: Mitiel is kind gmtk, and motherly. Bur, like a morher bear, she
cao be dangernu4 if her charge _ E rhreataied 01 &e is cornered she
prefers r r a ~ o nto h t e force,but will not heirare to fight if she must

I. Main Gate
The gate of the attain wall is made of seasoned bronzewood (12
s a ~ c t u r a lhit points). It is n o d y kept closed with a pair of
smdmg outside. It can be bmed if necessary (+6 SP). The gate is 15
feet tall and 6 inch- &ck.
rience, bviq participated in the Great N
2. outer wall Shield Lands lost to:Iuz. Area 4a is a s d offic
The outer w d of the keep is d e of mottared stone 20 feet tall, 3 desk A stuffed snarling ba%a rete in &e far c
feet thick, and red-ed with a splay (25 structural hit points per 10- captain's quartem, cSntlining a bed, a locked f m
foot section). Crenellations line the top, but there is no inner catwalk
for defenden to stand upon, The keep uses wheeled siege towers to
allow access to the bml-crss.
5. Officers’ Quarters
This room holds the quartas of the officersof the keep. There are 10
sets of beds and footlockers h o l d q spare dothes, armor, lettns from
home, and other personal effects.

6. Soldiers’ Barracks
T h e soldiers of this keep deep here. There are enough bunk beds to
sleep sixty people, with footlockers for persona item at the end of
each set There are ld6+4 soldiers here at all times. &ring the &y the This stable holds twelve h two oxen assigned to dus keep, as
soldiers present are preparing for duty or resting after their shift well as fodder in the loft.

7.Kitchen
The kitchen is staffed by a rotating shift of five soldiers. There are two
fireplacesfor cookin5 large butcher tables for food preparation, vzious
pots, pans, utensils, and serving plates. T h e outside door on the n o d
end of the kitchen is narrow and has a lock and bar. It is kept opm

8. Pantries
The panmes are tilled with focd supplies. Dty foods are kept in barrels
: in the storehouse (13). Locked in a large cupboard in the north p a n 9
’ are four kegs of de and one of rum.T h e captain has the key and di-
penses liquor only on special occasions.

9. Mess Hall
This mess hall contains a half dozm Ions tables and benches. The
tables are pushed to one side when this room is used for worrhip s-c-
-- 2n holy d y s of the two local faiths.

. IO. Interior Storage


This room holds spare weapons, dothin5 de-g supplies, rope, and
other common items. o sound the dam If
the alarm is s m d e d , the
11. Priest Room
The two priests share this room Since the goddess Mayaheine is a pal-
adin of Pdor who ascended to danigodhood, her priests get dong well
with priests of Pelor. They e v m cooperate in worship services. Each placed at each door and on
priest h a bed, a footlocker for personal items, and 2 chest for cere-
monial g a b and other priestly trappings.

12. The Tower


A side door enters ftom the c o q a r d here, but is kept bolted shut dur-
ing the evening. T h e ground floor of this tower is mostly empty. There
is a cistern and buckea in one comer to store water during sieges. zone when in fact I& poir
Racks of bows and quivers of arrows stand against the walls in prepara- against J-up. He could b
tion for defending the keep. Ttus c e n d hall is used for major assem. or, this regio. is invade
blies. A stairway leads up the narrowing tower wall,passing arrow slits.
T h e tower LF 40 feet tall and slopes inward dl it is only 40 feet wide at
the top. T h e roof of the tower is capped with stone. A heavy catapult,
casks of oil, and large bags of gravel sit ready for use. A rope and pulley
are used to raise supplies to the roof through a trapdoor fiom the
ground floor 30 feet below.

Slavers 42
VILLAGES OF THE WILD COAST Southern Lands of Gr
This seaion presents an overview of the lands and key villages located
dong the Wild Coast and southem h d s of the D o - & of Greyhawk between Greyhawk and Woolly Bay, an
bordering Woolly Bey. Each desctipti‘onenamines the significant fea- Cairn H&. This region of r o h g hills
tures,personaliu’es, m d &tory of the sadng. Idcas for adventures z e
presented with each site. The DM can use there adventure hooks to
develop side treks to e n t h n and challenge heroes passing through.
With some Imagination,it is possible for a DM to develop variaDons
on a story, to challenge hemes who return to a s i r e Adventure linkr are This tiver divides the Wil
planned at each site for the DM to use to provide hemes with dues Welkwood, as well as the
about the Slaven or to lead the heroes to other sites. Random Principality of Ulek. Ab0
encounter lists are presented to help the DM m a t e additional cha-
lenges for heroes traveling duough a territory. Random encounters
o c a whenever the Dungeon Masrer desires. If the DM prefers, he or
she may check in the morning, afternoon and night by rolling a 10- thickets. Its massive trees arc black
sided die. If the terrain is barren or poorly populated, such as desert or talk m o n g themselves whenever an
mountah, the chance is 1 in 10. If the terrain is overgrown and wild, some claim that ripples of waving 1
the chance for an encounter is 2 in 10. If the regton is open ground
with civilization, the chance is 3 in 10. The Dungeon Mas= may
either roU randomly on the table ( I d 8 f l d l 2 ) or may select an it grows upon the hmd Mount-, the wo
encounter that see1115 apptopdate for the story. dean, but e a t of the Jewel River, theit charac
Heroes may travel a m s s these regions in several fashions.O n land, boding and hateful. The farrher south one goe
they may reach their destinations by w h by booking passage in a becomes, until it i s Med with an oppressive an
coach or with a caravan, or by hiring or buying some mount or can- it climbs the Drachensgrab H&. The human0
veyance, wch as a wagon or &ge By sea, the heroes may either book
passage on one of the many ship miling from the ~aiousporn on
WooUy Bay, or they may hire or buy their own s&g vessel and mew. native gibberlings, ettercaps, and s w u m . T h e
Game statistics for mounts, land conveyances, and seagoing vessels are highway to move north to raid the Wild Coas
presented in the fnst chapter, “Land of hers: Transportation.” Ulek states and into Verbobonc. The folk of th

m E h N D S OF WWUV BAV
Abbor-Alz
These rocky hills are rugged and d d,their pe& IO precipitous as to
predude horses and even .~passaee of armies. So,no conquest of these
i k m s has ever proven successful. The northern verge i r e l a t i d y safe few dare to venture on a quest to fmd i r
and is d-ed by the Duchy of Umt, which manages several tich
mines in these hills. The southem and central portions z e a i d and

dermhumans, humanoids, and

with ferocious determination and blood lust rend to &courage


Fknaess as a place of sanctuary. albeit a highly dangerous one. Wed 0011s).Chaine has acquired two
with adventure at the v q least. Iu racially mixed peoples are well y sometimes accompany him on his
known as mercenaries and adventurers th-elves. The region gives rise ic. The artificial island was built
to m y outstanding priem. warriors. wizards, and rogues.
Tales relate that somewhere within the Suss there enisu a lost city of
the Old Suloise-from which the Jewel River gained its name. It has

-
never been found, and the mth of the legend is highly doubduL Since
the Pornari h been in the control of ramciaus humanoids. the south-
portions of the Wild Coast have been less than wholesome in any
event, and expeditions into the Suss Forest have not been artempted of
late for obvious reasons.
powerful wizard make it a safe haven
entification of it-, removal of CUTE-

Can& (pop. 600)


Camakh is a small fishing village that has grown somewhat from the
exodus of tefugees fleeing the lands taken by the Orcish Empire. Now
it is a lighdy fortified town, and its people are on the lookout for raids
from the south. Two high towen fknk the town’s north and south a great threat.
ends, and a great many stones wete piled together offshore to create an
arrificial i s h d just large enough for yet another tower.
the town is most famous for the Peltander family, which owns most
of the h d and buildings in the town.T h e Peltandm date back over a average (9): Str 12, D u 18, Con 14,
hundred years, and their hold on the tom leaves most of the other resi-
den- in a sertlike state. This has only been more deeply entrenched
with the influx of r&gm, making unslalled labor even more c o r n o n .
The f d y has a histoly of great physical strength,males have a min-
mum Strength score of 17, females 16. One member of the f d y is obsracles, a s t o m a hawk,
Suzo,a retired fighter approaching middle age who worked for the Wrz-
ard Sevant (see “Sevant’s Tower” in the “Skver Bases” section of this
chapter) until his employer was killed by a rival wizard. Sur0 is s t i l i hit- th& he’s a bird
fer about the experience, as his older brother Sonjar was killed in the
wizard battle. If Suzo becomes acquainted with the adventurers, he may
ask them to seek out Sevant’s Tower and recover his brother‘s body for P e l g q n is just a day’s
proper burial. living from fishing and , by far the most common occupation

h, d e humvl F7: AC 4 (chaWnd + I ) : M v 12 hp 42: THAM


12 (10 with longsword iZ); #AT 1; Dmg IdSfZ (impword +2,) SZ
M: ML steady (12); Sm 14, Dei 13, Con 15, Inr 9, Wis 7, Cha 11: AL
LN; XF’ 270.

T h e townsfok are enthusiastic supporters of Greyhawk, as they’d rather


leave the miliray defense up to others so they can go about their busi-
ness. T h e inns and resfauranu here give the Hardby Marines free fish,
brad, and beer whenever one of the war galleys is in port Two of the
younger Pdtanders s m e in the marines,with one of them being the
second mare to commander Wilbrem
A tower of white stone overlooks the e n 9 to Cmakh’s port This
place is the home of an eccenmc wizard named Chain? Zerenth, who
likes to polymorph h k d f into a scapll to fly about the town. Since
t h e encroachment of the orcs, he has also started to widen his tlighw to
cover the bay a few miles south of the town. He has always had a habit
of amacting odd guesu, such as wizards from the Baklunish lands m
the far northwest, elves from Npond, and even a group of acolytes
from the Theocracy of the Pale (beyond Nyond), who unmcce~~fully Skvelords, or if he worship erent god and the town is independ-
nied to convert him and the town to worshiping &c counq’s patron ent
hem working undercover. outer S t r e e t s
The area jux south of the town is littered with meed weapons, frag-
ments of armor, and goblin bones; a great battle was fought there in
589 CY, when a force of goblins attacked the city. The assault was bro-
ken due to clever use of traps, archery, and a lot of powerful magic; the
badefield is now a play sire for older chddren, although m o ~ of
t the
salvageable pieces have been taken and re-forged. The men of Saferon
retaliated against Cantona the nexc year and succeeded in burning much
of the town to the ground, bur did not eradicate the OTCI.
The do sene^^ of t h e humanoids gives Safecon an aura of paranoia,
with everyone on edge and ready to take out their aggression upon any
humanoid that pops up. Word travels fast in the city, with mmom that
start in the do& reaching the other side of town in minutes. Every
one of the residents knows the use of ar least one weapon, and a dis-
proportionate number of semicapable ”adventurers” live here; for the
people of Safeton, “going adventuring” usually means sneaking into
the Buffer Zone or (for the brave or foolhardy) across the northern
boundary of the Orcish Empire, looting ruined villages (which has
poor returns nowadays) and searching for OIC patrols. The ruined but
occupied cardes of Leraim (held by an unknown person-possibly
the former owner, a necromancer who was thought m have died-who
has magical power and a dislike of being disturbed) and Sulafrait (held
alternately by bandits, oxs, oc orogn, and said co have great measure
within) are popular targets. A few groups with real experience have
gone so far as to scout over a hundred miles into occish territory to the
town of Fax, which has been greatly damaged and is now occupied by Safeton.
orcs, goblins, bugbears, ogres, gnoh, and other humanoids. T h e peo-
ple of Fax were driven out in 584 CY and would like to re-, but
mosc have lost hope.
A recent addition to Safeton is Bendel [hf P7 (Mayaheine), rhg of
feather fdia shield +3],a redheaded native of the Yeomanry ( a ource. bur causes him to urge the
friendly nation to the southwest). She fought against giants when they hes usually include descriptions
invaded her homeland, and came to Safeton to help keep the humanoid
ride at bay. She spends most of her &ya casting glph of w d i n g spells
in defensive formations around the .icy, ttiggered by ora. and a t least
one day a week teaches siege defenses and archery.
Motto the Razor,one of the lieutenants in the Safeton military, is an
the Slaver p a p l l . T h e y don’t have much influence over him yet.
though, and he might berray his fellows in a fight Sdl he feeds them
information on raids into the OIC lands, watch schedules, and the activi- the hands of the human
ries of the priestess Bendel. His most recent order has been to befriend
the priestess, which he has found quite frustrating, as she is consumed
with her work.

M o m the Rarer. d e human F 3 AC 6 (sed-a): MV 12: hp 21:


THACO 18: #AT 1; Dmg ld8 (longsward): SZ M: ML s t d y (11): Sir
11,Dex 9, Con IS,Inr 12, Wis 10, Cha 13: AL NE; XP 65.

Adventure Idea: The heroes might find themselves drawn into Motto’s
plot in an effort to prevent the assassination of Bendel. Or they may
participate in a raid on a humanoid camp.

Wyvernen (pop. 180)


Wyvernen is a tiny village wirh less d u n two hundred people, but its
&amstances are unusual enough co merit mentioning. Surrounded by

Slavers 46
I
evil matures) is something the heroes will have to work out for thhem- Hi& 280
” Pass (DOD.
u 1
selves, although the circumstances may merit a temporay alliance This village suppom the adjacent D
should the o r a attack while the heroes are in the village. N m t owner of the castle, having
Adventure Idea: This is a good o p p o m i t y to give the heroes of a well connected in Hardby,and is often seen
taste of what it’s k c to be a humanoid While exploring the land, the members of the Gynarchy. While she Is not
heroes fall in an old mine and are ttapped until a half-orc lends a h a
nd
He wiU travel with the heroes, but in W y m a he will become the
object of taunts and orc-baiting.
base in an abandoned mine in
On (pop. 300)
On is a small but prosperous fishing town east of Hardby. It was ser- leaders. T h e other inn dosed recently du
tled about 50 years ago by a distant offshoot of the noble M y of Adventure lder There are many oppo adventure in and
AhLssa wishing to get away from the politics and fa+ of th& around t h i s town. The heroes dent, and the nexf
homeland. Bringing their wealth with them and renouncing their noble
titles, th9 chose a pleasant spot on the bay and hired Lborers from
Hardby to build them the fust homes of On (an Oaidian word mean- not r e n d e r he is dead There may be a out in the aban.
ing “humble”). Although they were feared at first, they were pleasant, if domed inn to investigate,or a ravaging ho
distant Soon others came to set& there whul it was found how good
the fBhinng was in that area
T h e people of Oa have developed a sariant crossbow for hunting
the larger fish of the bay. Weighing 20 pounds. it can hold a slightly dervishes.
larger barbed hook ( d y attached to a strong silk line) and can even
be fired undenvater (at half the n o d mge). The On crossbow caus- Greatrock (pop. 108)
e~ l d H 3 poinu of k g c 7s. medium creatures and ld6+3 YS. large
meatures, weighs 25 pounds, cosu 75 gp in On (but upwards of 150
gp elsewhere), and othenvisc conforms to the statistics of a regular
heavy crorsbow. The weapons have become quite pop& in the Wild
Coast, as their punch is -ally enough to take out a g o h h and often
can fell a strong OK with one hit,
On is also known for the strange auroralike lighu that appear at Phoebus, a retired adventurer.
least once a week in its slues. The lighu are visible for over a d e and . _
provide as much light as a crescent moon. T h e ligh= are only about patient, and enjoys the bucolic qualities o i h i
300 feet above the tom and do not d a t e magic: the Gynarchs have
a&ed them thoroughly and have pronounced them harmless. T h e face of their mayo.).
village is othenvise tpicica for a community iu size.
Adventure Idea: Malenti from the underwater civ of Narhidveh (see
“Narhidveh“ h e r in this chapter) have come to On to pr&e some

three tanneries that operate here, a large shipyar


Fishtown (pop. 1.20)
by the Shipwrights Gild, the dangers of falling and being hit by falling
weights, and perhaps a discovery of the building of a sectet compart-
ment in a ship. This may provide a clue to how the Slavers are aans-
potting their captims.

Megas Landing (pop. 172) ebony tresses. Encept for


Megas h d i n g is a fishing village with a big secret Earlier h s spring,
a wooden box washed up on its shore. In the box were hundreds of di..
mends and w e d pieces of jade (most in the shape of odd h e m ) .
T h e v L g m assumed that the box had come Erom a merchant ship car-
lying erotic cargo that was later sunk (presumably by ora), but have
heard no repom of a lost ship nor of anyone claiming to have lost such
cargo. They have sat carefully on the wealth so far, but have been pool- masters prepxed for an
ing together what other money they have in order to dress one of their
, smarter fellows in dothing suitable for a wealthy merchant (or perhaps would &e to eluninate may attempt to me. G o d o c or

.
,
b
~adventurer),
fl send him to Hardby or Greyhawk, and see about d i n g
some of the smaller items. T h e townspeople h o w that the boa is worth
a formne and are being very careful to not i s k losing it all by revealing
theirhoard.
Adventure Idea: T h e hero- may be caught up in the town’s paranoia
Roban to trick the hero
be dam.
I
elioaine he is an evil wizard who mmt
I

i and &cover the m e mi@ of their m e d a c m e , or they may be


conned into making a false d a b of ownership, earning the e-9 of
the entire town.

SLAVER BASES
The ShveIo& have estabhshed several secret bases for their agents
operating ofit of the Free Lands of Ge+wk and the Wild Coast. One
is an abandoned tower,the second ~ forc l den hidden in the ruins of a
a2ed +, and two others are lain of allicd malev&nt races. This sec-
tion details those bases.

Sevant’s Tower
T h e mull fishing A g e of S e w t ’ s Cove lies north of Hardby up the
Sehm River. Across the river smds a partially collapsed tower,
unused for over a decade, with a broken well nearby. T h e wizard Sevant
was once an adventurer who explored the wesfem Fknaes, fmally
returning to his home in Fmyondy. He later chose dus site to build a
home when he redred He pledged his powers to defend the dagers if
they would name their setdement after hun.They a g e d , and he kept
his promise. Afm many long and mUdul years, he was attacked by a
tid wizard (the Black Sorcerer of Verbobonc) and slain shortly before
the Greyhawk Wars. Adventurns pied to loot the m a t tower-d
those who got out alive told stories of deadly magical mps. Since then,
it has remained untouched. The dagers don’t go near i t Some believe
it is just not wlse to mess with a wizard‘s abode, while ochers profess
that it is haunted, t e b g de of ghostly lights and a creature of dark-
ness that prowL the ruins. StiU, the town benefits from the effem of
some enchantments that remain. such as condhual light s u e t kntems,
permanent a l m on house doors, cam& that clean dothes, and
detect spell posts that w m the townsfolk of the approach of mil and
undead
Sevant’s Tower was m e x e d by the Slavelords to become the center
of a spy network T h e leader of this network was once an elven wizard-
thief named T e l d W h e n she caught the m e Markessa’s eye, she was
foes, while phantrsmal force and 6 g doud or srinklg doud may be
used to create eerie phantom dangers. She uses scare when a p a q fol-
lows her up a flight of stGrs, and reserves such spells as hold person
and dimension door in order to escape. If she is losing, she creates a
distraction with fog doud or p h a n d force, gathers her things, casts
invisibdiy, and uses her dippers ofspider dimbig fa walk on ceilings
until she can sneak out an upper l e d .
Versa has hidden weapons and potions ar-d the tower.

Exploring the Twer


Heroes may be dawn to Sevant's Tower for several reasons. They
may investigate m o r s of a haunting. Or they may discover evidence
of this base at Slavers Cove, from a captured slave ship or by follow-
ing a Slaver agent who leads them here. Defeating the Slavers may
uncover information about the heroes' missing friends. T o m f o k tell
d e s of terror about foolhardy souls who explored the ruins and never
returned.
There are m y dangers in this &, some natuaL others supematu-
ral. Vessa is familiv with most of the dangers and is able to negotiate
and use them to her advantage. The tower is built with large blocks of
stone,the floon and ceilings supponed by thick wood beams. T h e ceil-
ings are 15 feet high,
Natural hazards may be placed wherever they add to the adventure's
drama,though most should be restticted to the third floor or roof.
Flights of bau could artack, blind, conhcle, and drive inmderr into
dangers. Rotting beams and a m b l i n g a v o n r y may break and injure
or pin explorers (save YS. petrfication or suffer 2d6 points of damage).
Water has pooled in spots, &g stonework slippety (Dea check) and
possibly dousing heroes.
Magical hazards vary. Sevant (h M13) enchanted his home with
many spells that remain active today. Unformnately, the dweomers have
begun to compt and there is a 25% chance that a magical effect has
turned h d , Wizard locks might glue one's hand to 2 door. Light defend his tower from invasion If
and darkness spell-, might blind someone. Listening to magical voices is damaged, this spell activates. 3 1 ,
may evoke a firget spell. 1. AU m o m are Med with fog cloud.

*
=A

%"ant was ofren lonely and created s e v e d enchanmmts to make it


seem that 0th- people were around He enchanted inner doors with his 3. SraLs are slicked with grease spells.
echo spell (modified magic mouth). which repeats words in various
orders as if communicating Lke a parrot HEalso wt whispers (another 5. A phanmmd force of a M y
modified magic mouth) on the srairs, which meate indistinct murmurs.
Those who hear the whwpus and fail an Intelligence check think they
can discern sounds such as growls or plotting. Common m o m are
magicked to a t shadowply if occupied for 3 turns. Shadowplay is a
I. Main Entrance I
. . .
modified phanrarmal force that cteates shadows of people passine " ralk-

tlvns to repair, though 2d6 days must pass before mended sections stuck The shaft w& are rough, and 20
look like new. door (AC 6: SF' 12). The door Is treated

I
2. Central Room
T h e o u m 10-foot perimeter of the first and second floors is shrouded
with q c a l darkness. This pe-u Vessa to use lighu in the tower
and not amact attention from villagers or passing ships. She has placed
rubble and other obstades in the darhess, excepr in front of the
entrance and on the $airs to the third floor.There are nutshells and and right its& The anima stops when the door is open,
scrap metal h c snap or dank,Acting Vessa to inuud-xs. Anyone someone is in the m o a
w h g in the dark has a 25% chance of nipping. Anypne who nips
must make a Deater;ty ch& to avoid stumbling, dropping held i t a ,
or falling on sharp debris (1 point of b g e ) . This room is similar to the
The IO- is surprisingly dean, with only a little dust and a few cob- ajar, and a faint light shines
webs. The air in the tower is fresh; a permanent p t of wind spell cir- on &. The furniture here
culates air up the stairs. Coat-hooks and torch sconces hang on the broken. When searchers d
w& near the entrance, and the smell of a h comes from the remmm
of a cooking-fxe east of the stairs. T h e stairway down used to be pm-

.
.)
tected by a f m s p 4 but Vessa had an Earth Dragon priest dispel it
- that would interfere with her work In a stack of
and other magics
wood next to the ti..pit is a hollow stick containing a potion h t a e -
ates a fog cloud.

: 3. Vessa's Room
' This was +ginally Sevant's bedroom. Vessa daimed it for her awn and
painred the w& black. If she is here when the tower is invaded she
gathers her things and casu jnviribih'q. Then, she uses her slippen of t of dried flower petaL standing
spider dimbitg to hide on the ceiling until she can escape. Her room e to the pit is too small for even
contains a bed, tahk, and wardrobe.On the table is a log of &pthat
have passed the tower in the past we& and notes on Lnporranr people
of Hardby, Safeton,and Cantona Wood panels conceal the northem does not flee, but merely in gaseous form to fight later.
door. If she is surprised, her do& and qstd ball are hidden in a sea&
compartment in the base of the wardrobe with 200 pp and 8 gems
'
1
(100 g p value each). T h e wadmbe holds several serviceable ou&u and ince except for a large rocking ch
a &d's robe. ddly, there are no toys only two
of the F h m . This mom was

of fkrh powder in one of the


th a bright light when broken

I" This roomis in excell


contains two cots, 2 f
broken. Lootors have to
the dust and cobwebs. IC
. T h e lock on the locker i
O p e shaman, C3:AC 5: MV 9; HE 4+1: hp 25; THACO 17; #AT 1; 4. Library
Dmg ld10f4:SZ L; ML steady (11); ht 8, Wis 13; AL CE:XP 975. Vessa has painted faint and abstract blobs
S p e d Aback: &fnvlrroD W . on the remaining walls,
S p A Mrmorbcd(3/1): Ist-nwgidsrone, pmembn fmm good, mouth spells are
*hJl&gk 2nbSpiritwl hunmu,

0% chkS AC 3; MV 6; HD 5: hp 21: THACO 15; #AT 1; Dmg


ld10+3: SZ M: ML elite (14); ht very (12); AL LE; XP 120.
SpecidAb&ties: &vision &Y.

IO. Ballroom
This chamber was once used as a b a L o o a The north and east sides of
the tower have a fme view of the S&m, although to enjoy the view (room 20). It contams dagger (type A: Dmg 20 or 0) and
requires standing right at a window, since the &ne spells obscure it poaon ofspeed
, othenulse. The walls are paneled and hung with torch sconces. Small
decorative couches (each worth 25 gp) are set against the outside walls.
A light crossbow and a quiver of ten poisoned bolts (type A: Dmg 20
or 0) hang beside the stairs from the fmt floor. Opposite the stairs in attached a waterproof
the darkzone, a vial and a day bulb are hidden in a hollow torch. The tmg mto the room bel
bulb holds flash powder that Explodes with a btight light when broken &en for the beat of 1
open, blinding those who fad a save 7s. breath weapon at 4for l d 4
rounds. The vial holds a potion offire breath (4 doses). Vessa Will use
these items.
An old achurrment begins to play quiet. haunchg must' for 7.Q
minutes if someone spends mom than 3 ~ m here. s This level is dank and sm uth.Any light brought
here is dim, and shadows
I I. Storage
Eatra chairs, -des, candekbras, and other som o f formal room
accoutrements are stored in d u s shelved walk-in doset; each is made of The door to this room is hy Vessa This ID- holds a
high-quality material, if not oumght precious merals. If sold as a set,
they would be worth up to 500 gp, but if sold as individual pieces they rhoom to create potions and s m b ,
wouldn't be worth more than 200 gp. Vessa is aware of these items and . He summuned I s ' e k , an invisible
had used some of thm to bribe or pay various informants and officials.

12. Annary
T h e door to d u s doset ts locked (-15% on Open Locks attempts). take once). A successful di 13th level, Sevant's leve
c (against
This doset holds a number o f longswords, short swords, mows, bolo, at the time of summ,,ing) vil/pod, or d i s m i s s a l d free th,
shortbows, and crossbows, all m reasonably good condiaoa staker.

13. Empty Room InvYiblc Stalk= AC 3: MV ;2, fly 12 (A); HD 8;hp 40;T H A C
This storage room was emptied at some point, and io origlnal contents #AT 1: Dmg 4d4 (whirlwin<; SA -6 to .yrpTLc SD h~;ble,4
cannot be determined t 14: AL N: XP 3,
foer' attadi.: MR 30% SZ L; ML elre (14): h

Third Floor
T h e third floorlim in ruin from the magical duel between Sevant and
the Black Sorcerer of Verbobonc. T h e interior walls are shattered, and
the walls in the southeast comer have collapsed along with most o f the
ceiling. Only the flight of stairs up from the second floor is do&d
with a darkzone spell. T h e floor is covered with rubble and sli& wet
patches, slowing movement to haf;performing a difficult manewer
may require a Dexterity check Falls inflict la-1points o f damage.
Other than the former library (mom 14), the remaining s d e r
moms on this floor are little more than rubble.

52
authorraes m tom Ewe sefs of c h m are a d d to the wall, thett reWt the tow
shackles lylng m the filthy suaw that C O Y m the flm. most of the WT
twm of the no
19. Storage here both above an
This storage doset holds ema hmehold mpplies ha,h t u r e , d e s , wth m c hun
g pktten, d e m g supphes, lamp od,>and m m . There IS nothmg There M twenty lead
m&ly valuable here, except for a stoppered goat bladder holdmg a duef a d sub&&. In
ncoaion that forms a s &
g doudupon confad with au. dred human slam, wh

20. The Well Door


This sloping ball continues for another 50 feet before ending at a wall
with a 3-foot-dl door set 2 feet above the floor. This door opens onto
the well,20 feet below rhe ground % v a t used this m daw water dur-
ing the winter. Vema plans to use it as a emeigmy escape route. She
can d h b out the well with her &- ofspider dimbing. Wind
blows in through the opened door, causing flames to flutter and gmes
to blow away. The door is carefully designed so that it is Wrdt to see
from the well (ueat as a conceded door)).

RUINS OF

down and rebdt to unique sp


&mal, used sttmge angles, and were
woods,asorcelled paints, and

1J cast in OT inm this area have a 50°


spells face a 30% chance of failure. This.

Spells &ady in effect when the town-isentered ( s d as hisibdiy)


arc not affected
Once t h i s resistance to magic became known,the

Mmben could not be countered by magic The.mwnquiddy fa md'


about half of the residena fled to Safeton. The othtrs were kilkd UT

4,which p m d valuable when the Greyhawk Mom~ineers


attacked Cantom in 590 CY. While the attadrers staned fues that
burned the log w&, towen, and build+, the d e n -part pre- goods for fo
wnted &e momt=inem from enredng the town. Now the +y .of
Cantom lies in ndos, with only a few stcme buildings s t i l l smdmg. emu+
Howwa; the ora have dug extensive tunnels beneath'& .ci& and . dati
kept dive to infiltrate q u t i c elfcommumoeS. N o d y they are sent on
mid& missions by their brethren, and this fate lads some d e n t i to Bee
and form theL own communitier. They know that if they are discovered Int avmage (9); AL LE:X P
by n o d sahuagin, they will be sI.nghme.4. These renegades provide Nom: Each o x leader mr d Omw 3 6 8p;25% of them also
d o m t i o n on ship p-g on WooUy Bay. They aid the orcs' -du have a gem worrh 1-
on ships, idenofy gwd tishuy grounds. and provide exotic seafood that
the o m c m o t catch, such as dams and oysfers, In exchange, the malati
are aded metal wea~ollsand a refuee " on land where the" may hide if the
, 1

sahuagin discover than.More b f d o n on the malenti laL can be


found below in the seaion d e d "NNarhidvEh"
T o the weSt of Canmna, hidden underground, is a hive of aspis.
Ha-orc agenu of Turrosh Mak d e contact with the redusive insec-
toids and, after some bung14 atrempu, were able to establish a treaty GakurirhLenm&,orc AC 5 (chimmil):MV 9;hp 52
and make arrangemMts for trade. The aspis provide waste &pod, TH4CO 13 (12 wich I +.Q #AT 1; Dmg ld8+3 (long
occasiond labor, chemicals (&upand add-goo), and foraging for food +2,Srr bonus); SZ M: y (12): Sa 16, Du 12, Con 14, :
horn surface and u n d q o u n d sources. The orcs tade them metal
weapons, shields, and organic refuse for food More information on the
aspis colony i-r given in the section called "Cow Home." N&h mJc P5 o AC 5: MV 9;HD 5; hp 27; THACO 18

Orcs (400): AC 6: MV 9: HD 1;hp 5: TH4CO 19:#AT 1: b g Id8


(longsword):SZ M: ML d y (12); Int average (8); AL LE;X P 15. Cha 10: AL CE:X P 420.
Notes: Each occ carries ld4 gp.

,
I

Slavers
Spcrial Eguipmrne raoU ofpmtm'an:good. on invaders (Dmg 2d6), m w ,
Sphues: Majm-All, C h , Gmbat, U m m d (EA), Summoning: causer Id8 poinu of damage per
Minor-Divination, Hding, Nmomantic, Sun ( r m d ) . addition, each tower boats either a ballista
Spells Mano&d(5/2/1): DMs choice. also have cauldrons of flaming oil that may
N o w N&h Came 7d6 gp and 9d6 sp. The defenders have three specid weapons: a ower, a war
wagon, and a wheeled mantlet fomess to
K u ~ d 4 e hdf- P5 of Evrb D w AC 6 (scalonail): MV 9:
HD 5;hp 30; THACO 18; #AT 1;Dmg ld6f4 (pick, Each Dragon
bonur): SA sp&; SZ M; ML elite (13); Srr 14, Dea 10, Con 14, h r 11,
NM&.OK families and slaves tend to move
tor*'drW"s +1 w save3 "S. h an approximate pop&tion. Total popula
physical duoag.while touching ground of the tw& cayes. The last three caverns are
SpslEquipmcnc wvrd o f i l l d a t i o n (25 chargn). Each complex has two squads of twenty
Spheres: All, Cornbar, Elunend (W), Hedins horceion, Weather;
Minor-Diaulation, G u a . b , Tmvders, Wards. food, and p r d the city wall. The priest Yes in the h d s ofa
S$s Mmo-d(5/4/1): DMs choice. bddmg in the ruins.Each complex with
Nora:Kunon c-e 10d6 gp and 10d6 sp. P A .

Zombie (11) AC 8; MV 6; HD 2; hp 9; THACO 19; #AT 1; Dmg I. Gakurish h a c ' s


ld8 (daws): SAdways rmkw hr:SD Lnmune to cold, c h , dcacb
magic, A& pokn, and deep d of holy warn lnflim 264 poim of
h g e : SZ M ML fan*c (18): Int non- (0):AL N CN 0: XP 65.

-a: AC 7; MV 6; SP 6: T'HACO 10: #AT 1; Range 1/27: Dmg S


2d6, L 3d6, third damage to sflumw: SA h g m m :SD +1 AC each, and six potions in fou chests.
<over to crew: Size M: Crcw 2: XP 120.
2. Subchief H
G a p & , lighc AC 7: MV 4: SP 10: THACO 11: #AT 1/2: Range
15/30: Dmg S ldl2, L 2d8, hafdaxmge to m - r : SA h g bales;
SD +1 AC cava m crew:S ~L:ECrew 4: XP 270.

GuldmaJ:AC 2; MV 0:SP 6; T F k O 18;#AT 1/10: Range 1: Area


of Effect 10 yds; Dmg S 2d8, L 2 6 ; SA s p r c d m form L blazing pwl
for ld10+4 rounds causing Id6 per round: SLe L: Cmv 2: XP 270.

Fluncthrowa: AC 6; MV 6: SP M: THACO 15: #AT 1/2: Range


1/5: Dmg S 4d6,L 2d8, half damage to smcbxes; SA 12 blurs, crew
defends (swordr ld6): SD +4 AC cover to mew; SLe L: Crew 8: X P 450.
I
War Wagon: AC 3: MV 9; SP 32; THACO 18; #AT 1 idefcndrr spears
& bows:Dmg S 2 8 , L 2 6 (cam), h a l f h g e m s w t e ; SA spiked
wheels (4d6, s a x n. h a t h weapon for half) SD +6 AC cover w aew;
SLe H; Gcw 2-4; Hone 4-6 (AC 5,hp 15): Troops 1 0 XP 1,400.

Wheded hlvlrla Fmc AC 7; MV 6: SP 24:#AT &fmdas' span &


bows only; SD +2 AC cover to arw:Size H; Cmw/Tmopr 12: XF' 650.

Defenses
The rown is fortified, and responsibility for its defense is divided
among the sub&. Several war m&es have been built and placed
about the city. The nine towen along the town's outer wall are built of
wood and plated with metal to resist fne Each is manned by two o m
during the day and fou at night Three mwen link to the tunneL via
shafts in their base. The towers are stocked with bags ofrodw to drop
4. Living Area
This complex has a slightly higher propottion of daves. Any am&
here result in panicked slaver stzmpedmg the invaders @acheck at 4
or be knocked down). T h e slaves d e pots and baskew.

5. Living Area
This group has an average population and specializes in food prepara- existence. This t i b e or about four years. They trade for
tion. If attacked, they may use flaming brands (Dmg ld6), deavm e little to fear from kndwalkpr.:
( h g ld4), or cmch and platters (Dmg ld3) to pelt attackers.

6. Forge and Kiln


This complex has no buradrr. One of the caves has been made into a as and occasiody ca
forge and another into a day-firing kiln. The forge is used by the o m mussels that the d e n
to make metal goods. Since there are few SOU~CESof ore near the town, been searched and d e
most of the metal used for these goods comes from salvaged equipment
from the town or from miding patties. There are some day beds to the
south of Cantona, which are used to produce all som of pottq.
Chimney vents in the d i n g s direct most of the smoke and heat abandon the dan's des
es. He is the h p t of the group, lo

L
F 7. Subchief Droosh
This complex is controlled by subchief Dtoosh, whose warriors are
responsible for defending the southern w&. They use nets, and like to
I pretend to surrender in order to lure a t t a c h into compkcenq.

8. Priest
T h e prist N&h lives here with the stanchd population. He holds
wonhip services in the Forge (cave 6) on Gadrday. This complex is
' fded with pits and crevices dropping I s 6 0 feet

I 9. Ground Troops
! 7his complex hosts elite troops. They have better amor (-1 to AC)
t and are stronger (+I to hit and b g e ) rhan standard troops. If the
town is attacked, they w e the northwest m e 1 to stdke at the attack-
ers' rear.

IO. Subchief Azog


Sub-chief h o g controls this section of Cantma. His o m are dedicated
to patrolling the land amund Cantma, as opposed to miding, which
requires peonisrion from wac chief Gakunsh.

I I. Subchief Krag
Krag's troops p d the north town wall. They also interact with the
=pis when the lnsectoids visit.

12. Filth
If the stench of hundreds of unwashed o r a living in dose quarters is
bad elsewhere in the caves of Cantona, this area i s even worse. Shves
collect garbage, organic wste, and other dispting side products of o x
society and throw it into this large cave. The garbage sits und the aspis
cany it back to their colony.Anyone conracting this OMhas a 25%
chance of contracting a disease 0%parasitic infectionof the skin. Two
zombies created by Nakish guard thu room They ignore strangers
d e s attacked.

ave
I
Sekolah the divine-indined malenti chose another god to worship. They &zed Ian& unless they ate raiding for f burrow,named Chd
found Xerbo, a Suel god whose aspect as god of the sea. and his indif- dden beneath the
ference to the s o - d e d "tights" of surface dwellm ttavelrng the ocean, dsh t u n n e l s under
fit their needs. Derpite the & p e n t differences (Xerbo is neutral). the Cantona connect to Cow Home via a me
malenti have made repeaable advances in their priestly powm.
One hut semes as the hatchery and nursery. Mdenti eggs are placed e welfare and sw-
in &IS dome and sealed up. When the eggs ha&, they have nothing to
eat except egg fragmenrs and other hatchlings, so the young malenti beneficid trading senices and unguents f
turn cannibal. This mutes that the stronget ones survive. After only a
few hatchlings remain, the adult malenti introduce a few fmh to the
hatdung chamber, and when the young are sated, t h y are brought out
and educated in the ways of the mdenti. This hut is where they sleep
und they are ad& and can move to another hut they are invaded or betrayed These maps ind
The last three huts are adult malenti residences. Each has three males usually activated from a remote distance by as
and five females. Mdenti, llke SA+, frequently change mates co tines activated by small trip-cords.
ensure variety in their offspring, and so malenti change domiciles once
every few months.
The malenti are wealthy, having looted the husk of several sunken
ships on Woolly Bay: however, they generally c q little treasure with
them other thm any jewelry they may be wearing, keeping most of their
wealth hidden in theit huts.

Slislid Malmri &&: AC 5; MV 12, swim 15: HE 4+4: hp 24:


THACO 19; #AT 1 or 3: Dmg ld6 (speac) or ld2 (daw)/ldZ
(claw)/ld4 (bite); SW -2 on saves w. fire spells: SZ M (5' tall); ML
steady (12); Inr 13; AL LE; XP 420.

Mmti &/fend- (9/18): AC 5; MV 12, SMm 15: HD 2+2; hp


11; WAC0 1 9 #AT 1 or 3: Dmg ld6 ($pea) or ldZ/ld2/ld4
(chw/daw/bite): SD -2 on saves 7s. fm ~ p & : SZ M (4' d):ML
steady (12); Int high (13): AL LE; XP 175.
this part of the country is dominated hy ora,
Mdenti pilstesses (p5, P3, P1 of Xerbo): AC 5: MV 12, swim 15: HD as the natura order, EO attempting to convinc
3+3/2+2/l+l: hp 18/12/6: THACO 18/20/20: #AT 1 01 3: Dmg the land and should be ousted will prove difi
Id6 (spear) or ldZ/ldZ/ld4 (daw/daw/bite): SD -2 an smci vs. fin to be left done to raise their krvae.
spells; SZ M (4' d); ML steady (12): lnr high (13): AL LE: X P
650/420/270.
SpcaalAbittis:AU pric~re~sw can we mrnprehcndhguags or devcr
once pcr day; those of 3rd or 5th l e d can alro speak with anin& and sound more than sight (consider th
(.a matures only) 0"ce per day. nonweapon proticiencf). Ofrhe dro
Spheres Major-All Animal (sea creatures ody). Divktim u s d y out searching for pkRa and
EIemend(wam), Haling; M i n o d o m b a s Creation, Necromantic,
Numbcrs, Plant (sa plants only), Pmtecxion.
S p a Memo&d(5/3/1 or 3/1 or 1): DMs choicc.
Aspis c o w (1):AC 7; M V 3: HD 10: hp
Each mdenti owns ld4-1 pieces o f j e w d q worrh 5d6 g p each. T h e 3d6 (bite): SA addic s h e (Id8/mund): S
c o r n u a l d c n t i treasure is 54 pp, 1,250gp, 4,301 sp, 978 cp. two
100-gp gems, a longsword +l/+4 vs. repdes, and a s m U ofpmtcm'on
horn w e r c w o l " ~ XP 2,m.
Reference: TSR9539, T h e S
ea De&
and h y eggs.
Cow HOME
This site is not truly a Slaver stronghold, but it is the lair of a valued
d y , a colony of aspi.. The insectlike aspis are rarely encountered in civ-
i

57 --
acid, cold ddtity, lighming, and stench attadw: SZ M (6' d); ML €fLZ;z:hp S; THACO 16; #AT .
&tt(14):Intvay(11);ALN;XF'650.
Specid AbiJtis: Drona can ding to n m w limbs and dimb rough
w&. Their Jtmng rear I-. p a l i t than to leap up to 10 yards.
Notes: A drone lo& Wrc a h d m m weevil with a 10% proboscis
and multif-d eyes. Iw diet mmbw of llmosr an7 oqanic mami&
Although dronw prefer to travel on d six legs, they can -d on thdr
hind p* and fight with their four front limbs. Drone ze f m t i d y loyal
to their hive's cow and d defend h a m rhe de& From the surface, this gn
bsse of a small sinkhole.
Aspi. lvsae (19) AC 6; M Y 1, swim 6; HD 3; hp 15; THACO 17; ed of woven branches an
#AT 1; Dmg l d 6 f l pice); SD half dam+<
cold elecrriciry, lighrmng, stench sight-based
S (2' long); ML stead7 (11); ht "on- (0);AL N; XF 120. to attack lnvaden at
Noex T h e e h e live in r0-g m i m and heaps of garbage. They are Ordsh w-g aw
blindanddelf, bur- derecrma- by vibration andscent Larvaam ness They a& an
ravenau and & to cat JIthe time. After a month of fw.ti.p. their size
doubles and their carapace hardem into a +s&. Aftaa wcek of
~

j ma-tio", the -ace spliw opene... ding


AC 7 for 24 hours afvr anCrgmg.

' I I
c;
t
*
%
4
f
J

Rather than =am, &e areas h


6 Granaries
e tilled with to

I
Slavers sa
7.T W d to CMtOM IO. Giant Ant Nes
This pasage leads all the way to the orc kir under the town of
Cantom The deadfall trap is one of two created to blodt off an o m
advance, should the humanoids turn against the aspis.
Any ants not tending to other duties will be
in this mom.They investigate any intruders.
here in rheir burrow ,
.
I I. Central Chamb
8. Cow Chamber
T h e floor of this cave descends into a depression The aspis cow
semete a cottosi= white goo that slidis the floorand &. T h i s goo
dissolves wood, metal, and fleshinflicting Id8 points of damage per
round of contact until washed OKAspis are immune to this acid. The
cow wallows about its b b c , k p g eggs and eating the food that the of the pit and suffer M6 damage.
droner bring i t One drone guards this toom, while two giant ants carry
off freshly kid eggs. Any threat to the cow brings all the hive's
defenden. Richards.

9. storage
T h s alcove holds supplies such as baskets, shafts of wood, spear heads,
h i t s , nuts,day pots, and scented o&. The aspis may trade some of
t h e e it- with the orcs. There is a concealed trapdoor in the c&g
here, like the one in area 5.

59
ADDITIONALADVENTURE
IDEA
Humanoid Pirates

would-be heroes to focus on. ing only with the oms.

in the Pomarj.” with the human folk.

Adventures in Hardby

and all enemies, the tower


Hardby Marines can cause a number of conflicts. Greyhawk can recall powerful magic item, the s
its m e n t troops and replace them with new ones whose loyalties lie sky and glowed with the b
strongly with the Free City. This is likely to upset the soldiers forced gem to destroy his en-
to leave the town, as they have established friends (and posit$ f m i - itself froin those who wo
ly) in Hardby, possibly leading to mass desertions or defections. deadly creatures and lethal

fmd another p q of adventurers who ran off with an item she paid some quest, a great siege to his to-. Its magic was over-
them to renieve. T h e Slaver agents Gomadoc or Roban may hire the whelmed, and the tower , it is raid that on misty nights the:

If the Slavers tire of working with Aleeta or fmd that she’d be

is conspiring against the Gynarch. The heroes may have to find evi- and claim the riches forth
dence against her, track her down if she should flee, or even defend the classic advenme TSR9
her if she can convince them that she is innocent. Any actions taken =ea* their own dungeo
against Aleeta will catch the attention of the Gynarch. The heroes with four small comer t
could be hired by the Gynarch to find who is responsible for the
magic. Only by overcoming the challenges found in the four small
towers could the four parts of a key be recovered to open the path to
the central tower. The challenger relied upon strange illusions, fight-
ing conjured monsters, beating a chessboard =-trap, and overcom-
ing four dungeon lev& that featured elemental challenges within the
central tower. The deadly sodgem is secreted on the fifrh level.
Officially, the w k r d Hodar, who now lives in D ~ e r s was
. a member
of a group who retrieved the sodgem from the tower. But eventually in the ground large enough to hide an
the gem vanished, believed to be stolen, and made its way badr to the
tower. Hodar's memory of the challenges is vague, and hu howledge
of the solutions to the puzzles that d be encountered i s probably

aims
I Cairns, features five ddferent
locations to explore, the dosest of which is within 50 miles of ards among the Slavelords.
Hardby. Each cairn has different inhabitants and magical treasures
buried within it. Even if the Slavers aren't interested in who is living
there, they may want to gain possession of the legendq magic items
rumored to zest there.
The first cairn has a small force of bandits and humanoids follow-
ing a m o of dopplegangers; the lead doppleganger's magic sword
would be very handy in the service of the Slavelords,and so they may
tty to convince him to join them (since the sword i s urging him to
take over a country, such an alliance might suit him). T h e second
cairn i s the temporary home of a reclusive necromancer studying a
strange magical manifestation nearby; she doesn't wish to be disturbed
and is unwilling to ally with the Slavers, especially since she i s apply-
ing for membership to the Greyhawk Wizards Guild. T h e third cairn
is the home of a mutmt beholder and its d m o slaves; the beholder
needs allies or slaves LO fend off the eventual appearance of its
enraged parent, and since the d m o already respect the Earth Dragon,
a reasonable alliance of minimal tmt may be established between the
two groups. The fourth cairn i s inhabited by automatons set to attack
anything they see; the Slavers will not be able to make friends there.
T h e fifth cairn is hidden, and it is unlikcly that the Slavers will be
able to find it unless they ally with at least two of the other cairn
leaders.

Doomgrinder
T h e Doomgrinder i s a gargantuan juggernaut buried in the Cairn
Hills.A colony of demo is attempting to repair and activate it. The
path of the juggernaut travels right through the city of Greyhawk,
which would make an excellent attack or distraction when the Slavers
choose to make their move against the city. Given that demo respect
the E d Dragon and are fond of taking human slaves, it is likely that
they and the cult could join forces. If the Dungeon Master has demo
take on the role of d i e s of the Slavers, the d m o should be woven
into other underground l i r s that the heroes may encounter.

The Iron Cylinder


Shordy after the Greyhawk Wars, the orcs of Cantona began buddmg
a great tmn cyLnder north of the town,about a mle m fiom the
T h e slavelords have built m y -et outposts and smngholds &ng the
Wild Coast, but few more open about their &ation widr the Ordsh
Empire and the new Slavdmds as the residents of the Port of &edd+ just
south of the BufferZonc. O r c p b t e ships patrol the wtm 30 d e s to stacked against them.
either side of the city, and h d fdcatio-uin trebuchets, h a y e .
pdts, and other war madunesare mined on the wave to a d againrt
the Hardby Madnes and the ships of other free h d s . The heroes' path
d eventually I d muth to rhis h d as the fim ca&ed stronghold of forced to labor at exc
the Slavelords. But, how Will they get there? whatever food is l e k

THECITV OF ELREDD
Ekedd was once a free dty of the Wild Cost The Wolf Nomad Uroch wrath and the a m
foundedthe cityacenuryago afterbecomingenamoredwithdvillation.
Umch was a mercenary and captained his own group. He built a fort on
the o@ site of what Ir now the dty of &edd as a base of o p d o m
for hLs wanion. As his f m e spread and more mercenaries flocked to hls
banner, the fort became the town of &.ad lam &edd, and eventually The port town suffered a fa
grew to become a thriving city. A port of the same m e wa built a few rounded by the farces of
d e s e s t of the city, on the coast of Woolly Bay. % area b e a vrl- plundered. Seeking to UJ of E W d to build k
hge itself as trade inaeased and then became h o r n as the Port of own fleet, the Despot em
Elredd Throughout its existence, Elrrdd has been a mi!itq city and con- naries to capture and pr
t h u s to cam to metcenaries of d races.
When Tunrosh M& invaded the southem Wild Coast, Ekedd fated
poorly. Since many of the city's residents were mercenaries, the darion Following the capture of
ETof war led professional soldiers to the battlefront, 1ea.i.g EL-edd C O " S ~ 0 "of a naval fo forces to be able to prow
poorly defended. Sdlswords flocked north to other cities of the Wild the waters of the woouy cargo from the fat mer-
Coast d i n g to pay exorbitanr prices for expetienced warders. Those chant ships. He &o want nse to check the a m & of
with few scruples went south and sold their services to the invading the Hardby Marines,who other ports during the war.
d e s of the Po+. Ironically, many former citizens of ELedd were
part of the humanoid m y that =ked the city.
Now Uredd lies in ruin. Its great wall and fortified towers have been d dragons, dragonnth haw
abused, many sections collapsed by dvnage suffered from om MI humanoids for rapid f~ave
machines. Several humanoid trib-obh, kobolds, ora, and and mid w&e. With buccaneers, these a d
p o l l s - h a ~ e claimed those buildings that somehow survived the ray-
ages of -. Work hac, begun on the excavation of tunnels and subta-
m e a n lairs in the hills on which the ruins stand. The former citizens of
Elredd who survived the invasion and were camxed now s-e their
conquerors as slaves. They live in primitive shelters, shaddeed tqether,
and are used to grow crops, tend the small her& that roam the femle
h a , and aid in the excavation and rebuilding of the dty. They must
survive on poor h a d slop, vmnin, grains they scrounge from the ani- several transport ship. of dby Mxhe, the Port of Eltedd haJ
mal fodder, and spring water found in the
,.
1,

Slavers 62
docton, and chieftains.

Thunderous Hate (ox)


~I
ux) 150 230 I Orom

This village lies 20 d e s west of Elr

Two months ago, a s m g e visitor arrived south. He rode a


monsaous skeletal drider and bore a sealed 1
High Priest of the E d Dragon. The visicor

WhileDavis doesn'rmtorlkethenecr
gives him the meeps), Braem has made no d

NEARBY
TOWNS
While the land around Uredd is dotted with a g e s and even a few

for so long that wild animals have begun to lair in the Wdings.

LOCAL
TRIBES
Humanoids and Special Troops
Apes, camivormu ( 2 - 8 ) AC 6:MV 12,dimb 9; HD 5;hp 25;
THACO 15:#AT 3:Dmg ld4/ld4/ld8;SA rend (2d6);SZ L (7'
tall): ML steady (12);Int semi (3); AL N: XP 175.

Bean, y$ (14): AC 6:MV 12;HD 5+5 hp 33; THACO 15;


#AT 3;Dmg ld6/ld6/ld8: SA hug (hit of 18+) inflicts +266; SZ L
(9' d);
ML avaage (9):ht s e m i (3); AL N: X P 420. ;THACO 9: #AT 1;
Specid Ab&&: Gi+y tears are tenacious and cantrnue to fight
for Id4 rounds h e r death.

Bugbeus: AC 5;MV 9: HD 3+1: hp 16;THACO 17: #AT 1;Dmg Nom: 6 0 l k =e large,


2d4+2 or weapon +2; SZ L: ML steady (11); Int low (7);AL CE; P e y +ref= m ambush or
X P 120. polemsand bpws.
Sped Abatis: &&vision 6#; Move Silently 80%. -3 TO surpnSe.
Noes: Bugbear, employ inrelLgenr mCfiCs, preferring to ambush Goblins (424): AC 6; 1-1: hp 4;THACC 20; #AT 1;
prey. They hurl w~apoms(h-en, maces. or spars) before dosing to Iigb sz s (4' d):
ML average
atrack. They are very agile and nimble and po~sserran x u t e sense of (IO); hrlow (5);AL~LE;
smell Bugbean are extremely greedy. Their gods in life are survival SpedAb%ties: b&vis
and CCUSUIE. continued on p e e 65

avoids contact with othm unless necwary. He plans to assemble an


army of at least two hundred undead (plus fwo or more bone colossi),
at which point he'll report to S t b KlLn that his troops are ready.
The skvelords d w e the undead to cause terror and sow discord in avexage (8); STT10,D n 12,Inr 17,Wis 16,Cha 14;AL LE;
enemy towns in the Wild Coast and norrhward.

dimenrion door, e n m n S&&e dead rhmbbi


bond, w2ll offorre.

(0);A& N; X P 650.

Slavers 64
SkeLroae (120): AC 7: MV 12;HD 1: hp 5;THACO 19; #AT 1:
Dmg ld6: SD lulfdamagc frombladed wupom, lmmune to mind-
affecting +: SZ M (6' td);ML rimer &e& morale; h r no". (0);

Zombies (17): AC 8; MV 6: HD 2; hp 9: THACO 19; #AT 1:Dmg


Id8 (daw or pummel): SD i m m u n e to mind-control sp& SW always
s m k a 1st in combat round; SZ M (6' d); ML never &e& mode;
ht "on- (0); AL N; XP 65.

FalIowGeld
Lying 10 d e s north of Port E k d d dong the coast, this section of
land was once open cropland owned by a wedthy farmer in a nearby
village. One year, when not enough sharecroppas were available to
work all of his p m p q , the farmer chose to let this field lie Mow.
Then a second year passed as well, and in that year a plague struck the
&age. Many people, including the wedthy farmer, died. The & r o n
burned the bodies and t h e u homes, m u t e of the cause of the disease

one of his worshipen the task of rebuilding the temple. This w;U

I
conrinued tiom page M
. . AC 6 MV 9; HD 1: hr, 5: THAC 19: #AT 1: Dmg
Om (624):
Hy- (2-6): AC 7; M V 12: HE 3; hp 15; THACO 17; #AT 1; ld8: SW fight at -1 in runlght; SZ M (6' d);
Dmg 2d4: SZ M: ML avverage (8);Jm semi (2);AL N; XP 65. Int werage (8); AL LE; XP 15.
S p e d Abilities: &vi&n 6lY.
Kobolds (5-20): AC 7: MV 6; HD X; hp 3; THACO 20: #AT 1: Notes: Orcs w e sniping and ambush arracks.
Dmg ld4:SZ S (3' d); ML avcragc(8):Int average (8);AL LE; elver and d fight rhem &st.
X P 7.
SpcdAb&tis ihvirron 60'. Orqs (1-10) AC 4: MV 6; HD 3:
Notes: Kobolds are a cowardly lor They me force of numbers and Dmg ld1Q SZ M (7' d):ML elire
mdrely to OVermme foer. XP 65.

Norkm (424):AC 3: MV 9; HD IC2 hp 7; THACO 19; #AT 2;


Dmg ld6 weapon/ld3 bite: SZ S (4' d ) M l steady (12): h r
:
werage (8); AL CE; XP 35.
N o m ;There little mored gobli&n maik by swarming their p r q
rhen bashing and biting them.They have a fd odor. Wolvcs (2-12): AC 7: MV 18;
Dmg Id4 C1; SD C1 vs. drum:
Ogrcs (1-8) AC 5;MV 9; HD 411: hp 28;THACO 17; #AT 1: Inr low (5); AL N XP 120.
D - g ld10+2: SZ L (9' d); ML steady (11): Jnt average (8):
AL CE; XF' 270.
Notes:Opes are big brutes who live by raidrng others. IVtrmpered
and n s v , they are often merc-ie~,
1
Worgs (2-5): AC 6; M V 18; HD 3C3: hp 18: HAC0 17: #AT 1;
Dmg Zd4; SZ M (5' long): M I steady (11); Inr 1 w (6):AL NE:
XP 120.
tric gnome and worshiper of Murlynd (magical “technology”), another
hero-deity. T h e Prince of Swords appmved of the gnome’s involvement,
since Kelanen and Murlynd once worked together to Lnprkon Iuz badr
in the sixth century.Fina and Atanasoff gathered a parry of adventurers
with the purpose of ridding Elredd of the humanoids. Two weeks ago,
they took up residence in the d a g e ofFallowfield to spy on their ene-
mies and plan their strategy. Information on the pri‘erthoods of Kelanm ofdismce.
and Murlynd is avdable in the Hero-Deities appendix.
Thy ate a small group compared to the memy they oppose. Finds
forces include two priests, two rangers, one paladin, seven fightm, and
one &id.Their s d p q size makes it easier for them to remain
undetected in the midst of the enemy’s territory. Thy live off the land
with little effort, supplemented by priestly magic and some magic items.
They plan to continue their observation for at least another two weeks 0% r e i s m e to a l e b drm e f f e a
before beginning any homhties. If another group of advenruren should
offer to join their force, they would welcome the help. Altm&+, (dear Jpindle).
these advmmen could rescue the player characters ifthey need help.

Fina Fm K& fermlc h- P7 of KcLnm:AC 2 (chaimnd, &dd


+ I , DLXbonus): MV 9: hp 37: THAU) 16 (14 ovlth longsword+J,
specilktion); #AT 3/2: Dmg ld8f3 (longsword i J , .pxi&&o;,,): AL NG: XP 175.
SD f 2 to saves: SZ M (5‘6” d):ML elite (14); hr 12, WV 13;AL N; ofhlrmvl mnUence; R e -
XP 975. of di5appemce;Tobd-
S p e d Abikies mchmted w-pn once per day (ifused on her sword, Nores:Thrse four mm e Principaliy of Ulek.
her THACO becomes 13, and her damage becomes ldS+4), alter df
once per day, sword dance D ~ C Eper day (allow her to ani- her sword
for 1 round/level causing it to a d in melee as if she were wielding it),
f 2 prorcction as ifwearing a &g ofpmtea‘,*
SpmalEppmpnc longsword + V i 3 ys. lyemrhmpes &
shpechmp, shield +I. (12): Int 10: AL NG: X P 9
Sph-: Major-AU, A s d , Creation, Healing. Pmtcction,Tnvclen;
Minor--cOmbat, Divination
Spdk MonorLed(4/3/2/1): DMi choice.
CW 60,RL 0.
A w o & male gnome P5 of Murlynd: AC 5 (leather m o r +I, Do.
bonus): MV 9: hp 24: THACO 18 (17 with Uight aossbow): #AT 1;
Dmg ld6 (ha&) or 164 (light crossbow): SZ S (3’5* d); ML dice
(13): Int 11.Wis 12; AL NG; XP 1.400.
specialAbiljti- pmrcmon &om evil once per day, rope mrek once per
day, pmream horn n o d m i s i k s once per day.
S p e M ’ € p i p u r c dofsecurily(l5 charge), r i g ofshm&gg.rm,
leather m o r +J.
Sphcm: Msjor-AU A E t d Elanend, Heding. PmteNon: Minor-
Creation, Necm-tic.
Sp& Munorircd(3/3/1): DMi choice.

%hi & T-yr frmat humans R4 (2): AC 5 (studded leather, DEI


bonus): MV 12: hp 27,25: THACO 17 (16 with shodow): #AT 1 or
2: Dmg Id8 (longsword) or ld6/ld6 (shortbow); SZ M: ML die (13);
Jnt 10,WU 9; AL NG: X P 420.
Spe&‘AbiIitie: species memy: o r a (+4 to hit), Hide in Shadows
25%. Move Silmdy 33%, madung,anima empathy. have bem durged with three

SpmalEppmpnc %hi--potion ofivisib&q boom ofdv&d;
T-ylongsword +J, r i g of drmdma pow=.

Slavers
I. Piracy
T h e first task is simply a continuation of Davis's previous activities. His
shps have been harming shipping in the Sea of Geamat since 585 CY,
and there ate three impartant reasons to keep up the prersure. First, it ML elite (13): Int 9; AL NE;X P 35.
keeps the northern Wild Coast and the Domain of Greyhawk off bd-
ance, tying up many of their rsou~cesto defend their merchant ships.
Second, the confusion created by pirate raids helps in the transportation
of slaves from the north Third, the ships and a e w captured by the
raiders provide tre-e, additions to the navy of the PO,,,^, and slaves.
Davis the Reaver commands a fleet of twelve ships, not c-ting the
many fishing boats that opemte out of Elredd. This &o does not
~ r tfrom the Nr %,of
indude those ships used to ~ a n ~ pslaves Cog pime, male mc AC 6 (studded laha,Ehi
which one or two are in port at any given time. Davis's fleet consists of
three kinds of ships: the o x cog, the human cog, and the slave galley.
Game stadstics are given on t h e following page for thme using the con-
densed rules for nasal combat presented in this book. S h e Galleys
With the influx of slaves thtough the Port
cogs
A cog is a single-nusted merchant ship with a square sad. The OK cogs
are about 90 feet 1% wide the h m cogs are 75 feet long. Both
types have a 2O-foot beam and plenty of room belowdecks for cargo,
booty, or troops. There are fore and stem asdes on the deck, which
provide both def- and an advantagmus position for missile combat are free to fight in boat+ actions when ne
T h e orcs tend to C I I U ~more crew on their cogs, typically CarryLy &es additional pirates (it c m handle up t
between twenty and thirty s d o m per vessel The humans prefer more to p o n The DM should note that mort go
c q o space, using beoleen ten and rwenry c~ewmmp a &p.
At the moment,six OK cogs and four human cogs arc pmcnt mdd doom the slave to a watery p v c .

Cog up-, n u l c h,- F4: AC 4 (studded Iratha, shield Dex bonus):


M V 12:hp 27; THACO 17 (15 with mdur +f, 16 With longbow); Piate's P h d w , is commanded by Sammael.
#AT 1 (3/2 with m h , spc&tion) or 2; Dmg ld6+4 (m& +I,
spcci&tion), ld6/ld6 (longbow.): SZ M; ML chlmpion (15); Su 16,
Dex16,Con14,Iarl3,Wi.l2,Cha14;ALNE;~650. &&on t4); M V 12; hp 37; THAW 16 (13 4
c u d s +A13 with
be one of his chosen. T l i s method has

military experience, andboys of ages 6-10, are sent to the compound, are the chosen ones, and developed a strong bond Most have
Some of the slaves are sold to business ownets in town, who use them forgottenthat they are sl considering themselves wardon of the
for cheap labor. The rest of the slaves are fed, dowed one night of Earth Dagon h t and f

was in pott, as wdl as any local s h e s who have become TOO d y or make the converted soldiers
have revealed information that the Cult of the Earth Dragon might priestess the soldiers have e
loyalty. Since Davis is also the Earth Dagon Cult, he see
nothing wrong with the int religious training they are
3. The Slave Army receiving and has not repo

of the town were

an incredible oppommity. She contacted Stahan Klim and asked per- a naval attack.

de choice but to agree, and Davis took on the job of training the slaves goal was to create a defensi
in the am of warfare. attacked WhiIe he did not
Davis’s d i q compound was expanded to provide housing and a keep,his wooden stodrade
training area for the new recruits. As Piera predicted, the young boys around two stmmres &at
proved easy to mold. A few months in a smct environment with reC Renor (former d e r qf th
gious initiation, and most became loyal to the Eatth Dragon. Those temple pf Osprea These
who r&ed or continued to cause trouble were simply shipped south provide excellac p o h
on the next ship. The disappearance of disobedient boys only rein- bd&gs have been cons
forced the d t ’ s teachings, cementing the loyalties of the y m g trainees. neable to fire and s i q e eq,
Trained soldiers and other adults received different treatment They
CZ.T h e Gate
A double gate pierces the wall here, flanked by two towers. The gate is Elredd, with all the distractions av&ble on
reinforced with iron bands and is quite sturdy. The two guardsmen in meager salary doesn't last long.
each of the gate towers are under orders to torn away srtangers: only
those with an invitation fro
carry short messages for D
delivery of a reply.

C3. The Forge


Davis needs weapons for his expandmg army. This forge was completed
recently, and human blacksmiths have been bmught in to forge arma- Good noncommissioned officers are crucial to

During the day, three b


can be heard throughout
Davis wants men wfio will do their best work and not beate mediocre it at least hso some rables, chair

than tools and unfinished weapons.

sppe&Ikation);h g ld8+
ML s t d y (12); Inr 9: AL
c4.Childreds Barracks
This large building houses the children of Piera's slave army. This is a
grim environment hr a young boy. There are no windows and no

disapproval of their peers.

have become devotees of the Earth bagon, and they put pressure on not complain about it, as they know that
the newcomers to embrace him. Should heroes my to free the children, Dragon wiU take them far.
the devotees will attack the heroes with thkr pactice stidrs. This is Heroes confrontedby Chosen Ones may fin

noise they make will rouse the camp. known to hem- show up among the Chose"
they spend much time in town,the heroes ma
Child &&e, n v l c humam, 0-lvl(20): AC IO;MV 6;hp 2 each:

Int 6: AL N; X P 7.

C5. Gu;lldsmeds Barracks


Chmm One,human F 2 AC 4 (&aimnail, shield): MV 9: hp 14;
THACO 19 (18 wirh longsword): #AT 1 (3/2 wirh longsword,
~ p c ~ a Y d o nh) ; g ld8+2 (longsword. spcciahtion) M ld6 ( s p ) ; devotional images of Osprem endrel
SZ M: ML &te (13): AL LE:XP 65. new god In the rear ofthe temple st

C8. Pirates’ Barracks


Some of Davis’s pirate crews bunk in the compound when they aren’t it is in fact a stone gol& The golem takes ord
out miding. Calling it a barracks d e s it sound more orderly rhan it is. for the most part it sits inactive. If the temple i
Really, it’s a den of cutthroats, and heping track of who is living here is uncoils and a d the enemies of the p e s t e s r
a full-time job, as pirate ships are comfantly slipping in and out of pott
Some of the pirates prefer to sleep on the ships, since they are just a
quick stagger fromthe fun of Main Street Those who prefer to stay on
land and can’t afford a place on Market Smet usually grab a bunk here.
U&e the other b d , the pirates’ pkce is a mess. Weapons, furs,
empty bodes, and half-earen sausages litter the floor.Finding anythmg
inside is a chore, though many valuable baubles plundered from the sea
can be found if the s a c h e r is thomugh am/ n o d a m & duMg thc followiog rmnd
Runk is displeased to have such h o o l i p in the compound He’s
uying to tain a professional m y , and the presence of drunken btag- Rwm B: Piera has converted this room into her
p does not help his cause. He’s been t+g to convince Davis to four-posterbed sits in the nodeast comer, with
house them elsewhere, but the Reaver has nowhere tu put them at the comer of the room A table in the middle of the
moment. Rurik has wryly suggested using slave labor to build some new
accommodations for the pirates, but Davis does not want to intempt
the flow of the slaves south. There are ld6X10 pirates on hand at any
given time.

c9. Latrines
While the lauines are somewhat busy, there’s norhing unusual about
them E v q few weeks, some of the more troublesome slaves are sent to
dig out the fdth and dump it into the bay.

CIO.Temple of the Evth Dragon


Before the arrival of Turrosh Mak’s m y , this was D temple of Osprem,
protector of sea navelen. Since the building was solid, it was left stand-
ing when Davis built the compound However, it was smpped of
Osprem’s regalia and redcdicated to the Earth Dragon. T h e roof of the
temple used f~ feature a beautihl sculpture of rollmg waves with dol-
phins and whales cavotting; d u s was smashed on Pierai orders. Davis
later mounted two catapults on top of the buildins since the temple
roof was the best h g platform for these engines. From this height
they can lob boulders far into the bay if the pott fa& under naval,
a d .
T h e outside of the temple has been plastered over. AU - t i n e
motifs have been obliterated and replaced with images of a great mom-
tain with a dragon coiled undmeath i t The double doors are framed materials. Piera hasn’t hished mnodehg the
with a gaping dragon’s maw, carved in stone in exceptional detd. Her attendmts came with her &om Moun
their fmt time away fromtheir home temple,
Room A: This is the main room of the temple, where Piera I d wor- to life in Eltedd quite yet. Should the temple
shipers of the Earth Dragon in rituals. The children spend at least two &e up their pi& and defend Piem
horn a day here, while Piera pontificates on the 91.7 of the Earth
Dragon to m u r c the devotion of her young charges. Each night, Piera TmpL d m , fcmal.hunun. P3 of Earth
casts the thiefs krnentrpell (see TSRZ121, Tome ofMagic) before ( s c d d ) ; MV 9; hp 16, 15;THAW 20; #AT
she retires. Any thief attempting to pi& the locked doors dlface some SA ( L n b l ~ s sor ma+ E ~ D ~on_
E per day; SD+
trouble. damaee: SI.M: ML elite (14): AL LE: X P 175.
L

2
en on raids. T h e saddles are idaid
valuable to the right buyer (worth
gom&, they won’t fit on homes.
of the tower are open-ided, d
e an oil dnrick. Two dragom&
branches and old dotha. Durin

Sphcrcr.AU, Combat, Elemental (Ed),Heding, Protection, Wearher; 10, Wis 13; AL LE: X P 175.
Mhor-Divination, Guardian; Trwelen: Wards
S& Mrmollzrd (5/2): Isr-blas, cause light worn&, NIE light 2, fly 18 (C);HD 8+4: THACO 11:
wounds (a), rnagrcal stone; 2nd-chant, rpS& hammer. d&p(2d6);SZH((14’long);ML

CII.The Posts of Penance ~ a r r ga variety of i- aloft and dmp


Sir thick posts are driven deep into the ground here. Those who ~ O S S
Davis or Piera are tied to a post and left to hang there for several days.
Those deemed mitors are left tied up und they die.
Currently, ody one of these posts is occupied Maxim is a slave who
was supposed to join the Chosen Ones. Despite Piera’s treatment of plus ld6 points each mund until eadoguished 01 the fuel is
him with R q ’ s ri.g ofmemories, he has stubbornly r e b e d to consumed Gra*phg h e s fo ship-to-sbi* bnacding amom.
embrace the Earth Dragon. Piera has sentenced hLn to hang on the post
for three days, and t h a she wiU ask him again. If he still refuses to join
her cause, he will be left there u n d he dies,

CI2. Remr’s Mansion


This location is described in d e t d in the “RexxoisMansion” section. full of preserved foodstu&.

C13. DragomelTwer GREENTOWN


Dragomel Tower is a strange srmcture. T h e original budding was dam-
aged in the invasion of the port, but made a good foundation for the

‘1
tower that Davis had in mind when he b d t the compound. The fint who didn’t flee before the ither killed OT driven o
floor of the tower is the original stone buildmg; a wooden supearmc-
m e has been budt on top of it to a height of 50 feet.
As the name indicates, the tower is home to some of Davis’s dag-
omek. T h e c ~ e a t u ~ eare
s too large for all of t h m to nest here, but
Davis likes to have four on hand for emergencies. The remaining six Greentown is bordered
dagonnels and their riders are based out of a tower south of the port. let it be known that the o
Level 1: The four dragomel r;ders have their quarters here. AU of Those drunken stragglen disobeyed have been pounced
these men are veterans with yean of experience in aerial combat. They d t o e d b d into Greentown
hold themselves apart from the rest of the garrison, considering them-
selves the elite of Turrosh Mak. Thy hope to get a new assignment

72
Most of the o m are from the Crooked Tooth &be, ordered here by human beds lashed
Turrosh Makto mew pirate ships.Although they have h a d d furs is Fedis m ~ n e
training in d i n g and navigation, these o m have become toleable Galbaa's loot is
mariners. T o make up for their L d of d i n g &U, the orcs pack krge
numbers of marines onto their de& and favor boarding actions. Davis
~
has found the orc ships quite usefd, because the bestial countenance of
the OK sailors convinces many merchants to surrender without a fight.
Unfortunately for them, survivors are slaughtered or enslaved
T h e chief of the Crooked Tooth tribe is Galbaa. Though he is no
great thinker, Galbaz keeps his boys in line and follows Davis's orders. F a h d e ogre: AC 5; MV 9; HD 4+1;
He is assisted by his shaman Krud, a strange orc indeed, but a spellcast- Dmg ld10+2; SZ L (9' td);ML study
er of undeniable power. XF' 270.

GI. Big House MAINSTREET


Most of Greentown is made up of tents and shanties, so the Big House U n d the onsrmction 4f Davis's compound,
really stands out It was originally a warehouse, but was daimed by
G d b a a as his headquatrerr. Galbaa and his bodyguards live here, as
does Krud T h e whole place is one big room a legacy of its former
function,and the floor is a sea of fun, weapons, scraps of food and
vermin. Krud has set up a makeshift shrine in the northeast comer of
the building. The shrine has statues of many OTC gods, but the largest
statues are those of Gmumsh and the Earth Dragon. T o the oms. &e
Earth Dragon is but one more god whose power they should fear.
At least four members of Galbazis bodyguards are always on duty at
the Big House. Unless he's at sea on a mid, Galbaa is usually here as troops can be quiddy
Wd.

Galbur, d e e m F6: AC 3 @and&m d , shield); MV 6; hp 45; ly, because they are && the
THACC 14 (9 with b a r d s w o r d +3, sampeciahtion, Srr bonus): #AT 1
( 3 / 2 with baserd sword, ~pedimtion);Dmg ld8+6 (bartud sword 13, without too much haggbg.
spcciali2ation, Str bonus): SZ M (6' d): ML champion (16): Str 17,
Dor 11, Con 16, Int 10,Wis 9, Cha 13: AL LE: XP 650. MI. W s Place
Otto is the kind of guy:wholikes a little bit
Kmd male mrc C5: AC 4 (hide m o r , ~g ofpmrcction +Z); MV 6: hp establishment rdects +t. Each of the thte
29: THACO 18: #AT 1; Dmg ld6fl (mace); SZ M (5'4" d): ML offers a different pleas& The fmt floor is
&pion (15): Str 13, Der 14, Con 15, hr 14, Wir 16, 14; AL LE;
X P 97s.
speua Eqvipmenr rraffof the relQenr up of private rooms, w ~ c are
h usually rented
Spells Mrmod(5/5/1): 1st-command, m e fight wounds, derea tation-only card games b d the like. Those lo
good promcion fmm good rulctuaty; Znd-zupq char, chm
puson, hear mctd, spintull hammer: 3rd-dkpeI magi.

B o d y p d s , o m F3 (5): AC 4; MV 6 (12); hp 13-16; THACO 17;


#AT 1;h g ld8+2 (bde-m); SZ M ML die (13); Int low (6); AL
LE: X P 65.

G2.Orc Warehouse
T h e OICE only make use of one warehouse. Chief Gab- keeps his
share of the booty here, along with a mountain of spoiled sea rations.
-
To humans, the stuff is inedible, but to the or- it's "good a&'
mddeed
Two pf Galbaa's bodyprds are on duty outside the buddmg at all
u m e s T h e rnside LS guarded by Fech, an ogre that Galbaa USES for
e m a protectton. Fech sleeps on a @antbed which IS basically three X P 65.
am& on EJrcdd he dons and 8kw a shield (giving him AC 0).

2 (spear, sp&&~on); SZ M: ML
sready(11):Inr 1o;AL

9; AL LE; xp 35.
M2. Lady of the Sea
Easily identifiable from its large sign featuring a m d d , the Lady of
the Sea is a tavern for sdors. T h e grog is cheap, and so is the &mi-
tu-there’s no use spending money on chain and rables when they’ll
just be broken. The second floor,known as the drunk tank,is a large
common room where patrons can sleep on the floor for a few coppen a
night (which is about d you’ll wake up with if you pasr out here with
money in yo“ pouch). (smuch as can be exp a town like thk, at least). Many of th<
The Lady of the Sea is run by Old Pete,a salty dog if there ever was worken here are slaves at the do& Their lives arc miserable
one. Even over the din of the drunkards,Pete can heard askins “Ym,is
it more grog ye be wantin’)” Old Pete h o w a lot of 1 0 4sea legends,
and he t& very convincing stodes about every ship that’s bem wrecked Run by a pair of siblings b snake-oil merchants, thq
along the Wild Coast in the kst h u n h d years. Those looking for leads Sailoir Mate makes a terrifi brothers, Vlad and Igo
on sunken treasure need look no f d e r than Old Pete. have big, bushy bear& and a hy jew+ and krge fw
hats. Each brother has a well
M3. Guardhouse
T h e barred windows on & building mark it as the home of the local
watch. A force of &ny guardsmEn o p e s out of here, p t e m h g the
warehouses and keeping the peace on Main Street Each month, W o f
the guar& are rotated back into the compound to prevmt than from
becoming too c o m p t Davis is too smet smarr to T e a his men fo be BodySla.b F4 (2): AC 5 ( ); M V 12: hp 20 each; THACO 17:
h u n e to bdbay, but he does what he can to minimize rhe problem. #AT 1; Dmg 2 4 (broldsw ML &re (14): Inr 9, Wls 9 AL
The appfain of the guards is a former mercenary named Halfdm. He L N xp 120.
was a sergeant in the town before the invasion, and he earned a promo-
tion by swearing allegiance fo Davis the Reaver. Davis was onIy too
happy to have a local in charge of the watch, and Halfdm has done an Ernest’s Big Chance is the
mcellent job of keeping the inhabitants under ontroL sailors loo!+lg to lose a f
A typical p a d is made up of one sergeant and four guardsmen. the staff to find a game at
Halfdm usually spends each evening cruising up and down Marn Street, gaming, and is fiepentad aptainr, visiting merchants,and
stopping at each establishmnrt in fum,just to have a look around. well-to-do ddzens.
Halfdm uses a small squad of omgs to police Greentown so hx human cogwzable by his %ua-
troops don’t have to. The omgs knock heads together and occasiody host, and he me to
kill someone they are q m g to subdue. urmo~rMany challenge

Slavers 74
-/-

him to a game, but he only plays with the best of htr &artele. A private
game with Ernest Miller is likely to cost the challenger a great deal of The Rumor Mill
money;such is hk skill at games of chance that his Gaming proficiency Eltedd Wre any potr, has momongers. The establishmen-
score is 20, and you should mll his proficiency c h d once if you along Main Street are full of drunken patrons ody too willing to
don’t Wre the first re&. He &o holds a unique i m called the lucky swap gossip with newcomers. Below are the most common
r i g ofthe Wild Coast (see the New Magic Items appendu) but d m o r s circularing through the town, with notes on their veracity.
ody use it if he specs another player is cheating. DME should feel free to add others approptia:e to their cam-
paigns. Note that the folks in Eltedd don’t gcssip abwt slavery.
Ernest Miller, male h- T6:AC 7 (leather, Der bonus): MV 12; hp They know it’s a topic best left alone, and fev folks will give
23: THAU) 18;#AT 1: Dmg ld6+1 (mace) or ld4 (&a=): SA straight mwers if asked about it.
badvob for X3 damage: SZ M (5‘6”d); ML avrrage (9): Inr 12.Wis 1. “I hear there are two elves working at thi Sailor’sMate.
8:AL N; XF’ 1,m. Thev’ve been there a while, but I bet thev are s t i l l worth the
Thief Abilities: PP 35,OL 30, F/RT 55,MS 50, HS 55, DN 25,
CW 80,RL 0.
price.” (True)
’a
2. “A ariest of St. Cuthbett once told me at Ernest Miller is

Enfmca, d e h- F5: AC 6 ( s o l d ) ; MV 12:hp 30; TRACO


16;#AT 1: Dmg ld8 (lang.wod); SZ M:ML stcady (12): Inr 9, Wis
10:AL W X P 175.

M6. Hookah Parlor


Thisnarrowbuilding offers exoticdrugs fromthewest, as wellas
strange potions created by the aspis neat Cantona The interior is a haze
of smoke, where l e k g i c patrons puff on rerpendne hookhs mal the
wee hours of the motning. Everythmg from cheap tobacco to exotic
hallucinogens is avaikble. The alleys next to thc Hookah Parlor are
u s u d y full of addicts who have run out of money and ace anxious for
their nexr fu.When the guardsmen aren’t uound, the j&es mob
would-be clients and beg for money. They are d y so desperate that
they can easily be bribed into telling what they know about the townl
and u d y in a more coherent fashion than the town drunks.

M7. Rest In Peace


Rest In Peace is an inn that c a m to those slightly better off than the
sailors who pamnize the Lady of the Sea. A bed in the common room
can be had for 5 cp, while private m o m are available for 4 sp per per-
son. Rooms that h m e two to six p a t r o ~are &o adable. Those 9. “It’s only a matter of time before the H
sleeping in the common room are lucked out in the motning. Breakfast am& Uredd. Those bashers ain’t afraid
COJU another 1 sp. 10. “I hear the Circle of Eight is badr
Rest In Peace is m by a n o - n ~ ~ e n swe o w named Elka She t&es
no muss fromher dients, and her heavy ladle has sent more than one
rude customer padiing.

M8. C a p d s Haven MARKET


STR~ET
The Captain’s Haven is set back a bit from Main Street, and for good Market Street ~ u l l ssoughwest frm
reason.since it aten to visiting machants and rea aptai~--in other its name from the open+r m k e t
wo&, those with money. It’s a full-service inn, with private room, Market Street is residezjtid. Thore
breakfast, and dinner provided. The room are well appointed and deco- Wredd &r its capture five in this area.

ner 6 sp. Hot baths are available for 1 sp.

I
M9. Marketplace ty. T h e guardsmen cord street and drive away unwel
Elredd still relies on a d a y market for the exchange of goods. This specutors. Then the slav ark and are taken into the warehou
open-air affair be+ at sunrise and lasts until mid-afternoon. With the e them out and decide th& fates.
market's proximity to Fishermads Nook, fresh and salted fish are stan- offto the compound and other
d u d fare. Those farmers who weren't driven off by Mak's forces still workers purchased , the r&g are fed and
come to t o m to sell their mops. When caravans pass through mer- locked into the Ten par&menthe
&ts set up here tu sell their goods. cries coming from inside. On
D u e to the pirate activity of Davis's fleet, a great deal of booty flows
through the marketplace. Anything a s d o r can loot m y sometimes be
found here, including occasional magic items.

THEPIERS
Elredd has six large piers, which are used for Davis's fleet and the slave
ships coming from the north F i s h e m ' s Nook has four s d e r piers
that serve the community's fishing boats. Of the larger pies, P1 and P2
are used by the OK cogs under Galbazz, P3 and P4 are used by the
human cogs, P5 by the slave galleys, and P6 by visiting ships. W e prefer to use their own
there is enough space for all of Davis's ships to dock at the same time,
they are h o s t never all in port at the same time. This provides addi-
tional space for mcrchant and slave ships passing through.

WAREHOUSE
Row
Warehouse Row m right along the mast, past the pins and into
Firhermads Nook. This road is heavily traveled during the day, when
ships load and unload. At night, t h i s area becomes unsafe; only ruffians
and sailors heading back to their boats will u s d y be encountered the keel has been kid but
Fisherman's Nook is a village unm itself. It x d y predates Elredd 0-g the day, a crew men labon unda the watchful ey
by several centuries, as evidenced by the conical stone huts the dagers
dwell in While the port grew up around the village, life in Fisherman's
Nook remained the same. The m b g e is placed advantageously by the
marketplace, so the fishermen have a very short illstance to go to sell
their catches. Like the Market Stteet neighborhood Fishmnan's Nook
eatends off the map.
T h e village folk are insular and tend to keep to themselves. They are
afraid of the o m and the other humanoids in the area and hope that
they'll just go away. Davis has pretty much lek the &ge alone,
because the fishermen keep the port fed

W I. The Reaver's Ransom


Davis's mew user d u s warehouse for booth booty and sea rations. Most goods at the market, and move o
, of the pkce is filled with kegs of wine and water, and preserved food-
stuffs ( p r i m d y dried fBh). A back mom with a locked door (-20% to
Open Locks attempts) has three locked chests in it The contents of PRlMARv NPCS
these chest change so frequently (with old booty getting sold off and
new booty coming in) that the DM should roll for Treasure Type D
eve?. few day to see what's in the chests. The pirates keep two men on Davis grew up in, the city hwn of the Slavelerds.
guard here around the dock. He was raised as a member
&pea for his patron pi.
WZ. The Scepter and Crown e Dragon at the desmKtion
T h i s warehouse belonged to the Scepter and Crown Merchant Com-
pany before the invasion of the Wild Coast No one has bothered to ancient &ity.
paint over the sip. This is the largest warehouse in the port, and it's
the place where slaves are offloaded and o r g d On a day that a called the Figh d e s s hawk. Whm tl
slave ship comes to port, the Scepter and Crown is bustling with activi- avis was castad& in th'

Slavers 76
hostile Po+. Tough and bd-haded, Davis made his way to the coast
and fell in with a pirate gang operating out of the city of Blue. He
learned the d e well, murdering hL captain only a year later and takuy
over command of the ship. Shody thereafter, Turrosh Mak began his
rise to power. Recognizing a rnan of destiny when he saw one, Davis
threw his lot in with the Mf-orc and provided invaluable assisrance to
the emerging tyrant Dwmg the hasion of the Wild Coat, Davis led
T m o s h M&'s small navy and scored several impressive victories. He
was the nanual choice to lead the Ekedd operation, and has overseen the
renewed piracy of WooUy Bay with fright-g enthuskm
At hean Davis is still a M y , though he hides it under a swashbuk-
ling demeanor. Instead of beating up ravemgoen, now he comma& a
fleet of pirates and Slavers. T h e thrill is the same. though, and Davis
loves nothing more than e m t i n g his power over someone weaker. HE
does make a good first impression, however. His stylish dothmg, dose-
ly cropped beard, and exaggerated mamen only add to his natural
charm.Many have made the mistake of m d n g Davis the Reaver, only
to be found floating facedown in Woolly Bay.
Note Davis the Reaver uses the Swashbuckler kit from The
Complete Fighter's Handbook.

Davis &e Raws, d e hurmn PI0 (Swuhbuddcr): AC 0 ( l e d x r


m o r +3, dagger Qfp..Y;.g, +2 washb budder bonw): MV 12: hp 95;
THACO 1 1 (7 with ubre ofxoms); #AT 3/2 (2 with sabre,
rpe~i&tion): Dmg ld6+7 ( d x ofsroms, ~pe&tim): SA d
lighmmg;SD water breathmg;SZM (6' d l ):ML champion (16): Srr 16,
Dur 13, G n 16, Inr 12, Wis 10, Cha 14; AL NE; X P 3,000.
Spe&IAbd&s: Tumbling pmficiency, +2 reaction adjustment fmm
sexually compatible h m e r s .
SpccidE+wpmrnc ckgger o f p + g ( m the New M a p Items
, ofbhk&& sabre o f s m m (see the New
appendix), horn o f f 6 ~Mg
Magic Item a*).
Notes: Davis o h hmtr ships during n f o m and disablcr thw with
his sabre's oll Ligh-g ability. Whar a b a d e goes ag&t him, he uses
the horn offog to cover his escape. him. She has been s&ig 2 subtle way to
but has not come up with 2 satisfactory p
Piera, Child of the Dragon
Piera is a powerful priestess of the Earth Dragon Cult. She came to
Elredd at Statnan Klim's behest to oversee the rdigious aspem of
Davis's operation. %e was chosm for this mission because she had
more experience with the outside world than most p i e m from the tem
ple of the Earth Dragon: unlike many of her brethren, Piera left the preferring to devote heb& to the Earth L)T
temple early and attempted to spread the faith in other pam of the
world. She lived in the city of Greyhawk for m y years but did not
enjoy much success in convening its ciorenS to her patron deity; they
dismissed her as just another chuken.
She retumcd to the temple two years ago, dmrmined to focus the
efforts of the priesthood outward for the glory of the Earth Dragon.
Her efforts laid the groundwork for S b Klim's return, although 15, Int 11, Wis 17, Chb 16: AL LE:XP 5,000.
she did not realize d u s at the time. When the High Priest came back to
the temple, he quickly recopzed the value of the energetic Pipra and cootaawith tIK c& shc
she became a key player in his plan for the revival of the Slavelords,
which ties directly to her currmt responsibility.
Unbeknownst to KLLn, Piera harbors a secret grudge againat him.

77
----
bag-ee the New Magic 1- zppendix), R q i ring ofmemonks,
smoke oflide dearh (st the New Magic IC- appendix), smnc of
.ontmhg e& elemen&.
Sphrm. M a j o r 4 , Combat, F.lemend (Ed),H&g, Proteaion,
-~i
R d s god in life b m e out his o m fiefdom onc
.Imp looking for macauvl who dirphy weapon experrise, c
s a c , and complete loyalry m

Weather; Minor-Divination. G u m h Travelers, Wards. REXOR'SMA


Sp& MemomCd(6/6/4/3/2): lst-bles, m lighr wounds (a), The center of Davis's the mansion of Lord Rum, former
dmdgood pmtpmon tiom g o d s a d & : Znd-au-, &t, d
er of the PO
obscuremmt, silCncE IS radius, *p%iudhammer, wirhdraw: 3r-el
map=,meldbto stone, prayer, chiffs kmcnc4th--Eurr sm'- wounds,

rock co mud reminder; one look at


The mansion is tw
Rurik the Taskmaster frames, painted whice, b worknicely,andalong ' '
Rurik is in charge of a&g the s h e warriors of Piera's fledgling mbles
amy. UnLke Davis and the priestess, he is not a worshiper of the Earth se
hagon; R d is a survivor of the sadi of the city of EIrdd. HEhad
lived in that il-hted city for many years, working as a mercau?, in his kitchen, but this is u s d y bo
younger days and later as a .&dl insamtor. He had an excellem reputa-
tion as a trainer of men, and he worked for many mercau?, companies
in his day. He never allowed sendment 10 intetfere with his work, and T h e foyer of the mansion
always worked for whoever was d i n g to pay hun the best fee. red rug leads up tc a s
Ihring the radr of the city, he was lu&y enough to be captured by
someofTurmrhMak's humana~ops.OI~wDuldhaVEslainhLn of famous sea captains &ha
straight away, but the commander of the human a m p s recognized of Ehedd, including a f Davis the Reaver. There
R d and spared his life. W i h a week, Rwik found himself badr on doors on the right and
the job, this time d i n g amps for Despot Mak. As always, he per-
formed his dudes a c e p t i o d y , so he wa chosen to whip the slave
army into shape.
Rurik is fairly content in Elredd Davis pays him well for his se
es, and the taverns and broth& give him a place to spend his money.
He is no b&mer in causes, though, and he would abandon Davis if the
situation changed for the worse. Late at night, when he is drunk and
alone, he questions the tnining of children so young. In the hmsh light
of day, however, he knows that it's a far better fate than the children
would meet in the Po+.
Note: Rurik USES the Myrmidon kit fiom The Complete Fichter's with the smoke- he has sunk, weapons taken
Handbook f Greyhawk, Hardby, and
cities. Heroes in s c v d cutlasses, short IW
R d the T&m, male hurmn F7 (Mymidon): AC 1(ch- battle-axes, and
+Z, D u bonus): M V 12: hp 53 ;THACC 14 (10 with spear ofimp&# moved in, though he occasi eets with his s u b o r b e here. J&e
+3);#AT 3 / 2 (2/1 with spear, specialization) i Dmg ld8C6 ( s p e s of hardwood floor is well po
&$i@3, two-handed), or ld6+S (spear ofinpdin@3, onc-handed):
SZ M (S'7" d); ML champion (15); Str 14, D u 16, Con 15. Int 14,
Wb 11, C b IS; AL N; XP 2.0%
SpEcial ilbjltim: W h e n he fighe one-handed his AC is -1. Whur he
fights in the two-handed q l e , the speed of his ~ p e xb 3. Sryk
~pedzhtionb daailed in the Complete Fighreis Hmdboolr. chance to poison Davis fo
Sp&l Equipment pmipc of wound dosure, potion of --heding, Il-stodred kitchen, and he is.
spear of&p&g (see the New Magic 1 - appendix). a happy SOUL If inmd , RoUo an akrm. , :
Notes: Runk is a p a t proponent of the spear, and it b the b t The kitchen has a b the northwest comer and x
w e a p n he trains his troops Mrh His exparise with his w q o n of choice
b well-!aown rhroughout the Wild Coast. Rvrik doesn't like s k k m and and bins are full of fresh
is wick to thm~ the bum of his smar on a &&e's held or backside. He
Rob, humrn mrle 0-lvl: AC 10;M L1p3; THACO 21;#AT 1:
h g Id3 wife)SA ; rtun with f+g pan (save “3. paralyzation); SZ M:
ML steady (11): Str 11, D u 13,Con 15, Jnt 13, WU IO, Cha 8;AL N:
XP 7.

DI. Wine Cellar


The rumor about Lord Ream’s wine cellar is indeed true: this mom is
lined from floor to ceiling with wine ra&, all of which are padred with
fine wines of evety imaginable vintage The full collection is easily

-
worth 20,000 gp, but amporting it would be quite difticult

E. Study J. Guard Room


Lord Renor was an educated as his study attests. This room has a
comfortable leather char at iu center, h k e d by a small table. The
north and south walk are lined with books. As befits the d er of a
coastal town, Lord Reror maintained a great interest in the sea, and h&
of his books deal with nautical topics. The rest are a mU of histoty,
folklore,and philosophy. The collection is worth several thousand gold
pieces to the right buyer. Davis kept the study as Lord Rexor lek it. He
uses it as a place of solitude, though he isn’t much of a reader. and m h to the front &or.

E Map Room
This room was b t d Relor’s showpiece. He commissioned a famed
cartographer to paint a map of the Flanaess m o s s its w&. T h e map is
beautifully rendered, but it was done before the Greyhawk Wars and is M. MI -teady (1 1); Inr 8; AL NE;X P 65.
now sady inaccurate. Other than the maps, rhis room contains two
&s for more relared viewing.

G. The Haunt
T h e door to this mom is spiked shut Closer w o n shows that the cover the &g provides Three doors are
tarnished spike is made of silver. T h e mom h y m d was o r i p d y the ser- gallny and one on the west
vant’s qumm but was ured by Davis as a c o m e chamber for a brief time.

heroes remove the spike and open the door, the haunt will -&ately front of the door.
try to possess the nearest character. Thosc possessed would try their
utmost to find and kill Davis the Reavcr. If Davis is slain, Lord Ruor
leaves his host and passes on to the Ifterlife. in two bunk beds

dothing is tom and bloody.

Lord R-a, hauot AC O/vicrimi; MV b/%c&’r: HE 5: hp

pt--doubler e& mund; SD hit on$ by &e, silver 01 magic weapons; SZ raided ships. A wicker basket stuffed
M (5’1V d): ML &pion (16): Int 13, WU 9; AL NG:XP 2,MM. is in the southwest comer.
Norex M u s r& wi& 60 f e e of b body; appears a a will o’wisp
or ghost Can’t be rum&. Fire and wexpns inflict ody 1 point of
damage, plus m a g i d bonusw;damage causes temporay &ol”tibn.
~
Possescs vi& whm he or she dmpr to 0 Dureiq May be erpellc
from host with a holdperron + I .

a
:> ..

N.Gulthug’s Quarters
Gulthug the Bastard is Davis’s chief lieutenant A half-ogre and proud This secret room contains.
of it, Gulthug took to calling h e l f “the bastard“ in defiance of his
detractors. He’s d e d with Davis for m y years and his strength and
ferocity have won m y a boarding aaion for the Reaver.
a
n rmalra the room appear to be a
Davis installed him in a p d bedroom in the mansion. Gulthug h bs and little eke. In fact, chests
since remodeled to make it more to his l h g . Now the room is a sea of treasure line the w
of empty wine jugs, animal bones, and pirate booty. Gulthug had to explore the mom thoro
make his own bed by piling up plundered furs, and he can often be
found snoozing away there. If the alarm is sounded, Gulthug rushes to
the g d q and p h m h d f at the top of the stairs. damage (haf if save is
Those who take a few t u n s to Iurmnage thmugh Gulthug’s ~s worth 1,500 gp. Chest
will find 135 gp, 200 sp. a dagger +2 (Gulthug uses this to eat with), #5: gems worth 1.000
and a jewel of am&.

Gd&@ d e hdf- F5: AC 3 (chainrmil and b g ofproaction +3);


M Y 12: hp 57: THACO 13 (10with momlngrru +Z); #AT 1 ( 3 / 2
with morning sfar. rpe&Jimtion); Dmg Zd&lO (mornings r u +Z Srr bed lies in the sou
bonus, rpecnluuron) or ld8+6 @-d sword,Srr hnw); SZ L (8’ west comer of the
d): ML champion (16): Str 18/00, Dca 10, Con 18,Jnt 8,W k 5 ,
cha8 (16 to humanoids); AL CE;X P 975.
the northeast comer.

Slavers
h

'-

There is a small, locked chest inside &e wardrobe that contains


Davin's ready cash. At thc moment, the chest con- 230 gp and
134 sp.

Q. Office hp49;lUAu)14(11withmdofmu
~
This 50-by-50-foot room is Davis's office and meeting room. It's large ofsm't+; SA s p a ; SZ M (7'1" d)
enough that he can meet with all of his captains at once, and ptivate Con 12, Int 13, WU 15, Chi 14; AL N
~
enough that they cannot be overheard. A long mble dominates the
Sp& Mrmozized (6/5/3/2/1): DM's choice.

herself to look over


namedMikeknn

ADDITIONALADVENTURE
IDEAS
! Black Kerr Markessa the Green is a short f d e elf

complete hatted of j e r i of all sorts. &e could be introduced into this


adventure in many ways: Her old laboratory could begin P;&g off M u k s s a the G e m , f a d e dfF6/M6: AC 1
fumes or simply explode. She could show up and demand com- t3,Dcl bonus): MV 12; hp 39; THACO 3; #A
pensation for-&&. She might hire ad&&m to dig through the
remains of her laboatow in search of a r e inadients. And she might
L. D

even be found w o r b g with the Slavers, making potions for the mops,
if the price was tight

The Prophet
An m e S t but a i d c man called Iosmh of the h h t was known to
0 I ,

wander the Po+, w o r k mLades and mkmg true prophecies,


although he daimed no &city to any p d & god He was always
believed but was dro feared at thesame time; yetnone who featedhim
were able to caure him any harm. He has been missing for some time, 10% chance to lose eye. Nnlr surpnsd
but, given his sums abilities and proteaio-, it is quite &dy that he has
surpived somehow, somewhere, and may rrmm to cause discord and o n -
h i o n in the && of the superstitious humaooids. Altemadvdy.he
I -. ....... ..a-.-

yi the heart and earth of the D d m s p b Mountains. to W o f these nmL--

LOCAL
TRIBES Gnob
L Hundreds of humanoid tribes call the Po& home. AU are unda the Bladr Tonwe 1600, cent&: The &elk of &is mbe have bkdr

.
OK emperor, the most rebelliour d e s were wended -st- the ward
" n.leader is Wmesh P 5 HC
das well as &-urThe
human and demihuman forces to the north and west, while the ones &Id
that were more acc.pting of the Despot's rule were rewarded with loot,
land, and shve. As it s m d s now, despite their differences, the various
aces and tribes of the Pomarj enjoy their merit sfatlls and the searit).
gained by their informal &ce, and it is likely that any tribe that
rebels against the group will qidrly be devoured hy its neighbors. and
not necessdy in a figurative m c .T h e Shvelords have been suc- banner is a doubleb -ax corned in blood. Their leader is
c w f u l in promoting the Earth Dragon over the humanoid gods. While Rumf, F4,a skilled
faith in these other religiom remains, any priest of the humanoid gods tribe is of lighter coloration,and all
who starts getting idear about leadership is pi&y ehinated, leaving is a field of white with a vivid blue e
secular ladm or humanoid priests of the Earth Dragon to rake charge. The chiefis Lorrodl,

Major Humanoid Tribes


Twentyeight major humanoid mbes live in the Pomaj. Each has a perma-
nent home ( u r d y an old fomess ot mine) and many females, you"& and
slaves as well as the active warriors (whichnumber at least two hm&d).
The major mbes at led by e r c e p t i d individuals It is these krge tribes
that make up the mjotiv of T d Mak's humanoid d e s . They are
berrer dkiplined and c q better equipment than most of the& ik,and
are uxd to fighdng as part of a krge force AU have 2 well-esrablished
food supply, whether subterraneanmushrooms herd animals (s&e or
subrenanean), simple cmps,or access to good fishing. They conduct tade
with one another for different foods and other goods, with rhe slavelords
(through Turrosh's admimstmtms) intervening before t a p e s a k t e have l w skill.
beyond an+g more than normal brawls, It is to the Slavelords' credit
that the many tribes of the Pomaj have not gone to ww with each othc
even once since the rise of Tmorh M&, although an outbreak has bem
near on mote than one occasion
In the followine desaimions, the item in ~arenthesesrefer to the
on a field of brown ZuBot, their leader, is 4 H D and em almz
ronably well with the ko-&th -
tribe that lives offshore.
" rea-

Dipping Eye (700, west): One of the rowdier mbu, this group was
L

brought under control when a wizard ally of the Despot killed the for-
mer leader and took over. Anasiros the Elfoane (NE hm Enc7, Cha 16,
cloak ofprotection +4) uses d u m sppells to control the more d u m -
tial members of the tribe and keep & hold on the humanoids seare.
T h e tribe's smdard is a red eye dripping blood.
Kraken (700, north) h o t h e r shore-dwelling mbe, the W e n buld
most of the Empire's siege weaponry, They luve modeate skill at sail-
ing and boat-making. Their leader is Vatet (4 HD), and their heraldic
symbol is 2 black ktaken reaching upward with its tentads on a field
of blue.
Meat Eater (550, central): All of these hobgoblins have dark red skin
and wear nothing but red. They eat the flesh of their enemies, and are
not above eating && own fallen kin. Theit flag is a fanged cow &uU
on red and their chief is a grossly fat hobgoblin named Burk (4 HD).
Pus Dripper (750, central): T K s tribe lives in an old dwarfgold
mine and wears a lot of simple gold jewelry. Their leader Fred& (4
HD) has taken a daughter of Chief Bwk of the Meat Eater uibe as one
of his wives, although this doesn't seem to make him any friendlier
toward that tribe. Their flag is dark yellow with a single mountain peak jagged dagger on a brown backgr-d.
Squid (700, south): This coastal mhe builds remarkbly hardy ships Red Fang (950, central/south): Th
a d makes seasonal forays into the Azure Sea to hunt whales and other 20 y w s , most of its young have been bo onfunctional durd
large meatures. Their chief is Chobot, an orgehabgoblin crossbreed of eye in the middle of their foreheads. The
exceptional intelligence (LE F6/T7, giant darer longsword +Z). Theit but now permits them to live, since the b
symbol is the forepart of a purple quid, with a white eye, on a yellow three-eyed variety. Their chief is Viog (3
background. jaws on a black field

OrCS
Cracked Skull (800, central): These o m are fiercely loyal to T-sh
Mak and the Earth Dragon, h o s t to the point of being fanatics (ML
17). Their chief is D&& a half-orc (F5/P5, Earth Dragon). Their
tLg is 2 cracked white skull on a black field, the symbol of the slain
King O h & They possess the skull of O M which has gained magi-
cal power and is considered a relic by the tribe (see the New mag^ Membm are particularly sensitive to
Items appendix). -l), but have &vision IM,
Crooked Claw (700, north/central): This tribe is heavily interbred scoutiq missions. Their leader is Ommcht (

help'of Tava, hk c g e wife. The tribe's standard is a single awed daw


0" gay. Dead Rar (650, central): This pr
Flaming Skull (900, north/west) These o r a long ago discovered a rats as pets and scouts, using them ZE
type of nut that produced a h e , b b l e oil. They use &IS oil in their it-. During rough times, the rats b
bad-ach orc n o m d y carries at least one skin of oil to use as a (3 HD), whose family has led the dan
missile weapon. Their primitive siege e n p e s rely on fm attadrs. Their
symbol is a black skull m o u n d e d by red h e r , and their chief is a
bum-scarred o x named Jagesh (4 HD).
Jagged Bkde (750, sourh/cennal): F d y W o f this tribe's warriors
are the Equivalent of 1st-level &eves (F'P 15, OL 10,F/RT 5. MS 40,
HS 45, D N 15, CW 60). They use their backstab (XZ)ability whenev- tigial wings, they are identical with n o d
er they can and have developed advdnced ambush and flanking tech- Kamgat (2 HD), and their t h g is
niques. The chief i s Bayoa (T6, rL7g ofprotection +l),a very crafty Ichor (800, north): T h u e kob
fellow that plays friendly with the other nearby mbes. Their tLg has a milk them of their poison (type

n A

83

I
weapons and traps. They acclimatize themselves to that poison so they in one place for a few years before pidung up and moving on.Their st
gain a f 4 to their saving throw and suffer no damage ifthey make their d y are at d forts or sopetLnes in aude camps surrounded by
save. T h e chief is Nobbox (3 HD). Their banner is a sickly y d o w simple palisades. Many pay @ute to the h e r mbes with treasure.
shves, and food in order to ba left alone.This leaves them much poort
Yellow Tooth (600,smth/east): while these kobolds live on the than the major aibes. Tlus poRty means that small tribes tend to figt
coast, they do not build boats or pactlce sailing. Instead,they consmct with each other, so Turrosh Mak draws on then more heady when he
elaborate floating piers that mend hundreds of feet offshore.They use h a risky missions. If the t r o u b l d e r s do mt survive, their m i mast
these platfomw for h h g , !iving space, and to hvass hostile ship that to exist, and their females and p m g are given to another tribe.

! approach (cutting them free to act as obstacles or to strand landing par-


ties). T h e platforms are M t with p d y submerged kobold-sled cat-
wslks u n d m e d , dowing the creams to move about h d e r e d in
Included in the anks of &or mbes are the ogre tribes, which are
also nomadic and much smaller than any of the other mbes (having
ZdlO warriors each). They teqd to hook up with a bigger tribe and ac
daylight and reach the shore d y . Their duefis Labart (P3, Earth as paid muscle, leaving when they get sick of the location or their
Dragon), and their standard is a yeUow tooth on a dark blue badrgmund employers. These associationslproduce orogs and ogdom, many of
which rise to positions of poder in the mbes or among the human PO
FhdS dation of the Po+. There *e also a few scarrered bands of bugbear
Victodou~(800, ad): This tribe of flinds is often called upon by marts, norkers, and trouS, but!&eir numbers are bigruficant
Turrosh Mak to r d y the poll mbes during a great offensive. Their chief T h e numbers of minor uiqes are: h d s twenty, gnoh forty, gobli
is Rawoomo (4 HD, shield +I), and their banner is a h d b a r over a eighty, hobgoblins thirty-five,lkobolds seventy, ogres twenty, ora M
' "' '
two-colored b d p u n d A 1 u e on top and red on the bottom. and all others +-two. (So*: "Seethe Porn ' -'

Joseph Bloch in DRAWN~Q &g&e #167.)


Goblins
Hill Beater (850, central): These goblins have dug hundreds of an- B u g b m AC 5; MV 9; HD 3+1: hp 16: THACC 17; #AT 1; l h g
n& in their hillside home, greatly expanding its original area as a mine 2d4+20rweap0n+z;sz1~steuly(11);hrlow(7):ALcE:xp120.
and d n g it nearly impossible to defeat them. There are d m n s of S p e d Abilities in&vir;On 6U:Move Silmdy EO%, 4 to m+e.
traps and escape routes. They found a great deal of gold and silver ore, Nora: Bugbas rmploy +Jigat tactics, preferring to ambush prey.
which made them wealthy, although they still live in El& Turrosh Mak They hurl weapons (hammers,imacff, or spears) before dosing to i
accepts an extra tithe from this tribe so that they don't have to fight. They are v q agile md nimbld and poseas M am- m e of smell.
Their leader is a paranoid g o b h named L o g ( 2 HD), and their flag is Bugbears are ememdy greedy. Thci go& in life are survi?
a brown hill being smck by a h e r . F a d e s fight a hobgoblins, and y m g fight u kobolh.
Widred Eye (400, central): These goblins are more violenr and
aggressive than most of their kind. Their equipment is step above
other goblns, as they loot their enemies' dead and take better care of
their thmgs. Their chief is an old goblin named Vanduk (F4,dagger
hgbur &@on
17: #AT 1: Dmg 7 L 7
Inr maage (9): AL CE: XI
-
(1 per 12): AC 4: MV 9; HD 4+1: hp 25:
_1_"A?. r 7 I . h", ~ ~ " ,

+2): their flag is a white field with an angry red face that sprouts many
eyestalks like a beholder.
Wolfbrother (700, central): This mbe has a large population of
worgs, which are accepted as equals in the tribe. T h e exact numbers are
unknown, but it is believed that there is one worg for every five goblb.

k T h e tribe is led by FamrLn (F3), who is never withour &mag, a worg


of ma*imum hit points. Their standard is a black flag with amber wolf
eyes and white teeth.
Wormridden Tree (600, west): These eoblins are patti&ly sumti-

Slavers 84
Bugbar chi& (1 per "a): AC 3; MV 9: HD 4+l: hp 30; 'IHACO
15: #AT 1: Dmg Zd4C4 or weapon +4; SZ L: ML elite (13); Int very
(11):AL CE:XP 175. (IO); Jnt low (5): A L E : X P 15.

Bugbur shammI, P5 of N d (1 per 36): AC 4; MV 9; HD 4+1; hp


22; THACO 17; #AT 1: Dmg 2d4+2 or weapon +2: SZ L; ML elite
(13); Int 8, Wis 12: AL CE; X P 120.
Sph-: A&jor-AU, Astral, Divination, N m o m t i c , Thought, Time;
MUlor-Charm, Guardian, H&g, Numbas, Protection
Sp& Munorucd(3/3/1): Ist--cause light wow&, &css, mqkd
rtonr;2nd-holdpenon, sZmce 1s radius, spikmd hammcz 3rd-aurc
blindness.
Int 5, Wis 5; X P 65.
%,BJneWe (1-10) AC 6: MV 9, fly 30 (0): HD 3; hp 17;
THACO 19: #AT 1: Dmg ld8; SZ L; ML unstcady (5); ht "on. (0):
AL N: X P 65. PIO*&O".

Flioct: AC 5: MV 12: HD 2+3; hp 13: THACO 17; #AT 1 or 2: Dmg snms; 2nd--fkme blade, kcarmed
ld6 (dub) 01 ld4/ld4 (hdbar): SA &urn; SZ M (65' d); MI
steady (12): h r a ~ a g (8):
e AL LE: X P 120.
S p e d Abilities These leonine humanoids are smng and use a weapon ld8 (longsword): SZ M (6' td);
ML steady (11);
of their o m design, flinaars (nmchuh), to d i s m fon ( s m vs. wand). AL LE: X P 35.
Nares: F d c r fight as g m h ; young fight as o m .

Flhd &ampion (1 p n IO): AC 4; MV 12:HD 3f3: hp 18; THACO


14: #AT 2: Dmg ld4/ld4; A &urn; SZ M (6%' d): ML mady (12):
Int high (13); AL LE: X P 120.

GOUS : 5; h4V 9: HD 2: hp 11:THACO 19; #AT 1;Dmg Zd4


AC
@m&ord): SL L (7' au):ML mady (11): Inr low (6): AL CE;X P 35.
Nora: G n o h are large, hyenalike humrnoids that rn in packs. They
prefer to ambush or am& from P flank. They favor swords,pole-. and SZ M; ML steady (11): Int averzgc (8); X P 65.
bows. F d e r fight as bugbears,aod young fight as hobgoblins.

GnoU &eft& (1 pm 100): AC 3; MV 9; HD 4: hp 22: THACO 17:


#AT l:Dmg2d4+3@ar~ch~);SZ1.MLJready(ll):Intaverage(10):
X P 120. (11); hr 10, WU 15; xp 35.
Sph-; Major-AI, Combat, Elanend ( E d
GnoX I d c r / p & (1 p a 20) AC 4: MV 9: HD 3; hp 17: THACO Weather: Minor-Divmarition, Guardizn,Travelers
17:#AT 1: Dmg 2d4+2 @roadsword):SZ L; ML seady (11);Jnr Sp& Mcmo&d(4/3/2): Ist-aurc k h t w
a.cragc (8):X P 120.
meldinto stone, s t ~ n c+e
GnoX shammI, P5 &Hextor (1 p a SO): AC 3; MV 9: HD 4: hp 22:
THACO 17; #AT 1; Dmg Zd4+3 (morning star); SZ L:ML s m d y (11);
lnt 10,Wio 14: X P 120.
Spherer:Major-AU, Combar Elemend (Fire), Heding (revnsed),
Law,N e c r o m t i c (revad), War: Minor~S-oning Sun ( r e d ) .
Spells Memo&d(3/3/1): lst-mnmmd, .dd&gh procemm fmm
p o d 2nd-barhkia flame blade, spirimd hammn; Srd--drSpelmagic.

Hy-/hy&-: AC 7: MV 12: HD 3/5: hp 15/25; THACO


17/15: #AT 1; Dmg 2d4/3d4; SZ M/L; ML average (8): Inr Smu (2):
AL N: X P 65/175.

nA
85
XP 270.
Notes: O p are big brura who live by raiding others. Il-tempcred and into t h e Jectioos related to the
nasty. they are often mercenariw. Folulcs fight as flinds, a d y0u"g fighr
as hobgobh.

Ogre nugc (1 per 24): AC 4; MV 9, fly 15 (B); HD 5+2: hp 27;


'IHACO 15; #AT 1: Dmg ldl2; SZ L (10' d); ML eliv (132 Inr
aceptiod (15); X P 650.
S p e d Abaci-: An ogre rmgc a n me the foflowing, each o n e per
d./:dvkncss 10' radim, fly(12 -). hvisibfiq,plpotph df(m
human), and Tencrate (1 pt/rd). Once pr b y he can assme p e o m
form, dram pbson, cone of o l d (range 60'. Dmg US), and sf-,

Orcs: AC 6: MV 9; HD 1; hp 5: THACO 19; #AT 1; Dmg ld8


(longsword): SW fight at -1 in sunlight; SZ M (6' d):
ML steady (12);
Inc a-gc (8): AL LE; X P 15.
Sp&dAbilitiex &vision 6#.
Nom: Ore use sniping and anbush arradw. They huc d-es and
elves and wiU fighc rhm hrsr F d w fight as hobgobh, and yomg
fight u gobh.

Or< chieftlia (1): AC 3; MV 9: HD 3: hp 16; m C 0 17; #AT 1;


Dmg ld8C3 (longsword); SZ M. ML elite (13); Inr v q (12); XP 65.

O r c sluman P5 ofEarth Dragom (1 per 100): AC 6: M V 9: HD 1;hp


5; THACO 19: #AT 1; Dmg ld8: SZ M; ML m d y (12): Int 10, W k
13: XP 650.
Sphcxs: Major-AU Combn~Elmend ( E d ) , Healing, Pmrmion,
Wearher: MUror-Di-tion. Guardian, Travelers, Wards. sula via this road, many
Spells Mrmo&d(4/3/1): lsc-me light worn&, a m , d- report to their Slavelord c
wd, rnzginl stone; 2nd--obs-mt, mist fim, spizimd h-er, 3r&
stone shape.
The eastern pan of the P
C k sub&&p r d s (1 +12 p a 150): AC 4; MV 9; HE 2: hp 11:
THAW 18: #AT 1;Dmg ld8+1 (longswunl); SZ M; ML steady (12); alternates between long
Int average (10);XP 15. d some of the cave
O r c witch doctor, M4
(1 p a 100): AC 6; MV 9: HD 1: hp 5; THACO
19; #AT 1;Dmg Id6 ( ~ & ) SZ : M; ML steady (12); Inr high
(13); XP 450.
Spells MmorLcd(3/2): l~t--grrae,mw'c m d , dep:ZnGESP,
web.
( s a zombies). The drowned
&g. (1-1O)c AC 4: MV 6; HD 3; hp 17: THACO 17: #AT 1;Dmg gob& battle frequently, with
l d l 0 (two-handed .word): SZ M (7' tall); ML &te (14): Inr very (12); knd only to be chased badr b
AL LE: XF 65. tion to the humanoid and
S p e d Abilities: in&vision M. es Nffers from sahuap utacks.

h g c h i d AC 3; MV 6;HD 5: hp 21: THACC 15;#AT 1: Dmg with his force and attadr
ld10+3 (two-handed sword); SZ M; ML clite (14): Jnt ve'y (12); bic name of the sahuagin e n d any sort of collusion. Towns
X P 120. tudcs carry additional SUppL
occasiody battle wid
W o w AC 6; MV 18: HD 3C3; hp 18: THACO 17; #AT 1: Dmg 2d4:
SZ M (5' long); ML s d y (11): Int low (6): AL NE; X P 120.

Slavers I 86
Empire. S h i p from the Scarlet &otherhmd, the Lordship of the Isles, southem coast faces fe$a monstrous thr
the Brotherhood-controlled Hold of the Sea Princes, and many inde- em one, with sahuagin pm& $ing very m

am& so far.

Southern Pomarj
This region comprises all the land due south of the Dachensgrab
Momrains. As one p a d s south and west dong the coast from Blue, lesser mining mads before rea+ Kalen L
the softer rock of b t region avlll hard and the landscape more Iy patrolled, with mercedary groups and sk
rugged T h e food+!& of the l h c h m p b s become visible from the most common types ofitravelm. Shelters at
rocky beaches o f the south shore, and palisade fom and smaU walled hug the road and they have developed into
t o m teplace the numerous caves. Despite the s m d i n e s s of the under- the travelers and the nearby miners.
lying ground the topsoil is enriched by volcanic ash. Short grass and
saub plans coyer aLnosr evmphmg, making the south- Porn+ a
is ever disturbed It is & o m if

abs are three larger m a & &I

rides by bays, the hilly center of the Pomaj has frequent rains (strong

ered a -boo place br


f has been lost in antiquiv.
grab are bisected by a bri& road le;
kos to Stoneheim Lesser U& lead

ing the heroes meet wan


swiftly is for the DM to
omters. one way to make the mp
heroes’ progress with a series of la
,

I I
Bridge HIGHPORT
This old scone bridge crosscs a 30-foot-deep defile. The spray of thun- Highpwt was once the center of a busding shipping 2nd made industry
dering water slicks thr stone. and crumbled railings make it hazardous that moved goods up and down the Wild Coasr and co and from the
to walk close to the edge. The ancient arch shudders beneath the weight southwestern and southeastern portions of the Flanaess. For a time the
of those who cross ic. Once an accessway to a mighty rower, only this population had a seasonal high of nearly 10,000,with additional num-
bridge remains as a memorial to a great battle fought 300 years ago to bers coming from the many sailors, mariner, and merchants who made
turn back a marauding horde of hobgoblins. Local humanoids fear the Highporr their temporary home.
spirits of those ancient defmdew and will cross the gorge mdes down- This all changed in 513 CY. Having been driven from the Lorvnils
scream to avoid crossing here! A Dexterity check is required co cross in the Hareful Wars just a few years before by the combined armies of
safely. the Ulek S C ~ W S . Veluna, and the demihumanr of the Kron Hills, many
of the humanoids fled southward inco the Pomarj. On the l l r h of
Cleft Pine Planting that year, the humanoids attacked Highport. While the ocher
A l o n e pine has been $it in two, as if by some might). woodsman's ax, towns in the P o m a i were full of men gone soit, the people of Highporr
yet still it lives. The sandy earth is fused info a gray, coarse mass, and were hard workers and supporred by sailors with years of experience
the air p r i d e s wirh life. This tree was struck by lighrning and is a fighting pirates. savages, and strange monsters from the deep. Five times
lighming rod for future storms. The air is charged and cream an the orcirh armies were repulsed from the city, but on the sixrh assault
uneasy firling in all r h o visit. In P hollow beneath ihc m e is a haunt, the gates were Sundered as the hour approached midnight and the
the wicked spirit of a hobgoblin shaman who seeks m possess a victim invaders encered the city. Large portions were ser afire, and any defend-
to lead friends into an ambush wirh his former tribe. The haunt is able ers who were caught were slaughtered, their bodies impaled on any
to use spells once it porscsses a host. sharp ohjects available and left on the city wall. Those who escaped
dubbed it the Night of the Bloody Spear, and the tale they d l has
Dusty Hills remained a rcrtimonial to the savage7 and dcterminarion of rhe
This land is b.&ed and barren. Lonely clumps of grass are buried by si& humamids of the Pomarj.
ing dust srirred by t h e restless winds. Grim/ clouds choke visitors. and Much of Highport was kfc in ruins. The orcs rebuilt enough ro
their journeys are &red by dnfm. The land has turned to dust and make it livable and eventually reopened the city for trade. A i firrr evety-
become the toy of plavful winds. These lands are difficulr t o rmvel due one avoided the port, bur some of the bravesr pirates finally decided co
to the blowing dust and dangers hidden by drifrs. Travel speed is halved, try a stay and found the new owners reasonably tolerant. T h e wmd
and there is the danger of falling into a dusr pocket rhar swallows the spread, and in a few years the sharrered ciry of Highpor was again a
traveler (save YS. penifkation or suffer I d 6 damage per round until res- common stopping place for naval trade, alchough thore captains who
cued). Travelers have become lost and wandered for hours in the dust chose to put to port here kept their hands on their swords and sevcrd
storms, some even choking to death (save VS. poison), 21 rhe bleached deck hands awake at all times. Evil men of many nations began co settle
bones of previous viciims of this wasteland attest. in the ciry, accepting the o m ar ugly brothers with the same black
hearts .u their own. Half-breeds of all sorts became common. Evil tem-
Edge of the World ples of the vilest SOK sprang up everywhere and waged subtle and grue-
From this ridge the valley below appears filled with the sky, as if a trav- some w m with each other. The town was ruled by a coalition of tribes,
der stood a~ rhe very edge of the world. This reflection of the sky is split by facrional disagreemenrs and blood feuds, with fighting breaking
due to hear waves forming a mirrorlike field chat conceals whatever out between rival groups a t least once a month. Justice was unknown, ar
chance encounter lies in the valley below. At the h e a t of the valley IS a right was determined by whoever had rhe faster sword arm. Pirates
pool of brackish water. Those who drink from it musc save YS. poison based here harried shipping all dong Woolly Bay and even into the
or suffer horn delusions of well-being even as any wounds ihey suffer Azure Sea. This c o m p r condition Irrted for over 50 years, with differ-
are actually doubled in severity. ent tribes gaining ascendancy at different points and at least two
human- and half-orc-controlled governments taking control during this
Summer's Candle time.
This 60-foot-tall spire of rock has a shape resfmhling a melted candle. With rhe rise of Tunorh Malr, some semblance of order returned to
A shiny deposit a t iw pinnacle captures and rrflecrs the suds light like a Highporr. Differences between rival tribes were crushed by the Despot,
gurering flame. According m local lore, x a certain rime of year the using he own troops, rransfer of members between mbes, and the power
light from Summeis Candle will shine the way co a Y ~ S L~reasurchoard. of his wizard and priest allies. A government loyal to Turrosh Mak was
While this spire m y be climbed, it is difficult (Climb Walls -10% p ~ in
c place and cstablirhed il reasonable (if harsh) system of laws to pre-
Dex checks a t -2). Those who stare into the focused rays of the spire vent the most grievous offenses and punish rroublem.&cir. A temple of
musf make an Intelligence check at half score or be blinded for 2d6 the Earh Dragon was consecrated m foster religious unity, and other
hours. The focused light can cause grass firer. temples (especially ones of the more dermictive gody) were warned that
any mass rlayings, plagues, OT other great ills that befell the city would be
blamed on them. Ship from the Scarier Brotherhood occasionally srop
here, although they fly other countriei flags or no flag at d.Ships from
the Lordr!q, of rhe Isles can d i o be found here, although they prefer to Incabulos (plagues, famine, dcsastezs), Hrntor (war, discord, vanny).
maintam a mom leginmare appearance and u u d y stick to the pom Iuz, Micdanrecuhdi (an Olman death god), N e r u l l (death, murder),
north of the Orcish Empire. Pyremius (poison. murder), the cult of Vecna (desmctive and evil
Now Highport is a dark, d i q city firmly in rhe grip of evil, but safe seccets), and ~ a r i o u shumanoid gods.
f& those that don't appear weak. The humanoid dirmcts within the city Of COUTSC not ev~qyonem Highport 1s a monomaniacal cutthroar:
reek of 61th, unwashed bodies. and romng meat, with the human districts many are merchants and other people (not necessarily h u m s ) just
being in a somewhat more tolerable sfare. Many of the buildmgngs still looking to do business, and are just l e s s concerned with the sort of per-
show burns and damage from the Nighr of the Bloody Spear, but most son who pays them for their goods. A wide variety of shops, inns, and
thar were present st chat time have fallen down or been renovated by the taverns exist in Highporn, serving the rough-and-tumble clirntele and
new inhabitam. Same parts of t o m are l i d e more than open fields with providing t h e basic B ~ I Y ~ C Cthat
S are necessaq to all: equipment, food,
large and small tents, where drunken raJors, poor mm~enanes,and out- clothing, and EO on. Ir i s quite possible for adventurers to make their
casts of many * x e s grab a few hours of sleep at any hour of the day. A way into the town in the guise of mercenaries and sumive for quite
large area devoted to warehouses COVCIS p a r of the shoreline, and the some time as they investigate the Slavelord operation h a t . Heroes who
damaged city walk have been rebuilt. Large sections of rhe city are unused indiscriminarely attack people in the cow" just because they live here
and are likely to hold squatters, vermin, wizards, or monsttrs seeking should quickly discover chat moat of the common people in town aren't
some privacy or secrecy, and even Some rogue undead (eirher animated by evil. Even s o m of the humanoidcmany of which have grown up here
one of the evil temples and abandoned or long-dead citizens clingkp to and have become more civilized than their nomadic councerparts--are
unlife through sheer force of will and looking to avenge their deaths at good or neutral.
the hands of humanoids). Should the heroes spend time in Hlghporc, they can undertake many
T h e temple of the Earth Dragon i s a renovated temple of Xerbo that s o m of jobs to provide a cover for their existence in the city. Just like
was looted and damaged during the sacking of the city. Othrr dark anywhere else, inns and other businesses arc in need of freemen employ-
deities with temples here include Beltar, Eryihnul (hate, slaughter), ees. Freemen tend to have a better spirit and work ethic. and they aren't

warehouses 0
- 400 800'

c]buildings with OTCS

Slavers 90
likely to run away like a slave would. The less genrle members o f &e Dmg 1 ; SA direarc; SZ T ( I ' long): ML unreliable (3): lnr a n m d (1);
group can join the ciry guard, answering disturbance calla and locking AL N: XP 7.
rowdies in the jail (although they might hesitare when a person's offem
es require him or her IO be sold on the block). T h e tent fields are in Stirges (3-30): AC 8: M V 3, fly 19 (C): HD l + l : hp 6:THACO 19:
need of guards to keep those areas safe ac all rimer. The lands around #AT 1; Dmg ld3: SA blood drain (ld4): SZ S (2' wxng.pan): ML
Highporr still contain some intersring ruins, which may be of intet-esc average (8); Inr animal (I): AL N; XP 175.
to the more i n f l u e n d people in town,requiring &e employment of Norcr:A stirgge bccomes gorgcd on 12 h p of hlood.
adventurrrs who can be trusted more than p r average dirty soldier.
T h e cicy has some strange allies and some unusual vermin. A flock of Trolls (1-2): AC 4 M V 9: HD 6+6: hp 36: THACO 13: #AT j:
harpies mscs in a pair of rhe onused wnrchrowers. They scour the near Dmg ld4+4 xZ/ldX+4: SA f 8 IO damagc wlrh weapon: SD rcgcnerarrr
part of the bay in exchange for food and pretty trinkets. Some of the 3hp/rd; SZ L (7' tall); ML clirc (14): Int semi (4); AL CE: XP 1.400.
braver people in rown have ramed giant weasels as pets or guard ani- Spccial Abiliocr: Scvrred limbs conrinnc to fight. Tvollr don't fear
m l r , while wild ones run free in the abandoned p a r r of rown. A m t e d death. They can throw scones (Range 20 ydr. Dmg Ids).
pair of hill giants him themselves out t o different groups as bodyguards
or laborers, and they compere for work with a single pack of rrolls that Weasels, giant (1-8): AC 6: MV 15: HL) 4+4: hp 24; THACO 15;
liver in town. An extended fnmily of ogres works as a meicenay group #AT I: Dmg Zd6; SA blood drain (Zd6) M (5' Ions): ML average
(either on land or on a pirate ship), and the remple of Nerull has an (9): Inf animal (I); AL N: XP 175.
agreemen? with a pack of ghouls that lives outride the city. Many p a r s
of town are prone to hordes of giant racs sweeping through an enrire I. Temple of the Earth Dragon
neighborhood, and casks of oil are kept ready for lighting co act as bar- This building was once dedicated to thr Sue1 god Xerbo, but was des-
ricades for the rodents. T h e local stirge population helps keep the num- ecrated on the Night of the Bloody Spear. Wtth rhe ascendancy of rhc
ber of giant rats relatively low. but they chemselws are dangerous new Slavelords, the damaged temple was stripped of its old religious
enough that the harpies have been hired OI kill them off (an effon that icons. rebuilt, redecorated, and consecrnrcd to the Earth Drappn. Its
has so far been unsuccessful). view of t h e harbor i s unrestricrcd, and ic rs a frequent stop for visitors
of all races, because the priests there charge the lowest r a w for cure
Ghouls (1-12): AC 6; MV tl: HD 2: lhp 9 THACO 19: #AT 3; Dmg spells. They are subsidized by the Slawlords, so they can afford i f .
ld3/ld3/ld6 SA pzaly& d6+2 rdr: SD immune 10 & a m and sleep: and merely require a small payment and a prayer co the Earrh Diagon
SL M (5' tall): ML steady (11): Inr low (5): AL CE: XP 175. from anyone reeking healing. T h e temple also sees a lot of rraffic
Notes: Thorc slain by a ghod will m e within a day as a ghoul. compared to other churches in town because ic ts dedicared to one of
the few protective gods in the +.The high priest here is Noforh, B
Giants, hdI (1-2): AC 3: MV 12: HD 12+2 hp 62: THACO 9:#AT 1; half-orc. H e is assisred by rwenry lesser priests and ten acolvtes.
Dmg 2d6+7; SA hurl r o c k (Rg 200 yda. Dmg 2d8): 52 H (16' d):
(s); AL CE: XP 3 , m .
ML c ~ i t e(13): int iaxU Nofoah, half-orc P9 of Earth Dragon: AC 6 (scrlmnil): MV 12: hp 45;
S p m d Abilities: Hd g m i s prefer to arrrck from hxgh ground. They THACO 16: #AT 1: Dmg ldh+4 (pick. Earth Dragon bonus): SZ M:
cam catch ciripillt missiles (30%). ML srerdy (12); Str 12, L)cr 10, Con 14, Int 11. Wis 15. Cha 10:
Nores: Females fighr i t - 3 young Gghr as ogres. AL LE; XP 650.
S ~ P CEquipmcnc:
;~ putiu" of cxrir-hding.
Harpies (1-6): AC 7: MV 6, $15 (C): HD 7; hp 35: THACO 13: Spheres; Map-All, Combat. EI~menrrl(Earth), Healing. Prorcctinn.
#AT 3; Dmg ld3/1,13/ld6; SA smgmg. cham: SZ M (6' tall); M L elite Wcarher: Minor-Divinriion, Guardian. Trivcleis, Wards.
(13); Inr average (8): AL CE: XP 975. . $ d s Memorizcd(S/5/3/1): lsr-blighc, a m light wounds,
SpmdAb;/ici~s:A hwpy's song has the a b d q ro charm. Charmed darkness, map~'c.dsmrc, h i U r l a h : Zmd-auprfi fire bladc, hearmed
v ~ c i m srauchcd by a harpy arc stunned for ZOfldlO hours. oi~miiemmt,+ h d hmmcc Ird-caU lightning ( ~ 2 )dispd . magir
4rh-nire rcrious wounds.
Ogres(Ib):AC5:MV9:HD4+1:hp28:THACO17:#ATl:Dmg
ldIO+2; SZ L (9' tall); ML icedy (11): Inr wmge (8): AL CE: Earth Dragon priests, PZ-PI: AC 6 ( s c d m i i l ) : M V 9; hy b/Ievel:
XP 270. THACO 20 (PLP3) or 18 (P4-PS) #AT 1: Dmg ld611 (pick): SL
Ogres are hlg bmtcr who live by midmg others. Ill-rempcred and
NOIES: M ML champon (15): Srr 11, Dcx 13, Con 13, Int 9, Wis 14, Cha 7;
and young fight
nasty, they are ohen merceniri~s.Females fight is flmds. AL N: XP 65/120/175/270.
as hnhgoblms. e s : per day: hghghior m a ~ x & r o n r : +l to savcs 1,s.
. S p e c i ~ A b ~ l i c ~Oncc
physic& damage while coaching ground.
Ogre chieftain (I per 16): AC 3: MV 9; HD 7+1; hp 37: THACO 13; Sphms: Mqor-M. Combat. E l c m c n d (Eanh), Healing, Pror~inon,
#AT 1: Dmg 2d6+6, SZ L: ML steady (11); Inr z v m g e (8): XP 975. Weathrr; Minor-Dwinrrion. tioardim Trrvcleri, Wards.
Spclls Mcmoiized: DMr choice.
Rats (2-24): AC 7; M V 15, swim 6; HD %: hp 2: THACO 2D: #AT 1;
2. Warehouse District Sphcrc.7: Major-All. Chaos, Comb ac, Prorrcrion, Summoning:
r warehouse districr, these large buildings provide M~n~r-Guardian, Healing, Sun (revcrseci).
Spells Memormd(3/2): D M ' s chorcc.

6. Temple of Mictlantecuhtli
This temple is an oddity; the 01- gods are normally only worshiped
Orcr (6-24): AC h: MV ii: HD 1: hp 5: THACO 1%#AT 1; Dmg Id8 zn the jungles ofthe Amedio and Hepmondand to the southwest and
(longswmd): SZ M (6' rill): ML s w d y (12): l n r average (8); AL LE: southeast. However, this particular temple was established by former
Olman slaves from the Hold o f t h e Sea Princes (which long conducred
slaving operations in the Amedio and was taken over by the Scarlet
Soldiers, F3-FS AC 6 (scalemail); MV 9: hp 7/levd; THACO Brotherhood). The Icadcr of this minor cult i s Lipacarihlr, a worshiper
18/17/16/15/14/13: #AT 3/2: Dmg Id8 (longsword); SZ M: ML ofthe death god who bicame a priest when he and his lellaws reached
elite (13): Inr 9,Wtr 10; AL LN; XP 6S/lZO/175/270/420/6jO. the Pomarj. Lcpacatihli hates the Scarlet Brorherhood and would flec
the city or attack in a mad rage if he were to learn that the Rrotherhood
3. Lighthouses was behind che Siaveiords. His followers have co wscrain him when he
These three towers have been roughly converted to lighthomer; each is hears that a Brotherhood ship is in port.
l i d e more than a noimal defensive rower with a beacon hntem mounc-
ed on che cop. These are normally manned by humans or half-orcr, Lipacrtihli, male h u m F3/PZ of Micrlamrecuhrli: AC 4; MV 9; hp 16:
since the hummoids are pained bv the brighmess of the hghts. THACO 18; #AT I : Dme.. Id6 (quartcrmffi
.. SZ M; ML c l ~ i l,r n n ~(IS);
, ~n
Srr 13, Dex 12, Con 15. Int 8. Wa 14, Cha 7; AL NE: XP 65.
Soldim, F3-FS AC 6 (scalemail); MV 9: hp 7/leucl; THACO Special Abiiiricr: Once per day Lyhr or mapfi'c;d m n e : +I IO saves VI.
18/17/16/35/14/13: #AT 1 or 3/2 (F7-F8 only); Dmg ld8 physical damagc w I ~ &t e u c h q ground.
(longsward); SZ M: ML elicc (13): Int 9, Wis 10; AL LN: Sphcms: Map-All, Astral. Combat. Element~l,Nccrominnc, War:
XP 65/12@/175/~70/42n/650. Minor-Charm, Diuinrnon, H~almg.Law.
Sp& Memorrztd (2): DMs choxc.
4.Temple of Gruumsh
This temple has seen better days. While Gruumsh war once a great 7. Lord's Palace
patron for the 0 x 1 of the Pomarj, his faith has been driven out and dis- This large building was once thr residence of the lord of the city,
placed by the Earth Dragon Culr. This trmple is little more than a one- Prince Kevram B i l m o . (The Bilarrn line is an offshoor of Prince &kin,
s t o T house with a large eye painred above thc door. Nahbok. a priesr the human that united the Drachenrgiab territories in the middle fifch
of Gmumsh, lives here and gerr by on donations and payments for &e cmtury CY.) It resisicd rhe artacks 01the OTCS long afrer they had taken
few spells he can cast. E v e 7 few months hc manages to save enough the Test of thr ciq, since rhr wizard Bilarro had built his castle with
money to purchase an old or weak siave lor a sacrifice, which draws several strange enchantments thar allowed ifto repel or consume those
more interest to the remple for a few weeks before it tticklea off again. who would see if ldl. When rhe city fell, the remaining palace staff
Nabbok would be happy co help jlmusr myone fight againsr the Earth fled, and the palace irselllay abandoned for many yeears; rhe moans of
Dragon Cult AS l o n g s his help couldn't be traced back to h m those that i c had consumed could he heard nighrly. Whcn the
Slavrlordi took over. rhe wizard Markessa was able to decipher the
Nabbok, male O ~ shaman
C P3 of Gruumsh: AC 6 (sc& mile): MV 9: enchantmenir on the palace and ~ n c e iIt . was thcn ref up as the base of
HD 3: hp 15: THACO 19; #AT I;Dmg Id6 (spear): SZ M: ML $ready op~rationsfor the new leaders of Highpox.
(12); Int 10, \Vis 13; AL LE; XP 420. The palace district 1s surrounded by a smjller wall of similar coli-
Spheres; Major-AIL Combat, Law, Sornmoning, Sun (remsed), War; stmccion co rhe city wdl. Because of chis defensive scmctuie, die
Minor-Dimneion, Elernen rd (Earth, Fire), Heding, Neciomannr, humanoids were delayed in entering this area and had spent much of
Protccnon, Wards. their rioting on other parrs ofthe ciry, and so die buildings here are
SpeuI Mcmonkd (Z/l): lsc-bhghc, shdldagk Znd-spinrud hammer almost inracr. T h e palace irsclf still m a i n s its enchantmenrs against
besiegers, although the current znhabiranti do not know how to rearti-
5. Temple of Yeenoghu "ate them, and so it is not as cffectivc in rhe hands of the Slavelords as
Most polls of the city that live on rhc east side pay homage to it was during the humm reign in Hishport.
Yeenoghu, demon prince. Rafgurant the p o l l i s the brother of Lonosh. In addition co the mundane rtalf and the five dozen human and half-
leader of the Blue Eye rribe. The two get along well and meef ac least OK guards, the palace 1s inhabird by the two Icaders of Highport-ne

once a season 10 exchange news and mates. a doplicarc of Markessa. the other a half-orc fighrer. Thr cwo loathe
each other, and ic i s only rheir loyalv to rhc Slavelords that has kept
Rafguraat. p o l l shaman P4 of Ycenoghu: AC 3: MV 9: HD 4; hp 23: them from killing each orher.
THACO li: #AT 1; Dmg ld6+1 (flail): SZ L; ML steady (11); Inr 10, Markessa takes great pride in chis particular duplicate. which
Wir 14: AL CE; XP 120. Slavelord BTother Kuiin nicknamed "Tanra" (the Sue1 word fov gold).

Slavers
Braks is a brucish half-or', looking more o x rhan human. He is very
strong (I 8/45 Srrength) and commands automatic respect from o m
(Charisma 18 m arcs). He was hand-picked and tramed by Theg
Narlat as a youth and may rake his menmr's place in the Slavelords
when Theg decides to retire.

Braks,halfdrr male F8: AC 2 (chammad +2, shield); MV q: hp 58;


THACO 12 (9 with long.word +Z,Srr banns): #AT 3 / 2 ( 2 nth
longsword, specialiratmn): Dmg ld8+S (longsuord +2, sprcialinnnn. Str
bonus); SZ M (6'1''~alI): ML e l ~ f e[13): I n i 1 3 AL LE: XP 3,000.
S p m d Abdicics; iniiavisian 60'.
S p c d Equipmcm m g of vamjmc mgmeiaiion. ?.?le lsvcndci ioiin
.srone (absorbs spFellsup to 4th I+

8. Temple of Beltar
Rather than being a normal building on the sudace, Air spot has a aid?.
mouthed tunnel leading downward, fmally teminating in L small subrer-
ranean area. The altar is on the far end of the cave, and che prmts live in
small alcoves dug in the sides of the main cave. The high prierr of this
crmple i s the female OIC, Kurrsh. The temple is strongly rupponed by the
Scarlet Brotherhood, and the priests make weekly samiElccr m this foul
goddess. Two zombies guard che temple ar dl timm.

Kumh, female o m shaman P6 of Bel= AC 6; MV 9; hp 30: THACO


IS: #AT I : Dmg Id8 (longsword); SZ M; ML srtady (12): Int IO, Wir
1%AL LE: XP 650.
Sphcrcs; Major-AU. Cham Combat. Elemental (Earth), Summoning:
Minor-Divmrrion. Hcdmg, Necmmannc, Sun (reverscd).
SpcUr Memorized ( 3 / 3 / 2 ) : DMr c h o i c ~ .

9. House of Quiet
Ot all oiilicMarkessa duplicates, chis one looki f l x xmov like r l v o n g ~ This odd businrss is a restaurmc set in one of the less used parw of
~ the golden hair. However, this one maker herself look
inal, P V F co Highport. Its owner, a mind flayer called "Quiet" by the locals (his
slightly dcfferent by putting broad snipes of metallic gold makeup illirhid name is unpronounceablr. and he prefers silence over canversa-
across her cheeks, giving her a strangely savage yer a m a c d ~ elook. cion), runs a well-kept esrablishmenr catering to those in town who pre-
fer a less rowdy environment to dine. The employees are all slaves who
have been chaimed by Quiet and happily s e n e t h m new friend and
master. The primary rule here is that silence is of rhe utmost impor.
tance: any conversation above the level of a whisper is forbidden. Those
who cause rroublc here roifer a mind blast fmm rhc illithid and are usu-
ally charmed before being turned over to guardsmen. The normal pro-
cedure is to interrogarc the offender and, if found guilty, TCCUIII him OT
her to Quiet. The mind flayer either keeps the person on staff as a slave
and as ,in example to those who break his rules. or uses him or her 3s
food. It might seem unusual rhat the residents would tolerate a mind
flayer, but Since chey spend rheir days wiih people who buy and scll
other intelligent beings as a matter of course, a CICPNCE rhat cats ihem
doesni seem ourrageous, especially given rhe appetites of some ofrhe
humanoids.

Quiet, mind h y r r : AC 5: MV 1 2 HD 8+4; hp 4 4 THACO 11: #AT


4; Drng 2; SA mind blast; SZ M: ML champm (IS); Inr g e n u [IS): A I
LE: XP 9,000.
The Mad One, male human P7 of Inclbdos: AC 6 (scdcmail): M v 1 2
hp 30: THACO 16 (15 with sraffofihc serpeni): #AT 1; Dmg 2dZ
(smffafrhe q x n r ) : SA poiran rirack: SZ M (4'11" d l ) ; ML &re (13);
Sir 10, Dex 9, Con 9, Inr 15, Wls 13. Chr 14; AL L N XP 1,400.
Specid Abilirm: reslitant to dtaerre and slinles (20%). hyF"o~r,~m,
drr+se.
Sp&d Equipment: r r a i F o f rhe serpcnr(addcr).
Spheres: Map-All, hsrrd, Herlmg (reversed), Nccromrnric
[rmrsed), Summoning. Sun (rcucrsed): Minoi-D~vmari~n.
Spds Memorizd(4/3/2/1): DMs choice.

12.Temple of Hextor
The temple of Henror i s more of a training fadicy thln a remple. Once
a smdl warehouse, it was stripped o f irs furnishings and filled co capaci-
ty with slaves and prisoners of war, who were then slaclghtered co a
man. Now the five priests of the Scourge of B a d e hold worship semic-
ES here, as well as training the devout in war. The high priest is Satran,
a grim m.m with gray hair and a lusr for war.

Sacran, male human P6 of Hextor: AC -2 (Fl,zrp mad o f tihcrcaineii):


MV 9; hp 42: THACO 18 (I7 wrrh morning scar): #AT 1; Dmg 2d4+1
(momingsrrr, Str bonus): 5 2 L: ML steady (1 1): Inr 10,Wxa 14;AL CE:
or be m n n r d for 3d4 rounds). Ar r r U (7th I w c l t ~ h , ~penon,
rn <harm XP 120.
m o m m ruggesrioii, ESP, lcvic,m. arrrdpmjertio~rpiam r h h Catlscs a S p m d Equ;pmenc p i m mati oicrhcre;iincn ( 5 chrrgrr rcmammg).
4 pE"lIrY I"s a w s irs puwerr. Sphcrc.7: Major-All, Cumbar, Elemmcd (Firc), Healing (reversed).
Law. Nrcrornmoc (revcrscd), War: Minor--Summonmng, Sun (rercrrcd).
IO. Temple of Erythnul Sp& MemoiUed ( 3 ] 3 / 2 ) : lar--command, rhi!/d& pioiecrion &om
This temple is a convened hurcher shop. The single p r i m i s m odd- good; 2nd-barkskin, f l m c hladr spmmd h m c r 3rd-cai1rc dise
looking human who has very feral fearurer, as if he were pax gnoll. dispel magic.
This man. Renchen, IS a priest of Erphnul. He preaches co the people
sleeping in the nearby rent distnct, sometimes during the day and some- 13. Temple of N e r d
times in the dead o f nighr. This hardly makes him popular, and it i s When Torish soughc to m&e a temple fa h s god in this city, he was
only his power as a priest chat keeps people from q i n g eo use force co d r a m to this location-an orphanage where humanoids murdered all the
shur him up. Srill, many pirares and humanoids pay him for a blerring young iesidenrs in then hiding places. Torish had rhe windows boarded
hefoore they go raiding. up and the building painted black. He and his two nssistants hold services
every week to the Hater of Life, romerirnta attended by murderers-to-he
Rcnrhen, malt human P8 of Erythnd: AC 7 (leather t l ) : M V 9: hp 48; or especidly n a q humanoids.
THACO 16 (14 with m c e + I , Srr bonus): #AT 1; Dmg ld6+3 (mace Torish himself i s a normal-appearing man in his early dunies. When
+I.Sn bonus): SZ M (6'8" rdl); ML d i r e (13); Srr 17,Dex 9, Con 9, he is encountered outride the remple, it I hard to believe that this man is
In? 13, Wir 14, Chi 6: AL CN;XP 975. a heartless killer.
S p h m r : Map--Ku. Cambar. Hcalhg (reversed). Nccromvlric
(rrucrr<d),Summonmg: ~Mxinor-Cmtiun, Pratrmon, Sun (m=rcd),War. Torish, mllr hunun P6 of N e d : AC 4 (banded m i q ; hW 9; hp 25;
SpcUs Memorircd(j/4/3/2): DM's cho~cc. THACO 18; #AT 1: Dmg Id6 (staff); SZ hl: ML clife (13): Inr 8,
Wis 12 AL CE; XP 120.
I I. Temple of Incabulos Spheres; Major-AU, Astral, Combrr. Cuardm, Healtng (revcrsrd),
The priesr of this tcniple is. to pur it bluntly. a madman. He ~creamrat Necromannc (reversed). Stm (reversed): Minor-Cham, Dirinanon.
any hour of the day or nighr, calls out prayers to his god and mrses on +<!Is Memommi ( 3 / 3 / 2 > :1ST-cmsc light wounds, darknnerr, m+i
unseen enemies, casrs nmncy and rocks into the bay, and burns black stung Znd-holdpmon, rilmcc IS radius, rpximal ham me^: 3rd-mm
candles whenever a ship enters or leaves pon. So far, the Mad One has bimdmsr, _use disease.
not harmed anyone in the three years chat hc has lived here, and the
cown has been free of plagues during char rime, so the authoriries lec 14. Temple of F'yremius
him s t y . The iemplc is just am abandoned house with a bar of bronze This place is a mixmr~of temple and storcftonr. Malm and her
twisted inro the shape of a possession nine nailed to the door. People r c o l p ~spend most of cheir cxme between services prcparing poisons
leave coins in front of the door 10 ward off sickness. and flavorful sauces, which they sell to anyone interested. While

Slavers 94
Pyremius i s also a fire deity, pressure from the Slavelords has caused the ld6; SD half damage from bladed weapons, immunc IO mmd-affecting
priests to limit their preaching of that aspect of rhe god. spells: S Z M (6' tall) M L feidear (20): lnt non- (0); AL N; XP 65.

Malav, f e d e human P6 of Py~mius:AC 6 (scnlcmad): MV 9:THACO 17. Temple of Maglubiyet


18 (15 with ciasrbow ofxcmcy): #AT 1: Dmg ld6 (quamrsraff) or Maglubiyet, the head o f the goblin and hobgoblin pantheon, requiru
ld4+1 (rrosbow o f z m r z y ) ;SZ M; ML av~ragge(10); Inr 10, WIS12; sacrifices every new moon of cream re^ with souls, and rhe priesrr of this
AL NE XP 420. temple (both goblin and hobgoblin) are happy to oblige with fresh
Spheres: Major-AU, Combat, Creation, E l m e n d (Firc), Guardian, slaves. T h e high priest is a hobgoblin shaman named Jukko,the spiritu-
Summontag: Minor-Divmarion. Healing, Nmmnanric, Plant, al leader of the goblins and hobgoblins of the city (while ~ O S pay C
Protection. homage to the Earth Dragon, they retain loyalty to t h e i r racial parron).
Spells Mcmorikf(3/3/2): lsc--cauie /i$r wounds, darkness, derea
snzr-: 2nd-flame blade. hear meid, rcrik fire; 3rd-pmteciion &om Jukko, hobgoblin s h a m P4 of Maglubiyec AC 5 (<hakail). MV ?:
fire, p,worcchnics. hp 21; THACO 1R: #AT 1: Dmg 1dX (bade-ax): SZ M (6' tall): M L
steady (11): Int 10. Wir 15: AL LE: XP 35.
IS. Temple of Iuz Spkres: Major-All, Combat, Divination. Healing. Necramnric
Marten is a very unpopular person in the city. He conrtantly corn- (reversed), Sun (ievmed), War; Minor-Charm, Crcmon, Guardian,
plains about the Slavelords, how he should be in charge of Highporc, Prorccrion, Summoning, Wards.
the living conditions in the city, the lack of reverence for the great Sp& Mcmoilzrd(5/3): DMs choice.
Iur, and anything else that happens to haw earned his ire that day.
T h e Slavelords toleiate him because he irritates ~ U I Cabour everyone IS. Stockade
and acts as a lightning rod for peoples' anger. The priest SEEIIIS co This fenced-in area is guarded by wamors with morrbows loaded with
know just when to get quiet, f i r t h e Slavelords will eliminate him if sleep-poisoned bolts. It contains a large open yard m front of a raised
he goes too far. platform from which slaves are auctioned, a small smithy for making
chains and collars, and a big building with m y smaller rooms in whxh
Marten, d c human P4 of I-: AC 7 (studded leather); MV 12; hp 2 0 the slaver are sorrcd and detained. Normal procedure is to bring new
THACO 18 (15 with ruffof~rtrikmg):#AT 1: Dmg ld6+3 (sraffof slaves in from Lhe docks, s m t OUT the healthiest ones, and send them info
.smkinp);SZ M: MIL champion (16): Int 9,W t 15; AL CE:XP 175. the building with the goal o f preparing them for the weekly trip ro
Spec&/ Abhies; change rc/f(l/day). Kalen Lekos in the Drachensgsh Hills. The inferior laves are washed
Spmiai€qc~ipmenc;s r a f f o f s m h g (13 charger). up. given some gruel, locked in some of rhe rooms overnighc, and then
Spheres; Major-AIL Chaos. Cham, Combat, Healing (reversed), sold on the block the next day. T h e opening price for a typical human
Nccramantic (rcversed), Summoning, Sun ( w m e d ) : Minor-Divinnmn. slave starts at about 5 gp here, with demihumans (especially dwarves and
Spells Mcmoiz~d(5/3): I s c c a u . ~ li$r
e wounds. rommind, darkness, elves) starring a t up co three times as much. At the end of the day, any
derecr good, derecr anares 2nd-flame hladc. hear mrrai, m i s t fire. unsold slaves (particularly ones that weren't accepred st the opening bid)
are auctioned singly at a discount or in lots at the single-slave rate. This
16. Temple of Vecna is nomially where the temples pick up their sacrificial victims: ?hey aren't
T'hhe in Highport has only a handiul of low-level priests,
milt o f Vecna too picky unless a special ceremony calls for a quality sacrifice.
led by a necromancer n m e d Gotro. T o ~upplemenrGotco's dozen skele- T h e auctions are open to anyone within the fenced area, and bids
ton ~ r m m c sthe
. dt has tamed a young basilisk, which i s used 10 guard must be in incrementS of 1 sp. Chains on a slave c o x an extra 3 gp, but
the temple in the off hours (&e basilisk normally wears a gauze head- a buyer can provide his own chains OT roper and noc pay this e x m fee
dress that prevents it from inadvertcnrly using irs rrony gaze). The (city law requires that newly bought slaves cannot be removed from the
priests are allowed to keep such a dangerous czeamre because they have stockade unless they ace in remaints).
worn co employ it in the defense of the city if necessary Much of the menial labor in town is provided by slaver, and with the
numbas of humnnoids around the rate of amition for some n p e s of
Gotto, male human N ~ c AC
7 7 (Dex honor); MV 12: hp 23; THACO slaves tends co be high. especially since the humanoids tend to be very
18; #AT 1: Dmg l d 6 (quamrstafn; SZ M M L champion (16): Inr 1 5 . cruel m slaves, shortening their miserable l i f e spans considerably. Some of
Wlr r): AL CE; XP 175. the wealthier (and evil) warriors sametimes buy slaves, set than free out-
Special Eqciiprncnc d w afmeezmg and chokinp (13 packets); pomnr side the city, and then hunt them down llke animals. Stories of this hunt
ofrconc to flesh, gimc c o n i d m d undeadionmd circuljte among the s l a ~ e sin the stockade. and so they will be fenrlul and
S p d s Memorzed(4/3/2): D M i choice. unrmsting of any "benefactor" who chooses ro "free" than outside of the
city unless exceptional measures are taken to prove good intentions.
Basilirk (1): AC 4: h4V 6 HI) 6+1: h p 31; THACO 15: #AT 1; Dmg
l AL N: X P 1,400.
l d 1 0 SA pcrn@; SZ M ML steady (12): 1nr ~ U n a(I): 19. Guardhouse
Braks houses the ciw p a i d here. The guard usually numbers abour one
Skdetons (12): AC 7; M V 12: HD 1; hp 5 : THACO l?: #AT 1: Dmg

95
day. Mv l .i guards are humans or humanoids of lev& 1-3, with a few
0 Orr chiefrain (1): AC 3: MV 9:HD 3: hp 16:THACO 17: #AT 1;
officers of levels 4-6 thrown in to take care of routine matters. Dmg ld8+3 (longsword); 52 M: ML elire (13); In< m y (12); XP 65.
T h e guards travel in groups of ten and respond quickly to any drsmr-
bances. They are asily identified by a blue rash tied diagonally amoss Orc rhmsn PS of Ea& Dragon: AC 6 (scalcrnril); MV 9; HD 1: hp 5:
the shoulder and chest. Each carries a signa! horn in addition co his own THACO 19; #AT I : Dmg ld6+4 (pick, Earth Dragon bonus): SZ M:
we+mnr and eqmpment, which i s used to call for help with something MLrrcdy(lZ):Int1O,Wir 13:XP650.
that is too much for only ten men to handle. Pulling a weapon on a Spheres: All, Comhar, Elcrncnral (Earth), Hcding, Protection, Weather:
p a c d is grounds for impnsonment (should the offender rumive being Mho.-Divination. Guardian. Travelers, Wards.
subdued), while striking a guard with a f i s t is somewhat less serious. Spells Memorized (4/3/1): lst--cau.~e hghr womds, darkness, d e i m
Most offenses are punished by tines or temporary incarceration m the 4 m a g i d sronc 2nd-obscuremmnr, resist fire, rpinmdhammcr, 3rd-
jail beneach the guardhouse. T h e more serious crimes resulr in execution m n e shape.
cn enslavement as decided by Tanva and Braks, who review all records of
crimes a\ part oftheir duties as iuleis of the city. Orc witch doctor, M4 (1): AC 6 ( m g ofpmm&n+Z, Der bonus);
MV 9 HD I; hy 5 : THACO 19: #AT I: Dmg Id6 (quanrrsnfQ SZ M:
20. The Fat Cow ML steady (12); lnr high (13); X F 450.
This food store (mainly dried meats) LS only unusual for ici patron, a Sprih Memorized (3/2): lst-~care, magic misde, s/eip: 2nd-€SP,
nondescript man named Shem. Formcrly a mercenary ~ ?he town of
I
I web.
Fax, he packed up his things and moved t o Highport when Turrosh
Mak took over. However, Shem has not been himself for some time. Humanoid Districts
H e is actually under the control of his short sword, an intelligent Each of the humanoid disrricts in t h e ciry tcndr co be exclusive to one
weapon thai h a dominaced him complerely. T h e sword, Mouth ofa sort of humanoid. The ea~rcrnpart of row" has gnolls: the wesfern part
Graveyard(see the New Magic Ircms appendix), is inhabited by the has hobgoblins, goblinnr, and small groups of norkerr. T h e sourhwestern
spiric of a paladin who wishes co overthrow the Despot. The paladin hummoid disrrict i s another goblin haven, and rhe small group near the
has established this business as a way for her to observe what goes on Lord's Palace i s enrirely composed of orogs. Like in the O K parts of
here and figure out a way to strike ar Tunosh Mak. So far, she (the town, the buildings in there regions are in a state of disrepair and s m d
sword) has been unable co determine where Tutrosh Mali lives (the foul. The only exception m rhlr pnrtern is the orog tribe, which LS near-
Despot is assumed to live in Stoneheim, bur she cannot determine ly indistinpnhablz from a human district except for the decorations
where), which has been rhe greatest hindrance to moving forward. (Of they use.
EOUTSL, Turrosh Mak actually spends little time in Sroneheim, which is
why t h e paladin-sword W haviy such a hard time finding him.) Bugbears (G24): AC 5: MV 9: HD 3+1; hp 16; THACO 17: #AT 1;
Dmg 2d4+2 or weapon +2; SZ L; ML snady (1 I); lnr low (7); A L CE;
Shem, m a l e human F5: AC 7 (shield, Dea bonus): MV 1 2 hp 32: XP 120.
THACO 16: #AT 1; Dmg ld8+1 (longswmd+l): SZ M: ML s w d y S p m d Abriiiirr iniisvirion 60'; Move Silcndy 80%: -3 to su'p~ire.
(12); Srr 14. Dex 16, Con 9, Inr 9, WE 8, Chi 7; AL NG: XP 65.
Specid Equipmrnc: Movrh o f 2 Gramyard. Gnolls (Z-lZ> AC 5: M v 9 HD 2: hp 1I ; THACO 19 #AT 1; Dmg
2d4 (broadsword); SZ L (7' call); ML steady [I 1); Ini low (6): AL CE:
Orc Districts XP 35.
Each of &e OK districts on the map is home to one minor tribe of o m .
Their buildings are universally mn down, and the entire area smells par- Goblins (PZ4): AC 6: MV 6 HD 1-1: hp 4; THACO 2 0 #AT 1:
ricularly bad. Orc hunring parries make daily forays inro the grassland Dmg I d 6 (shorn sword); SZ S (4' d l ) : ML meragc (IO): Int low (5); AL
outside of rhe c i in~ search of meat io supplement the food 'hey buy, L E XP 15.
and those on the waterfront do a lor of fishmg as well. Unlike in Elredd,
rhere is very l i t t l e rerrirorialisrn between the districrs. Orcs can enter the H o h p b l i n s (2-20): AC 5; MV 9; HD 1+1; hp 6; THACO 1 9 #AT 1:
human areai, and vice versa, but them i s little incenrive to do so other Dmg Id8 (hartle-ax): SZ M (6' tall); ML steady (11): Inr averagc (8):
than as a means TO get to another parr of town. AL LE; XP 35.

Ora (6-24): AC 6; MV 9; HD 1: hp 5; THACO 19: #AT 1; Dmg 1dR Ogres (1-8): AC 5; MV 9; HD 4+1; hp 28: THACO 17; #AT I;
(longsword): SW fighr ilc -1 in sunlight; SZ M (6' tall): ML steady (12): Dmg IdlO+L: SZ L (9' tall); ML (11;; Inr merage (R): AL CE:
Inr average (8): AL LE: XP 15. XP 270.
S p m d AbJrric.~:mh-avis~sion6G'
Nom: Orcr -31 sniping and ambush amcks. They hare dwarves and Human Districts
elves and will tighi <hemiirrr. Femdea fight as hobgohlms. and young T h e human parts of town show the highest degree of artention to pre-
fighr 31 goblins. serving enisring buildings and the most new conrtmction. In addition to
homes, the human district has more shops &an other parts of town,

Slavers 96
and these shops are patronized hy all inhahitanrs of the rown, regardless Cog pirate, male OX: AC 6 (amddcd leather, shield): MV 9: hp 6;
of mce. The slaves i n the human districts are bener treated than else- THACO 19; #AT I OL 2; Dmg Id8 (battk~ar)or l d 6 / l d 6 (horrbow):
where, and some have a remarkable degree of independence, given their SZ M: ML steady (12): Inr 8: AL L E XP 15.
CirmmitanceS (although almost all s t i l l are chained or wear some sort of
collar). Coast Road
This dirt road peters out into lirtle more than a trail after a few miles,
Guardsmen, FZ: AC 7 (rmdded lmhcr): MV 1 2 hp 12; THAC0 19; since most traffic co the easi is carried by ships. The trail w a d e r s past
#AT 1: Dmg ld6 (short sword): $7.M:ML avcraee (IO); Im 8. Wis 9; many abandoned and humanoid-occupied villages, including the forts
AL LN: XP 35. owned by the Bloody Ax polls, the Saltburner oms, and the Ichor
kobolds.
Slaves: AC 10 MV 12: HD 1: hp 3: THACO 20: #AT 1:Dmg Id3
(knife): SL M: ML average (IO); Inr 9, Wfs 10; AL N; XP 7. Suss Road
This dirt road is in somewhat betrer shape than rhe C O road;~ mosr of
Tent Fields the tribes passing through this area follow if into the Wild Coast. T h e
These are the poorer parts of town, litrle more than areas of clear rub- road passes through the edges of the terrirories ofthe Bleeding Moon
ble dotted with tenis or lean-tos and inhahited by the most wrerched of gnolls and Kraken hobgoblins, skirrs the Suss for a short time, and rhen
the free popolace. Some crafty folks earn a small amounf of money follows the E O ~ S Cco Elredd.
renting sleeping space for 1 sp a month. They justify the price by ha"-
ing guards watch over their lots m scare off thieves and assassins. There Slave Road
is usually one guard oflevel 1 or 2 per 100-foot-square area. The Slave Road is named for rhe numbers of dares who walk i c going
to or from Kalcn Lekos. It is paved wirh bricks, and in die lowlands it
The Piers i s wide enough for two c a w to pars each other, while in the m o u n ~ i n s
About half of Highpolti original piers are completely rmned. The local i e narrows to the width of one catc (paved mmours in the mountains
authorities have towed derelict ships into place on these piers EO use as allow cart5 to pa..).
additional scotage sp:ice, as well ar to confuse would-be mackcrs about
which piers are acmdly viable. The remaining piers eirher survived the SLAVESTO THE MOUNTAIN
Night of the Bloody Spear OT have been rebuilt since that time. The
piers are aliiiosr rxclusively used for n a d s wirh only one near rhe easr- The Road South
e m part of mwn having faciliticr for making repairs. Ships arc not built Groups heading from Highporr co Kalen Lekos navel the Slave Road.
a t Hiehpoit, since the Pon of Elredd can do a much better iob of it. As The encire lengch of the road is patrotled by mounted quads fronl the
" , 6
many as ld10+2 ships (pirates, slaving vessels, OT warships) are in port city. (ld6+6
. human, orc, or half-orc soldiers of levels 1-3 plus a caprain
on any particular dag. of the same race and level 4-6), who range back and forth from the TWO
ends of the road. On any given day, a quad will be cncwntered by any-
one traveling a t a walking race. Thore traveling by horse or caniage are
likely to meet two or more squads. The presence of these parrols keeps
the threat of dangerous encounters low (5% chmce per day o f encoun-
tering an aggressive hunting party of humans, o m . or half-orcs number-
Cog captain, male human, F 4 AC 3 (rmdded Icari~cr,shield. Der bonus): ing ld4+5), although the soldiers will stop and interrogate anyone they
MV 12: hp 27; THACO 17 (15 wirh mrti,zir ti.16 with longbow); dcem suspicious (such as people wearing obvious holy symbols or
#AT 1 ( 3 / 2 wirh C U ~ ~ Z S spmal~zmom)
S, or 2 Dmg ld6+4 (aw/ass+I, insignia ofgood religions or nations). They es~orrstrangers fo the dos-
) ld6/ld6 (longhow); SZ M; ML champion
Srr bonus, s p e c d ~ z m o n or e s city if their suspicions cannot be allayed.
(15): Str 16, Dcx 16. Con 14, Inr 13,Wis 12. Cha 14; AL NE; XP 650. The orher c o r n o n sort of encounter along the road is a caravm with
eirher slaves (40%) or nade goods (60%) hending in either direction. A
Cog pirate, male human F1: AC 7 (leather, shield): MV 1 2 hp 5: caravan has ld4+1 wagons, 3d4 guards (fighrers of levels 1-3), 2d4
THACO 20 (19 with cuclas): #AT 1 ( 3 / 2 with cl~tI=s, specialimion) teamsters (classed or unclarred persons of levels 0-1, typically fighters or
or 2: Dmg Id6+2 (mtlass, ipccdizariun) or ldh/ldh (shmhow): S2h.I: rhieves), a d one leader (any nongood class of level ld4C3). A caravan
ML elice (13); Inc 9: AL NE: XP 35. with goody wdl have ld4x10O gp w o x h of goods per wagon and lOd20
gp worth o f coins and gems on h.md. A slave c a r a v a will have l d 4 + 4
Cog captain, male OX F 3 AC 4 (chainmall. shield); MV 9 hp 24: slave^ per wagon, an additional 2d10 slaves chained or roped hehind rhe
THACO 1R (16 with harrle-ax); #AT 1 ( 3 / 2 w~tthbm1e.n. last wagon, and lOdlO gp worrh of coins and gems. Caravaneers don't
spearhration): Dmg ld8+3 (bade-ax, spcc~almtmn)or id4 (bghr want any nouhle and speak little fo those they see on the road unless
crossbow); SZ M (5'7" r d ) ; ML elite (14): Srr 17, Dex 12, Con 15 they wear the colors of a soldier from Highport or K d m Lekor.
Inr 11,Wis 8, Cha 12; AL LE; XP 120. T h e way xaifions dong the road are wooden or stone buildings with
fireplaces, capable of holding ten people comfortably. Each way station

97
Broken ones3lcrscr/gcarer (3-12/1-4> AC 7 / S MV % HD 31% hp
to collm rainwater, a well, or a nearby stream. Every one also has a 17/26: THACO 17/15: #AT 1: Dmg id6 or ld8+4; SD regenerafm 1
weU-protected store of dried racions as a contingency against a disaster Wid: 52 M: ML unsteady (7)/stmdi (11); In<7/13; AL NE:
in the area. They arc placed ahour every 15 miles (a day's walk) apart. XP 175/650.
Ir is c o r n o n 10 find a wmol at each of these locales ac dav's
I
end. Notes: The horribly malformed S U ~ P I Y O ~ Sof Markessai cxpenmenm
Exntually the road divides, and a paved path winds its way up may p o ~ ~ e aanimal
r fcaiur~sor other abilirm (nighr virmn, keen hearing,
! Mount Drachenkopf and passes through a pair of towem thar fl.mk the surgically .=ached natural weapons, C l m b Walls abiliv. rpe& wrrh

'.i
*
S h e R o d s entrance to Kalm Lekos, the secret capital of the
Slavelords. Everyone is stopped and questioned by the city guards. They
are asked their place of origin ('Highport" i s a suffiicienr and srandard
animals, and more). They cmgmgrie with rhcr own kmd, r n i d i n g
villagcr and trzvdei~to steal suppbrs. The Rroken Ones bclxeve that
Markers2 is thcir god and creicor, and they worship her with rhe
answer), their purpose for visiting the city, the number ofpeople and t e r m and fervor as the fmhfid followers of thr Eanh Dragon.
rlnvei in their party, and how long they expect to stay. This information
IS recorded by the guards on duty, and if I t i s acceptable, the group i s Blue
allowed to enter. If cheir answers prove unacceptable, the guards will Unlike Highport, which foughr valiantly eo protect irself againsr the
attempt co arrest the i n d o p e i s and hold them until ihcy can he inter- humanoid hordes, almost everyone in Blue wirh any military or combar
viewed a superior officer. skill fled to the seas when the orcs attacked, leaving the weak, the old,
chP defenseless, and children eo hold back an army. The city surren-
The Road North dered almost instanrly, and the surprised ariackera found themselves in
Groups heading from Sroneheim co Kalen Lekos travel che Brick Road. charge of a large population of hummns, which they promptly enslaved,
This journey is similar m the one From Highport.
.. Guard patrols will be putting m y who resisted to t h e sword. The humanoids fought over the
identical in number and frequency to che ones o n the Slave Road, spoils of the city and arc its stockpiles of food while the humans gor
except that they will be ofmixed races. They will likewire interrogate used to their new status. When food supplier began running low, the
questionable travelers and escort t o the maresf city anyone who can'r o m turned to rhe human population for rheir nexc meal. Fomnately,
justify his or her presence on the road. some of the smarter slaver wcre able to convince &e arcs that many of
Caravans on the Rrick Road are similar in composition to rheir the slaves were fishermen by trade, or at least had a familiarity wirh
northern counrerparts. except thar rhey carry smelted gold (2O%), boats, and could do more than jus menial labor for their mascers. T h e
goods (SO%), or slaver (30%). Gold caravans will only have I& wag- om leaders saw the brilliance of this plan and began sending groups of
ons, each holding lOdl0O gp worth of gold. Slave caravan^ will only human fishermen our inro rhe strait of Geamar to collecr fish. Each
have l d 4 f 2 slaves per wagon and 2d6 slaves following behind. Thc ship was garrisoned with well-armed 0 x 1 in case the slaves were of 2
caravmeers have rhe same attitude as the ones on rhe Slavs Road. mind fo muriny or escape. In addirion co fishing. the o m hunted the
T h e south side af che Drachemgrrbs i s more hewily populated than farm animals char had gone wild since the invasion and began trading
the north. Many mining cammuniries rely on made from the cities t o with some of the more amiable ribes.
support thcmrelves. The way srations here confain the s m e sorm of A s the years passed. rhe older humans d i e d off or were killed by the
buildings as the ones on the other road. These remain unoccupied except orcs when they became useless. T h e human children raised in this envi-
for guards and caravaneers by the law of the Slavelords, but each has a ronment gained an appzecinion of sriength giving the righr LO rule and
small inn (mom romformble than the lonely building and able to pro- violence as an accepted means to solve conflicts. In short, they may have
vide a hoc meal and a few drinks) and several small shops that cater to been human by birth, bur they were being raised as orcs. Many rurned
the needs of traveling merchanrs, lonely guards, and lonelier miners. traitor to rheir own kind and embraced t h e i r urcish neighbors, earning
Prices here are double what they would be in a cpccal city, bur those superior jobs as most CoUaboramrs with opprerroir do. Some of these
rraveling this path welcome the comforts these placer offer. humans even earned rheir freedom due co exceptional service OT in
The Brick Road finally divides, the main piece joining up with the honor-barrles with champions of orher o x tnbes. These humans (and
Slave Road, while a paved side avenue crawls up Mount Drachenkopf, other evil-minded folk char migrated to rhe city) became a significant
through a mercenary camp in the employ of thc Slavelord city, and to a part of rhe population. Meanwhile, a generation of half-orcs was being
pair of cowers like those thar guard the Slave Road. Visitors here are born, some of them slaves, some of rhem free, further nmxing the popu-
questioned in a like manner before being allowed inro Kalen Lekos. lation of the city. Two gmermons after chc fall of the city, it was
inhabited by a mixture of races and social classes with blurred bound-
The Broken Ones aries; entirely evil, bur functional and united againsr any opposition.
Markessa rhe Slavelord i s nmoriaur for her experiments to reshape rhe This sfate mntinwd until the rise of Turrosh Mak. The half-orc
living through surgery without anesthesia. Many are failures, and those champion won over rhe leaders of che city with praise, gifts, and prom-
who manage to live are turned out co be exposed to the biting e n d s ises of glory in the new era of the Orcish Empire. Wirhin a few weeks,
and icy nighrr. Despire the overwhelming odds, some survive by finding the entire c i t y had begun a transformarion from a home of fishermen
rhelrer in shallow caves and rude hollows and foraging for food on the and pirates co a fortified bare of operaiions for piracy, trade, slaving,
rocky mountainside. If the heroes thoughr that humanoids were ugly, and naval warfare. Large earthworks were built around t h e city walls
wait until they encounrer rhe horror of the Broken Ones. and sqmt defensive mounds built upon rhem. Aquatic humanoids and

Slavers 98
M a p , M S AC 1 0 MV 12: hp 14; THACO 19: #AT 1: Dmg ld6
(quilrcrsraff): 52 M: hIL elire (13); Srr 9, Dex 11, Con ?, Inr 15. Wir 9,
capital, the lords laughed a this usurper to then power. Angered by their Cha 8; AL NE; XP 270.
disrespect, the Despoc-to-be told the lords that one of them would die S p d s Mmmried (4/2/1 j: Irr--amor, color spray, m.yc missile,
that night by his own hand. He then lek and camped his m o p s outside sleep; 2 n d - s m h g cloud, web; 3rd-fkbdi
the city. When he anived at the &del with the severed head of the sen-
ior lord, the others quid+ swore allegiance to him, saying rheir lives and MOUNT
DRACHENKOPF
their iobs. Now Sroneheim is a cenrer ofmercenaty actmity-military Mount Drachenkopl.is one d t h e peaks in rhe central range of the
mexcmries. not Slavers or p i r a t e s a s well as a source of gold eo pay Drachensgrab Mountains of the Pornarj. It was long rhe occasional
the marching armies and other military groups. home of various clans of humans that lived in the region and wor-
Turrosh Mak usually spends no more rhan a few days a month in shiped rhe Earth Dragon. Since the conquesrs of Turrorh Mak,
Sconeheim, taking up residence with whatever city lord hc feels needs to human tribesmen have taken to hiding or fled to one of the lowland
he brought in line a t that time. While he is there, he monitors the
~
cities and are now a minor Dart o f t h c oooiilation
/ I
found here.
amount of gold being produced, the S t a t u of mercenary bands entering However, the mountain i s still an importam place, for the Earth
and training in the city, and relacions between the southern tribes. Of Dragon's main temple IS here, built on a shaft rhat reacher down fo
partinilar interest to him is the ciradd itself. the lower levels of which the Earth Dragon itself.
have been s c a l d off by magical protections since the invasion of T h e mouniain is mosdy uninhabited by sentient creeatures except for
humanoids ftom the Lomilr. The rnercenaty lords haw proven unable the occasional wandering monster or orcish patrol. Dotted wirh shrubs,
to breach them. ~mdMaikersa has had little cime and not a great trees, and other plant life, I t makes a good home for the numerou~wild
amount of interest m investigating the citadel's sealed dungeons, despite mountain goats that bound up and down ics heighrs. T h e goats are
mmors of ireasure and magic that are said to lis rhere. Even an exprdi- adept at maneuvering along the rockier portions of the mountain m d
cion by Baron R o d Splinreirtone of Ulek failed m gain e n q to the can usually escape from anything that would prey upon rhem (except
dungeons, although i t did succeed in killing a surprising number of orcs for flying creatures, which x e n i c hindered by che landscape). A few
and human mercenaries before retreating to the safety of the Ulek state. independent miners (orcish. human, and otherwise) are crying to strike
The road leading north. the Brick Road, is frequendy patrolled by if rich in rhe many small cmes on the mounninride, but rhese are usual-
mercenaries and troops from Stoncheim. The road to the sou& the Sea ly chased off by rhc patrols or give up out of boredom.
Road, splits after a few miles into swerd smaller roads that lead m vari-
ous fishing villages and small pons on the coast of the h r e Sea. An Goats, mountain (15-20): AC 7; MV 15; HD 1+2; hp 7: THACO 19;
older road goes west to link several forts and t o m s in that p m of rhe #AT I ; Dmg ld3; SA chargc (+2 to hit and damage): SZ S (3' tall); ML
Pamar], evenmdly connecting to Havenhill in che Princrpali? of Ukk, avcragc (9): Inr antma1 (I); AL N X P 35.
although rhe last hundred miles or so has become less defined since rhe
conquest of the land west of the Jewel River. The only significmt place of civdizxion on rhe mouncain i s halfway up
its e m e m face. Since Turiosh Mak and the Earth Dragon Culr joined
Mercenary captains, hum- F S AC 3 (plate mail): MV 9: hp 48; forces, members of t h e small tribes have united co form n larger corn-
THACO 13 (12 wirh longsword): #AT 3 / 2 (2 with longsword, munity. This communicy has grown around the main iemple and is now
specialization): Dmg ldR+2 (longsword, specid~zmon):SZ M; ML known as Kalcn Lekos, rhe "City on the Mountain." This small city is
champion (1Q Srr 15, Der 12, Con IS, lnr 10, \VIS 10, Chr 11: AL the ? m e headquarters of the Slavelords, funded by prosperous farms,
L N XP 650. mines, and trade.
Norm T h m are aghr d m g membcrs of the cxment Stonehcim
round, bur this number varies from 6-12 over rime. Thcse men and LEKOS
KALEN
women are confident and perhips a l d c boasiful from within the mfev This ciry 1s well designed, having been builr by disciplined soldiers and
of the city's walls. ardent religiom fanatics, but lightly popdared, havlng only about five
Ihundred civilim residents. The buildings _e dl of stone blocks or
S q c a n t r , F5: AC 6 (scalemail): MV 12: hp 3 0 THACO 16: #AT I ; mortared scone unless rhe architect had a specific reason to use wood.
Dmg 1dX (longsword): SZ M: ML srrady (12): Inr 9, Wir 1 0 AL LN; Since the doper of the molinmin make land usage less efficient ihan in
XP 175. J lowland city, sections of land within the imrnediaie rerritory of Kalen
Notes; Unhke their capcams, there don't mind mrcking a few Lekor have heen lefc unrouched, etcher due m the hardness of che stone.
skulls or brciking a frw bones. steep angles, or directives from the Earrh Dragon. The result is a r m d
town that is spread out over a large area on a series of artificial terraces,
Soldiers, F3-F8: AC 6 (scalemarl); MV 9: hp 7/lcvcl: THACO dotted with buildings, gardens, small herds of domesticated goats, and a
18/17/16/1S/14/13: #AT 1 (P3-Fhj or 3/2 (F7-FX): Dmg l d 8 few guard towers. The population i s mostly human, with a few well-
(longsword): 52 M; ML elia (13); Inr 9, Wlr In; AL LN: known half-oris, elves, dwarves, and gnomes living here as well. The
XP 65/120/17S/270/420/650. general alignment is neutral or lawful neutral, with the priesrs, most of

Slavers 100
the guards, and many of the mercenaries being lawkl evil.
Two brick roads Connect Kiden Lekos to the outside world, leading
to the no& or souih side of the Drachensgrab Hills. T h e north road
joins with the Slave Road from Highport and other c m l s made by the
hummoid armies. T h e south road makes its wav toward Stonrheim and
joins the Brick Road. Within the town, the wide. paved city meets are
kept clean by slaves. The srairr and ramps connecting the terraces are
designed for easy defense: most arc only wide enough for r single per-
son t~ pass and are vulnerable to attacks from the terrace above. The
defenders' tactics arc to always seek higher ground.
Mosr everyone in this city is a worshiper of &he Earrh Dragon. There
ate exceptions, mostly slaves and some of t h e mercenaUes. Worship
services are held every Godsday, with public sacrifices of goods and ani-
mals-only rarely people-caking place durmg there services. Pleased
with the worship and artenrion, the Earth Dragon has made sure thar
the land around Kale" Lekos has bmn especially enriched for plants,
e~en more IO than die volcanic soil elsewher< in the hills.
The ciry is bordered on rhe north and sourh side by cwo large
streams. T h e gardens receive water through limited irrigation from the
streams, supplemented by hand-drawn c a m with barrels of wafer. The
goat pens abut the s i i e m s , wirh the far side of the stream being fenced
off to prevent goats from crossing into the main part of rown. Organic Barracks mldirrr, FZ (28 each barracks): AC 4 (chammid ~lmld):%I\
wastes from rhc town are dumped inm the streams, downstream olthe 9: hp 15 each: THACO 19; #AT 1: Dmg IdR (longsword): SZ M; ML
gardens to prevent conmninacion and sickness. Other wasre materials elite(13); Int 9, Wir 8: AL L N XP 35.
that can't be burned are discarded in unused parts of mines.
In addition co the people of the city, a few small h u e o f one or two Barracks commanders, F3 ( 2 each barracks): AC 5 ( s c a l m d , s h d d ) ;
l a m d m are scarrered about the mountainside within a dafs walk of MV 9; lip 21.20; THACO 18: #AT 1: Dmg Id8 (longsword): SZ M:
Kale" Lekos. These people trade goods with the cicy 2nd are followers ML ellre (13): Ini IO. Wir 9: AL LN; XP 65.
of the Earrh Dragon. bur are independent and muscic enough LO want a
home away from the noise of the city. They produce only a lit& more Businesses
than rhey need. and ,come to che city only every month or so, but are This long stmrch of land is much like a typical meichanr's district,
still under the general protection of rhe Slavelords. except that there is plenty of room lor the shopkeepers m spread out
and display their goods withour overcrowding. This means that some
Towers go to entravaganr lengths to a t t r a c t business, building elaborate diora-
Each of the six towen rhat guard rhe city $rands 50 fret tall and ir built mas or brightly painted signs, and some w e n hire enfmaintrr m draw
out of large scones mortared together. Each has three interior levels in crowds. The place i s often much more like a fair rhan a merchant
with a number of medium-sized moms and plenty of supplies. Should cencer. This terrace otherwise has the sorts o l s h o p char any other
the town be attacked, it is possible to fit most of the citizens into the town has, except that monr of the m a r scllcrs have goat mear and them
towers, where they can survive for a i least a week on stored wafer and i s an unusoally high number of jewelm and fruit stands.
hard rations. A small catapult and ballism are atop each towcr, with
twenty bolrr and enough grnvel for ten volleys. Each tower is also Dragon Stones
equipped with a largr gong char is used as an alarm. These lour grear scones (marked D on the map) are a gift from the
Earth Dragon co its city. Each appears to be nothing m o r e than a large
Barracks rock placed as a marker, bur under the mention of four or more Earth
Each of these barracks houses thirty trained soldiers (mostly humans Dragon priests (one of which musf be ar least 5th level, and the coral
and half-oics). T h T defend either the roads or the high part of mwn levels must be at least 14). each one of these rocks can he used as rhc
against in~umionr.Ten soldiers from each barracks are on duty a t all focus of a conjiirc e& e/emrnn/spell (the power of the Earth Dragon
times (usually guarding chi roads into the town as well a i being $fa- provides the spell energy: the priests j u t pray for a rum to focus its
tioned in the towers), with mother five patrolling inside and outride mention on it). The ~lementalwill have 12 Hit Dice and remain for
town. Each soldier has 10d3 p wotth ofvduablcr, commanders twice 14 turns (orhenuire conforming to the spell, following t h e commands
that amounf. Each barracks T ~ C P I Y ~shipments
S of lood every week from of any o f rhc priests involved in its summoning). T h e power o l e x h
the lowland, and is well stocked with rim+ armor and weapons should smne only works once per year, so the priests will only call an elemental
they need to form a militia from civilians. in t i m e of great need (such a i if the city IS going to be attaikcd:.

101
Slavers
Dragonnel Pens (potatoes, yams. carroo, tornames, pens, beans, strawberries. wheat,
This large piece of open land has four 30-foot-square barnlike build- corn, and cucumbers, with some variance doe t o season), and the types
ings-home to a like number of dragonnels. Because the reptiles arc of plants are changed every year (with rhr exception of one grove of
active ar night, they prefer to lie about the yard and run themselves dur- h i r trees, which is carefully treated with fertilizer to assure healrhy
ing rhe day, sleeping in rhc barns during cool or inclement weather. In yields). The gardens arc owned and managed by famerr and worked by
addirion m this terrace, there are two areas near the barracks by the both laborers and slaver. Tal! fences keep the wandering goats out.
roads that are used by the dragonnels to take off and land.
The dragonnelr ,ire used as reconnaissance around the city and mes- Goats
sage carrms to and from the other command sites of the armies and the The terraces set aside for goats are left mostly to wild plant growth,
SLavelords. Only rarely would they be d r m n into combat directly: their and the goats are allowed to range freely within these areas t o graze
riders prefer to remain safely in the sky and attack wirh spells or upon whatever they may find (the far ends of the rerracer are walled
weapons at a distance. off). Vegetables that have srarced to go bad are piled in troughs for
The dragonnels only require three to four goat-sired animals every the hardy goats' consumpiion. There are roughly twenty goats per
month for food: the normal procedure is to c i i r n them loose in shifts enclosed a m , and small permanent shelters of scone have been builr
once a week to hunt wild goats. The fliers have been trained not to for them for sleeping and when rhe weather is bad. The shelters are
attack people of the city or domestic goats, and they have learned that closed a t nighr co keep ouc m y C . W ~ ~ Y D I O U Sanimals. Like rhe gardens,
special treats (such as beef or special meacs laced with dream-inducing the herds ate owned by wealthy townsmen and tended by young peo-
drugs) await rhem when they return LO their pens, which keeps them ple and rlaver.
from going wild and not reaming.
Homes
Dragonnelr (4): AC 2 (birding): MV 12, fly 18 (C); HD 8+4 THACO Like rhc other buildings in rhe city, these are made of scone and usually
11: #At .i:Dmg lD6/1D6/4D4: SA tall slap (2d6 damage): SZ H (14' roofed with thatch or riles. Each has enough space for a yard, and many
long): ML dife (1.)); AL N: XP 2,000. have small gardens where spices and other supplemental foods arc
grown. A typical home in this area has one or cwo bedrooms, a <om-
Dragonnel Trainers & Riders bined kitchen-dining mom, and an outhouse.
These buildings are rhe homes of the ten dragomel riders and twenry
miners and handlers. They ate all wry attached to their strange charges Large Homes
.md ace used to dealing with the moodiness and tempers of their flying There two a r e a flank the outer buildings of rhe Emth Dragon Temple,
mount^. Riders haw the Animal Handing and Riding, Airborne (drag- reflecting the wealth and status of the people who live here. Each of the
onnel) nonweapon proficiencier. Trainen have the Animal Handling and Slavelords of the inner circle maintains a residence here (even if some
Animal Training (dragomel) nonweapon proficiencies. rarely use them), with some of the buildings being left locked up for
future use and the rest belonging co rhe richest and most prestigious peo-
Dagonnd riders, male or f d e humans, F3 (8): AC 6 (leather, Der ple of rhe city. A typical home is surrounded Ly a manor house wall or
bonus): MV 12; h p 17; THACO 18 (17 whrh lance or shortbow): #AT I hedge and has two to four bedrooms, a small mom for S P I Y ~ C S . kitchen,
( 3 / 2 with Imce, specialmrion) or 2; Dmg ld8+3 (heavy lance, dining room, siccing mom. study, and priyi.
spcoahatron) or ld6/ld6 (shorrbow) or Id8 (longsword): SA double The Slavelords hold weekly meetings at one of the homes of the
dmqe ch+p wch lance: SZ M; ML dire (14): AL LE; XP 175. inner circle. It ir expected that dinner will be provided at these meet-
ings, which usually stan with the meal and sometimes go lace into the
Dnponnd riders, female or male humans, M5 (2): AC 4 ( a m o r , Dex night. The inner circle orhemire spends its time planning and enacting:
bonus): MV 12: h p 16, 14; THACO 19: #AT 3 Dmg Id4 (digger): SZ each slavelord has a 30% chance of being away for 3-7 days.
M: ML dit^ (14); Int 4/3; AL LE: XP 975.
Specid Equiprnmi T h e dragomel wizards have been assigned a wand Stalman Klim's home has only one bedroom. Ir is particularly bare,
g evev day.
ofpar.iFacim~ wirh 3 5 charges: the two switch off c a ~ i n II with only the sirring room having any decorarion. It is usually empty
Sp& Memonrrd (4/2/1): lsc-ammi, cham person. r n a ~ m ~ cm i h except for a single acolyte chosen to keep it tidy, as the high priest
deep: 2nd-Mdfs n o d m w , scare, 3rd-firrbaii prefers his private quarters within the temple (see "Earth Dragon
Temple" for his game S ~ S ) He. only uses this place when he calls a
Dragomel handlers, m a l e or female hununs, F1 (20): AC 8 (leather): meeting with rhe rest of the i n n e r circle.
MV 12;hp 10: THACO 2 0 #AT 1 or 2; Dmg Id8 (ImgswmZ) or
id6/ld6 (shortbow): SZ M ML stcad? (12); Inr 9, Wir 8: AL LE: Brother K e d s home has three bedrooms and three full-time servants.
XP 35. In addition to the normal uses of a home, he occasionally entertains
emissaries from rhe Scarlet Brotherhood here; rhere is a 35% chance for
Gardens any given week that he has a guest--, monk, arrarnn, or thief agent of
The gardens are several well-tended small fa- along the two streams rhe Scarlet Brotherhood of 7th level or higher.
t h a r define the borders of t h e city. Each is dedicated to a different crop
Brorher Krrin, male h u m M o d 0 AC 1 (monk skill Dcx bonus):
MV 21 (monk skQ hp 62; THACO 14 (11 wlrh suffofrmkIng):
#AT 1 (sraffofscriking) or 5 / 2 (marnal a m ) ; Dmg ld6+8 (snfiof
smking) or Id8 (marrrd arts); SA m o k skills, m n n i n g airack, deflect
misides. cffcci evasion, mag~calrhiliner: SD resisr ESP, fall safely, imrnunc
to dirc~e/haire/rIow.healrelf. re~isfanc~ IO chams: SZ M (5'9"td);

ML champion (15); Str 15, De* 17, Con 16, Inr 12, Wzs 16. Cha 10;
AL LE; XP 8.000.
Spcciil Abilirier: Armor class honur (+6. included in rhe above lirt~ng),
weapon damage bonus a g m s t living C I C ~ I Y T ~(S+ 5 , included in rhc above
laong). can atrcmpr ro stun an opponeni (lO/day) wich a manid a m
attack (declrrr riun attempt, targer saves vs. paralyzation or be unable to
atrack and lose a l l Dcx adjurimenrs for I round), deflect incommng missde
weapons (forsake an action and make a save 7s. pernficarion t o wold the
attack), evade damagmg effecrr (ifrhe save is successful, the monk suffers
no damage). can m&c klllmg artack ,(a stunned opponmt musr make a
save 7s. p a r d p r m n at +4 or drop to 0 hp), resists ESP or rhoughr-
mddmg rrrempts by mrkmg a ~c vs. dcich magic at +2. can fall up to 60
feet rafcly if within 6 fect of a w d , L-O~C to dlscase and hzre or slow
spells, can self~healup to 20 poinrs of damage per day, -1 born- 10
i n i t i m v e rolls, gets a save vs. wands IO aroid cham-q,pe spcllr (I,,
addinon co the normal s m n g &row), hands and fee<are considered +1
weapons for the purpose of hitting crcafures only hit by magical weapons,
+2 on saving throws vs. mmd-affecting artrcks (from Wisdom).
Specid Equrpmmc rcaffofrmkrng (13 charges), figwine ofwoniiiour
powcr (mpencim owl) brooch ofshielding ( 5 5 points).
Th;~fAbrliries:Climb Walls 90%, Find (bur not remove) Traps 5%,
Hear Noise 20%, Hlde m Shadow 7% Move Sdmdy 70%
Noirs: T h c mont'i unarmed attach do nor provoke attacks o f
oppormniry when Brother Ketin fights opponenrs with weapollr.

rhis Scarlet Brotherhood agenr is a man in his mid-thirrier, average When om u f h r r house, M x k , ~ ,I S, m,'""lcd A r A l l r,,l,cI I.\ h c r
height, and wq-strong. His hair is blond, his eyes gray, and his s k m bodyguard and lover, a man nanicd Devon who was oncc horrihly
fair. He dresses in a loose blouse and pantaloons of red do&, tucked scarred but now looks quire arrracrive hecaurc o f che work she has
into soft hlack calf-high boots. Pinned to his shirr is P brooch ofshieid done. He would sacrifice himself EO prorecr her.
hg made of white gold: it depicts his family crest (a lighrning bolt
striking a momrain) and is wolrh 300 gp (or more to a member of the Markesra, female c l f F 1 2 / M 1 3 AC -2 (bracers ACZ, Dex bonus);
Scarlet Brotherhood, who will wonder how rhe heroes gor their hands MV 12: hp 83: THACO 9 (6 with shorriword ofrpced); #,\T 3 / 2
on it). He wears a neurral expression on his face at all rimes. He kcepr ( 5 / 2 w i h h o i r sword ofspec< or 3; Umg ld6+4 (shon sword of
very lit& money on his person (no more than 6d6 gp). which he uses speed, specdizatmn) ut ld4/ld4/ld4 (dart:: SD 90% rcrirtance to sleep
to reward s e l ~ a n f and
i guards who perform their duties well. and charm, +I to all saving tlhlrows; MR 5 % SZ M (4'4" tall); ML
chrmpron (16): Srr 14, Dcx 18, Con 17, Int 16, Wir 12, Cha 14:
Markessa'r home is the residence of the true Markessa. Two of the AL NE: XP 10,000.
three bedrooms in her home have been converted to a workshop and a Special€qqoipmcnr black robe of rhe mhmigr, short sword of s p e d
laboratory. Her house also has a basernem, which is where she conduco +I (as scimitar ofspeed). wand offiosr(Z0 charges), wand of
her brainwnshing and body-shaping experimeno. There is 2 20% polpnorphig (11 charger). bracers A C L
chance that she has some poor viccim tied down in &e basement under- Spellbook (5/5/5/4/4/2): Irr--lfficr normal fires, annor, burning
going some procedure rhat drers his or her physical or mental s ~ a t e . hinds', change sei?, cham pmonf'. color spra,*, cD"'p'chcndiangua~cr
The unsuccessiul experimentr (meaning rhat she isn'r saosficd with the derecr m g k dereri undcad, mast h.endd, hpoiism, idmc;+, magic
results) are normally turned OUC into the hills, where &e weather OT nat- rniSSiik, mmagc, phaliarmd force, pr""ctioo" fiom mil, mad magic,
ural predarors get rhern, alrhough some o f the hardier m e r might sui- shocking grasp,d e p , spook, unsem ieivanc, wdl of&& Znd-airer self
vive in caves or the more pleasant spors in the Drachenrgrabr. The suc- conrimnud light, darkncrr I S izdms, darkzone ESP,fog r l o u b ,
cessful ones are uiiially sold or given to other people, depending upon ; m i s t b i l ; ~knock,
, bvrrarc, mag^ mouch, M d f s acid a r m @ m m m
the effect she was looking for. mage, ray ofmieebimncnr ropopc wick, scare, sharier, stinking c l o u b ,

104
Tahai imconnoilahir h1deoor iaqhrei, web. w h i p r i n g w i n b , wizard Narlot also has a complete set of heroic O K regalxilia (which gives him an
lock 3rd--iIairmdience, claimoyanrc, dispel nmgi?, cxplosiv? ma_, effective Charisma of 14 when dealing with ora), which he wears when
flame a n o f l , fly,haste, hoidpeiro+*, Lghrning holr, p h m o m steed, addressing his oicirh armies in the guise of Turrosh Mhk. He feels dos-
proreciio" h a m iiomdmissilcm. slow, ruggcs&'o"l, ""pes, er to his human half than his orcish one, and while he enjoys the power
couch, w a m breachins 4th-cham monsrei", d;memm.on daoP. Evaidi that has resulted from his role as Turrosh MA, he prefers m exist as
black reniaclei. fire chaiin. IC< riom, magzgir minor, minorglohr of Theg Narlor.
imuIneiibdi@, polpmrph o & e P potmorph s d t soiid Cos 5rh- Theg is an unattractive half-orc who can easily pass for an ugly
clairdkiP. cone ofoid, fcebleminb, rcemhg. s u m o n rhrdo@, human. (When presenting himself to his orrish hordes, he normally
tdepoii, w d off& wali of r t m c hth-concingeny, dearh spcIp. uses his Disguise ability to mnke himself look more orcirh.) Tall, with a
enchant an iirm. ,:yehire*, p m j m ~rnage strong body, he is starting to go gray at the temples and probably will
*Indicates memorized spell. be considering retirement in the next few years, as he is middle-aged for
Dz!=ane: cononuai daih1e.7s VaILanl: affects a IO' cube per I c d a half-or'. Still, he is a ruthless and intelligent wamior, and he will nor
* Targets of this spell grr a 4 on iheii saving throw hecause of hesitate to use every dirty trick he knows to keep himself alivc. Hc will
Markcsds robe of ihc archrnagr try to kill anyone who dares to atrack him.
Nom: Markcrra has a commgmcy s p d l cas< upon herself that should
rhc ever be reducid to 10 or fewer hit points, shc will he d e p o m d t o che Theg N;rrlor/Tunosh Mak, male half-orc F l O / A d 2 AC 3 (chainmail
lhome of il chamcd ally m Furyondy. tZ):M\' 9: hp 80; THACO 9 (6 with iongsword + i / + 3 VS. enchnrrd
uemres): #AT 3/2 (2 wrh longsword) or 2 or 2: Dmg ld8+4
Markesra i s incredibly intelligent and extremely wicked. and will use her (longsword + 1 / + 3 vs. rriihanrrd crearuiei,Srr bonus, spe&&ation) or
spells to neutralize and humiliate her opponents. If she rhinkr she's out- ld6/ldh ( m o w ) or ld4+1/ld4+1 (thrown daggers): SA assa~sination.
classed, she'll use her projem image spell to h a T people from afar (in poison. a m w s o f d y i n g SZ M (6'3" call): ML champion (16): Str 17,
addition to sending guards after them) and dimmsion door away if Dex 12, Con 17, Int 16, Wir 12, Cha 7: AL LE; XP 9,000.
things look bad (filing that, her contingency spell should save her). .Spe&/Abdicies: infravmon 60'. poison (fypc D, 5 doses, u r d o n
Markessa is a small, beautiful female elf with ivory-white skin. gold- wcap""s). aaiasslnarion.
en hair, and an evi: slant co her amber eyer. If the heroes have encoun- Spend Equipnicnr ihainmad +Z, boot. ofdventind, iongswoid
tered m y ofthe d+ates she has created, rhey will recognize the +i/+3 vs. enchanted c m r u r ~ sarrows
, +Z (12). m o w s afsl...p 1.3;
rercmblance between chis woman and rhr duplicates immediately. She threves (1). rangerr (I), "ages (2).
and Brorher Kerin are good friends and are rumored LO have been lovers Notes; Theg IS a multidasred i;ghcer/assassin: if you don't hive ~ I C C E S Sto
fora time. the assassxn dass from TSRl1374, The Sc?rlerBioihcrhood, rhcn consider
l l e g ' s issassm krelr m bc thief levels with the additional abdicy IO sndy a
Devon, human malt F 9 AC -1 (place mnl. shield + I , Dcx bonus): MV mm-sized person for 3 rounds ,and (if a backtab i s iuccerrful on that
6 ; hp 72: THACO 12 (7 with broadsword t.1, Str bonus. specdizarion): target) make rhe target save vs. death at -3 or be slain (&IS IS in addition to
#AT 3 / 2 (2 wirh broadward. specializirion): Dmg ld8+6 (broadsword the n o m 1 brcksmb damage). Theg &o c m disguise himself w r h the
13,Srr bonus, sp~:cializatvm);SZ M: ML fanatic (18); Inr IO, WIS8: AL Disguise nonweapon pmfkiency with a +4 bonus. T h g "omally wears hti
LE: XP 2,NO. magical chammail, bui if he expects that he'll have IO me& about or
asrasslnan someone, he has a S C of ~ lcarher ,amor +I that he will we=.

Devon was once the leader of a mercenary company. He war very


attractive with a handsome physique and impressive voice, but an Theg has a secret stash of loot hidden in his house. just in case he needs
encounter with a black dragon scarred him horribly. Markessa repaired t o make a quick exit: 150 pp, 90 gp,30 sp. seventeen 100-gp gems,
his face with her surgical skill, and he has sworn to defend her with his and twenty-five 50-gp gems.
life I" iepa)menr.
Unjan's home i s an encravagant affair decorated to a rasrclcrs l e r e l of
Other than rhe equipment kept by Markessa and Devon. they have a excess. Unjan, a former paladin of Mayaheme, was involved in the
treasure chest with 223 pp, 2790 gp. 1100 sp, 700 cp, fifteen 100-gp Great Northern Crusade to reclaim the Shield Lands lost co che evil
gems, and thirtyone 50-gp gems. Markessa uses this money to pay for demigod's armies during the Greyhawk Wars. Shocked by the horrors
the strange materials she needs for her experimenrs, as well 2s to equip inflicied upon the land and irs people, he somehow acquired a perverse
her duplicates and pay employees who perform special missions for her. desire 10 collect trophies and ocher loot from reclaimed Shield Lands
territories. This activity soon began to threaten his paladin vows of
Theg Narlot's home is more like a forrress than a home. His windows char+ and p o v e q , and when he disregarded warnings, he lost his pal-
are barred, and his door has rhree locks on is cwo different under- adinhood and became a nornlal fighter. Now Unjan IS obsessed-
ground escape roures lead to a lower terrace. Every room has at lensr almost maniacally so-with collecring riches and displaying them in his
one weapon within easy reach (usually hung on a wall), and every room home. H e is not a thief. for he is more than willing m barter for or
wirh chairs has ac least one chair that allows a view of a11 exits out of purchase items that catch his interest. Other than this quirk, he LS a
rhe room. In addition m his human clorhes and equipment, Thy friendly man with field-tesred knowledge of naval and i n f a n q tactics.
He w.is 1 ~ iiiited
~ 1 by the Slrsclurdr because of this expertise. H e made humanosds in the slaving operations. Born of a human mother, he ww
rhe alliance because of the treasurer he'd he able to ohtam through thc abandoned to an orphanage and raised under rhe careful scrutiny of the
Slavelords' ~ x t e n s i ~contacrs.
e othm orphans and the stern priests of St. Curhbert. Afcer fleeing their
repeated attempts to "knock some sense into him," he lived on the
Unj-, male human, F10 (fdlm paladin): AC 0 ( p / h ~ m r d+ I , s h d d m e e t s of Greyhawk for several years and finally traveled into the
Orcish Empire of the P o m q in an arrempt to learn more about his
nonhuman heritage. H e was takm in by a group of ogres and mined by
the tribe's priest. Respected for hi, intelligencc and significant strength
( d r a p e his size), he was a natural choice for [he Slavelords as a repre-
Spmd Abilities: mrrl and infant? CICIICS. sentative of the spiritual life of rhc humanoid rribcs.
Spenal Equ;prncncjivelms of /ighinmg (3). Ah-Bey has brown skin, gray-black haw and orange teeth and nails.
He wears a cutom-made set of plate mail that accentuates his powerfirl
Unjan is a handsome and friendly man wirh fair skin and neat black physique: an image of a red dragon IS stamped on rhe breastplace.
hair and beard. His clorher are clean and of average quality, and his
armor and shield have been engraved and enameled with spnhols of Ah-Bey, male half-ogre F8/P8 of Brltar: AC 3 (place mad); MV 6: hp
Mayaheine. If involved m combar, h e would pczfer to direct a group of 65: THACO 13 (12 wxh rwo-handed sword. Sw bonus): #AT 3 / 2 or 2;
soldiers rarher chm attempting EO defeat a foe alone. This i s not cow- Dmg ld10+3 (two-handed sword, Str bonus) or ld6+3/ldh+3 (claws):
ardice, only a desire to use his expertise. Markma has approached him SZ L (7'd l ) : ML champon (15): Srr 18/50. Dcx 11, Con 16, Inr 13,
abour romantic relations. hut he has rebuffed her: his tolerance for his We 13. Cha II: AL CE: XP 3.000.
evil d i e s only goes so far.
He has little normal wealth in his home (5d4 pp, 10d6 gp, 10d6 sp.
Id4 SO-gp gems), as he spends most of his gold on the various decora-
tions a d rrophies char obscure the nalls of his house. In all, there is m
excess of 15,000gp worth of items in his home, but most of them ~ T C
too large to be easily camied o f t only about 5,000 gp worth of ifems
(hand-sized sculptures, fancy weapons, small pieces of axwork, and SO
on) is acrurlly portable.

Ah-Bey's home is a large building with a roof of stone slaws. The


floors of the house hare been dug down to a deprh of aif least 3 feet, Ah-Bey keeps veqv litdr money fur himself, insread using it m purchase
giving the place a slightly larger feel to it. Ah-Bey himself i s a half-ogre better weapons and equipment for his adopted rribc. He usually hw no
p~ieirof Brltar, and he represents t h e religious inwresm of the more than 5d6 gp. 10d6 sp. and lOdh cp on his person, with an equal
m o u n t in his home.

Kent's home is a cozy-looking domicde with an exma-large kitchen and


dining mom. Irs owner, an unremarkable-looking halfling, is fond of
cooking large meals and having p e s t s over for dinner. He also i s a tun-
ning schemer and financier, a d i s responsible for many of the under-
ground and "gray marker" contacfi the Slavelords USE in Dyverr and
Hardby. He ram!,. leaves the ciq-, but sends his agents (such as the
halfling Gormadoi in Hardby) t o other ciries TO speak on his behdf
and gather news.
Kent is very concerned about preserving his own skin and only enters
combat if he has TO.uswdy brginnmg with a backstab. Should the c i y
be atcacked, he will find a dragonnel and feed ic &e conwnc~of his
philter oflove, which will m&e the creamre obedient to him. He will
use rhe dragonnel to escape CO Ulek, taking with him his cache of gems.

Kent, mal5 baing T I 0 AC 6 (Icarhcr, DPXbonus): MV 6: hp 34:


THACO 16 (15 wrrh dagger + I . I S with sling): #AT 1 or 1: Dmg
ld4+1 (da.ggm + I ) or ld4+1 ( s h g bullet); 5.4 hackstab; SD gets a save
for all spells, +1 to saves YI spell, thief skdls: SL S (3'1" call): ML
average (8): Srr 8 , Der 16. Con 12, Int 16. Wir 10, Chr 1 4 AL N E
XP S,OOO.,

Slavers 106
Specid Ahiliticr: +3 IO saving rhrowr 7s. poison. +4 to saves vs. spells. shoes, and a big black hat. He considers himself a mediocre mage and
brcksrab for x4 damage. has no interex in adventuring anymore.
Specid Equ;pnenc philcer oflove scarah o f p m m m n . Nadands masure is kept in a small locked box. It amounts fo 540
TbicfAhilmes.PP 80.OL 67, F/RT 65, MS 78, HS 63,HN 30, gp, 1,205 sp, 380 cp and three 50-gp gems. His semanr has 2d6 gp,
CW 99, RL 50. 5d4 sp, and 6d6 cp.
Kent has a large pouch full of gems concealed under his mattress: it has
i,nnn-gp gem. two 5 0 0 . ~ $eren ion-gpgems, Main Temple
50-gp gems. and thiq-five IO-@ gems. This ~ a v eis the entrance to the main temple of the Earth Dragon (sce
"Templc of the E m h Dragon" below).
Nadanm's home ii as bare as Staiman Klim's, since he has lircle inceiest
in decoration. He comes from the Lordship of the Ides (a suhsidiay Mercenaries
Scare to the Scarlet Brotherhood), and his mansemant is also a n x i of ~ This group of mercenaries lives in a few small buildings on the fringe
that land. Nadanni is the master of comnuniclition for rhe Slavelords. of the city. Most of them are skilled woodsmen and mouncainecrs, and
He relays infomalion to the various leaders of the operarion via his they act as SCOULS and perlmerer guards for the city. Each has the "on-
magic (mainly using magic mouth, dream. and .Tending spells). When weapon proficiencies Direction Sense, Hunnng, Mountaineering, and
not working, he is nor communicative and prefers to j m c sleep, avoiding Tracking. Their secondary job is to s e t ambushes around the ctty
mart of the peoplr in town and the other Slavelords. If confronted by a against those who try to sneak in. The commander of the unlc is a har-
hostile bunch of adventurers, he will surrender if given the choice, de-scarred and unpleasant woman named Nikesh, who tolerates no dir-
explaining that he was only hired to rend messages and could not dis- obedience in her ranks. The mercenaries are composed of male and
obey because his family is being held as inmrance for his cooperation female humans, orcs, and half-orcr. They use r p e 0 paralysis poison
(mostly true-the Scarlet Brotherhood controls his homeland, and if he on their weapons when q i n g to capcure ~omeone.
refused this assignment, they might threaten his family to get him to The most unusual member of the company is a lone githyanki fight-
agree to work). If forced into a fight, he'll do his best to disable people edmage named Hcall. He has learned enough of the Common tongue
without killing them and scape when he can. His manservant in a 0- to communicate in a limited fashion. He never user his p l m e shift abili-
Ievd human and will not fight at all. If the heroes decide co strip ty. Rumors abound that he i s hiding from his asiral kin and fears that
Nadanru of his magic items, he will protest, prefming co be tied up or crossing the planes in such a manner will bP detectable to them. H c a l l
otherwise immobilized until rhey ham dealt with the rest of the remains silent on this matter.
Slavelords. He doesn't care if rhey take the money kepr in his house. He
will give information on rhe whereabouts and nature of the other Mercmaricr, FZ (16): AC 6 (scsiema$l):MV 12 hp 15; TH,\CO 1%
Slavelords if piomlsed his freedom, but knows lit& about the Earth #AT 1 or 2: Dmg ld8 (longsword) OT ld6/ld6 (shortbow): S i poison:
Dragon Cult other than that their numbers are great within the remple SZ M; ML steady (12): lnt 10, W a 9: i\L LN, LE, NE; XP 120.
and the priests and soldiers there are fanatics.
+
Nikerh, female human F7: AC 4 ( s m d d e d i m h +Z Del): MV 12:
Nadanru, male human M 1 4 AC 9 (c/o& ofprmemon +I): MV 12; hp hp 43; THACO 14: #AT 3/2 or 2; Dmg Id8 (longrrord) or Id6/ld6
30; THACO 16 (I5 with dapgcr +I): #AT I: Dmg ld4+1 (dagger +I): (shorthow): SA poison; SZ M (5'6" tall): ML elite (1 3); Inr 11, Wa 1 0
; D spdls: SZ M (6'1" t
SA spells, magic i t ~ m s S d):ML averrgc (9): Srr AL LN: XP 975.
9, Dex 11, Con 1.1. Inr 17, Wxs 14, Cha 1 2 AL N XP 7,000. Specid Equipment; Kcoghromi oinmmnr ( 2 jam).
SpeaaI Equipmcpmmc cloak ofprowcrmn +I, broom 0ffly;ng. ring of
wbardry (doublrr 5th-level spells) H'cd, male githyanki F S AC 1 (glrhyankl amor); MV 12; hp 40:
SpeUhook (5/5/5/4/8/2/1): lsr--rolor spra.9, derrcr mafic, THACO 16 (15 with longsword +I): #AT 1 or 2; Dmg ldS+l
identi$, liEhghC, m,agk missile*, memgc*, mount, wzd map<, shid8, s k y ; (iongrwoid + I ) DI Idh/ldh (shortbow): SA psionics, pomn: SZ M
2nd-hlindneiP, 6qeprr hlp"ocx parccm*, magic mouch'. ppcrchnirr, (h'2"t.U): ML elice (14); Inr 15, WIS14; AL LE; XP 975.
swnmon s w a m , w h q x r i q w i n e , wizard lock-; 3 r d A s p e i m a ~ i P .fly, S p e d Equipment: nig offire r e ~ ~ s i m c c
hold person*, nondeieciion, protc&on fiom normal mirsile?, r l o f l , Nom: H c d l h s noma1 p ~ i o n ~ cfor
s a githymki (rf your campargn
sugge\aon: ilth--.finmrion dooP, illusionay w?ip, Ocdukukri r e d i e m doern'r USE psiionicr, ather tgnore rhesc abilities or give H c d l h i r e d
sphere*, rainbow pactem*, Ray's m n e m o n ~enhmncer5rh-drarn*"*, of a few Enchmrmenr/Chzrm effects of levcl 3 or lower).
holdmomre?. sendmg? shadow dooP, transmiire rock ro mu4 hth-
globe ofinvulnenbdq?, Mordcnka>nen'slucubranon', m e w i n p 7th- The mercenaries have 3d6 gp. 10d6 sp. and 5d6 cp. Nikesh has three
phase door, power word r d . times the normai amount, and H c d has one and one-half times the
* Indicates memorized spcll ( m i n p l e asterisks Indicate mulciple normal amount.
memorizations).
Mines
Nadanm is a all, redheaded man with light freckling on his face, green Each of there mines extends severai hundred feet into the momrainside,
eyes, and a narrow jaw. He normally wears a light blue robe, black providing small amounts of silver, electrum, OT gold. Some of the deplet-

107
E d pans ot rile mines are cluttered with old furniture, rubble, m d other Spefl.7 Memuiirrd (2/1): 1st-cure l>zhiwoimds, ficric firc 2nd
trash, while a fcw of the larger caverns are used as temporay domiciles cham or slow poison.
by the hard-working mineis who make t h e i r living hcrc. Two of the Nom: Each of these pnesrr has Zd6 8' and 4d6 SF,
mines use acrive slave labor, with slaver chained rogether in rows while
they work and sleeping in older sections of caves. In rimes of emergency, 4rh-leuel priests (5): AC 6 (scalcrnnl): MV 9; HD 4+2: hp 30: THhCO
the c a w s are used as a place of last retreat, with the civilians prorected in 18: #AT I ; Dmg ld6+1 (pxk); SA dxknerr or mzgrcal scone per
rhe deeper caverns and guarded by the soldiers further forward. day: SD + I co saves YS. physical damage: SZ M; ML $ready (12); In? 11,
\Vir 14; AL LE: XP 270.
Ogres and Orogs S,pdIs M e m o r i d ( 3 / 2 ) : lrc-cure I& wounds, endiarc cold/mdure
.4 smdl clan of ogres 2nd their orog d i e s live in this old mine. They heat, sanrmiiy 2nd-slow parson, sp;rimd hammer,
-ire paid a small wage of money and food to pan01 the east d e o f the Notes; Each of rhrse pzicrts hsr 3d6 g~ and 5d6 sp.
mountain at night. Their infravision puts them at an advanrage over the
human mercena~ier.They are also allowed to keep m y loof they rake 5th-level priests ( 2 ) : AC 6 (scrlemnl): MV 9; HD 5+2: hp 37: THI\CO
5rom the bodies of any enemies of the city they slay. 18: #AT 1: Dmg ld6+4 (pxk, Earth Dragon bomtts): SA darkocrrel
magrca'srone once pcr day: SD +1 to saves 7s. p h y s d d a m a g c ; SZ M:
Ogres (8): AC 5:MV 9; HD 4+1: hp 28: THACO 17; #AT 1: L k g ML elire (13); Inr 1 I , Wi. 15:AL LE; XP 650.
ld8+6 (longsword) or Id10 (unarmed): SA gain +2 bonus to hir when Spdk Mcmorircd (3/3/1): lsr--rurc lizhc wounds (XZ), cndure
60'; SZ L (9' tall); ML s m d y (1 1;: Inr law
using wcappon: SD infkvisioii cold/enduic hear 2nd--?iipy, obrcuicinmi silence 15' radius; 3rd-
(6): AL NE; XP 270. prayer.
Notes; Each o f rhese prirsrr has 4d6 gp and 6d6 sp: U L ~ Phas a phiiier
Orogs (21): AC 3: M\' 6: HD 3: hp 15; THACO 17: #AT 1 or 2; Dmg ofpcmasmmss, t h e orhcr has a potion ofhralrng
ld8+3 (longsword) or Id6 (shortbow);SD infrmsion 6 0 : SZ M (6'6"
tall); ML c l i f ~(13); Inr average (10); AL LE; XP 175. 7th-leuel priest (1): AC 5 (scalernail, Dcx bonus): MV 9: HD 7+2 hp
51: THACO 16; #AT 1: Dmg ld6+4 (plck, Einh Dragon bonus); SA
Outer Temple darknneir OT magical smnc oncc pcr day, c x i spelli as 8thlcuel pricrr whcxl
These TWO groups of buildings are separated by a broad processional. A m conrrcr wich rhe carrh: SD +I to J ~ Y C S5.3. physical damage; SZ M; ML
raised scone plarfom lies at rhe center of the promenade overlooking" dice (13); inr 11, wa 17; AL L E XP 2,000.
rhe pavilion on the next terrace. A few of t h e buildings are homes of Spells Mcmoimd (3/3/2/1): Ist-cim Irqhhr wounds (XZ). dercii
acbl,yter, lesser priests, and service smfE Other buildings are wed for rnagrc 2nd-srlencr IS radius, wirhdnw, wywm war&: 3rd-glyph of
schooling, z small hospital, the office o f die mayor (an appointed priest warding piorecoon iium fir< 4rl1--ncun?iizp poison.
of the Earth Dragon Cult), guest rooms for agents of the Slarelords, Noi~.:Thirpriest has 8d6 gp. 10d6 sp, md a porion ofinvis;bi/ii,v.
and the creation of holy i r m s and CCXS. The priests and acolyres are all
lhuman of either gender. Pavilion
This large open area i s bordered by several pillars carved with coiled
Acolytes (40):4 C 1 0 MV 12; HD 1/2: hp 3: THACO 2 0 #AT 1: dragons. A set of ropes allows large squares of canvas to he raised above
Dmg ld6+1 (pick): SZ M: ML steady (11); In< 11. Wis 12 AL LE; these pillars to provide cover from rain. Worship services on Godrday
XP 15. Each of the acolytes has Id6 sp. t a k e place here, with small benches made available in the front for the
wealthy or those who can'i sic on rhe ground for long periods of rime.

F
I
lrr-level priests (30):AC 6 (salemail); MV 9: HD 1: hp 5; THACO
20; #AT 1; Dmg ld6+1 (pick): SA darkness or magical smnc O ~ C per
day; SZ M; ML steady (1 1): Inr 9, Wis 11; AL LE; XP 65.
E

.Spell Memorized (1): Isr--cuic lighhi wounds 01pur;+ h o d and warn


Noiei: Each of there priests has ld4 gp and 2d6 sp.
The priests stand on the scone platform on the ea~cemend of the Outer
Temple's processional and preach IO the peoplc below. The pavilion is
also used for ciry meeringr, feasts, and fesrivals. with tcmporacy build-
ings and tents erected here if needed.

Slave Pens
2 n d - l e d priests (20):AC 6 ( s c a l m d ) ; MV 9; HD 2: hp 1 4 THACO Despite the number o f buildings here, rhrse slave pens are mostly empty.
2 0 #AT I: Dmg l d h f l (pick); SA d,arknesr or ma@ scone once per Only about f i slaws ~ live here (with ahour half r h x many lwing in pri-
da).: SZ M: ML stcady (12); lnr IO, Wir 12; AL LE: XP 120. vate households m the main cemplc). Most z e members of rival c l m s of
Sp;pcllsMemorrrcd (2): Irr-cinrc lizhi wounds, bits mountain people, working as simple laborers, and haw been enslaved for
N o m : Each of rhcse pricm has 2d4 gp and 3d6 sp. ac lelrt a year. A few of rhe slaves have been acquired recently and ace
kept isolared. There are foreigners who have found out too much about
3 d l c d pfiesrr (IO): AC 6 ( s d m a t l ) : MV 9: HD 3+2 hp 23: the slaving operation or who haye valuable infomarion the Slavelords
THACO 20; #AT 1: Dmg ld6+1 (pick): SA darherr or magicdrronc w s h m acquire. (Having an NPC known to the htrors be one of there
once per day: SD t l to saves vs. physical drmrgc: SZ M ML steady (12); slaver would he a good tie-in co past advcnrures.)
lnf IO,W s 13: i\L LE: XP 175.

Slavers 108
The Mountainside the night, when rheir body hex will reveal them ro m y crearurc with
Beyond the borders of the c q , the mounuin~tdeis a mottling of vegeta- infrravirion.
tion .md barren outcroppings of rocks. S m d cracks and fault lines form The heroes may consider swimming up che rapids. T h e warer is icy
m?ny little caves and canyons, perfecr hiding placer for spies, but also cold (Dmg Id4 each turn) and fast, and rhcy will have m bade rhe
great homes for a v a n q of wild crearures, mcluding Markessa's discarded cunent to swim upstream (Smength checks at -6 every turn). The
Broken Ones. The shrill hunting cries of predators or the splash of color m e a n s flow past the ciry in rocky gorges, and thus the heroes will face
against the gays ofche rock quickly alert the mwn guard to Intruders, 2 10-foor climb up slippmy rocks once they reach rhe ciy.
who set up .an d a m and send a wing of dragonnels. The heroes might explore alliances with disgrunrled humanoids or
the Broken Ones, who haw located a series of m e Y i c e s char lead eo the
Entering the City wesrern verge of the city. Of course, there is one last way co reach the
This city is che secret capiral of rhe Slivelords' empire, and its true city: as a slave 01sacrifice.
nature is known only to its residents, the Slavelords. and cerram troops
in che Slaver hierarchy. Very few people manage m stumble across ir, The Slavelords' Plan
~mdthe soldiers have had plenty of time co learn the appearance of T h e Slavelords haw always been after power-power over individual
everyone who liver or visits here. Thosr who wirh co bluffrheir way in people, power over human and humanoid groups, and power over
will be derained m d locked in one of the moms in n tower tmril their nations. Stalman Klim built the original Slavelords to destabilize the
inrent and identities can be verified. O f course, chis can be bypassed by Wild Coast and bring the worship of the Ear& Dragon to new regions.
having a citizen escort OT a lecier of e n q bearing the sed of a lesser or Over time. that plan lost its focus and became simply a well-organized
greater Slavelord. People allowed into the city arc expected to behave traffic in slaves, although schcming berween chhc priest and the drow
rhrmrelves and not attack ocher residents or destroy property. The agent Edralve played a parr in rhe downfall of che Slavelords. Now
penalty for the more S~ILOIISinfractions is enslavement. Stalman Klim is back and is firm in his faith, deiermined m remain
sreadfari in his goal to bring power and worship t o the Earth Dragon.
City under Siege His passion for this is fueled by a desire to dcsrroy rhe c q of
Anyone who decides to amack rhe city will face a force of one hundred Greyhawk, home of the upstarts that desnoyed his organization when
soldiers, an equal number of acolyres and priests of the Earrh Dragon they proved co be more resourceful than he expected.
Culr, a band of cutthroat mercenaries, a small clan of ogres and orogs, a The Slavelords have been using spies and allies in Dyers and
handful of draggonnels, and the Slavelords themselves. Given the nightly Hardhy m plan acincks on towns along notch Woolly Bay and in rhc
and daily parrols around the city and the scattered enclaves of isolated Nyr Dyv. Their goal is to bring fear and paranoia to the Domain of
farmers, chc peoplc of Kalen Lekos are not likely t o be caught unaware Greyhawk. Once word has spread about &e raids and public outcry has
and will be ready I O defend rhemrelrer. increased, the Slavelords will rtait mmms that the Directing Oligarchy
Should the attackers prove m be a match for or monger than the is involved in plotting the raids, selling their own citizens in order to
soldiers, the dragonnels and ridcrr will come to cheir aid by dropping increase their own incredible wolrh. The hysteria and rioting caused by
n e t s full of stones and firing volleys of ~ T V O W S while
. rhe youngest these tumors should cause enough of a diamacrion to allow che o x
priests will rend re rhe wounded and bolrrer rhc troops with other armies of the Pomarj t o advance northward into the Domain of
magic. Should rhc defenders s t i l l be hard-pressed co keep thc city Greyhawk and rake over the southernmost part of that territorp These
secuze, the mexmiricr, lesser priests, ogres, and orogs will be directed attacks will be butmessed by troops from Herdby and Dyers, cwo cities
to inrenene. Only if the invaders have actually pmetrated the city or if chat have long-standing rivalries wirh Greyhawk.
it seems that half or more of the defenders have been eliminated will While few of the Slavelords' allies relish rhe idea o f living near a
the Slavelords become directly involved, using their skills in a most bru- militaty buffer zone againsr humanoid troops. Sralman Klim has
tal manner to eliminate the threat IO their s ~ ~ m v aUnlike l. che old assured them rhar he and Turrosh Mek plan to keep the OICS on che J
group of Slavelords, these ones are willing to abandon h e i r planr in west side of Woolly Bay, sending their human soldiers to actack rhr
order to save their own lives. What was rebuilt once can be rebuilt
again, and their death is too high il price to pay.
city. This promire is a true one, as neither man really wants to spend
the r e x o f his life living among smelly orcs and would be happy to see j
i'
the Slavelords' capital moved to 2 conquered Greyhawk, wirh them-
A Calculated Bluff selves and the other Slavelords assuming positions of power t h e r e
There are several ways for the heroes to enter rhe ciry rhrough sub- (alchough Stalman Klim would still make frequent trips co Mount
terfuge. Magic may hc employed to alter rhe heroes' appearances or Drachcnkopf m maintain his good standing with the Earrh Dragon).
make them undeteirablc. Howerei, o n e the heroes encounfei a gnoll T h e o x m m n would control the Wild Coast and the Pomarj wirh
wirh heightened ~ e m eof smell or a dragonnel patrol, they will swiftly Turtosh Mak turning concrol of the nation m e i to crusted representa-
be discovered. fives in the Nedla tribe of orcs, presumably under the prerensr of
t
T h e ciry has fewer defenses co invasion from above, so the heroes arcending eo godhood, which would allow him to return occasionally F
mighi work their way around rhe mountain and climb i t s stony cliffs
to approach the ciry from uphill. They will need some disguise to
if the tribes got unruly and needed "divine intenmiion" co rcmmd i
them of their duties. ?
blend tn with the mountainside, 2nd they should avoid entering during
TEMPLE
OF THE EARTHDRAGON ic search using guards and p"escly magic to sniff out hidden inmderr.
If a single incruder is found, the guards are 65% likely ro cease further
Layout & Inhabitants search, because chey will find ic inconceivable to believe chat more than
T h e temple itself i s a series of connected caves in Mount Drachenkopf. one person penenaced their defenses.
Coiled dragons arc t h e predominant decoiarions, whether painted, During an d a m situation, all guards are PUC on active status and at
carved, or made with mosaics of small colored stoner. AU caves are IC least two guards are posted at each door or conidor. Whm a room has
least 15 feet tall, with most running to about half the height of thelr been rhoroughly searched, its door is locked, if possible, and the
largest diameter. Tunnels have a heighr of 10 feet or more. Lighting i s hunters move on. Once a battle is begun, the leaders of each guard con-
provided by lanterns, torches. and glowing cryst& embedded in the tingent will divide his 01her troops eo pin and flank their prey. One
walls. These cryrals lose their glow if removed from rhe temple. half of a force will form a shield wall, harncade, or gaunrler co trap
Despite the light and chc large rooms, the remple is permeared by a intruders or drive them into cul-de-sacs. T h e ocher half of the force will
mysterious aura that inducer clausrrophobia. All but che worshipers of attempt to move to a flanking corridor to get behind their p a q . One
the Eanh Dragon suffer a -1 penalty on all actions after spending an or TWO will nm co alert other guards and plan a counterassault. If a tem-
hour here unless they are protected against mundane or magical f&r, ple guard cnprain or a major prim dies, &he defenders will retteaf to a
Spells such as remove &ai negate this penalty, although the fear returns safer location and regroup.
after another hour in rhc temple. while a cloak o f h m u y spell protects Priests will aid in the defense of rhe temple, but the guards WIII do
the recipient as long IS the spell is in effect (eight hours or until the their best to shield them from harm. T h c DM should plan how best to
do& of bravev is used up against an active f&r attack). use rhe various magical tnpr and monittous guardians in the remple in
T h e air wichin the cemple remains keah despite the number of a defensive srraregy. The god i s io challenge t h e heroes, but nor co kill
enclosed rpaccs and ihc people livmg here. Nomerous s m i l openings them all; the Ea-h Dragon prefers live prey.
(no wider than a sword blade) allow air to circulate, with the air mov- If the heroes are caprured. they will be puc in shackles (AC 2: SP 4)
ing mainly from rhe entrance at area 1 EO the infinite pit at area 15. and scored in the ciry's slave pens until rheir fare is decided The DM
This also k e e p rooms from becoming full of smoke, but does nor should provide plenty of opportunities for the heroes to break free with
nffecr rhe durarion or area of effect of-gas- or fog-related spells. some effott. Once free, the heroes will need eo either steal weapons and
While most of rhe remplr caveins are natural scones, many artificial armor or create some makeshift weapons from the mat~rialsat hand.
mortared walls hare been added to close off or define certain areas. Due Makeshift weapons impose a -3 p e d q to hit and a -1 pen+ pm die
m the exccllent q u a l ~ yof the workmanship, chese scone walls are nearly of damage they mflicr.
as hard as rhe natural scone. As most are 1-2 feet thick, breaking The Earth Dragon priests are fairly confident, and this may be a fatal
through them will take rime and srrength (at leasr 1 turn of smashing flaw thar the heroes may tq to exploit.
with a large blunt weapon is required to create a hole in a wall large
enough for a man-sized E ~ ~ L U co I Epass rhrough), making a lot of noise I. Main Doors
in the proicrr. T h e temple ir roughly divided into three zones: the e n - These huge stone doors arc incredibly well balanced so that a single
rral remplr, the north remple, and rhe south temple. Each zone has person can open or dose them. A sliding bar on the inside can be used
guards assigned to patrol if: Brown Scaler (3id-level guards), Black to hold them dosed. They are normally kepr p a m a y open, with
Scales (6th-level guards), and Gold Scales (9th-level guards). Each zone enough of a space EO allow a single person to pass rhrough wirhout
also has its own encounter table: touching either door. The doors arc guarded a t all tinics by a Gold
Scale (from room 17) and a Brown Scale (from room 3). If rhey are
Entering the Temple attacked. they will fire their hemy crossbows once and then refieat inro
Once the heroes determine chat the leader of the Slavelords makes his the rernple; one will dose and bar the doors while the orher moves to
home in the depths of the temple of the Ea& Dragon, they will want sound the gong alarm in area 2. Ofcourre, any aggressive parties
10 gain enmance. This is nofan easy task. Thcre only appears to be one approaching the remple will have passed through t o m , so the guards
emranre, and it i s heavily guarded. Either subterfuge or the a d of a will probably be alerted.
Slavelord will he rhe e & s t way to ger inro the temple.
A hero could convert to worship of the Earth Dragon and gain 2. Chamber of the Great Dragon
entrance as an initiate, or he or she might impersonate a priest ot tem- The centeti ofchis room is taken up by a large, m o u e r e d dais npon
ple guard co ger close enough 10 distracr rhe guards. Of course, the S elaborate s t m e of a dragon coded around a momrain
which L - ~ S Can
heroes could always let themselves be captured and carried into the peak. The dragon is redistically painted bur does not appear to be alive.
remple for sacrifice to the Eatth Dragon. Once in, they just need co The dragon is very long and snakelike for a dragon, and wingless (being
b r d free of their shackles and cells before they become food for the shaped much like a gold dragon, in fact). Its eyes are glowing ctystals
coiled dragon. that resemble those jutting from some of the walls in the temple.
Two IO-footdiameter ceremonial bronze gongs stand in the far cor-
Sounding the Akrm ner ofthe room, each decorared with the coiled dragon motif. When
Once an alarm is rounded, the temple guards and priests close and bar struck, rhey can be heard for nearly 150 feet. Striking a gong three
the encry door and double the guard there. Then they begin a systemat- times in rapid succession i s an alarm signal, drawing guards to investi-

Slavers 110
mnsm~iccrock to mud for the purpose of what happens fo people who
walk upon it. The sand pic is a side effect of the occarional attention of
the Earth Dragon. and ocorionally its surface rrembles for no apparent
..
reason. The sand pit is ac least 100 feet deep and is also thr home of a
single hatori (sand cmcodde). which was summoned here by the Earth
Dragon. As long ar the Earth Dragon is plesed, the hacori remains in the
randpit, but if t h e god ever becomes mgv with his worshipers, the harori
(called "Mulok rhe Grandson" by the devout) crawls out of the pit ac
night and devours a few people a-a wammg. The hatori othelwise aces x
a disposal system, earing whatever refuse the temple residenn produce,
Since it n o m U y is a carnivore rather than a n ornni~o~ousscavengm, ifis
always happy m consume any meanire chat falls into rhe sand pit.
The areas marked 4A are defensive positions, always manned by a
Brown Scale. The guards stmd ready with a h e a y crossbow loaded and
cocked. Instead of a normal bolr, however, the weapon is loaded with a
barbed bolt that is artached to a long ,flexible metal wire, the opposite
end of which is tied around a small boulder carefully balanced on cop
of other stones in front of the guard. After a successful hir (which
inflicts normal damage), the guard kicks over che boulder, which causes
it to fall into the sand pit m d begin dragging down the impaled charac-
ter. The character must either Cut the cord (AC 7, hp 5; only severed by
gate and bringing the temple to full ale-. The decoration on rhc gongs an edged weapon), pull out the barbed bolt (suffering a n additional
is a glyph of w.wdinE chat will activate if the gong IS touched by il nun- Idh+l poinrs of damage), or be pulled into the sand in 3 rounds.
believer, shocking him or her for l l d 4 damage (saw YS. spell for half). There is a 30% chance that the hatori will surface If ic hears a fight
Any noise here will draw the attention of Brown Scales in the nearby in this mom. It has learned that sinking rocks mean food and that
imracks (the two areas marked 3). pulling on the rock rends t o pull the food into the sand. It w ~ l l9to
help itself get an easy m e a l (50% chance of pulling the character mto
3. Barracks of the Brown Scales the rand: 50% chance of the hamri's actions pulling out the barbed
Each of these two chambers contains eleven beds, small chesrr, and a bolt, Dnig Id6 +I),
small privy area (little more than a chamber pot and washbasin). These
are the barracks for the Brown Scales and their commanders ( e m guards Hatori: AC 2: MV 15; HD 3: hp 15: THACO 16; #AT 2; Dmg 3d6
and one commander in each room). The Brown Scales are devour war- (bite). Id12 (tad slap); SA swallow r h o l e o n a roll of 20; SZ H (25'
riors clad in scalemail with a small shield, wearing 2 brown tabard deco- long): ML W C ~ (9);E Int s e m i ( 3 ) :AL CN: XP 420.
rated with a black coiled dragon over it. They ate proficient wxh the
longsword, heavy crossbow, sling. dagger. and mace. The commanders 5. HalIway
are dressed similarly except that <heir helms are shaped like dragon This hallway doesni appear differcnt from any other section of the p a -
heads; they are proficient with the same weapons ds their troops but are sage. T h e northeast wall is momred stone. and rhe door is kept locked a t
specialized in the longsword. night. The 10-footsquare space ~nfrom of the door i s actually a flar

F
I
B r o m Scales, mal* and f d e humans F3 (10): AC 5 (scalemil,
shield); MV 9; hp 1X; THACO IX: #4T I: Dmg ld8 (longword): SZ
M; ML elite (14); Inf 10/8: AL LE: XP 65.
stone covenng on top of a 20-foot-deep. spiked pct. The stone cap has
been worked to blend in with the sunounding stone. The covering has
been napped with a glph of warding my good-aligned meanire that
steps onto it accivaces a scone shape spell on the cap, causing ir co iris
+
open and drop people into the pit (Dmg Zd6 ld6). The presence of
Brown Scale Commanders, F6 (2): AC 4 (acalemel. shield. De* bonus); this nap means thar no good-aligned sljgcs can be kept in chis room,
MV 9; hp 42; THACO 15 [14 w s h longsword): #AT 1 ( 3 / 2 with which is what ihe priests prefer, for ?hey want no infidels m their temple.
longsword, rpcciahzriion): Dmg ld8+Z (longsword, spccializcim); SZ
M: ML ehce (14): Int lo/% AL LE; XP 270. 6. Slave Quarters
Nares: The Brown Scaler haw 2d6 gp and 3d6 sp each; rhc This is the Sleeping and resting area of f o q slaves (hp 3 each). The
commanders harc ~ L C that
C mo~u~t. slaves keep the temple clean and fix meals for all bur the Gold Scales and
the most powecN pnesw. They are all humans, halflings, or elves of
4. The Sand Pit either gender, &Lerscd in simple brown robes and sandals. They hare been
The only safe place co stmd m this chamber is within 10 feet of the slaves for several years (predating the return of the Slavelords) and have
o u m walls, because the center of h e room is rnken up by a large pit of been broken. They cower if confronted and have given up hope on ever
fine-grained sand. The sand should be considered an area affecred by being free again, and so they consider any offtr of freedom (no mmer the

Slavers 112
sotxce) to be some sozt of trick being played on them.
Random Encounters
This room has n o fiirnishings other rhan many well-padded pallets
(checked once per cum, 25% chance of encounrei)
and a few chamber pocs. The only thing of value chat the slaver have is
Central Temple (areas 1, 2, 3, 4, 5, 6, 13, 14)
infomation on the layout of the central and norch temple. which they
relate to anyone who asks.
dZO Result
1-5 Id2 Rrorvn Scales (from m a 3)
&X Id4 Brown Scaler 7. Dining Room
9-11 Id2 Brown Scales mn id Id2 3rd-level pnesrs (from area 11) This room is filled with long wooden cables and many chairs. The tables
12-13 Id2 3rd-led pnerts are painted with the coiled dragon and have suffered J lot of use. The
1615 Id3 Broivn Scales and Id2 Sth~levelptirrtr (from area 12) guards and F k t P of the central a d north temple zones ear their meals
16 Id4 Brawn Scalci and I d 2 7rlblevel priests (from m a 12) here. as do the servants from the south temple. AU d i m groups mix
17-20 Id3 s l a v r (from area 6) freely, all being semanrs of the Earth Dragon. Other than ac mealrimer
Note: Any encounter with Brown Scaler in ihe central r~mplehas (sunrise, noon, and rundown), this place is generally empty except for a
a 40% chance of including a Brown Scale Commander (from area few slaves cleaning up or prepaing for the " e x meal.
3).
8. Kitchen

I North Temple
d20
I-R
9-10
11-14
Result
(anas

Id6 ilarr~
7, 8, 9, 10, 11, 12)

Id2 Brown Scaler and I d 2 3 d e d pnerrs


Id3 Black Scales (from area 10:
This is where the slaves prepare food. A small pump draws water from
an underground source and L nearby drain returns excess water to rhat
source. Cooking supplies, cutlery, and u t e n d i abound. There are asual-
1y ld4+2 rbves from area 6 in here from shortly before dawn unci1 the
evening, with twice char number during mcaltimea.
15-17 Id3 Black Scales and Id2 Sth~levelpneit.
IX-19 Id4 Black Scales and Id2 7thirhlerel priests
9. Pantry
20 l d 4 t l Black Scaler and 1 Elder Priest (%e area 21)
Food for meals is scored here. There i s o d y cnough at any time ro last
Note: Any ~ncoiinterwith Brown Scaler in the norch temple has
the temple a few days, but new supplies are brought in from che city
a 40% chance of including a Brown Scale Commander. Any
encounter with lilack Scale has a 35% chance of including the every day.
Black Scale Commander (from area IO), unless an Elder Priest is
present, in which case chat chance riser to 75%. IO. Barracks of the Black Scales
The door to chis area IS adorned wich a black roiled dragon. Any nonbe-
South Temple (areas 15 and higher) liever touching the door will trigger a g / p h of wardhg that shocks for
dZO Result l l d 4 electrical damage (saw 7s. spell foor half d m g c ) . The room beyond
1-7 Id3 ema ants it has nine sets of beds md chests for the eighr Black Scales mn id rheir
8-11 Id4 Bhcl Srjler md I d 2 7rh-level pncscs commmdn. The Black Scales are devour wamoa who wear sialcmail
12-14 Id3 Gold Scales (from area 17) with a shield and have a black tabard wirh il brown coiled dragon on re.
15-17 Id4 Gold Scales They are specialized wiih the longsword mind are proficient wirh che heay.
1&20 ld4 Gold Scales and I Elder Priesr crossbow, sling, dagger, and mace. The commander is dressed the same
Note: Any encounter with Black Scales in the south temple has a except chat he has a helm shaped like a dragon's head He has che same
40% chance of including a Black Scale Commander. Any weapon skills as his troops but is also proficient with a military pick.
encoimrei with Gold Scales has a 50% chance of including the
Gold Scale Commander (from area 17) unless an Elder Priest is Bkck Scales, male & f d e humans F6 (8): AC 4 (chainmad rhirld,
present, in which case chat chance rises to 80%. Drr bows): MV 9 hp 30: THACO 15 (14 vich longsword); #AT 1
( 3 / 2 wirh longsword, sproilharion); Dmg IdK+Z (longsword.
IC is impoitanr c o nore that the guards. seivancs, and Isser priests ~pccialmrion):SL M; ML champion (15); In< IO,WLS8; AL L E XP
are fanatics 2nd will fiEhr LO the death (no morale check needed)
270.
if defending a grearer priest or a holy site in <heremple (such
locations will he nored in each mom'i description). T h e y are not
Black Scalc Commander, F 9 AC 3 (scriemid. rhicld. Dex bonus): MV 9:
scupid, however, and will USE clever b a d e tactics if possible,
avoiding obviously suicidal actions. hp 60;THACO 12 (11 widr longsword); #AT 3 / 2 (2 wirh Iong~word,
Slioald the temple be atnckcd, ihe temple populace will use rpccirlmnon): Dmg ld8+2 (longsword, speciihmnon): SZ M: ML
areas 4, 13, 16, a n d 21 as rallying and fallback points. Priests champm (IS): Int 12, W s 1U: AL LE: XP 975.
with appropriate ~ i m coe prepare will use defensive spells upon Notes; The Black Scalcr hive 3d6 ep and 5dh sp each: the commander

ihemselrcs, guards, or aceas, and anyonc with magic icems will use has rl~reri m e r that amounc.
them to the best effect.
11. Chambers of the Lesser Priests
1
I I[ This is rhc sleeping area of the lesser priesrr of the temple. All seven
re 3rd level and arc responsible for ihe murine needs of earch during prayer but not be too uncomfortable. A large number o f
eironnel. While chere are other priesrs of equnvalent power glowing crystals jut from the walls and ceiling, providing illumination
in rhe outer city, it i s considered a great honor to work in rhc temple, as here at all hours. The two gongs in this room can be used as alarms like
only the best students are decced for this duty. the ones in area 2, and are srmilarly trapped. The north and sourh
The mom is divided into smaller moms withour doors. Each mom doors are normally kepr open, and so sound in this area travels freely IO
has a bed, a chest (which doubles as a chair), and a small study table. nearby. parrs
. of the temple: however, anv nonbeliever couchinga the
The floor near area 7 and the anteroom marked 1l a are each proremed doors will acrivite a g l p b oiw.trdmg (1 Id4 electrical damage, save YS.
by a g l p b of warding (triggered by nonbelievers) that will meare a pit l halii.
s ~ d for
in the same farhion as the one in area 5. Usually one of the priests will The western end of the room has a series of stone steps that rise
rlso cast ""em watch above the g<$ near area 7 M exma security. from the rand to form ,viea 14. T h e more powerful priests will not her-
itate to use transmure r o d ro mud spells in this area, as the effecr can
3 r d - l e d priests (7):AC 6 (rcalcmril) or 10: MV 9: HD 3+2; hp 17; always be reversed later, and they beliwr anyone buried in mud here
THACO 20: #AT 1: Dmg ld6+1 (plck); SAIighiormagirdsroneance will sink IO the caverns of the Earth Dragon deep under the surface and
per d a y SD +1 to saves vs. physical damage: SZ M: ML rrcady (12); Inr be consumed as sacrifices (and they may be rishht).
11, Wis 13: AL L E XP 175. This area is considered a holy sire by worshipers of the Earth Dragon.
Spelir Memorized (3/l): Irr--cure Iehr wounds (xZ), faerie fire
2nd-chmr or rlow p m o n . 14. Sacrificial Altar
Notes: Each of thcre pricrrs ha. 3dh g p and 566 sp. The top of this three-step dais has a carved smne dragon head whose
body merges with an exquisitely detailed cawing of a coiling dragon
12. Chambers of the Greater Priests body on the floor 2nd wall. The dragon's mouth i s open, and irs tongue
Set up similarly IO area 11, this place i s the rooms of rhe m d l e v e l is a horizonrll shelf that slopes genrly into rhe dragon's m w . The
pnestr of the temple. Six 5th-level and four 7rh-level pri~atsIivr here, tongue is the place where racriticer are made and has a moderarc amount
mining t h e lesser priesis. handling major worship services, acting 21 of bloodsrams. Unlike most forms of creariire sacrifice, offerings co the
liaisons to rhe c ~ y preparing
, for work OD rhe Wild Coast, and so on. Earth Dragon are only bound and incapacitated (usually by a disabling
Like the lesser priests, there are the elite and talented members of the wound co &e abdomen). They then slide inco the throat of the stone
middle-power clergy. dragon and through a hidden chure that leads co the pit in area 15,
The area to the south of this room's rourhern door is protecred by a where they fall to the lair of the E m h Dragon and are consumed.
g l p h of warding (triggered by nonbelievers) that shocks for 7d4 dam- The stone dragon is inlaid wirh jcc and gold (mmovmg it all will take
age (saw vs. spell for half damage). several hours but will net 3,000 gp worth of jet 2nd 1,000g~ worth of
gold). Its visible eye (the far side of the head abuts the wall) IS a large
5th-lcvcl pritsm (6):AC 6 (sc&miI); MV 9; HD 5+2: hp 3 2 THACO black sapphire wonh 7,000 gp. However, anyone who defiles t h i s statue
18: #AT 1; Dmg ld6+4 (pick. Earth Dragon. bonus); SA Iighghror will suffer a curse of always being under the effects of a s h w spell. This
magical stone O ~ C Cpcr day: SD +I
to saves VI. p h y s d damage: SZ M: mrse can only be removed by a priest of 15th OT higher level.
ML elite (13); Int 11, Wfr IS: AL LE: XP 650.
Sp& Mmonzed (3/.3/1) Is<-nirc li$r wounds (x2), endure
cold/endure hear Znd-m*ry . . obrnircmcrit, r;lenc~IS' radrus: 3rd-
prayer.
I
Noiei: Each ofrhese priests h a 566 gp, 8 d 6 sp, and 1 useful potion.

7th-level priests (4):AC 6 (rcnlemail); M v 9: HD 7 + 2 hp 4 4 THACO


16; #AT I ; Dmg ld6+4 (pwk. E m h Dragon bonus): SA lighcm magid
m n once ~ per d q , casr spells w 8th-level ptiesi when in conmi wirh rhc
a r c h ; SD + I co saves VI. physical damage: SZ M ML d i r e (13): Inr 11.
wlS9; AL LE; XP zmn.
Spells Memoiized(3/3/Z/l): lai--nm light wounds ( ~ 2 )detect
.
magic 2nd-dmce 15' iadmr, withdraw ~m watch; 3rd-zIph of
wardins pmreciion &om fir6 4th-mrr rcn'our wounds or neuirdize
poison.
Nom: Each of rhrre priests has lOd6 gp, 12d6 sp, and 2 useful
potions.

13. Main Temple


This is where the main worship services within the remple take place.
The floor here is sand, as che devout wish to be in c o n t m with rhe

Slavers 114
This area is considered a holy sire by worshipers of the Earth Dragon. occurs here and rhe eggs are rhrearened, any guards and priests present
will fight as if under the effects of a biess spell (wen if they were
15. Chamber o f the Pit already in combar before the eggs were in danger).
A ConScant slight breeze mores toward this m a . A few shorr steps lead The area between the two sections of rhe southeast wall i s prorected
downward to a lower floor level. In the center of this area i s a circular by a g i p h ofwarding activated by the presence of z nonbeliever. It acti-
pit almost 15 feet in diameter. A stone door on che west wall is marked vates a /inme ofdermction spell (see the Tome ufhfagic), which creates
with the symbol oithe coiled dragon. a shimmering, semitransparent field of enngy across the oppning that
The pit is an incredibly deep shafi chat leads to the caves of the lasts 13 rounds and causes l d 3 points of damage m anything chat pass-
Earth Dragon. About 20 feet down in the pit is a small side passage es through it (Id8 to anythlng of good alignment). The area m front of
that angles up to connect with the stone dragon head in area 14. the northwest door is also guarded by a g i p h rhir one inflicting 16d4
Sacrifices fiom that room slide down the secret chute and are droppped electrical damage (save YS. spell for ha19 to any nonbeliever.
inro the pit. Similarly, m y sacrifices prepared in the inner ~anctum(area This area is considered a holy sire by worshipers of rhe Earth Dragon.
16) ate brought here to give ro the god. Anything thrown info the pit
will plummet over a mile to rhe Earth D n g o n i lair, falling a t a normal 17. Barracks of the Gold Scales
rate but slowing j u t before impact to land safely. Anything sacrificed T h e door this area is adorned with a gold coiled dragon (pamted,
to
to the Earrh Dragon should be considered lost forever, as even the most not real gold). Any nonbeliever touching the door will trigger a gbFb
powerful and p r e p e d team would have a difficulr time defeating the of wardingthar causes lld4 fire damage (save 7s. spell for half dam-
Eat& Dragon in its own lair ( I t is a demigod, after d). Creatures are age). The room beyond it has eleven sets of comfortable beds and
sacrificed one at a time. chests for the ten Gold Soles and their commander. The Gold Scales
The door on the west wall is actually B fdse door. The floor in front are elite devout warriors. They wear scale and shield, 2nd their tabard is
of it is protected by a g / p h ofwarding that i s activated by nonbeliev- black with a large coiled dragon in gold on the chert. Each also has a
err. The glyph rriggerr a m m m u t e rock m mud spell on the wall, calis- helm shaped like a dragon's head, with the commander's helm haying
ing a 20-foor-wide. 20-foot-high, IO-foor-deep seccion of t h e w i l l m white cryrral lenses instead of open eye-holes. They are specialized with
liquefy and spill out inro the mom. Any characters between this 20- the longsword and are proficient wirh che heavy crossbow, sling, dagger,
foot-wide area and the pit must save vs. breath weapon or be carried mace, and pick. The commander i s also proficient with the warhammer.
info the pit by the modslide (unless the characterr have access to spells
such as fk, fearher Ld/,or spider ciim6, chhey are essentially losr co the Gold Scales, male & fpmlle humans F9 (10): AC 5 (scalcma~l.shield);
appetite of the E m h Dragon). M T 9 hp 54; THACO 12 (11 with longsword); #AT 3 / 2 (2 wirh
Should people seek to defile this area [either wirh magic or some- longsword. specdmation): Dmg ldR+Z (impsword, spc&Iimion): SZ
thing as simple as t'vowing refusc into the pir), the Earth Dragon will M: ML champion (IS): Inr 12. Wis 11: AL LE; XP 975.
become angry and cause a minor eatthquake. which wdl cettainly alett
the temple m t h e presence of invaders if they don't know already. Gold Scale Commander, F13: AC 1 (scdcmail, shield ti,Dex bonus):
Continuing in there efforts, it will cause an aaitbquake spell to be cen- M V 9: hp 100; THACO 8 (5 wlrh iongrword tZ):#AT 2 ( S / Z wlrh
tered on this room. Parrs of t h e ceiling will collapse and bury infidels, longsword. s p m ~ l ~ z ~ c i oDmg
n ) : ld5+4 (longsword i Z , s p e c ~ d m t ~ o n ) :
and others will be shaken inro the pit irself If it must, the Earth SD m g m l helm (see hdow); SZ M: ML fmnrcic (17); Inr 12. W i r 13:
Dragon will completely bury this chamber and whatever is ~n it, since it AL LE: XP 6.000.
can always have the place reopened Iacrer. Special Equipment: rnagxcal hclm that acts like a ring oispcli .scoring
This area i s considered a holy sice hy worshipers of the Earth Dragon. (holdmg a hedspell) and gives its wearer a +4 on dl saving thiows Y S .
light-bared arrrcks (using hghghi io blind, coior spray $merdust, ccc.).
16. Inner Sanctum Nore: The Gold Scales possess 10d6 gp and ZOd6 sp each: the
T h i s room is the private temple of the most powerful priests o f the
Earth Dragon. Along the smithwest wall i s a dais that rises in front of a
commander has chrehrpe t m c s rhac amomr.
i
large omamend carving of rhe Enrrh Dragon. Like rhc sacrificial altar
in the main temple :area 13) this one isdecoraced precious scones
18. Small Dining Room
Thrs IS a smaller 2nd fancier dining room than area 7, reserved for t h e
/
3
and gold (5,000 gp worth of jet, 3,000 gp worth of brown tourmaline,

i
use of the elder priests and the elite guards (the senants eat in the
2,000 gp worth of gold, and two black sapphires worth 5,000 gp each). kitchen). Four wooden rabies and sixteen chairs are arranged in the
It sharer the same c ~ m ase the other depiction of rhe god in area 14. mom co allow plenty of space and movement. Two large tapestrier of
The northeast ~eccionof the wall has five egg-shaped rocks, each of stark (bur beautiful) mountain scenes adorn the walls. Like the other ',
a different sort of stone and about 2 f e r tall. The Earrh Dngon dining room, this place is busy during mealtimes hut otherwise empty :.
occarionally leaves behind these eggs in rhe Chamber of the Pit with except for servants cleaning.
imcmccions that they am its "young" and should be guarded. Some of
them are moved to other temples, but mmr are kept here. The priests 19. Kitchen/Pantry
have not dared co anger their god by artempring m crack ihe eggs This combined kitchen and p a n q is similar to t h e one in area 8,
open 01perform any other mtt of invasive inspection. If a fight except that the tableware is of fine quality: twenty sets of gold-alloy

115
forks, k n n cs, 2nd ipoons worrh I50 gp total, twmry crystal wine glasn- the cult, and Torwd exposed several of his more umaual habits in a
I,.
worrh 1,000 g p total,twenty gold goblets worth 4M) gp each, and V E ~ Ypublic manner. Shamed. ]man rhrew himself into the pit, and
various other piems of dinnerware made of precious metals or c r p d Torwil took his place as the high priest. H e W E gready resentful when
<. ' worth a total of 3,500 gp. (Note that shortly after mealrimer most of Klim rctiirned and took back his old position as the head of the temple,
c this will be in need of washing, and the crystal pieces are fragile.) and now he subrly plots to temove his senior.
1' The p m q area contains foods in like quanti& as the other panrry Torwil is a man in early middle age, small and wiry. His hair i i
but of richer qualiiy, mcluding a bottle of virgin olive oil from the brown brit graying at rhe temples, and his eyes and skin are somewhat
town of Esko (which, unknown cn mosr people, i s in the lands of the dark. He was athletic in his youth and srill retains much of his fitnes.
Scxler Broihrrhood; the bode is a glfc from Brother Kmin) worth 100 The g / p h 011 his door activates a hami spell upon anyone who
gp. It also concam five small casks of fine wine, each worth 200 pp
~~ .. or toucher it (orher than Tonvil himseli). In addition co the usual mun-
more co the right people. dane items, he has a small locktd chest wirhin which he keeps various
There are usuall~2-3 servants (from area 20) in this area during the pieces of jew~ltyand inwresting trinkets to be used as bribes and tokens
day preparing food or cleaning up afkr meals. of friendship. Any particular i t e m is worrh 1-20 gp, with the enfire
contenrs being worth about 1,000gp.
20. Servant Quarters
T h i s sparse room is where the ren devout servants of the remple reside. Tomil, male human P13 of Earth Dragon: AC 4 (scalernail tl.magical
They are faithful worshipers of the Earih Dragon but are ocherwise very hcim): MV 9; hp 51: THACO 12; #AT 1 ( 3 / Z with pick. E a d Dragon
much like household servants found in any town-they cook for, dean boms): Dmg Id6+4 (pick, Earth Dragon bonu
the rooms 06 and wait upon chc elder priests of the temple. They will breath wcapyon; SD immune (0 fcar. +I on saving throws YS. damaging
round an alarm if rhey see any unescorred strangers and will flee if cffcfecrs. can become ~mmovablc:SZ M (S'X"t,~ll):ML champion (IS); Srr
attacked unless cornered or they see priests or holy imm being threat- 12. Dcx 13. Con 16, Inr 13, W i r 16, Chi 13; AL LE; XF 11,000,
ened. Each wears a simple brown conic, breeches, and sandals, with Special Abdiries: lighr OT m a p d rronc O ~ C Lper day; as long as he's in
minor pieces of dragon-styled jewelty. connct with rhr carrh. be casts spells as if hc were 14th 1 ~ (not ~ 1
chmmging the nombrr of spells, just increasing rhc cfiectcucncs of his
Servanrr (10): AC 10: MV 1 2 HD %; hp 3: THACO 2 0 #AT 1: Dmg spells): likewise, whrn in cnnmct with the ground he c a m m be knocked
1114 (dagger); SZ M, ML c h m p i w (1 5): Inr IO, Wis 7: AL LN: XP 15, over or movcd against his will by pl~ys~cal
OI magical means, marchquake
Norrr: Each of rhc I E I Y ~ C Sbar Id6 sp. once pc' b y .
Special Eprpmenc; &rrh Dr~gcxh r h (from s h r dragon: +I to AC,
21. The Elder Priests ~mmunrryto fear, garc r~f7cciion.cold breath weapon once a day fix
This large ancecharnber i s decorated with three ~ c a n i e sand several Sd10+2 damage-scc d i e New Magr lrrmr appendix). f ; p n n e of
pieces of abstract serpentme sculpture. Carved in the floor is a large woniiiour power (ebony),lf potion ofhrding.
coiled dragon symbol. inlaid with black enamel. Six comfortable chairs Spherr;: Major-All, Combar. Elemental (Gmh), Healing, Protccnnn.
ire placed about the room in no particular partern. This place is used as Wrathcr; Minor-D~nninon. Gmrdtm. Travclrrs, Wards.
,a sirring and discussion room by the elder priests and any important Spdl.~Memorized (8/8/6/4/2/2): lrt--hlew, ccm light woimdr
p e s t s rhey choose co speak wirh in privacy. T h e door leading to this (x3). d m c r magic, c n d m ra/d/mdur? hcai proieciion &om good, pur,+
room IS trapped on the northwest side with a glyph of warding that will iood & drmk 2 n d - a u p y dcrcct c h a u . rllrncc 1.5' iadms ( ~ 2 )s!ow
.
summon (in 1 round) an insrctplague that will fiU chc 20-by-20-foot pmon. ies;.~r fin wiihdraw, w p m waich: 3rd-pryer. locare objerr
.uea in front of the door md persisc for 26 rounds. The great carved dispel magic, g+ph oiw.dng, mapcal vo-rmin~speak with dead: 4th-

F
I
dragon on the ground is protected by a permanent glph char inflicts a
poison spell upon any unbeliever who touches it (in fact, this carving is
wed m iniriare any ceremony or meeting char raker place here).
Each of the orhn doon otic of this room leads to a ptivxe room of one
,of the elder priest- or co rhe private alchemical lab of Stalm?n aim, high
priest of the mlt. Each dow is pmcecred by a glyph ofwarding (&P effect
cum reriou.~wounds (xZ), neimdizc potson, sprll irnrnvniry Srh-mrt
ciii;ol wounds spike S ~ O ~ P6th-him
C ( r e v m e of hmJ, hcnl.
Noie.7: Every day Tomil irfrcshcs his rodure ioldspdl.

2IB. Shavi Room


Shm is a dedicated priestess of rhe Earrh Dragon and a strong suppoe-
1s described in rhe section on the appropriate room). er of Sralman Klim. She has an aggressive personalicy but treats under-
lings fairly, showing her hard side only when crossed. It i s she who
2lA.TonvXs Room pushed for educating the o m in che rrachings of the Earth Dragon, 2nd
Torwil is a powerful priest of rhc Earth Dragon Culr, second only to she is largely responsible for winning t h e m over despitc their natural
Sralman Klim himself. Torwil presents a pleasanr extcrior and maker bias against females. Oddly enough, she ir not interested in personal
ltiends easdy, but i s in truth a ikillkd manipularor. using people for his power, only increasing her god's influence. He=support orKlim sterns
own purposes and betraying them m such a way thar they cannot reveal from his progress in spreading the word of rhe Earth Dragon.
l i s dupliciry. It is through this merhod that he became the high priest Shar has bronzed skin, black hair, and amber eyes. She is muscular
of the Earth Dragon Cult s h o d ? afrcr Stalman Klim vanished in thc but feminine, and carries herself as if she could move through obstacles
destruction of Suderham. A ptiest named Jorm lhad taken control of by sheer force of will.

Slavers 116
The glyph on the door to her room triggers a harm spell on any Rofa'r room has little wealth, conraining only a small chest with
unbeliever who touches it. In addirion to noma1 items and treasure 10d6 gp and 10d6 sp.
(about 700 gp woith of coins and gems), she has three small books
about orcish religion (mainly rhe orcish pantheon, but also other Rofa, f d c human P I 1 of Earth Dragon: AC 3
Oerthly deities worshiped by hum;moids, such 2s the Sue1 goddess helm, Dex banns): MV 9:hp 72: THACO 12:#AT I ( 3 / 2 with pick,
Beltar), written in Orcish bur with extcnriye translarion notes (in corn- E m h Dragon bonm); Dmg ldh+4 (pick, Eanh Dragon bonus); SA casts
mon, penned by Shav) in ihe margins. Anyone who has access to chcse as U r h Icvcl, breath weapon: SD immmc to &r, +I on smmg rhrorr 7s.
books can use the Religion (orcish) nonweapon proficiency ivithout damaging effects: SL M (5'4''taIJ); ML clire (14): Srr 14, Dcx 15. Con
penalty 2nd the Etiquette nonweapon proficiency (in regard to orcish 16, Inr 12, Wis 15, Chr 1 2 AL LE: XP 7,000.
customs) with a f l penalty S ~ w Abdiiier:
d hgbr or magid m n c once pcr day: iis long as s h i s ill
contact wirh <he e a r t h she cisti spells as if she w m l2dr IPYCI
(nor
Shnv, female human P11 of Earth Dragon: AC 3 (scalemail, magical changmng rhc niimbcr of spell,, just incrcaGng rhe effcctlwnrrr of hpr
helm, rmg ofproredon +Z):MV % lip 61: THACO 12; #i\T 1 ( 3 / 2 .p.Us).
wirh pick, E m h r h g m bonus); Dmg Id6+4 (pick, E m h Dragon S p m l Equipment: E d Dragon helm (from bronlc dragon: +I m
bonus): SA c m s 12th level. breach weapon: SD immune co f k +1 on AC. ~rnmoniryto fear. polymorph sdfoncc pcr day, Ii~hmmngbreath
swing throws YS. damaging c f f h SZ M (5'9" tall); ML champion (16): weapon o n e a day for 3dRtl damage-see rhc Magic Itcmr apprLIdix),
Srr 15, Der 14, Con 15. Inr 14, Wlr 15. Chr 16: 4L LE; XP 7,000. gcin ofseeing
Spmal Abilities: hghc or m a g i d stone once pm day: as long as she's in Spheres: Major-All, Combat, Elcrnenrnl (Earrh), He;rlmg, Protrction.
conuct with the earrh. shc a m spcllr a if she were 12th level (not Weather: A4rinor-Dwmnnon. Guardian, Trauclcrs. Wards.
changing the numtm o f spells, just mcrezmg rhe rffmivmcss of her Sp& M ~ m ~ ~ i ~ ~ d ( 7 / 5 / 4 / 3 / 21st-hicis,
/1): cum Lghr wounds
rprllr). (XZ), & i c d magic, dcrcctpoison, endure iold/mdure h e r smcway;
Spccral Equipmcnc Earrh Dragon heim (from b r a s dragon: +I to AC, 2nd--augun, (a), obrcurimenr, silence 1.5' radius, slow p o m n : 3rd-
irnmtmq to fear. .supstion once p ~ dry,
r sleep gas breach weapon once a gtvph of w.mfhg l o c m objmt, meld imu m n ~ s,p c A wirli dead: 4th-
day-see the New Magic Items appendix), phylacisry oflong,vean: ring cure serm~swounds, naiirdirepoison, repel inrecis; Srh-am mirc,al
of znviszbiliy wounds, mmsmum rock to mud: 6rh-hcal.
S p h m s Major--All. Combat. Elemend (Emb), Healing. Protection. Nerea Every day Rufa rcfreslhes her m d m coid spell.
Wcarher: Minor-.Divinarion. Guardian, Travelers, Wards.
SprUs Mrmunlrd(7/5/4/3/2/1): 1st-blrss, a r c light womds 22. Alchemy Room
(xZ), dmcr maz~grcendure o l d / e n d m heat, hem firc. sancnIar5 2nd- Unlike most alchemy labs, this one lacks the expected shelves of
a u p q , silcncr IS' radius, slowpoiron ( ~ 2 )spc&
. wirh anrmalr: 3rd- reagents and equipment, instead having all these ifems placed carefully
7;
magid v c r h m i , prayer, pmieciion from fire, rmnc shape: 4rh--cuir on chc floor. Small cooking pots, candlrs, vials of liquid, clay pots filled
rcriorzr wounds, nmmlize poison, pmmmon from evil 10' radius; Sd- with herbs, and other conrainers take up about half the floor space,
commune wich nanrrc, cure cricicai wounds: 6rh-heal. leaving a path leading to a circular region in chc center of the room.
Norm E v q dw Shrv rcfrreshcs ller m d m cold md pioicctim fiom This is the workspace in which Sralman Uim c r e a m che smoke oflitde
$re spells. death; mixing chc proper substances in the righr prnporrions results in a
hot, oily marerial char turns inro a volatile smoke when it cools. The oil
21C. Rofa's Room is poured inro flasks while in ics liquid form and stored for later ussgc.
Rofa is an introspective priestess who feels that she has an especially Five vials of ihe completed oil arc set aside on a shelf in one far corner.
mong connection with the Earrh Dragon. Her visions under [he effects T h e door in the southeast wall is a false door trapped with a glyph
of the .smoke ofiittie death arc always very powerful and sometimes of warding rhat will transmute a 20-by-10-by-10-foot section of rhat
prophetic. She works hard ac her duties as one of the elder priests and wall into mud, filling ihe entire room to a depth of 2 feet. This IS

.
thinks thar rhe role of high priest may he her destiny some rime after enough to completely cover all the alchemical equipment and ingredi-
Stalnun Klim h a gone to join the Earth Dragon. Una1 that time, she ents,ruining many of &em and making it difficult for m y m e to recov-
attempts to s e m ~her god with vigor. er or mconstru~cenough informarion eo be able m create the smoke of
Rofa i s relatively young. wirh brown-black hair. coppery akin, and little death independently. Stalman Klim can always convert the mud
dark brown eyes. She is scout and rugged from years of living in rhe back co rock and rebuild the laborarory since the recipe is in his hrad.
mountains, although the mead of her feet is nearly as quier as an elfs. A smaU s&d area lies beyond the northeast wall. A false door in
The g l p h on Rofa's door inflicrs a harm spell on any nonbeliever that room 1s trapped by a similar glyph, which would fill that room
who touches it. In her room are a number ofletters from Markma (the wirh mud 10 feec deep (of COUTSC. ~t w o d d spill into the adjoining
real one), wirh whom she is close friends. These letters can be uscd to room as well if the hole in rhe mortared wall were below the 10-foot
provide seeds for other advenrurer (such as other doubles she has work- mark).
ing in ocher parts o i t h e world) or help clear up the d e of all of the T h e contents of the laboratory arc worth abour 2,000 gp to an
duplicates, as the wizard was quite open about her methods and the alchemist or porion-creating wizard, alchough rhey rake up a lot of
nature of her false selves. space and most pieces are quite breakable.
23. Stalman Klim's Room
This room seems oddly bare for the residence of an evil high pxieit.
The bed is a square wooden f r m e tilled with rocks and sand, covered
by a few blankets. A small washbasin stands in one comer.
Next to the washbasin is an 8-foot-call column of rock crudely carved
with vaguely r e y n t i n e features. Only the head area looks finished, and
two gold spheres have been affixed m it where the eyes are. A few scone-

i. carving cools are on the floor nearby. The statue i s protected by a givph
of wardmg, acci\mting if anyone other than Stahan Klim touches I?. The
statuewill become mobile from an animate rock spell triggered by the
glyph and attack anyone in the room other than Klim him&

? Animated Statue: AC 5: MV 6: HD 1 4 hp 56: THACO 12; #AT 1:


Dmg ZdlZ (fist); SD immune IO spells that d o n i a f f m rock; SZ L (8'
tall); ML fedrss (20): I ~ C (0):AL N: XP 4,000.

4 desk and chair are in another corner of the room. with s e w d pieces
ofpaper and a holy tome of the Earth Dragon Culr on top. The papers
contain n o w on the slaving o ~ e r a m n son the Ny Dyv, on Woolly
Bay, and south of the Poma?; disposition of troops dong t h e Wild *The Earth Dragon cannot m m a l l y grant 7th-levcl spells.
C o a t ; manufacture of slaving boats and training of slave-wamors; and "A 15rh-levrl pricrr of the Earrh Dragon can pray for an addxima1
some ctyptic m ~ s s a g e sfrom people identified only as "Marshenref and ~ l ~h t ~h ~ ~ day r danY
d ~~~d( d u d i n g 7& kd).
"Renho." Spdl h m TSR2121, Tome ofMapc.
T h e wardrobe on the west wall holds normal traveling cloches. two Notes: Evcly dry rhc htgh priest refreshe- his didy prOt~ciiVCspclLr:
ceremonial robes of brown woven with gold and gems, and TWO simple endure cold a"ra of comforr p'0""O" h-om fire, and p*orecnon fim
brown garments with a black and gold dragon embroidered on them. Iighhtnig.
Hooks on the outside of the wardrobe provide places to hang weapons.
A secret trapdoor in the floor of the southeast coiner is protected by The high priest IS a mm of middle height and broad sfature, slightly
a g l p h of warding against nonbelievers: it will rnmsmure rock m mud a overweighr, with a long, thin moustache and 2 beard. He has a light
5-by-5-foor area around and under rhc trapdoor, flooding the s e ~ r e r brown complexion with dark eyes and hair, and he prefers to wear his
rompartmcnt there with mud and making rhe area around if very dan- ceremonial dorhing or armor insread of plainer garb. He h s an aura of
gerous. In the hiddm compartmenr is a locked metal chert (Klim has aurhority about him that is romrwhar counrcrmanded by his atriiudc of
rhe key) that contains 1000 gp. fifteen gems worth 100 gp each (jet superirnity.
and red-brown spinels), six gems worth 500 g p each (topaz and small If confronted, Stalman Klim uses his magic in the most effective
black sapphires). a dagger made from a bone of a gold dragon, and manner. He is v e intelligent
~ and confident. If he has foreknowledge of
rleven gold rings carved wirh the coiled dragon symbol (worth 100 g p the heroes, he customizes his spell ielecrion to take advantage of their
each). This is a secret hoard of temple treasure, which Stalman Klim weaknesses and to offset their srrcngths. His first action in a fighc will
keeps nearby to fund agents of the colt. be ro use the symbolofperstmion power of his Dragon; .scales to gain
Klim's door glyph cargets a h a m spell on anyone other rhan he who allies among his foes. If thosc who save againsr this enchanmenr decide
touches it. to arrack him, he uses the armo<r mass suggestion LO convince people
co defend him. Those affecred by rhe s,mbol ofpersuasion suffer an
S&an KLm, male human PI5 of Lrth D~agon:AC -2 (scalemail 14, additional -2 on their save VI. t h i s mggcstion. He uses spells such as
magical helm, Drr bonus): MV 9; hp 6 0 THACO I2 (10 wirh foomin's silence IS radius, obscuremenr, and mnsmutc rock to mud to confuse
prk iZ): #AT I ( 3 / 2 wirh pick, Eamh Dragon bonus): Dmg I d 6 t 6 and disable his opponents and uscs his helpful spells such as fieri? fire,
(ibommni p d +Z, Earth Dragon bonus): SA casts as 16th I ~ v e i breach
. prayer, and conjure earth eirmmd (if rime permits) to protect himself
weapon: SD immune co f&i +1 on saving throws VI. damaging effecrs,
t 2 on all saving throws (from amor), can become unmovable; SZ M A Grand Finale
(5'6" tall): ML champion (16): Sm 15, DFX17, Con 14, Inr 14, Wii 17, If Stalman :aim is slain or the temple of rhc Earth Dragon desecrated.
Chr 11: AL LE; XP 14,000. the Earth Dragon awakens tilled with anger but blind to the location of
Spmd Ahihaes: lrghr or mzgrcai s m n ~once per day; earchquakc once im persecutors. The temple fills with thc sound of p a n i n g (much like
per day: as long as heh in concadct wirh ihe car& he casts spells as d hc the murid of two mighty blocks of stonr tuhbtng against each other).
were 16th level (not changing che numb- of spells, lust ~ncrersmgthc T h i s sound rises m a deafening crescendo and then abruptly stops. 111
effectivcncns of his spells); lwhcn in contact wirh rhc ground he cannot be rhe following silence, small animals and insects will flee the area as a
h o c k e d over or mavcd against his will by physical or magicd mzans. light snow of rock dusr and pebbles flurtcrs down from the ceiling.

Slavers 118
Each of the heroes will need to make a Dexterity check a t -2, and Slavelords are defeared, she could easily pick up the pieces of rhe old
those who fail will feel dizzy and will eirher have to sit down abmprly hierarchy and turn it to her own pu'poses. At the head of a "xion-
or will fall down. Then the eatth begins to groan again and shudder even if ir weren't devoted to slaving-she wooid have plenty of subjects
with the start of a massive earthquake chat l a m for Id6 rounds. for her sadistic experiments. Another oprion is to explore the future of
Anyone underground during rhe earthquake musf make 2 save YS. petri- Markessa's Broken Ones once their creator is drsrroyed. Will they reek
fication each rormd or be struck by Id4 blocks of scone for I d 6 poincs to worship &e slayer of rheir meacor as rheir new deity or will they be
of damage each. The earthqujke may came ceilings to collapse. floors driven into bestialicy and turn inm cannibalistic t q h y hunters?
to buckle, or wdls to shatter, causing obstacles for chore trying co flee
(all rnovemen~races halved: anyone abovcground musf s a w YS. pettitic>- More Slaves Arrive
cion or be caught in a cave-in, Dmg 2d6). There are several 2-round Even if the heroes do d e f m the Slnvdoids, the far ends of the chain of
aftershocks every 2 d l 0 rounds. command won't heat abour it for a while, and new slaves will mnfinue
Once the heroes break out into rhe open, rhey may come face to face t o arrive from different parts of the world. The hemes will have LO
with another Slavelord and an earth elemental. decxde what to do with t h e Slavers and the displaced i l i v e ~ Many
. will
be from savage or primitive parts of the Flanaess chat are dangerous EO
IDEAS
ADDITIONALADVENTURE trawl through even for those wirh benign monves.
If the heroes survived this incredible saga, ic may be rime for them co set-
tle down, build a stronghold, become involved in the politics of their Vengeance of the Earth Dragon
rown, and leave the dangerous adventures co the younger ones.Then If the temple of the Earth Dragon is attacked and m o x of its priests
again, the red adventure may j u t be starting, for the defat of rhe killed or captured, there are still many pries= of the cult traveling the
Slavelords is not only an end, it is the beginning of many adventures TO land. When they hear of the dctiling of their great remple, they will
come. Here are some sroty ideas thar the Dungeon Master may wanc to return home to commune with the Earrh Dragon and repair its place of
dtvdop to further challenge his courageous heroes and foolhardy players. worship. The people responsible for the dmrh and destruction m the
temple will be declared enemies of the faith, and will become the targets
Defeat of the Slavelords of mysterious attacks, ciirse, and even assasination attempts. And
Should the slave lord^ be defeated, a tremendous powm v a a u m will there's still rhe possibility that the Earth Dragon itself will find a way
form in the Pomarj. Unless a charismaric leader can step forward and m take a hand in claiming its vengeance against ihc heroes.
take control of the remains of the regime, chaos will reign in the
Pomarj and rhe Wild Coast. Humanoids will war on each orher and Aid from Ulek
nearby civilized lands, pirates will attack to kill instead of capture, mer- If che heroes manage to locare the Hidden Ciry, they may be daunted
cenary ban& will grab what power and loot they can before fleeing co by rhc task of penetrating enemy terriroty so deeply and the need to
safer terriroty, and so on. Of course, considering rhe number of take on an entire mm. Aid from the Ulek states would be extremely
Slavelords, it is unlikely that all of them could be killed x once, and so helpful at this point, wirh the leaders of those placer offenng milctary
after a period of turmoil the organization could stabillze again. aid to break through the humanoid defenses in the lowlands and orher
although \nth shghlly differenr goals. This time ihey may seek to kid- assistance to help the amck on the city itself A Dungeon Master famil-
nap mfluential people and hold them as bargaining chips in exchange iar with large-scale battles mighr rake this as an oppomnity 10 wage 2
for surrender of the Lortmilr to the humanoid tribes. wargaming minicampaign in the Pomarj. Another idea would be co run
a campaign based in the Pomarj, with the players controlling one or
Escaping Slavelords more humanoid tribes. The goal would be to battle each others' tribes
The eight Slavelords are ~ l e v e renough nor to be easily trapped in their and a m m s much territory as possible, evenrually earning the favor of
city 2nd are not willing to fight to the death, so any successful attack on Turroih Mak and possibly taking a seat among che Slavelords.
Kalen Lekor is likely to result in one or more of them trying to escape,
The Scarlet Brotherhood i
probably with a number of soldiers loyal 10 thpm. Chasing down these
groups will presenc quire a task, as will determining which of rhe fleeing
groups is the most important targer. The Slaveloids are likely to have
The largesr outside supporter of the Slaveloids is the Scarkc
Brotherhood. Their ships amiw in the p o r s of the Pomal fairly r e p -
1
?
old friends whom ihey can mn co, even in civilized lands, and the lady, and rheir citizens are used to daling wirh humanoid minions. If
adventurers are likely m have LO deal with the fallout of their actions the balance of power here LS upset, a number of Brotherhood vessels are
for months or years to come. likely t o speed home and return with Brotherhood soldiers and battle !
wizards m take over the contested territories. Should chis occur, rhc
Was That the Real Markessa? Brotherhood will have a subsidiary colony right on the doorsiep of the :,
Given the number of duplicarer that Markerra created for the slaving city of Greyhawk and would be in a position to put a chokehold on
i *
operations, i f i s not beyond reason 10 wonder if the version of her rhat ttadr through Woolly Bay jusr as they conrrol made passing rhrough the f 1
lived in che City on the Mountain is nor in fact just another duplicate. Dcnrac Gulf to t h e south. Such a course of events would be grim for 1 \1
The real Markesra could be living a quiet life in anocher part of the
world, controlling her duplicate in Kalm Lekor through magic. If the
Greyhawk and the central Flanaess that ha$ come to depend on goods
coming through that waterway.
I
PENDIX
Earth Dragon demanded sacrifices from the local tribesmen. Those
Timeline tribes that sacrificed to the Earth Dragon prospered, while those thar
c. -1000 Flannae rrihes live in rhc Pomarj region. did noi were destroyed by avalanches and calrhquakcs.
c. -400 Oeridian and Suloire setrlmr arrive in Flanaess. While the new gods of Oerth supplanrcd thr worship of most nature
Baron Erkin founds t h e Kingdom of Drachensgrab. spirits, a few such deiries stubbornly remained. With powrr from iis milt
498 Hateful Wars hrgin. of followers, the Earth Dragon successfully claimed demigod status. But,
Humanoids purged from Lortmil Mountains. unlike many deities, it clime to remain on Oerrh deep beneath the
510 Hateful Wars end. mountain that had heen its home since the beginning of rime. While the
513 Humanoids take Pomarj from the "peay human residents ofthe Drachensgrab Hills haw changed, rhe Earth Dragon has
lords." Kingdom of Drachensgrab overrun; rhe skull endured. E v e 7 new culture has had to deal with if, either offering gen-
of King Olarek becomes the banner of the humvloid uine worship or mollifying if with sacriGces. While it can manifest ics
armies. power wherever ics faichful gather, ic IS strongest within the
513-575 Suderhm secretly thrives mled by Olareks son and Drachensgrabcwheie i& word is life or death.
grandson. Before the great migrations that mansformed rhe Flanaess, the
575 Slavelords lead coup against the King of Suderham nomadic Flannac were the only humans to live in t h i s sparsely populat-
and take over. ed land. The tribes of Flannae that wandered rhe Sheldomar Valley
576-580 Origind Slavelords terrorize the mart. Their reign of knew of the Ea& Dragon and respc~tedi t s power. Bur. since the
temm is ended in 580 by an inriepid band of heroes. Drachcnsgrab Hills made travel difficult, the Flannae tended to avoid
582 Greyhawk Wan begin. Rise of Turroih MA. chr region. leaving sacrifices of food and wine only when rhey needed m
584 Turrosh Maks forces invade the Wild Coast. ensure safe passage.
585 Orckh ships begin to appear in Woolly Bay. Orc and Roughly Loo0years ago. the Ocridians and the Suloisc migraced to
human pirates raid the area fmm barer hidden in the the area and settled i f in a haphazard fashion, a collection of petty
Pomarj and southern Wild Coax. states under the protection of rhe Prince of Ulek. No clear power
590 Stalman Klim returns ro the Earth Dragon's temple. Emerged in the Pomarj as mrious fiefdoms rose and fell during the next
591 T h e dreaded yellow sails of the Slavers begin co ter- Eight hundred years. Not content with their itatus as vassals of Ukk,
r o ~ i z ethe wafers of the central Flanaess. the nobles foreswore chcir oaths ind dmvc oiic t h e garrisons from ihe
prince's casdcs, taking t h e casrler for rlieir o m . For several decades, the
Pomai prospered under this newfound freedom, as the Drachensgrab
m i n e and marine wade made rhem wealchy. All the local fie6 knew of
A BRIEFHISTORYOF THE POMARJ the Earth Dragon, and it was Simply added co the pantheon of deirier
T h e Pomarj peninsula lies south of the Wild Coast and \Voolly Bay worshiped. Those who liwd in the Drachcnsgrab Hills took thc Earth
and east of rhe Jewel River and the lands that would one day he Dragon most seriously, and ~everalgroups regularly practiced human
claimed by the princes of Ulek. Its tugged hills and banen mountamr, sacrifice m appease their fickle god.
once considered worthless, hid ;a bounry of rare gems and metals wait- D u m g the mid-400s CY, a s d l barony catapulted to prominence in
ing for the industrious to find rhem. the Porn<.Legends cell thar young Baron Erkin journeyed alone to
Ages ago, before humans laid claim eo this mountainous peninsula. Mount Drachenkopf, home of rhr Earth Dragon, and mid? a pact usirh
an ancient nature spinr, the Earth Dragon, rose to claim this land as its that deity. In exchange for sacnfices and worship from the baron's people,
home. In those early days of the Flamers, the Eatch Dragon was but che Earth Dragon promised mitacraiulollr spells and powers and aid in the
one of many spirirs worshiped by rhc prirnirive people of the Pomarj. It baron's conquest,. Within five years, Baron Erkin had claimed all of thc
was the elemental spirit of Mount Drachenkopf the great mountain Draclienrgrab Hills and named hlmrrlf king.
lying in the heart of the Drachensgrab Hills. and it war raid co dwcll King Erkin died after only a brief reign, vicrim of an assassin's blade.
deep xn the h e a a of that mountain. Like other spirits of the land, the His bmrher siicceeded him and established a dynasty that would last

Slavers 120
over 100 years. T h e new king, Brerwalda, lacked his brother's taste for ty m the Ulek scares. Though human mercenaries and outlaws (whore
b a d e .md never mrmpted m conqum the r m of the Pornayj. Still, he sewices were hought and paid for with gold from t h e Stoneheim mines,
honored the pact wirh rhe Eatth Dragon, as did hi&descmdanrs. To as well a i moonstones and cairngomr from the high peaks) aided these
celebrate the power thnr kept hlr kingdom safe and strong, Bretwalda usurpers, o m and other humanoid tribes heramc the m i e povrer in the
began two projects char were nor complerrd unci1 the middle of his Pomaij.
son's reign. The first rark was the erection of a remplr on Mounr
Drachenkopf io become the center of the Earth Dragon Colr's power. Rise of the Slavelords
The second pro$ was the consnnction of a hidden city called In 569 CY the high priest of the Earth Dragon Cdt stunned the inhab-
Suderham, on an island 10 the crater of an ennnct volcano. Suderham itants of Suderham by leaving t h e city, supposedlyCI. the behest of his
was ro be the center of the kingdom's power, and if included a citadel great god. This priest, Stalman Klim, was an ambirrous man, and he had
for the royal famil? no intention of staying hiddm in Suderham while greai even= of the
Affairs proceedeti smoothly within rhe Kingdom of Drachensgrab world passed him by. He pathercd a group of followers and I& the city
for some 50 years. 'Trade was renewed with the Ulrk s t a m and the fief- under rhc cover of darkness. Klim entniited leadership of the fakhthfulin
doms of the Poma:. and the land k i ~ e wrral peace. Rur this r c v e r i ~ the hands of King Rodric, grandson m King Olarek. This move would
would not last long. Ir was sharrrrcd by the incompctrnt mle nf King prove importanr later on.
Olarek, kriown later as @larek the Mad. Olarek never felt S P C I I ~ Con his Sralrnan Klim enjoyed the protection of the Earth Dragon, and he
rhrone, suspecting plotters behind every scone and assassins in every and hu comrades escaped from the Pomarj with few IOESES. The group
shadow. This paranoia led him to c o n s m ~ c at dc-idy maze beneath ihe t r a d e d throughour the Flanaess over the next four years, and Klim
city of Suderhm, in which hc disposed of political prisoners and dl gained many allies among the piraicr of Woolly Bay, &he drow o f
those he brlieved plotted againsr him. Some enemies wert sacrificed to UnderOetth, and the mw!y discovered Scarlet Bmrheihood. Visions of
the Earth Dragon, and public mass sacrifices became quite c o r n o n . It c o n q u m consumed Klim, and he devcloped a plan IO weaken a11 rhe
is likely that King Olarek would have been assassinaced eoentudly, bur nations surrounding the Porn,. To impkmenr this plan, he aremhled
outride events intuuded on the Pommj. a iecrtt brotherhood, originally n m e d t h e Nine. Years larer, the world
would rename this group the Slavelords.
The Hateful Wars In 574 CY High Priest Klim returned TO Suderham wirh his new
In 498 CY a series ,of barrles known as the Hateful Wars began. T h e allies. King R o d n c i joy at Klimi return was rhorr-lwed, 21 the priest
combined Ulek staws, wirh the cooperation of Velom and the demihu- tried to involve the king in his schemrs. Klim had promised t h e other
mans of the K i m Hills,atcackcd rhc humannoid Euror and Jebli hordes members of the Nine that they could use Sodnham as a secret hare, bur
nesring m the Lonmils. For I2 years, the righteoiir warriors slew gnolls, King Rodric refused. The young monarch did nor wanr to involve him-
o m . and other humanoids with abandon. eventudy driving thrm out self or hi, people in the dark deeds that Klim plinned, nor ally himself
of &e mountains. These tribes scattered, some fleeing north toward the wirh ~ ~ e a c i i r eass black-souled as the dr-ow. Following King Rodrir's
Yatilr. but most, having wiser leadership, flcemg into the Suss Forest rehuff, rhc outraged high priest organized an asszsin's coup. In a rnaf-
and thence to thc cygged highlands of the Pomaj. Finding the mifive fer of hours, Rodric was drposed and the Nine installed tn his stead.
humans t h m weak and indolent with wealth, the sumivors of rheie war Stalman K lim addrered rhe people of Sudcrham and claimed that King
bands gathered together and attacked chc ficfdoms of the Pomaj. Rodric had committed blasphemy against their god, the Earth Dragon.
The barons of rhr Pomarj failed to act in unison, and the humanoid In righteous vengemce, the deity ordered the king's death, and a i m
tribes quickly owrwlielmed che defenders, capturing the enemy's brrong- could only obey. Wirh rhc help o f magical influence, the cicizem of
holds and setting thcmsclver up as new inasters of the land. Then, as Suderham believed the heroic priest. Klim was, after all, the only man in
the fields lay burning and despite King Olareh'r adviser; counsel that 62 years to return to the city alive.
hr wait in Soderhm until the fighring was finished, thr king smprised 'I
everyone by leading h i s army forch to mrct the invaders. He claimed The Tyranny of the Yellow Sails
that it was his destiny to triumph, and hc unwisely abandoned the pro- After a year of preparation, recmiuncnt, and organization, the
cectioii of rhe Drachrnrgnb highlands. On the plams, his army was out- Slavelor& began their operations in 576 CY. Yel!ow-sailed pirate ships,
numbered, quickly flmked by the larger humanoid force, and destroyed. under the command of the Slavelord Eanwolf. began raiding the c o a s ~ s
Callously, the victors claimed King Olareh's skull 21 their banner during of the Sea of Gearnat, from Onnwal co the Wild Coast. In addition to
their conquest of rhc test of the P o m a j . With rhe exception of netting slaves. these raids sowed terror throughout the region. The fact
Sudcrham, all of the Pomaj quickly fell under humanoid domination. that the local militias proved unable to srop the Slavers only heightened
Cedric, the son of Olaick tht Mad. assumed thc rhronc in Suderham. rhe fear spreading across ihc land.
T o his people's relief, he proved to be sane. Cedric chose to concentrate The Slavelords' operation ran for four vears. The raiders brought
Y

on keeping the r e m a n e s of his kingdom safe. Suderham swelled wirh kidnapped slaves to an old remple m the ruined city of Highpoir. From
refugees as the resf o i rhe Pomai fell, and it took years t o sort our there they were d e n overland eo a srockadr in the Drachcnsgab Hills.
problems of supply and drfense. Whde life ~nSuderham became claus- Most o f the brainwashed slaves were sold and transported out of the
trophobic, most people preferred TO remaiii where they were safe. Those Pomarj by enterprising merchanrs. A few mveled inland TO Suderham,
who left thr city never remmcd, and few bdievcd they had reached safe- where the Slavelords disposed of them persondly. There slaves tended

121
to be important people, nobles, priests, and rich heirs, who could be Orcish Empire of the Pomarj
held for ransom or tomred for valuable infomtrion. In the month of Readying, in 584 CY, as thr spring thaw started,

!' When Stalman Klim tirst created the Slavelords, his goal was co
spread the worship of the Earth Dragon rhrough conquest and coerced
conversion. As the years wore on, he lost sighi of this goal and paid less
Despot Mak began a bloody campaign. The armies of Celene, Keoland,
the Duchy of Ulek, and the Counry of Ulek had been called nomh with
rhore of other narions to bat& the insane Juz in Furyondy. Thor, all
and less attention to his priestly duries. In the find year of the the lands west of the Pomai. except for the Principality of Ulck, lacked
Slavelords' reign, Klim was consumed by a power smuggle with his frl- able-bodied troops and leaders. Ulek'r army, though small, included
low Slavelord Edralve, a drow agenr from Lolth, t h e Demon Queen of many vetman soldiers, but no one anticipared the blow that fell.
Spiders. Klim attempted ro dlicredit Edralve by helping a hand of Rallying behind Despot Mak's claim thar he would forge a11 empire
heroes penenate the secrcc lair of the Slavelords. His plan was co cap- where none had stood, a vast horde of humanoids swarmed inm the
ture the heroes and discover forged documents he had previously planr- southern Wild Coast, actacked the warrior city of Elredd, and took if
ed on them chat would expose Eddve's "betrayal." It was a cunning following a week of bloody conflict. T h o q h his casualties a? the Rattle
scheme, worthy of Klim, bur it spelled the Slavelords' demisc. of Elredd were appalling, M A had troops io spare. The rown of
The heroes did indeed m&c it to the so-called "Aerie of the Badwall was taken the next week, as parr of I t s army desened and fled
Slavelords" (Suderham), where they were captured as planned. northward. The horde then moved on the port of Fax, arriving to find
However, they proved cleverer than Klim had bargained for, and they it largely evaruared. Far's population had fled over the open plains and
escaped from rhe maze where they had been left naked to die. The across Woolly Ray co seck refuge in Ssfcton, Nanvell, Hardby, and
Earth Dragon was angered, and to m&e its displeasure known with beyond. Though vicrory was theirs. the humanoids fd co fighting
Stalman Klim'r prerumprion and lack of reverence, t h e Earth Dragon among themrclves while looting the city; casualties were rumored co be
caused the extinct volcano benearh Suderham co waken, shaking the city in the hundreds, and command was lost for several weeks during the
with earthquakes and consuming its streets in the fiery flow of new chaos.
rivers of lava. The city was destroyed, the power of the Slavelords was With the southern Wild Coast in hi? grasp before the celebration of
shattered, and many died. And somehow, che heroes escaped this fiery Gmwfest, Despor Mak cerwd h i s northward drive. He may have feared
baptism and rerurned co Greyhawk as heroes. awakening the wrath of Greyhawk, for war with this sleeping giant
could be a long and costly campaign. His army of orcs, gnollr, ogres,
The Aftermath and mercenaries would not accept anrhing short of vicroty; failure
The surviving Slavelords. their power lost, divided and went their sepa- woold have ended his dream of empire. W h e n his scoucs moved north
rate ways. Edralve returned co rhe drow, Slippery Ketta disappeared inro toward Safeton, they met with unexpected resistance and were repulsed,
the Wild Coast, and Lamonsten the Lazy rerired. Sralman Klim, realiz- for rhe people of Safeton and many of those from Fan had decided en
mg that his amions were m blame, shaved his head in penance and wenc make a stand, believing that Mak'r supply lines and the enrhusiasm of
Into a self-imposed en& to atone for his crimes against the Earth his rroopr could not liold. T l i c r c wrrr Mak's concerns as well,plus he
ragon. Brother Kerin of the Scarlet Brotherhood 2nd Theg Narlot, the feared intervention by Celenr, which would divide his force in TWO
If-orc assamin, were reported seen in the Pomarj. struggles across the Wild Coasr.
Although the Slavelords were defaced, their actions had destabilized Thus, claiming he was satisfied with his ~ i i m n e s Turrosh
, Mak
rhe region. T w o years following their fill, in 582 CY, 2 new series of turned his armies info the Suss Forest, through which they swiftly
conflicts, known as the Greyhawk Wars, would arise m fear the reached the borders of t h e Principality o f Ukk. T h i s nation was unpre-
Flanaess apart. The Scarler Brotherhood, which had learned much from pared for the assault, and its well-named bur small a m y way forced to
their agent among t h e Slavelords, played a large role in these wars and refrear inro the lower Lormils. T h e eastern half of the pnncipality was
made great gains for the brotherhood. In 584 CY the Greyhawk Wars lost ro the invading horde, while common folk were forced to huddle in
ended, and most people hoped char peace would recum. (The Dungeon damp caves and makeshifr shelters within the rain-swept hills.
Master may look to TSR9578, The Player's Guide co Greyhawk, for Pleased to have gained so much so quickly. the Despor soughr co
more infomarion on rhe Greyhawk Wars.) maincain his army's high morale. H e planned one lasr strike inro Cekne,
Meanwhile, rroublc was brewing in the Pomarj. A half-or' warlord to reach the Lortmils. Leaving his human forces in Ulek, Tunosh Mak
named Turrosh M& was growing m power, terrifying fiefdoms as he drove his humanoid legions coward the northwest, along rhe eastern
worked to unify rhe myriad humanoid tribes of the Pomai under his foothills of the lower Lommili. Sarpmingly, the provincc of Pnnzfeld
leadership. N o one had ever succeeded in this task, but Despot Mak in the norrhemmosr corner of rhe Principality of Ulek, t h e only easrern
proved an exceptional leader. His pdzcious use of assassination and region of rhe scare to remain free, was able to deflect rhe horde. It
bmre force helped him t o forge an enormous army of 0 x 1 , gnollr, gob- turned to seek greater riches and glory in dcsrioying Cclmr and
lins, and other humanoids from the divided tribes. His professed goal reclaiming the Lomnil range. However, here the horde's advnnce came
was conquest of the L o m i l Mountains, and z reclamation of the to a halt. Within r h e Celenr Pars, a trail rhrough the Lortmil
homeland of t h e humanoid tribes. AU the tribes rallied to his banner, Moonrains linking the County of Ulek m the lands of Cdene, a com-
and his power grew. bined force of the principality's army wserviscs plus human and demi-
human m i l i t i a smpped the humanoid hovdc in a bat& of shocking
ferocity. These defenders, the so-called L e a p o f Right, aided only by

Slavers 122
a handful of elver from Celenc, was nearly annihilated during four days ever eager co follow rhe example of the nobility,hecame more wiUing to
of fightmg. Bur the delay was enough for reinforcements to m i w and accept their humvloid neighbors based on personal actions, and besides,
turn back the bloody horde. cheaper servants were havd to Come by. Slowly, the prejudice and blind
Despot Mnk retreated from rhe Lortmils in a dark rage. But ocher distrust of all humanoids has hem tempered wirh reason and common
noribles called for his attention, and he r m m e d to the Pornaq to pur sense. Bur there remains an undercutrent of hatred for humanoids
down a rebellion of some orcirh chieftains. After their execution, Mak among the lower class. Today, mosr human& travel in s r d l hands
let his troops celebrate their triumphs while he ionrolidated his gains to for mutual protection, and few stray far from their homes, lest they he
the north and west, ordering new forts built and fallen towns mimed mistaken for marauders from rhe Pomarj.
into humanoid strongholds. His lingering concerns over the possibility
of a counrerattack from the Ulek stares and Celene were put to T ~ S C The Secrets of Turrosh Mak
when @"em Yolande of C ~ l e n esurprised Ulek by publicly refusing to Although Tuaosh Maks conquering horde had been checked, his suc-
send troops to support the principality, ensuring chat any counterstrike cess in creating the Orcish Empire of the Pomaij was still nothrng short
hy Mak's foes against the Orcirh Empire would fail miserably. He, like of amazing. This led many to speculate on the origin of the Denpor. It
many others, was amazed when Her Fey Majesry also withdrew all elven seems unlikely that an unknown half-orc could ~ I S Pin power so far md
forces under her command hom Furyondy and closed the borders of 50 fast. Rumors abound about Mak's history and the secrets of his
her kingdom. power over the often feuding humanoid tribes of the Pomaj.
The northern free lands of rhe Wild Coasr were in complete chaos for Gossip suggests that Turrosh Mak is more th.m a lone half-orc.
months wade and travel disrupted by the flood of northbound refiipees Some propose that he is redly a councrl of orc war chi&, tach sharing
crossmg the plains for the &ty of towns and forests beyond. Refuge? the tide and authority. Thus, the power of Mak is noc easily defeated,
camps sprang up eve,-here along the roads and huddlcd outride town for, like the many-headed hydra of the Pomarjian wastes. if one head is
walk ~ifar north as Dyverr and Greyhawk Bandits and brigands extorted cut off, two rise to take iw place. Others suggest that Tutrosh Mak i s
and stole eve+ing from thore pasring through their terriroty. but the puppet of a grearcr power, perhaps some mighty wizard or an
The growing anxiety and paranoia quickly led to an intmse hatred of agent of dark powerr from thc UnderOerth. Still, the more ferrLl sug-
all humanoids and the belief that a l l humsnoids in the region were spies gerr that Mak's might derives from some ancient evil power. Some
OT Scmet troops of the Orcish Empire. While this may have been gener- think he posserres a fabled weapon of the Sucl, such as the Oevartaror
ally [me, if was hardly m e of all humanoids. Piiesw in Safeton pro- ofthe World. Others propose that he draws his authoriq from some
claimed a holy war ;against all humanoids in union wirh many priests in dark god or is the living avatar of a delcy, such 3s the Earth Diagon or
Naiwell. On the Night of Terror (the 1st day of Gmwfert, 584 CY), the roiling chaos called Tharirdun. None of this is true, and yer in each

&
every OIC, half-ox, hobgoblin, goblin, or other humanoid char could he of these tales there lies the shadow of tnlth. D ~ r p o Mak
r has been seen
found in those towns was rtahbed, hanged, or burned din by mobs. on occasion v'ith a red-robed stranger, suggesting a possible link co the
Elsewhere, humanoid people of aU races were reviled and viewed with Scarlet Brothehood. This clue IS even mom important rhan it appears,
suspicion and disrruyt. Other atrocities wtre performed againsr the for it poinrr to Maks cme ongin. The hdf-orc known as Turrosh Mak
native humanoid populations of Ulek and the lands claimed by the free is none other than Theg Narlot, t h e former Slavelord.
cities of Dyverr and Greyhawk, as vigilante jusrim was meted out. Orcs In the wake of the Slavelords' destruction. Theg Narlot and Brother
and gohlinr were found burchered or hung from ttcts along major high- G r i n of the Scarlet Brorhnhood iemamed cogether. In collusion wirh
ways. Despite the bcunries offered for the atresf of thore responsible other agents of the Scarlet Blocherhood, rhe two former Slavelords con-
for these crimesI none tried too hard to apprehend the criminds. cocted a plan to unite the humanoid tribes of the Pomai and carve ouc
In the cities, the pranoia continued co spread. Humanoid servants a new nmon. With their experience, and the contacts of t h e Slavelords,
~~~

had IO bf registered, and a hefty bond paid by their masterr. Many and the rerou~cesof the Scarlet Brothtihood, only one thing stood
coold not afford this bond, and their servants were dismissed and Cast betwren Theg Narlor and dominnrion: the Earth Dragon.
our on t h e streers, pmniless. Humanoids were not permitted co own Narlnr and Brother Kerin icmemhered the E m h Dragon and knew
i
wealch, and the cities confiscated their property. Anyone possessing
even a hint of humanoid blood became suspect, and some were accused
of symparhizing with humanoids by neighbors greedy for their proper-
that it was a power best not crossed again. Before his rise co power as
Turrosh Mak, Theg Naclot decided to journey to the original temple of
the Eatrh Dragon. There he made a pact with the god-thing. just as
1
ty. Vagrant humanoids withour homes or employment were exiled
beyond the city walls, and many turned to the life of brigands just to
SUNIVL
It was not until a noble patron stepped forward to champion the
downtrodden native humanoids that the paranoia hegan to wane. W h m
Baron Erkin had done so long ago. Narlor promised to spread the war-
ship of the E m h Dragon in the lands he conquered, and to offer mars
sacrifices t o the god a i well. The Earth Dragon was pleased with this
offer of obeisance and agreed to help the canny half-ox. The m e bf
Turiosh Mak was rhus assured.
l
;
the cortege of Lord Walgrim Emirian was atcacked by brigands as it I

11
refumed fiom the Wild Coast to the city of Dyvcrs, Sinnthal, a half-orc The High Priest Returns I

farmer, rallied his fellow humanoidr to their defense and drove off the Scalman Him, high priest of the Earth Dragon Colt, vanished for nearly I
bandits. Wallgrim rewarded the humanoids' effom by becoming their IO years. Many presumed that he had died at che hands of h k
most public supporter and taking Simthal info his employ. The public, humanoid allies. In cnith, he wandcred in disguise throughout the

123

. .-
THEEARTHDRAGON
CULT
'
,' Flm-iess and rhen left the Prime M a t e d Plane and journeyed our into
the Ourer Planes, seeking co atone for his failuie by acting as the Earth
Dragon's proxy on rhe planes. Under a variety of aliases such as The Earth Dragon
Sconeman, Casror. Dragonhand, and Kaulman, he performed deeds that ( W y m of the Hills, Earth Lord, Serpent of Stone)
became S O I I T C ~ Sof local legends of daring, faithfulness, and remiburion. Demigod of Oerth, LE
After a decade of dangerous Servitude, the Earth Dragon summoned PORTFOLIO: Earth, weather, hidden treawres
Klim hack to Oerth. There was work m he done, and Klim was the ALIASES None
right man for the job. In 590 CY he returned to the original temple of DOMAIN N A M E Moonr Drachenkopf, Omh
the Earth Dragon hidden in the Drachenrgrab Hills and took his place SUPERIOR None
once again as rhe head of the Earth Dragon Cult. ALLIES Beltar
Upon his recum. Sralman Klim was surprised eo discover his former F O E S Fomho
compatriot, Brother Kerin, wairing for him. Much had happmed in the SYMBOL: Coiled dragon
Pomarj while Klim w.mdrred rhe Outer Planes, and the wicked brother WORSHIPER ALIGNMENTS Any nongood
related the details to the High Priest in a private conference. Brother
Kerin emphasized the quiescence of chaos and the absence of conquests The Earth Dragon i s an ancicnc deity of the Flanacss, a remnant of an era
during the previous five years. Apart from some orc raiders operating in when spitits of nature were worshiped as go&. Unlike mort of the gods
the Woolly Bay, rhe Pomarj had become quier, coo quier. Dcspot Mnk of Greyhawk, the Earth Dragon is nor a part of a sophisricated rheology.
and Brother Kerin wanted co stir things up, and they had developed a It is just the rpint of Mount Drachenkopi, although ic long ago spread its
cunning plan to do so-they would rebuild the Slavelords. influence to aU of the Drxhmsgrab Hills. Worship of the Ea& Dragon
Jt was their belief thar rhe original Slavelords fell due to internal is limited m a rehrively small geographic area where i t s power is
bickering and a lack of focus. Turrosh Mak proposed a new Slavelord strongest. Iu relacionship to it? worshipers hearkens back to a simpler
organization, headed by Stalman Klim himself and headquartered at the rime. In refurn for obeisance and sacrifice, the Earth Dragon protects its
temple of the Earth Dragon. This would makc the demigod an invalu- worshipers from harm and maker rhem pronperous. But ic can also be an
able ally, provide focused leaderrhip, and allow Klim 3 free hand KO nm mg?. god. and it destroys as e;sily as it C ~ P L ~ S .
the organizanon. Brother Kerin would acc as a liaison berween Turrosh Although most gods live on the Ourer Planes. because the Earth
M A and the High Priest. The goal of rhe new Slavelords would be co Dragon is a spirit of the world if remains on Oenh. Ita domain is where
destabilize the region, co prepare for a new i n ~ a ~ i obyn Despot Mak ir has always been, beneath Mount Drachenkopi Legend says it lives in
and hts humanoid hordes. an expansive underground lair avoided by all the subrerranean racer.
With a grin of satisfaction, Sralman Klim agreed to the new plan Especially faithful worshipers are somciime~brought to rhe Earth
immediately. This was his chance to redeem himself in the eyes of his Dragon's lair fo bark in their deity's glory The temple of Mount
god, to make right what was wrong, and to gain vengeance on the med- Drachenkopf has a shaft of unknown depth rhat is used to drop sacri-
dlers from Greyhawk for their part in his downfnll. Gees down into the god's realm. The magic of the shafc transports vic-
tims safely m its lair, where the god devours them.

Manifestations
The Earth Dragon mosf commonly mnnifects Its power as an earth-
qiiake to indicates the god's displeasure. It also may cause avalanches,
rains of stone, 2nd rarely, volcanic eruprions. T h e Earrh Dragon may
manifest itself as a mottled rerpenr or a gargantuan dragon formed of
variegated Stone laced with precious om..

The Church
CLERGY Special7 priests, shamans. witch doctors
CLERGY AL1GNMENT:Any nongood
T U R N UNDEAD: N o
COMMAND UNDEAD: N o

4 The heart of the Earth Dragon Cult is based in a temple complex

small temples throughout the Pomarj and the southern Wild Coast.
Humanoid worshipers found ir a simple matter to add another god EO
their pantheon, especcally one whore power was manifest in the region.
Human worshipers were impressed by rhe clergy's display of power,

Slavers 124
and the cult spread among mercmaries seming Turrosh Mak. Specialty Priests
T h e Drnchenkopf temple is builr into the side of the mounram, mosr REQUIREMENTS Strength 12, Wisdom 9
of it hidden underground. New temples follow rhrr model, their altars PRIME REQUISITE: Wisdom
always locnred below ground. T h e humanoid tribes usudly build shrines A L I G N M E N T Any nongood
in c a m , though diesc are crude affairs. T h e larger templei have lately WEAPONS: Club, dagger, mace, pick, s h g , sraff warhirnmer
received egg-shaped rocks from the Ear& Dragon wirh i n s m d o n s to A R M O R Scalemail i s favored, but m y armor can be used
“protcit my young.” No one is certain if chest eggs w i l l hatch. or MAJOR SPHERES: All, Combat, Elemcntal (Earth), Healing.
whether rhey are purely symbolic. Protection, Weather
Only 30% of rhe Earth Dragon’s worshipers PIC human. The rest are M I N O R SPHERES: Divination, Guardian, Travelers, Ward.:
n1ernl.e~~ of Ihummoid TPCEI. such as OTCS. gnollr, goblins, hobgoblins, MAGICAL 1TEMS:As clerics
and ogrcs. Each congregation is served by several shamans and a witch REQUlRED PROFS.: Rnding/writing, Religion
doctor. BONUS PROFS.: Local histoiy (Drachensgrab Hills). Mounrainesring

Dogma: “The Eanh Dragon provides. The great god i s che splrit of the At 1st level, a p k c of rhe Earth Dragon ~ ~ C E ~ Yone
C S bonus spell racll

earth, and those rvho worship and obey ic will be protecred. The Earth day, in addition to his or her orher spells. This spell mmc bc ocher
Dragon knows aU rhe S ~ C ~ C CofF the land, and favors its chosen with !&ht or rn-igicai scone.
knowledge and power. Those who worship, sacrifice, and spread rhe
faith please the god.” At 3rd level, a priest becomes as rcsilienr as ~ m n egaining
, f Z hit points
and a +I bonus to saving throws made to avoid physical damage a
Day-to-Day Activities: Any acrivity chat involves working w r h earth perrificarion.
ind sfone, or laboring hclow the surface, is pleasing cu the god. The
Earrh Dragon IS equsily popular with famxrs, miners, and mx.ons. At 5th level, a prim learns io unleash rbe dragon’s wr& and can
Common folk embrace the b o u q of the arch and fear its desrructire inflict a bonos of +3 dimage when wielding a milicary pick.
fory. Warriors focus on rhe god‘s desmictive ride, which is particularly
appealing to humanoid worshipers. Ar 7th kvel, 3- priest of the Earth Dragon learns co cap ihe e.arth’7 powci.
As long as he OT she is in ContaCr xlth the earth, rhe priest casts spells as
Holy Days/Imporcanr Ceremonies: Worship is offered in the temple if one level higher. This does DOC grant the priesr iiioiil spells, ir only
each Earthday, and important sacrifices are made in the third week of increases the effcrtiveneis of the ones already possessed. The DM should
each month. Originally the Earth Dragon had no particular festival, but use common sense to determine whether thr priest i s in contacr wirh the
now ir is honored during the week of Growfest. Since the rise of earth. Flying characters obviously don’r qudi$, nor do chose inside
Turrorh Mak, Growfest has fearured human sacrifices by the hundreds buddings wkh wooden floors.The priest mubt be able co trace a line of
at the Drachenkopf Temple. continuous contam with the earth: c a q i n g a stone or standing on
stonework that does not touch the earth is nor conract.
Major Centerr of Worship: T h e temple of the Eerrh Dragon on chc
side of Mount Drachenkopf ~n the Drachensgrab Hills. Ar 9th level, a priest musf hunt and slay a young, good-aligned dragon
and bring its skull back t o thc temple st Mount Dnchenliopf This
Affiliated Orders: ‘The demo know and respect the Eanh Dragon. skull is diminished and made into an Earth Dragon !vim (see the New
Although they worship no gods, offering their worship to their Magic Items appendix).
savants instead, they recognize the power oftlie Earth Dragirn and do

1
not venture into its realm without performing ritual sacrifices TO gain At 10th Isvcl, a p r i m 1s granted rhe speed of thc dragon, gai~iingan

i,
permission. extra attack every other round wirh a military pick.

Priestly Vestments: Priests of rhe Earth Dragon wear brown robes


embroidered with cloth of gold and gemsmnes. During ceremonies,
At 13th l e d , a priesr becoincs immovable as a moiiiira;n. As long 1 s he
OT she is in m n m t with the earth. he or she canme be knocked over or :‘
they wear the bronztd skulls of young dragons on rhcir heads. These
skulls are gathered during lnitiatioii rites to become a high-level
priest. Candidates mu%thunt and slay a young, good-aligned dragon
to prove their worthiness.
m o d agiinst his d l , eirher hy magical or mundane means. The priest
also receives a bonus earrhqu.&e spell each day, in addition to other
spells. (
At 15th level, a priest of the Earrh Dragon eceivcs a bonus spell of the !,
Adventuring Garb: Priests of tlie Earth Dragon fmx scalernail and
shields emblazoned with the coiled dragon symbol of-their god. They
Elemmtal Earth sphere each day, in addition to ocher spells. This spell
can be of any level (including 7th-lcrel spells, which are normally nor
i
t,
prefer TO wear sturdy relnfoorccd garb more appropriate for forays into
rhe mines and mauntainr rather than their cnemonial ratmenr.
available to rhe priests of demigods). 1-
-, ."._
NEWMAGIC
ITEMS gold and are arranged m fotm a crest of the coiled form of the great
, Bone Wheel of Nebirkors: This item is a 3-foot-diameter round of god. There is no matching helm, since high p e s t s traditionally wear an
'
'
t
bone, presumably cur from a dragon's skull or spine, carved widi the Ezdi Dragon helm (see below).
image of hundreds of boner, skulls, and mange facer. There i s a 2-inch- The Dragon's s o l e s is scalemail 14 thar grants the wearer a +2
wide hole through the center. It i s mounted on a pole or axle and spun bonus on all saving throws. In addirion, che wearer can enchant the
to invoke its effect. The bone wheel enhances the casting of a wizard's coiled cresc of the armor io become a s F b o i ofpersuasion and can
animate deadspell, doubling the number of undead created if the wheel casr a m a s suggesrion spell ac 25th levd. Both of these powers can be
i s presenr during casting. Futther, ihe user may command any undead used once per day
created with the aid of the bone wheel at a range of up co 1 mile. This If any nonbeliever touches this a m o ~ the
, ground will tremble a i his
irem does noc gram the power to S E E through the eyes of the undead, so or her feet. Someone of good alignment who handles the armor must
the casfer musf use $crying or a lookout point in order co issue precise make a save YS. 1pd1 OT suffer 3d8 points of damage. The firsr time
commands, such as battle mccics. The bone w h d can be spun once per anyone dons tile Dragon's sca/es, the scone m e l e beneath the wearer's
day eo produce a facar effect (as rhe spell). Once per month, if rhe carter feet md he or she i s sucked info the ground, becoming napped far
has ~ C C C I I m t w e n t y skeletons rhar he or she animated. the device can beneath rhe eatth 21 wirh an impiisomcnr spell. There, in rhe how&
cause the skeletons to f i r e rogether info a larger undead entity called a of the eatth, the E m h Dragon judges the creature who dared m put on
bone colossus. A bone colossus is 30 feet tall, wit11 AC 0, H D 10, the scalo. Those who are found worthy return m the surface co become
THACO 11. Dmg 2d6+2, SA regenerates 3 hit points per round, XP high priests. Those who are not languish in suspended animation for all
value 4,000. Otherwise, it conforms ro the sracisiics for skeletons time in the bowels of rhe eatth or are consumed, proof chat it i s nor
(immune co cold, f&r, sleep, cham. and holdspells; suffers half damage wise to cross the Earrh Dragon.
from edged weapons md 2d4 points of damage from a via1 of holy
water). Ea& Dragon Helm: When B priesr of the Eatth Dragon reaches 9th
level, he must slay a young, good dragon and bring its skull back co &e
Dagger of Parrying This is a d a g e r +I and appears to be nothing temple at Mount Drachenkopf. The larger the rkdl, the more prenti-
more rhan a srandard magical dagger. However, in lieu of an attack. rhe gious the priesr's new posmon.
wielder can use it to parry and gain a +3 bonus co Atmor Class for that The skulls are diminished, bronzed, and crafted into crremonid hel-
round. The dagger must be in hand to use in this fashion, and the mets. Then they are imbued with power by the Eatch Dragon. Each
wield- must dedare how rhe weapon is used each combat round Dragon helm has slightly diffmem powers, bur a rlpical helm provides a
(offense or defense). + I bonus to AC and immunity to .Gar. In addimon, the wearer can use a
breath weapon attack once per day The ripe of attack corresponds to
The Dragon's Scales: This ceremonial suit of rcalemail is the personal the dragon skull's species, so the skull of a gold dragon grams either a
cone offire or a chlorine gas breath weapon. The area of effect and
9 armor of che high priesr of the Earth Dragon Cult. Rumored m be
made from the very scales of the Earth Dragon, this armor protectr the
faithful from hatm. The scales vary in color from black to biown to
damage are hdf whx they were for the living dragon.

Green Eye of Johydee: This small chrysoberyl has three distinct


enchantments. First, it grants a 25% chance io Hide in Shadows as a
thief (gaming a +25% bonus co thieves or ocher characrers who
already possesr this ability). Second, rhe bearer cannor be located with
the use of detect invisibiliry spells, wherher hiding or invisible. Finally,
the gem does not radiate magic when held, and will not be discovered if
a living bearer is searched. rhough it can he derected as magic if not on
a perron. The gem was enchanted chrough contact wirh Johydee (a
hero-goddess of deception. espionage, and protection) and given to one
of her followers.

Lucky Ring of t h e Wild Coat: This magical ring was creared by a


wizard who liked to gamble, chough his groresr gamble was to use it
under rhe suspi&us eyes of the Greyhawk Thieves Guild. He way
caught and vanished. Eventually, the ring circulated from thief to thief
until it left the Free City.
This ring increases a gambler's chancer of winning and is a legend
.among natives of the Wild Coast. In ~ituatiomwhere a character (not
the player) must mike dice rolls, such as during a game of chance, the
ring alters the die roll by an addition or subtraction of 1 from each die
TO ihe m ~ i m u m or minimum score on char die. The player must state

Slavers 126
whether this will decrease or increase the score before rhe character rolls ttibc can u n r e &e skull to h o w l once per month, having the effect of a
the dice. Thus, if 2d6 are rolled, a miult of 2 and 6 can be decreased co .symbol o f i n s a i y on all nonorcs wthin 100 feet, bur activating this
1 and 5, or increased to 3 and 6. This magic ring has no effect on play- power permanently lowerr the leader's Wisdom by 1 poinr.
er dice rolls for attacks, damige, or any game effect except when dcter-
mining rhe results of an xtud game of chance being played by a char- Smoke of Little Death: T h e Earth Dragon Cult developed thlr oil for
amel. use in some of its rituals, alrhrmgh it was soon found to he qriite effec-
Recently the ring has developed a quirk; each U S E there is a 5% w e in combat as well. The recipe 1s a secret jealously guarded by (he
chance thar the ring will alter a die roll to the worst possible outcome priesthood. Only those held in favor by Srdman Klim have access m
for the gambler. Since this effect rcqoirrr a certain amount ofinrelli- the smoke ofllrrie deaih.
genie to choose &e worst result instead of just the opposirr result. ir is This oil comes in small vials rhat shatter when thrown, producing a
possible that the ircm has been possessed by a mischievous rpiric or cloud of noxious gas with a IO-foor radius. Those within the smoke
possibly a demon [which sought a way to escape the fiend-banishing musf save YS. spell or fall into a deep sleep for l d 6 turns. During this
c a w e d by rhe Crook of Rao mentioned in the Histo7 of the Flaners magical slumber, those who succumb co rhe o i l i effect s U f k mange
presented in TSR'l577, The Advenrore Beginins). and vivid dreams. Priests of the Earth Dragon say they commune with
their god during this sleep, while others report nightmare Y ~ S ~ O ~ S ,
Mouth ofa Gravward: T h i s shmt sword was creaced by &e evil wizard Dungeon Masreri may crploit rhese dreams in rheir adventures. since
Ministeer a tool for his most loyal minion. The Keoish wizard captured rhcy o n be used to drop clues or imparr importanr informarion with
and killed a pdadin named Brickell md hound her soul to the weapon. EdW.
However, the paladin was monger than hlinisreer expected, md she war
able to retain B certrm level of senricnce within the weapon. Inmad of Spear of Impaling: The .spear o f i m p a h g i s a wicked-looking spear
helping the -ion crack evil folk and convine them to join w i t h C.3. When used to charge an opponenr, the spear inflictsdouble its
Ministeer, the sword dominaicd the minion's mind complctely. It used the base damage. When rer to receive a charge, the spear's base damage t
&ion io slay the w a r d md then forced rhe minion m carry it ei~tward niplrd.
until they reached d i e Sheldomar River. There. rhe sword had the minion
sever his own Achilles rendons and drag himself inco the river to die. T h e HERO-DEITIES
sword h z changed hands several cimcs since (hen. It dominates thme of
e d alignment and those who wish co navel west. Kelanen
This is a sword f3 with lawful good alignment. It can derect evil a t N hero-god of swords, sword skills, and balance
up co a ho-foor radius, turns undend as a 10th-level paladin, and c m Kelanen only recently crossed rhc bordn between the m o d and the
heal ttp to 20 points of damage m irs wielder as if ir were laying on divine. having spent decades as a "quasi-deity" with unusual abilities,
hands. The sword ~ommuniaccswith its wielder rhmugh ZL limited hut unable m grant spells. Ir i s only in the p s t century char he gamed
form o f relepathy (jy touch only). Ir possesses z 14 lntelligencr and an the ability co empower pnestr, and he has been gathering suitable agents
Ego of 9. When Brickell dominates someone, rhat p m o n fighrs as if a since thar &e. Kelaneni m e form is a handsome slendm man with a
10th-level pdadin 2nd can accivaie m y of the 5word's powers st wiL verticd silvety scar on the right side of his face, though he rarely
appears as himself. He can change his form zc will co any human, &mi-
Ray's Ring of Memories: This ramished silvrr ring was enchanted by human, or humanoid. His scar manifesrr in any guise when he becomes
the archmage Raty, hut Iosc when his rower was sacked after he angry. He prOmOtCS skill with swords and promotes rhe balance of
rrtacked the Circle (of Eighr. The ring gives rhe wearer rhe ability co things in the world, good Y ~ T S U Sevil and chaos VEISUS law, intervening
cast Ray's memory alterxion chree times per day. It a150 grmrs a t4 when he feels things have fallen out of hilance for one ride or the other.
bonus to swing throws VI. effects that targec memories (such as a &get
spell) and a +I bonus to saving throws againsr any Enchantment/ Kelanen's Priests: KeIanen's priesis relentlessly piacrice t h e i r sword
Charm spells. ( R a y $ mcmoiy a1rerar;on can be found in TSR2175, skills ;and spend much o f their time trainmg others. They are expected
Wizard'.$Spell Compendium Volume 3.) to work 10 mainrain the balance of all things, and chhey prefer melee
combat to &e USE of missiles. Their advocacy of halancc means they
Sabre of Storms: This sabre is a sword 13. Its wielder can gain water often form temporary alliances with people of exticme alignments.
brathing at will and can cart call ligbmin,o once per day (subject co the breaking the alliance when the balance IS restored. They are resrricted m
restrictions on the qwll). the use of all rypes of swords, daggers, and cmssbows, and arc n o t per-
mitted 10 use any orher weapons. They may specialim im the u s e of one
Skull of Olarek: T h e skull o i O l m k k a gr+ trophy of the OK victo- type of sword, and they gain the warrior rate of attacks per round. They
ry over d i e former human king of the Pomarj, Olarek the Mad. Once may use any priest spell that creates or enhances a weapon. even if from
per week the power of rhe skull can be invoked to give the effecrr of a a sphere outside those normally granted.
h i e s spell on up to 1,000OIC w11~ioc1; this lasts 24 hours. Requirements: Ability scores: minimum 13 Strength; Alignmenrs:
Alrernativel~,rhe skdl can be LI
foes the tribe meets in battle in

127
.
spheres: All, Astral, Combat*, Crearion, Dwmation', Healing, Throughout their travels they build. repair, and improve mills,
Protection, Travelers; Additional spells: none; Powers at noted level:
Isr, enchanced weapon (swords only); 3rd, a i m .ye16 5th. sword dance
(see below); 7th, gain +2 protection (2s if wearing a ring of f" h m c e il "ew i""e"tion,
pmcecma): loth, may cause a held weapon they settle down for a rime ro
co acc as a flame tongue OT frost brand for 5 see if they can make ir work.
rounds: Turn undead: no. They m o ~ one only when rhey fin-
Notes; An asterisk after a sphere indicates ish their invention, run out of funds,
minor access to that sphere. Powers are usable once or reach an mpasse. While Morlynds
per day unless srated otherwise. A spiriiudlhamnier pries= ofien SCEIII odd m common folk,
spell cast by a priest of Kelanen acrually creates a sword- their services are always appreciated once
shaped force and inflicts slashing or piercing damage instead their work is fin-
of bludgeoning damage. T h e sword dance power allows the
priest to animace any sword, causing it to attack in melee as if ir has scarred co
wielded by the priest (similar co a pay off, usually in cermr
sword ofdanring, except that the of saved labor. Strange rechnologi-
weapon's magical bonus does not ch ml rffeca accompany chis god's priest
this lasts 1 round per level. spells. For example, a c m x e water spell

LG hero-god of m a g i d "technology" g warcr, or a cure


Murlynd is a recenc addition m the ranks of god-
hood, having developed the ability to grant
spells only a year ago. His garb is strange,
for he wears cloches ~ornmon10 the Wild
Wesi era of Ear& and carries a "pis- followed by a magical healing.
. .
rol"-a mange hind crossbow wirh a pipe in place of the bow. The Requiremenu:Ability scores: mini-
power of guns i s nor undersrood on Oerrh, where smoke powder docs m- 13 Inrelhgcnce; Alignments: LG,
nor normally huncrion. As a young god of science and technology, LN, or NG; 1Veaponr: dagger,
Murlymd has few worshipers, for his srrange inveniions perform eaac- broadsword, crossbow, handax, short-
ically at best. He views technology as a tool of the common M k to how, and firearms; Armor: any nan-
maintain the balance against those who can rnecal; Formal raiment: white shin. leg-
wield magic. He appears s r m , but is gings, and hat, wch silver brooch: Granted spheres: All, Astral,
quite friendly and gentle. Murlynd often Creation', Elemental, Healing, Necromantic*, Protection. Travelers:
rmvels wirh other young gods, such as Additional spells: none; Powers at noted Icvcl: Irt, protection .+om evil;
Keoghrom (extraplanai heroism) 2nd
Zagyg (humor,
ccccntricity), arczran; loch, sin& powdcr wrapons work for rhc pnrsr, major crc-
as weu as arion; Turn undead: ~ l m s .
quasi-deities
such as Heward
and men the invinciblc OT that i f will work. They gain cwo spell-like powers ac 7rh level. but
Hieroneous. He was o n i c only one can be used each day: the priest decides which power to use ar
a paladin, and the princi- the time it is invoked. At 10th level, a priest of Murlynd can use smoke
DIGS of truth and i w t i c e
he learned still
, k powder. This alchemical substance only works when a pmst of

influence his e
and his priests'
activities.
I
Murlynds Pnests: Murlvnd's pne-ti , r
. .
are incessant invenrorsand must learn
the Eneineerine Droficiencv. They eain
Y "l / I
~ - r
Carpenmy and Blacksmithing for free.

Slavers 128
been a decade since the feared yellow sails of the Slavelords appeared in harbors of Wil
town-ten years since friends, family, and loved ones were Carrie
of the Pomarj. But since then, new evil has a

This book features a new chapter in the Slal


kes and lands he Flanae rom
in the Pomarj.

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