·
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 slob
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.
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.
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.
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.
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: