Part I

 

· The Dagada:

Today is just another day in the shade of the beloved agafari trees, which surround the great Forest City of Gulg. It is fast approaching evening and you are all sat having a broy and a fine inix steak and generally relaxing after a good days viewing and side betting at the gladiatorial games which were profitable to some of you but not to all.

One of the serving wenches makes her way over to the table the PC’s are seated:

“Excuse me you slobs, but that rather fine looking nobleman over there asked me to bring these drinks over to you. I don’t know why he’s bothering with the likes of you lot”. 

The wench is Maranth. She has served the PC’s on many occasions but due to the trouble some of them cause when they have had one to many she has taken a poor view of the party as a whole. When the party look over to see the drink purchaser they see middle aged human male with brown graying colored braided hair. The attire he wears as well as the metal hilted sword he carries on his side makes him appear like a man of some considerable worth.

Greetings, my name is Voranius Mataranu and I am a senior agent within the House Riben. If you will allow me to be seated? I have a well paid employment proposition for all of you”.

Mataranu is really a Gulg templar who was given this mission by High Templar Mogadisho; He fears the shadow elves and thought it best to pay some expendable adventurers to do the task on his behalf. He does not intend to pay the adventurers for the task but is willing to forward half the payment (15 GP) to prove his cover story of being a merchant. In truth he intends to imprison the adventurers on their return and turn the suit of amour over to Mogadisho. (15 G.P is an absolute fortune on Athas, they should fall over themselves for this job) When the party agrees read the following:

“Two months ago my brother was on a trading mission to a newly discovered city north of Draj named Eldarrich.” With a sigh the trader continues, “He never reached the city as elven raiders attacked his caravan. Only three guards escaped and reached our emporium in Draj. All they could recount was that a group of about 20 elves had attacked and made off with 500 Lb. of copper ore worth 1000 pieces of gold. The elf that led the attack wore a suit of gray colored scale amour. The amour was told to be of magical nature as one of the guards that escaped swore that he hit the elf in the chest with all his strength and his sword never even dented the amour.

That is where you come in, I want you to travel to Nibenay and locate and kill or capture this elf. I have paid quite a lot of gold for this information so before I tell you more will you agree to do this dangerous task for me? ”

Hopefully this will get the characters thinking and asking themselves many questions. If they agree:

“ The elf has no name only a reputation he is known only as the Shade. Nothing is known of his origins only that eventually he joined with the Assassin claw of the Shadow elves in Nibenay. I was told a rumor that he is married to a seamstress in the Hill district of the city and in my opinion that is your best lead. 

Well that is all I can tell you I will pay each of you 30 pieces of gold for this elf alive or dead. I am also interested this unusual amour he wears I will double your payment if you retrieve the amour do you agree these terms? ”

If the party accepts he smiles and tells them that on return for the rest of the payment they can find him here as he is a permanent resident of the public dagada. He turns and leaves.

The party should be given some time to acquire provisions for their journey to Nibenay. No further encounters are needed, but the DM has the final say if he deems an urban encounter is needed before the journey.

 

·The Peoples Gate:

You stand in line and wait your turn to leave the city. You can see the city templars searching what seems to be a Pterran trader with a pair of armored gate guards watching on. While searching through the traders belongings a small pouch is produced from one of the saddlebags on the trader’s kank. The templar motions to the two guards to stand on either side of the Pterran. “What in the name of the Oba do you think you are doing?” The templar asks. The trader looks blank and says in a lizard like tongue, that he did not understand the templars question.

The templar approaches the trader and smugly informs the Pterran that the Cactus Blue berries he has in his provisions are grown in the queens groves outside the city and thus are the property of the queen. The Pterran says that he traded some inix hide for the berries and that… the templar cuts the Pterran off and says the, “punishment for the crime of theft is imprisonment in the queens dungeon for a minimum of a year.” The trader puts its hand into its pouch and offers the templar a silver amulet the templar takes the amulet and says, “attempted bribery of a queens templar ads a further 10 years to your prison sentence.” The Pterran screams as he is led away from the Peoples gate.

This is a common scene in Gulg, as many outsiders do not fully understand some of the native Gulg laws. The loyal templars of the queen cannot be bribed and are very thorough when searching all outsiders when leaving the city. Templars are trained to spot magic users and smugglers they look for writing materials, uncalloused hands and unusual items (Spell components) which do not seem to have any obvious use. Also traveler's which enter or leave the city with no arms or amour are always stopped and questioned.

At all the gates in the city a duty clairsentient templar is always present on the look for visitors who have something to hide from officials. If a mage or smuggler attempts to lie such as to try to pass themselves off as a Psionicist or an elemental cleric most are imprisoned or put to the agafari spear.

At the gate there are 4 Templars on the inner gate with 1 Templar overseer. There is also a small guardroom to the side of the gate with 8 guards inside. (Normally there would be 10 guards but a pair is escorting a prisoner to the dungeons) If things get out of hand there are 4 guards on the outside of the gate through the Mopti wall, which will arrive in 2 rounds, and a Templar patrol of 8 templars will arrive 5 rounds later.

When the party arrives at the gate read the following:

“Move along…. What do we have here? Carrying anything illegal today? (He will wait for an answer or ask the question a second time.) Let me be the judge of that. Where are you all heading? -  Was your stay agreeable here in our beloved city?”

The templars will search to PCs and if anything is found they will be questioned. If a PC lies to a templar all hell will break loose. Luckily for the PCs Templar Voranius is on his way to his favorite hunting spot outside the city and spots his hirelings at the gates and intervenes.

Suddenly you spot the merchant who hired you approach the Templar in charge flashing two open palms to show he wishes to speak to the Templar, “Excuse me Sir, but these people are on an errand to the city of Nibenay for me. I am sure that they pose no threat to the security of this city and my good friend” (Voranius leans forward and whispers to the overseer). The templar simply nods and says, “You seem to have very important friends you may pass this time but if you ever lie to a templar or attempt to deceive one again you will not be so lucky a second time. Now go be on you way. And be sure to stick to the path. It can be very dangerous out there.”

If the party is intent on pressing the issue with the templars they will attack:

Templar Overseer: AL NE; AC 7; MV 12; HD T5; hp 26; THAC0 16; #AT 1; Dmg 1d2 +3 (Whip); SA  Spells; SD Spells; SZ M ; ML fanatic (17); MAC 8; XP 420;

Templar (4): AL LE; AC 8; MV 12; HD T4; hp 19; THAC0 18; #AT 1; Dmg 1d6 (Agafari Spear); SA  Spells; SD Spells; SZ M ; ML very steady (13-14); MAC 8; XP 270 each;

Gulg Guards (8): AL N; AC 8; MV 12; HD F3; hp 16; THAC0 18; #AT 1; Dmg 1d8 +1 (Bone Longswords); SZ M ; ML steady (11); MAC 8; XP 120 each;

 

·        The Forest Walk:

The distance between Gulg and Nibenay is about 30 miles. The PCs can best travel on foot by only two routes. They can travel along the trade route, which is quite well traveled. This route traverses the Crescent Forest the journey lasts for four days. But due to the shade the overgrown tree canopy offers only half of the PCs daily water requirement is needed. The alternative route is to skirt the Crescent Forest and travel through the verdant belt this way the party can reach Nibenay in only three days but due to being exposed to the heat of the sun full water is consumed. Both Gulg and Nibenese Templars heavily patrol the verdant belt on both sides of the Crescent Forest and an encounter with either patrol is extremely high (80%).

Hopefully the party should take the forest trade route. After the party stop to rest read the following:

The forest around you begins to cast more shadows as each minute passes which, could only mean that the sun has set. Since you left the city and entered the forest you have not seen the sun as the thickness of the treetops hinder the view. You manage to find a small clearing just off the path and make camp for the night. The sounds of birds and wildlife keep you all awake till the early hours and the night is not normally as cold. As the campfire burns casting hundreds of dancing lights upon the trees which, surround the clearing. You notice many small pairs of eyes illuminated by the fire staring at the camp. The eyes disappear when one of you makes a move toward them. You all rest very uneasy until the come of dawn.

On the second day of travel the party stops for a short rest at midday. The problem is the area they have picked is home to strangling vines, which attack as soon as a character comes within reach.

Insects bite with every step as you journey eastwards towards Nibenay. There is a clap of thunder that quickly takes your minds off the insects, which seem to be crawling all over your bodies. Droplets of precious water slowly descend from the sky.  Within minutes your bodies are free from insects and a very unfamiliar feeling of being soaked through to the skin comes to the fore.

Suddenly the rain begins to increase in its intensity and the raindrop’s sting as they hit your bodies. You begin to make your way to the nearest tree for shelter.

At this point have the PCs make a surprise roll with a -1 modifier. The PCs have run into a branch full of strangling vines.

Strangling Vines (4): INT Plant (0); AL N; AC 5; MV Nil; HD 1-5(see below); hp 34; THAC0 19,17 or 15; #AT 1; Dmg 1d10; SA Strangulation; SD see below; SZ H (25’ long); ML Nil; XP 650 each;

Strangling vines are roughly 25 feet in length, usually stretched between three or four trees These vines have approximately ten leaves per five-foot section: these leaves conceal sharp thorns. The stalk of a strangling vine is brownish-green in colour, while the leaves are a shiny, moss like, deep green.

Combat: When suitable prey passes beneath the vine, it will drop suddenly and wrap itself round the prey’s neck, strangling it. It will then attempt to pull its victim off the ground, hanging it until it dies. When a strangling vine attacks, its first strike causes 1d10 points of damage, due to the plant’s long thorns. Each round after that, when the vine is attempting to strangle its victim, the vine’s prey takes 1d6 points of damage. Breaking free of a strangling vine is difficult, requiring a strength check with a penalty of –5. If this strength check fails it cannot be attempted again by the victim.

If the party survives this attack they have an uneventful remainder of the day at night read the following:

The Crescent Forest is very peaceful this night. And the clearing you have found allows the moonlight to bask upon your camp. Today’s rain must have calmed most of the animals that dwell in the forest, as it is very quiet and you all have a good night’s rest.   

On the morning of the third day read this:

Sounds of battle jolt you from your slumber, The noise seems to be coming from further along the path towards you destination. With haste you gather up your belongings and carefully head towards the disturbance.

Note - if spell casters demand to memorise their spells or if priest asks if they have time to pray they are free to stay out of this encounter as speed is of the essence. No experience should be awarded to them for this day.

A half-giant earth cleric named Utto has been ambushed by a hunting pack of Lirr’s by the time the PCs arrive he has killed four but eight more remain. If the PCs do not help Utto he will kill two more and then he will fall and the Lirr’s will feast on his body.

A blood stained Half Giant stands on the path swinging a massive stone club at a pack of gray scaled lizards with bright multicoloured plumage. Four lizard corpses lie strewn about the path but eight remain. The speed of the creature’s attacks is quickly draining the giant’s strength as each swing is becoming more and more laboured. One of the lizard’s leaps at the giant’s head and with lightning fast speed its rear claws open up a gaping wound in the giants cheek. Blood flows freely and you don’t think the giant will win this battle. 

Give the party a moment to decide what to do. They should help the giant but regardless of what they do they will face the remaining Lirr’s as they are next on the menu.

Lirr (8): INT Animal (1); AL N; AC 5; MV 15; HD 5+2; hp 28; THAC0 15; #AT 3; Dmg 1d4/1d4/1d10; SA Roar / Rear claws (1d6+1/1d6+1); SD Nil; SZ M (4’ high, 6’ long); ML very steady (13-14); MAC 7; XP 420 each;

The Lirr is a large warm-blooded reptile. They have a long, sleek, dark gray body. Its scales are small and fine (almost like a snake). Around the neck and base of the tail sit rings of web-like bright red, orange and yellow coloured membranes. When prey is sighted the membrane fills with air alerting other Lirr that quarry has been found. Lirr can outrun most prey as they have powerful legs, which allow it to spring into attack prey.

 Combat: Normally when a Lirr attacks it firstly tries to immobilise its victim, this is done with a roar. This devastating roar effects all creatures in a 40’ by 10’ path directly in front of the roaring Lirr. A saving throw versus petrification is needed or the creature is stunned for 1d4 rounds. Characters who stuff wax or otherwise block their ears make a save with a +4 bonus. Magic or Psionic area effect spells or powers which prevent sound are immune to the roar.

Each additional Lirr’s roar incurs a –1 penalty to be added to the save for example; A PC with wax stuffed in their ears fighting 6 roaring Lirrs would save at a –2 penalty (+4 - 6). A stunned creature can perform no action (including psionics) and all attacks against it get a +4 to hit bonus. This makes a large pack of Lirr’s very dangerous indeed.

Once the Lirr is close enough to its target, it lashes out with its two front claws, inflicting 2-5 points of damage with each hit. If both claws connect simultaneously in the same melee round, the Lirr can support itself on its prey and bring its rear claws into attack causing a further 2-7 points of damage per rear claw. A Lirr can also bite causing 1d10 points of damage. When needed a Lirr from a running start leap horizontally 30’ or vertically 15’ from a standing position the horizontal leap is halved.

 If a defiler is present in the party, and has memorised spells and proceeds to defile the land the half-giant would attack the defiler until the death. Utto would never attack a preserver.

Utto: AL NG; AC 6 (Mekillot Hide); MV 15; C8; hp 87; THAC0 14; #AT 1; Dmg 1d8+4 (Stone Club); SA Spells; SD Spells; SZ H (11’ tall); ML very steady (13-14); XP 3000;

Spells 3 x 1st, 3 x 2nd, 3 x 3rd, 2 x 4th;

Psionics Summary:

Wild Talent – displacement; PS 14; PSPs 36

Players Option: #AT 1; MTHAC0 16; MAC 7;

When the Lirr’s are dead or driven off read the following:

“You have my thanks brave travellers, my name is Utto. I thought my end had come, but thanks to your aid, I am still here and breathing.”

Utto is an Earth Cleric who lives by a small earth shrine near the Bremil Pass in the Windbreak Mountains. He is currently on his way to the city of Gulg in the hope of trading a magical item he recently unearthed for some obsidian he desperately needs to rebuild an ancient altar.

If the PCs have obsidian weapons or items weighing 30 lbs. he will trade his find with the party and return to his shrine. The item is a very tarnished +1 shield (Medium sized) worth 2000 C.P. in its present condition if restored the price would be 3000 C.P. (If the PC’s kill Utto the shield is –2 cursed that is worthless)

If the PCs ask Utto advice about what lies ahead, he will tell them that the Nibenese lumber camps are in operation a day east. Also it would be best if the party sticks to the trail as travellers are usually left alone by the patrols which keep the camps secure from forest dwelling bandits. When he has thanked the party once more Utto goes on his way.

The remainder of the day is uneventful for the PCs.

 

However on the fourth day of travel, in the early evening, an optional encounter is presented here if the DM feels his party has not fully tested its mettle.

It seems the closer you get towards Nibenay the thinner the tree density becomes and now you can see the sky clearly once again. The sound of the slave tree cutters in the distance can be heard and the smell of burning wood fills your nostrils from the charcoal pits inside the lumber camps.

The path bends and the chopping noise fades as the camps are left behind and the foliage once again begins to embrace you once more. As the sun descends from the sky you notice a small moss covered stone which rests at the side of the trail.  The stone has a carved figure of a creature similar to that of a centipede known as a Cilops, which is known to be the royal symbol of Nibenay.  A rest is long over due so you rest a moment under a large agafari tree as you feel that your journey is almost at an end and city of spire’s beckons.

The party is just a couple of miles from the edge of the forest. While they rest Bloodvines, nocturnal blood feeding plants attracted by the warmth of the PCs bodies move in close to feed.

Randomly determine which two characters are attacked, there are four more Bloodvines in the area and there is a 20% chance that any member of the party will touch a vine while aiding a comrade. To make matters worse a clump of Bloodgrass is living among the Bloodvines, and there is a 90% chance that a random character steps on it during the confusion.

Bloodvines (6): INT Plant (0); AL Nil; AC 6; MV 1/2; HD 3-5; hp 21; THAC0 17; #AT 1 (per 5’ length); Dmg 1-3; SA Strength loss, clinging; SD ½ damage from crushing attacks; SZ L-G (4’ long per HD); ML steady (11); XP 50 each;

The nocturnal Bloodvine is a danger to anyone who travels in the Crescent Forest. It is a parasite, dangerous primarily to those weak eith hunger or thirst, or to sleeping victims. These parasitic plants consume the very blood of those they capture, and travellers report finding skeletons of fairly sizable creatures lashed tight to agafari tree trunks by these potent vines.

Combat: Bloodvines are slow moving only 1 to 2 feet per round and attack by injecting roots into its target. If the Bloodvine approaches its target an attack roll is needed but if a target touches a vine with bare flesh (day or night) the attack is automatically successful. The roots are covered in sap which anesthetises the wounds so that victims feel no pain. An unconscious victim will not awaken, and a conscious victim must make an intellegence to determine that they have been attacked.  Once attached the bloodvine begins to drink the blood of its victim causing 1d3 points of damage per round. This loss of blood also causes the victim to loose 1 point of strength per round. Once attached to its victim no further attack roll is needed to drain blood and sap the strength each round.

Bloodvines can be removed by making a Bend Bars roll each round (By a conscious victim or by someone aiding an unconscious victim); A successful roll inflicts 1d6 points of damage as the vine tears away. Unsuccessful rolls cause a further 1 point damage due to stress on the root. If a victim breaks free the strength loss returns at the rate of 1 point per hour. The Bloodvine takes ½ damage from crushing attacks and will not approach within two feet of a fire, fire causes double damage. Cold attack only cause 1 point per damage die, this also immobilises the vine for a number of rounds equal to the damage roll. Electrical attacks act as a haste spell on the Bloodvine for  1d4 rounds. Warp Wood spells instantly kill a Bloodvine, or by the destructive effects of defiler magic while spell casting.

It is easy to avoid a Bloodvine when one is aware of their presence. They move that slowly that a potential victim can just walk away, as they cannot leave their agafari tree to pursue the victim beyond a few tens of feet.

 

Bloodgrass (1 clump): INT Plant (0); AL N; AC 8; MV Nil; HD 1 hp per tendril; hp 30; THAC0 special; #AT 1; Dmg 1; SA Blood drain; SD Nil; SZ Variable; ML Nil; MAC 5; XP 15 per tendril;

Bloodgrass appears as a patch of normal green grass. It has longer tendrils than normal grass, but only careful inspection will reveal its presence. Bloodgrass send out runners among normal grasses of the verdant belt or forest.

Combat: Bloodgrass tendrils will attack any creature that steps on it by wrapping its tendrils round a victim. A Dexterity check must be made to avoid each tendril that is attacking. The tendrils that hit inject a paralysing poison into the victim each round. Victims need to make a save vs. poison each round they are ensnared until they break free or fail their save. A failed save causes paralysis for 2d6 rounds, after the first two rounds due to cumulative effects of the poison imposes a –1 penalty to saving throws, after 4 round –2, and so on. A Successful Strength check will break a creature free from the tendrils. Each successful hit will hack off one tendril.

Extra tendrils that are nearby can attack a victim that has been immobilised. Tendrils begin to bore into the victim causing 1 point of damage per tendril per round. There is a 5% base chance, plus 1% per round a victim is immobilised, that a tendril reached the brain. If this happens, it wraps itself through the skull and kills in 1d6 rounds. Only one tentacle each round is checked in this manner. Each tendril has 1 hit point, but if the first attacking tendril is not cut off quickly, as many as 20 tendrils can attack within 2-5 rounds. A clump of Bloodgrass can have as many as 200 tendrils, but the normal size for the verdant belt is 20 and 30 for the forest.

Adventures with the survival forest proficiency have a chance for spotting Bloodgrass if they are specifically looking for it with a +4 bonus to the roll. Druids and Rangers have 5% chance per experience level to notice Bloodgrass.

There is a 20% chance of finding treasure among Bloodgrass from a previous victim. Randomly determine the individual treasure type. (I would suggest finding 3x 15 S.P Gems in a small leather belt pouch – with 1d4 S.P, 1d12 C.P & 4d10 Bits inside) but the DM is free to decide.

When this encounter is complete go on to Part II:

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