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The Slaver's of Thin-gala , an AD&D adventure for characters level 5-7
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This module is designed for use with the AD&D(tm) game from TSR, Inc. and contains references to trademarks and/or copyrighted material owned by that company.   The original portions of this works are (c) copyright 1994 by Keven Simmons and is being offered free of charge under the following conditions:

1) You may not sell this material for your own profit
2) If this material is redistributed, either electronically or in printed form, it must include this copyright notice.
3) You may modify details of this material for your own purposes, but only the original can be redistributed.

Correspondence regarding this material can be sent via U.S. Post to:
Keven Simmons, POB 351, Sherburne NY 13460

or via the internet to:   [email protected]
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This material may contain references to non-TSR monsters, spells and magic items. If you would like information on non-standard spells or items used in this module, write or e-mail me at the above addresses.  I will be happy to share whatever information I can.

Feel free to make modifications as you deem necessary in order to make the module playable in your campaign.  If the GIF-format maps for this adventure were not included, or you are unable to read them, I will provide paper copies free of charge to anyone who sends a self-addressed, stamped envelope to the address above. Please mention the module name (and version number if applicable) when requesting maps.

abbreviations and other notations used:
     th or thaco = to hit armor class 0
     hd = hit dice
     hp = hit points
     ac = armor class
     d = damage
     mr = magic resistance
     str = strength
     con = constitution
     dex = dexterity
     int = intelligence
     wis = wisdom
     chr = charisma
     pp = pick pockets
     ol = open locks
     frt = find / remove traps
     hs = hide in shadows
     ms = move silently
     hn = hear noise
     cw = climb walls
     rl = read languages

Some spells, magic items or monsters may have a notation following them similar to this:  find familiar [P 134].  The information in the brackets is a book and page number reference for locating the item's description.  The following are the book abbreviations used in these references:
     P = Player's Handbook (2nd edition, first printing)
     T = Tome of Magic
     D = Dungeon Master's Guide
     A = Unearthed Arcana
     M = Monster Manual
     F = Fiend Folio
     S = Monster Manual II (first edition)
     C = Creature Catalog Supplements
     K = my own compiled reference manuals


If you eventually use this module, I would like to hear how it turned out.

enjoy!
           ---keven
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Background
The Duchy of LaGrange in the kingdom of Tanaska has a problem.  Over the past few months, several of its coastal towns have been raided by pirate slavers.  They have sacked the towns and taken most of the able-bodied men back aboard their ship in chains.  There have been four raids to-date, each about 3 weeks apart, and over 100 people have been taken prisoner.  The coastal towns have petitioned the Duke to do something to help but Reginald LaGrange, who is not exactly know for his compassion, has declined to intervene, claiming that without a naval force, there is nothing he can do.  A petition for aid was also sent to the King, but the reply declared the problem to be an "internal matter" for the Duchy to deal with.

With no help forthcoming from any source, the many towns along the LaGrange coast are now living in fear, keeping a close watch on the seas, and preparing to run at the slightest hint of trouble.  None of the villages are large enough to afford a mercenary protection force, and are too widely dispersed to band together for common defense.  Some of the residents of these towns have moved away, but most have refused to leave, either because they are too stubborn to give up their homes without a fight, or because they have nowhere else to go.

For The DM
The pirate slavers are working for Thin-gala, a high priest of Maeldain (a lawful evil goddess of pain and cruelty modeled after Loviatar), who is constructing a huge temple to his goddess on a remote island between the kingdom of Tanaska and the continent of Crocroom.  Thin-gala was exiled from his homeland of Crocroom for acts of depravity committed in the name of his goddess.  In the years following his banishment he traveled extensively and built a small following.  When the size of his growing priesthood made it difficult to continue his travels, Thin-gala began to think about creating a new temple to the Goddess of Pain.  He realized, however, that doing so in a well populated are would probably result in his banishment again so he began looking for an appropriately remote location.  While sailing to the Kingdom of Tanaska with the intent to scout for a suitable building site, a unexpected storm blew the ship aground on an small island not far from the coast of Tanaska.  The island appeared to uninhabited and Thin-gala came to believe that the storm and shipwreck was a sign from Maeldain that this should be the location of the new temple.  While the ship's crew worked to repair the damaged ship, Thin-gala and his acolytes explored the island with growing enthusiasm.  During one of their expeditions, they encountered a group of aquatic ogres who made their home in the reefs around the island.  After a few tense moments following their initial meeting, Thin-gala and the ogre's leader, Brushnick, negotiated a mutually beneficial peace treaty.  The ogre's agreed to leave Thin-gala and his followers unmolested; in return, Thin-gala would allow the ogres to participate in raids he planned to carry out on merchant ships, the first being the one that brought him to the island.

In the years following his arrival on the island, Thin-gala has been slowly building up his resources by waylaying ships with the help of the ogres.  Most of the sailors and passengers of these ambushed ships have been killed and eaten by the ogres, although a very few were converted to the worship of Maeldain.  He has also been sending his loyal converts to Tanaska and Crocroom to recruit new worshippers.  Those that decide to join the cult were advised as to when and where to rendezvous with one of the stolen ships now manned by Thin-gala's followers.  In this manner, Thin-gala's following grew to the point where he was ready to begin the next phase of his operation, the construction of the temple. 

Rather than use his loyal followers, he decided to use slave labor to construct the monument to Maeldain.  He began a series of  slave taking raids along the coasts of Tanaska and Crocroom, carefully keeping his expeditions wide-spread so as to minimize the possibility of retaliation.  For most kingdoms, one or two slave raids a year is hardly enough to warrant mounting a military campaign to stop and after two years Thin-gala's labor force swelled to nearly 500. 

Construction of the temple progressed well in light of the resources applied to it, and might have been completed in another 2 years except for a recent problem.  Several months ago, a disease spread through the ranks of his slave labor force and more than half of them died, putting the project considerably behind schedule.  Thin-gala decided that he needed to get a large number of replacement slaves quickly if he wanted to make up for the loss, and so began to look for an opportunity to do so.  His agents in Tanaska recommended that the Duchy of LaGrange would be the perfect choice for a concentrated series of attacks.  The ruling Duke has little concern for the welfare of the populace, and has no naval force with which to pursue the slavers.  The coastal villages are small and do not have the means to muster their own defense.  All in all, they are ripe for the picking.

The Slavers' Modus Operandi
The slaver's raids are well planned and executed with military precision.  Each raiding party is lead by a mid-level priest of Maeldain (typically 6th level) with a mage or priest/mage of about 4th level as his assistant.  There is also at least one agent working undercover onshore.  This onshore agent will typically assume the disguise of a traveling merchant or minstrel.  He will enter a town, do a little covert investigation to gauge its defenses and then signal to the ship as to whether or not the town is to be attacked.  If the town looks promising, the onshore agent will rendezvous with the two commanders and pass on to them all the information he can about the town and its defenses.

Once a plan has been decided upon, the slavers wait until the middle of the night, about 2am, and row ashore about a mile outside of the village.  They then split up into teams of 6-8 men and begin breaking into cottages under the cover of  <silence> spells cast by the priests. They overpower any able-bodied men and knock them out with blackjacks.  Women and children are killed outright so as to prevent them from alerting their neighbors as well as to protect the anonymity of the slavers.  One team is also assigned the duty of looting provisions and acquiring a wagon to transport their stolen goods  back to the longboats.

On occasion, variations on this M.O. are used when the situation warrants it.  If the village has a militia or town guard, one team of slavers may be sent to engage them while the other team goes about their business.   If there are any inhabitants that could seriously impede the slavers, such as a mage or priest, or visiting adventurers, the onshore agent may create a diversion such as setting fire to one of the larger buildings in town, thus keeping their potential foes busy.

Part I: The Glen Cove Raid
Enter the Party
read to the players...
You have been traveling north along the coast of the Duchy of LaGrange for several days now.  The weather has been cooperative, but the damp wind blowing in off the sea invariably leaves you feeling sticky after a day of traveling.  Luckily, the coast is dotted with small fishing villages, most of which have a tavern or inn where you have been able arrange for sleeping accommodations.  The villagers are, for the most part, quite friendly and receptive to travelers.  There appears to be a substantial amount of traffic along the coastal road, made up primarily of itinerant peddlers selling everything from pots to knives to clothing.  These wandering shopkeepers typically stop for several days at each village to sell their wares then pack up and head on to the next town.  This army of peddlers, in addition to spreading their goods and services, also serve as the news-mongers for the small communities they frequent and recently, the news they have been bringing bodes ill.

In almost every village you have passed through, there have been rumors of marauding pirates.  So far, all of the stories you have heard have been second or third hand accounts;  some peddler who talked to an innkeeper, who heard it from a minstrel, etc.  While you are not particularly prone to believe idle tavern-talk, the sheer number of rumors has led you to believe that there very well could be something amiss.  In this respect, you are not alone.  Stories of whole towns being sacked and the inhabitants kidnapped or killed have caused no small amount of alarm in the poorly defended villages.  Some have started to form local militia units in an attempt to defend themselves, and many have issued curfews.

It is getting on towards evening and normally you would have stopped for the night by now, but a farmer you spoke to earlier in the day said that the village of Glen Cove, which was '"just up the coast a-ways" had an inn and you would much rather sleep in a bed than a bedroll.  Unfortunately, the farmer seems to have underestimated the distance to Glen Cove and now dusk has settled upon the land.  The road you are on has been climbing steadily upward for the past mile and the ocean has dropped away, although you can still hear the sound of the surf breaking on the cliffs below.  As you crest the top of this rise, you are greeted with the sight of a small village about a mile in the distance.  You breath a sigh of relief and head down towards what you hope will be a hot meal and a soft bed when a twinkle of light catches your eye.  Out on the ocean you see a faint light blink on and off several times.  You cannot quite make out the source of the light in the darkness, but you assume it is coming from a ship, or perhaps an off-shore island.

The ship is a slave ship of Thin-Gala's and they are exchanging signals with their on-shore agent, a bard / priest called Whimble.  Whimble has been evaluating the village of Glen Cove as a possible target while posing as a traveling minstrel and has decided that it is a good one.   There is no town militia and there are no people with extra-ordinary powers other than one priest of Dionus who should pose little threat to the well organized strike force.  The spy is now on the beach signaling this information to the slavers' ship offshore and recommending that they attack the town tonight. In about twenty minutes, a long boat from the ship will row ashore with the slavers' captain and her assistant.  From where the party is standing, they will be unable to see Whimble who is at the base of the cliff but if they decide to stick around, they may catch a glimpse of the long boat as it rides in on the tide.

The cliffs at this point are very steep, and actually angle in towards the bottom making it impossible to climb down although it might be possible to descend on a very long rope (200') or by magical means.  If the PCs decide to do this, then the DM should alter the encounter so that Whimble and the other slavers see or hear their approach, and escape back out to sea before the PC's can get a good look at them.

Sooner or later, the PC's will make it to the village of Glen Cove, and the inn. (read the following)

The inn, which is called the Flying Barracuda,  is all that you hoped it would be. While it is far from being luxurious, the rooms are tidy, the bedding clean, the common room inviting and if the food tastes half as good as it smells, you believe you will have a very satisfactory evening.  You have just returned to the common room after cleaning up and are eager to sample some of the stew you saw cooking over the fire.  There are a dozen others in the room, most are gathered around a man dressed in traveling clothes who seems to be answering their questions.  From his talk, he is an eye-witness to a pirate raid on the village of Corwin several days farther north along the coast.

The man is Stuart Sharp, a cutlery merchant who has just arrived in town.   He was indeed witness to a slave raid on the small town Corwin.  He was sleeping in his wagon, (actually, more like a shack on wheels) on the outskirts of town when the sounds of shouting woke him.  He went out to see what the commotion was all about and saw a group of villagers in chains being led down to the beach.  The moonlight was just bright enough for him to make out the shape of a ship riding at anchor in the harbor.  He was debating what to do when a group of the slavers saw him and started moving in his direction.  Fear quickly made up his mind for him, and he ran back to his wagon and bolted the door closed.  The slavers began pounding on the wagon door and yelling at him in a strange language, but after a moment a distant horn blew a long, low note and the men abandoned their efforts.  Stuart, a strong believer in the "better safe than sorry" axiom, remained locked in his wagon until well after sunrise. 

This is the extent of his knowledge of the slavers; although the tale he tells has been embellished somewhat with dramatic details.  He stayed in town for the next day and night and learned that close to twenty men had been abducted.  Several others were killed while resisting, as were most of their wives and children.  The slavers raided the drygoods store, making off with several cases of food and casks of wine and the town's only tavern was partially destroyed by a fire apparently set by the raiders.  There was no other looting or pillaging, even though they had plenty of opportunity.

The party if free to ask Stuart questions, or to have him repeat his story which he does with great dramatic flair.

After dinner...
You have finished you third helping of the stew and decided that it was definitely worth the extra time spent on the road.  While you settle back in your chairs to relax, a man walks into the inn who receives a warm welcome from most of the patrons.  He is dressed in a dark brown cape, has a short sword slung on his hip and is carrying a lantern.  He is apparently a bard, for there are several requests for him to play.  He smiles and addresses the crowd:

"Aye, Aye, I'll play for ye till the wee hours if you've the want of it, just keep my tankard full.  I'll be back soon as I change into something a bit less damp and more comfortable, since it's likely whatever I be wearing tonight, I'll be waking in on the morrow"

Amidst the scattered laughter his announcement invokes, he turns and heads for his room.  Shortly he returns with a lute and commences playing.  All in all, he is not a bad minstrel, although his accent sometimes makes the words difficult to understand.  But he does know several ballads you have never heard before and keeps you quite entertained through-out the evening.

At some point during the evening, Whimble will approach the party and strike up a conversation.  They are new arrivals in town and his intent is to gauge their abilities and evaluate to what extent they could interfere with the raid planned for tonight.  He will ask where they come from, what they do for a living. If they indicate that they are "adventurers", he will ask them to tell him about some of their adventures under the pretense that he might compose a ballad about them.  After a few minutes of conversation, Whimble will realize that the group could pose a serious threat to the slavers.  It is too late to contact the ship and call off the raid, so he will instead plan a diversion.

If the party asks Whimble about his background, he will say that he was born on the continent across the sea from here, and stowed away on a merchant ship when he was a young lad.  If questioned about his whereabouts earlier this evening, he will say that he was just out for a walk on the beach.  The part about being born across the sea is true, but he didn't run away to see the world, rather he joined the priesthood of Maeldain and has been a loyal follower of Thin-gala's for several years.  He does not openly wear a holy symbol, and will not expose himself as a priest under any circumstances.

After the evening's festivities are over, and the residents have all retired for the evening, Whimble will sneak out to the stables and start a fire in the hay.  Several rounds later, one of the party members will awaken to the smell of smoke and the sound of a raging fire.

You find yourself awaking in the middle of the night coughing due to an abundance of smoke in your room.  The sounds of a raging fire can be heard and the orange glow on the neighboring building would indicate that the stables at the back of the inn are completely engulfed.  Given the proximity of the stables to the inn, you decide that evacuating the premises might be a very good idea.  While you quickly gather up your belongings, you can hear shouts and yelling coming from the hallway as well as from outside.  You meet the rest of your companions in the hall, and head for the front door.

The scene in the street is one of mass chaos. Villagers in various stages of dress are milling about shouting and an older man is trying to get a bucket brigade started, is having trouble being heard over the noise.


The older man is Rogveld the priest (see NPC roster for details). Within  10 minutes, all the residents of the inn will have been evacuated and most of the villagers from the surrounding houses will be out assisting in putting out the blaze which is in danger of spreading to adjoining buildings.  At the same time the slavers from the ship will land ashore and will take as many prisoners as they can from outlying cottages while the villagers are preoccupied with the fire.  It is highly likely that at this point in time, the PC's will not be wearing their armor.  They certainly would not wear it to bed, and there was no time "suit-up" inside the inn.   If they opt to help with the fire immediately, without putting on their armor, Whimble will attempt to steal it in the confusion and toss it in some nearby bushes.

If the PC's do not leave the vicinity of the inn and help with the fire, read them the following:

Eventually the older man gets the crowd organized into a bucket brigade, although their efforts do not seem to be making much of a difference.  You are lending as much assistance as you can, but in the midst of all the confusion a young boy runs up to the crowd yelling "Pirates! Pirates! Down at the shore.  They've taken my Pa.  Come Quick".

The boy is Harold, the son of a widower fisherman who has just been taken prisoner by the slavers.  Harold was asleep in the loft of their cottage, when the slavers attacked.  The light from their lanterns woke him, but he could not hear anything because of the <silence>.  When the slavers left with his father, he jumped down and ran to the village for help.


If the PC's decide to ignore the fire and begin scouting around the town:

As you begin moving around the village looking for anything out of the ordinary, you notice that a ship has dropped anchor in the cove.   In the gloom of the night it is only barely visible, by you can hear the faint creaking of timbers and the flutter of sails.  As you move down the path that leads to the shore, you see a group of  a dozen men moving towards three longboats.   Several of the men appear to be bound and are being led away at swordpoint.  The group seems to be moving very quietly, because you cannot hear them at all.

Whether they are alerted to the slavers' attack by Harold, or by finding out for themselves, the party will encounter one of the slavers' strike teams.  If  melee ensues, which is likely, then the team leader will move beyond the area of silence and blow a horn, alerting the other 2 teams to the trouble.  Half of each of these teams will arrive to assist their comrades while the others will take what prisoners they have, and head for the ship in the long boats. The slavers will continue to fight as long as moral is good and their strike force commander is still alive.  If  things start to look bad for them, they will attempt to retreat back to the ship.

If Whimble believes that the party is suspicious of him, he will join the fray as well, taking up arms against his comrades.  Only the slavers Meglan, Druka and Rangor know that he is one of them, and will not be surprised by his apparent change of loyalties; it is a ploy he has used in the past.  Whimble will fight as well as he can, but only against the crew members, not the three leaders.  He will retreat, or feign death if he becomes seriously injured.

Assuming the PC's win the battle on the shore, they will probably desire to get out to the ship and apprehend the rest of the slavers.  The ship will be manned by 8 slavers, plus any that escaped back from the raiding party.  In addition to the standard weapons employed by the landing party, those aboard ship also have short bows, and mounted on the aft deck is a ballista which can fire every third round if manned by one person, every other round if manned by two people.  The damage from a ballista bolt will do 3-18 points of damage if it hits, and will put a moderate size hole in a small boat.

The  After killing or apprehending the remaining pirates, the party will probably search the ship  There are 35 slaves aboard, which are kept below deck in iron shackles. Also stored below are the food and dry goods taken on their slavers' previous raids which in total is worth several hundred gold.  In what appears to be the captain's and first mate's (Meglan & Druka's) quarters in the forecastle can be found a large chest containing 2,500gp of silver, gold & platinum neatly bagged in leather pouches.  It also becomes apparent during their search of these quarters that one or both of the inhabitants are followers of Maeldain for the goddess's  holy symbol can be found on some of the belongings, and a platinum holy symbol on a chain is found in a chest of clothing.  Safely stored in a small wooden chest is a set of spell books (Druka's, see below), a large mast-flag bearing the symbol of Maeldain, and a bone scroll case containing a navigational map showing several sea routes going to and from a small island off the coast of Tanaska.

The PCs may attempt to question any prisoners they might have taken, but will have very little luck getting any useful information out of them.  All of the pirates are followers of Maeldain and will not reveal anything, even under threats of torture or death.  Most would readily commit suicide if they thought it would advance the cause of their goddess.

The Village of Glen Cove
The village of Glen Cove is built on a small promontory.  The southern portion is bordered by 50' cliffs which are constantly pounded by the surf.  The ground slopes downward to the north until it reaches sea level.  A few of the notable features of the village are:

1. Temple to Dionus
This is the only stone structure in town and consists of an open worship area, which also serves as a town meeting hall, and a few private rooms for Rogveld, the only priest.    Rogveld is an elderly man who never advanced very far in the service of his goddess but who is looked upon as the unofficial mayor in the village which has no formal government.

Rogveld, 3rd level priest of Dionus (CG) goddess of life and fertility
str: 8     con: 9     dex: 8     int: 15     wis: 16     chr: 13
ac: 9     hp: 12     thaco: 19
no armor, mace (stored in the temple)
priest spells: 4 / 3

2. Flying Barracuda Inn
The Flying Barracuda is a typical country inn.  The common room, kitchen and storerooms are on the ground floor, and a dozen rooms to rent are located on the second floor.   Typically less than half of the rooms are taken, although the tavern gets a fair amount of local business.  The proprietor of the inn is Gabby, a young, unmarried man who inherited the establishment when his father died a few years ago.

3. Businesses
The few businesses in town include a smithy, shoemaker, baker, candle shop, cordwright (rope maker),  cabinet maker, boatwright (small, fishing boats only), seamstress and a few other miscellaneous shops.  Most of the shops also serve as the proprietors' homes.

4. Fishermen's Lane
The major business in Glen Cove is fishing, and the majority of the fishermen live down near the docks.  There are nearly 20 families, most living in small one, or two room cottages with sleeping lofts.  Most of their daily catch is taken inland and sold at the two or three other villages within a day's travel of Glen Cove.



The Slavers at Glen Cove
The slavers encountered at Glen Cove are lead by Meglan, a female priest who is fanatically devoted to Maeldain and Thin-gala.  Her assistant, and sometimes lover, Druka shares her cabin aboard the  ship but their relationship is secondary to Meglan's devotion to her goddess and high priest.  Druka, who is a fairly capable sailor and navigator, is in charge of the crew while at sea, but Meglan commands the slave taking raids and is in charge of the overall mission.  Thin-gala has charged her with the taking of at least 100 slaves, a number which will fill the small ship's hold to capacity.  So far she is about a third the way to her goal and is anxious to return to Thin-gala's island.  During a raid, Meglan divides her crew into three teams and leaves eight to man the ship.

Whimble, the slavers' onshore agent, is a competent bard and an accomplished spy.  He has successfully acted as a covert agent for Thin-gala in many situations and will do everything possible to keep his association with the slavers from becoming known, even if it means compromising his own well being.  Of all the slavers in this first encounter, Whimble could potentially be the most dangerous to the party because of his aptitude with subterfuge.


Whimble 
4th level bard/priest
str: 8     con: 12     dex: 18     int: 16     wis: 16     chr: 17
ac: 5     hp: 16     thaco: 19
no armor, dagger (1-4/1-3), short sword (1-6/1-6)
priest spells: 5 / 4
cw: 55%     dn: 35%     pp: 25%     rl: 35%
non-weapon proficiencies: disguise (chr -1),  blind-fighting,  forgery (dex -1),  spellcraft (int -2),  gaming (chr +0),  tumbling (dex +0)
instruments: lute,  recorder,  harp (does not carry a harp)
wizard spellbook:
level: 1     number per day:  2
cantrip [P 131],  color spray [P 132],  comprehend languages (r) [P 133],  erase [P 134],  friends [P 134],  hold portal [P 135],  read magic [P 137],  spook [P 138]
level: 2     number per day:  1
bind [P 139],  fools gold [P 141],  knock (r) [P 143],  misdirection [P 144],  ray of enfeeblement [P 145],  scare [P 145]

Raiding Team 1
slavers: 3rd level fighters (6)
ac: 7 (leather)     hp: 21     thaco: 18     d: scimitar (1-8/1-8)
leader: Druka  5th  level priest/wizard
str: 10   con: 9   dex: 14   int: 16   wis: 16   chr: 15
ac: 7 (5 w/ <armor>)     hp: 18     thaco: 18
leather armor,  mace (2-7/1-6), sling (2-5/1-4)
priest spells: 5 / 5 / 1
spellbook:
level: 1     number per day:  4
armor [P 131],  color spray [P 132],  conjure spell component [T 17],  detect magic [P 133],  detect undead [P 133],  erase [P 134],  find familiar [P 134],  friends [P 134],  shield [P 147],  sleep [P 138],  spook [P 138],  Tenser's floating disc [P 138],  unseen servant [P 138]
level: 2     number per day:  2
continual darkness [P 96],  continual light [P 140],  deeppockets [P 140],  detect invisibility [P 141],  fog cloud [P 141],  improved phantasmal force [P 95],  magic mouth [P 143],  Maximillian's earthen grasp [T 22],  ride the wind [T 23],  strength [P 146],  web [P 146]
level: 3     number per day:  1
blink [P 147],  clairvoyance [P 147],  illusionary script [P 150],  phantom steed [P 152],  protection from normal missiles [P 152],  spirit armor [T 26],  wizard sight [T 28]

Raiding Team 2
slavers: 3rd level fighters (6)
ac: 7 (leather)     hp: 21     thaco: 18     d: scimitar (1-8/1-8)
leader: Meglan 7th level priest & captain of the expedition
str: 12   con: 13   dex: 11   int: 13   wis: 17   chr: 16
ac: 7 (5 w/ <magical vestments>)     hp: 38     thaco: 16
leather armor,  mace (2-7/1-6)
priest spells: 5 / 5 / 3 / 1


Raiding Team 3
slavers: 3rd level fighters (6)
ac: 7 (leather)     hp: 21     thaco: 18     d: scimitar (1-8/1-8)
leader: Rangor  5th  level fighter
str: 17     con: 17     dex: 14     int: 12     wis: 12     chr: 13
ac: 5     hp: 55     thaco: 16
leather armor [+2],  scimitar (1-8/1-8),  throwing daggers (1-4/1-3)
+1 th / +1 damage for strength

Part II: Sailing, Sailing over the Bounding Main
Following their search of the ship, the PCs should have enough information to find Thin-gala's island, and a boat to do it with.  All that is necessary is to find an able captain and crew.  Enough of the prisoners and residents of Glen Cove have the necessary sailing abilities to man the ship, and could be signed on as a crew with a little convincing and/or the promise of gold or revenge.   An older fisherman from Glen Cove, Randy Star,  once served on a merchant ship as assistant navigator, and believes that he can follow the maps to the island, assuming they are accurate.  He estimates that the journey will take three or four days.

Sabotage!
If he is still around, Whimble will try to sign on under the pretense of recording the PCs daring exploits in song and prose.  He will do his best to convince the party that he can be trusted.  If they refuse, then he will try to stow away by disguising himself as one of the former prisoners.  This will of course require that he leave most of his belongings behind (everything except his spellbook and weapons), but it is a sacrifice he is willing to make if there is a chance he can sabotage the mission.  Unless the PCs are particularly vigilant in keeping an eye on everyone who comes and goes to the ship during the preparations, Whimble should be able to get aboard without too much difficulty.

If Whimble makes it onboard, he will engage in various acts of sabotage in an effort to cause the PCs to abort the mission.  He will use his charm person spells to gain the support of the other sailors, and try to convince them to abandon the mission when things start to go wrong.  The following are some of the things Whimble might try:

1) He will salt the water stores, making it undrinkable. If a priest is unavailable to cast <purify food and drink> or <create food and water>, then the expedition will have to set ashore to taken on fresh water.

2) The rigging for the mainsail will break, causing the ship to drift for the better part of a day, while repairs are made.  If investigated closely, the ropes will appear to have been cut part way through.

3) A fire will break out in the captain's quarter's when a lantern bracket pulls loose from the ceiling, spilling burning oil all over the room.  Whimble accomplished this through the creative application of the <cantrip> and <knock> spells cast through the window which loosened the nails holding the bracket.  Luckily, a PC is nearby when it happens and should be able to put it out before it destroys more than some bedding.

4) One of the fisherman, who has been casting nets to catch fresh fish, becomes entangled, falls into the sea and drowns, courtesy of a <bind> spell cast on him by Whimble.

5)  During any encounter with "monsters" while at sea, Whimble will attempt to act covertly to create a disadvantage for the PCs.  This might include making poor tactical suggestions to his sailor "friends", generally getting in the way, or even casting spells on the PCs if he believes he will not be discovered or if the party is nearing Thin-gala's island.
Encounters at Sea
During all of the following encounters, remember that there are quite a few normal sailors on board armed only with swords taken from the slavers.  They are not wearing any armor, and do not have any real fighting experience making it likely that many of them will be seriously injured or killed.

sailors:     ac: 9     hp: 5     hd: 1     thac0:20     damage: 1-6

Dino-Dinner
Late in the afternoon on the second day at sea, a Temnodontosarus (a fish-dinosaur with a long neck and sharp teeth) nearly overturns the ship, and begins to attack anyone on deck.  It is not overly hungry, and will retreat if it takes more than half its hit points.  Anyone killed by the beast will be dragged overboard and eaten.  While the beast is eating, it will cease its attacks unless provoked to defend itself.

ac: 4      hp: 65     hd: 11     thac0: 9     damage: 5d4 (bite) / 2d6 (tail)

Wrong Island
On the morning of the third day, an island will come into view over the horizon.  Since this is the general area where the island on the map is located, the PCs will probably decide to investigate.  The island is quite small, roughly 2 miles in diameter, with a smoking volcano being the most distinctive feature.  A coral reef surrounds the island, preventing the ship from approaching any closer than several hundred yards.  An investigation of the island will not take long, and will fail to reveal any signs of inhabitation.  The volcano is only marginally active and has not erupted in nearly 75 years.

Dragonflies
On the afternoon of the third day, a faint buzzing noise in the distance can be heard.  The buzzing becomes louder and louder until 3 huge dragonflies can be seen.  They will circle the ship a couple of times before zipping in to attack.  The appearance of these dragonflies can correctly be seen as a sign that there is land nearby.

ac: 3     hp: 54,  48,  42      hd: 8  (+2-8)     thac0:11     damage: 3-12
receive a bonus of -3 to initiative
when they win initiative, they dart out of melee range after attacking
missile attacks are at -2, or -4 if the flies win initiative

Mutiny
After the encounter with the dragonflies, which probably claimed the life of one or two of the crew, the sailors will begin to openly question the advisability of continuing.  If Whimble has been on board to stir things up, this sentiment will be even stronger and it will take a fair amount of convincing to get them to agree to continue.  A charismatic PC can probably talk them into sticking it out, but not without a few tense moments.  If the PCs handle the situation badly, or fail to make an effort to reassure the crew, then the crew will mutiny and sail back to Glen Cove (possibly ending the adventure prematurely).


Ogre Welcoming Committee
This encounter takes place on the morning after the PCs leave the first island, as the ship draws near to the real destination.  Ten ogres have been sent from the ogre colony at the island to intercept the ship.  If the PCs have decided to fly the flag with Maeldain's symbol on it, the ogres will simply swim up to the ship, shout out a greeting, and then head back to the island assuming it to be manned by Thin-gala's followers.  If the flag is not being flown, or if the ogres are attacked, they will know that the ship is not one of Thin-gala's and will attempt to board it and kill the crew. 

Each of the ogres is equipped with a grappling hook which they use to board with.  They can climb the rope and gain access to the deck in two rounds.  They do not use weapons but instead rely on their claws and teeth.  They have very good morale, and are not too bright, so it is unlikely that they will retreat when the fight turns against them.  If, however, one of the ogres does survive and retreats back to the island, then Thin-Gala will be warned of an impending attack and will martial his forces to defend the island.

If Whimble has survived up to this encounter, he will ensure that the ogres attack regardless of whether the Maeldain flag is flying, and will no longer hide either his abilities, or his loyalties.  He sees this encounter as his last chance to prevent the PCs from reaching the island and will fight to the death to accomplish the task.

ogres (10)
ac: 4     hp:  25     hd: 4+4     thac0: 15     damage: 1-6/1-6/2-8

Part III: The Island
The PCs will sight the island in the early morning, seeing it silhouetted against the rising sun.  The "Ogre Welcoming Committee" encounter mentioned previously, will occur at mid morning, before the ship has approached close enough to the island to make out any details. 

As you approach the island, more and more details become apparent.  This island is larger than the previous one you explored, but was formed in the same manner.  The conical peaks of two volcanoes sit at either end of the island, and the land surrounding them is covered with forest.  When you come within a mile of the island, you can also make out what appears to be the ruins of some large, black stone structure sitting between the two peaks.  The forest has been cleared from this area, and you can barely see the movement of a large number of people working on and around the structure.   A reef surrounds the island, which will force you to drop anchor and row ashore in the longboats if you want to investigate.

The "ruins" are actually the partially completed temple and most of the activity is that of the slave labor.  The stone for the temple is being quarried from the side of the volcano and is a very striking black granite with veins of white quartz running through it.  It is cut from the mountain side, then dragged along a wide path through the forest on log rollers under the supervision of Thin-gala's priests.  Behind the growing temple are several, large huts which house the slaves.  Thin-gala and his priests are living in a completed portion of the temple.

The location of the island inhabitants is determined primarily by two factors 1) The time of day and 2) Whether or not they have been alerted to the possibility of hostile visitors.  A general schedule of activities is given below with notes as to where everyone can be found.  How the adventure unfolds from this point is entirely dependent on the actions of the PC's but some things will remain constant...

1) The priests will fight to the death to protect their leader, and Thin-gala will do likewise to eliminated any threat to the construction of his temple (which has become an obsession with him)

2) The sailors recruited from Glen Cove will not go ashore with the PC's, they have had enough adventure simply getting here and do not want to risk their lives in a pitched battle with fanatical priests.  In fact, if things appear to be going badly, they may weigh anchor and sail away, leaving the PCs stranded.

3) Some of the slaves will attempt to help any potential rescuers if the opportunity presents itself, but most will not fight primarily because they lack weapons and armor and are weak from exhaustion, over-work, lack of sleep, poor nutrition, etc.

Possible Approaches
There are several approaches a party might take in their investigation of the island.  Some of the most obvious are detailed below with a brief description of the responses of Thin-gala and his followers.

The Direct Approach
If the PCs simply row ashore during the day they will be seen from the temple and a group of priests will be dispatched to meet them on the beach.  Unless the island inhabitants are somehow alerted to the contrary, they will assume that the ship holds their comrades and will be met on the beach by the group of priests sent down from the temple.  If the ship is flying the Maeldain flag, the priests will not attack, even when they realize that the people coming ashore are strangers.  They will assume that they are new recruits and will welcome them as such.  If the flag is not flying, they will be on their guard, but will wait to parlay with the PCs under the assumption that they could have been sent here by one of their agents.  If there is no battle on the beach, the PCs will be brought to the temple to meet Thin-gala.  If there is a battle, then the PCs will be able to find their way to the temple easily enough.  Any priests escaping the battle will rush to the temple to warn Thin-gala.


The Sneaky Approach
It would be difficult, but not impossible for the PCs to attempt to sneak onto the island either to do some reconnaissance, or to mount a raid.  If they attempt this, keep in mind the following points:
1. The temple's location affords Thin-gala and his followers a good view of the surrounding ocean (although the view to the North and South is blocked by the volcanoes) and they will be able to see any boat approaching. 

2. Waiting until dark to row ashore will certainly indicate to Thin-Gala that the ship is no longer manned by his followers and will cause him to prepare his defenses.


The Sneaky Direct Approach
A particularly daring group of PCs might attempt to bluff their way past the reception committee by posing as converts.  This should be accomplished with a minimum of risk since the priests have been lulled into a sense of overconfidence due to their success to-date.  The new converts will then be escorted to the temple and presented to Thin-gala.  This is where the plan falls apart however because their deception will be immediately revealed when the high priest casts a <detect enemy> spell on the new arrivals.  This could place the PCs in a very poor strategic position.


If Thin-gala Knows They're Coming Approach
If Thin-Gala is aware of a potentially hostile force approaching his island, then he will have organized a plan of defense and will be well prepared for any attack.  If he has time, he will have warned the ogres of the invaders and ordered them to ambush anyone attempting to row ashore.   He will also keep a close watch on any ships approaching the island and dispatch a force of priests to ambush anyone rowing ashore.

If there is time, the slaves will be recalled from their duties and locked in their quarters, with a nominal guard of 5 priests.  The rest of the priests will gather at the temple and set up a perimeter guard (of about 10) around the edges of the clearing.


Places on the Island
(1) The Reef & Cove
The cove on the west side of the island is somewhat sheltered from the prevailing winds, and the wide sandy beach is the easiest place to land a longboat.  The reef that surrounds the island will prevent any vessel with more than a 10' draft from sailing into the cove, and is the home of the tribe of ogres that are working with Thin-gala.  There are a total of 22 male ogres (10 of which were encountered earlier), 15 female ogres and 12 young ogres in the tribe.  They live in a series of caves carved out of the coral reef.  The female and young are non-combatants and will probably not make an appearance in this adventure unless the PCs decide to do some underwater exploring.

The ogres will not attack anyone approaching the island unless one of their raiding party returns to warn them, or if they are instructed to by Thin-gala.  The ogre's loyalty to Thin-gala is not very strong, and if more than half of them are killed, the rest will retreat and take up a defensive posture around their caves.  The ogres have no treasure of interest; Thin-gala keeps all of the valuables from the pirate raids which he uses to fund his activities.

ogres, male (11 + earlier survivors)
ac: 4     hp:  25     hd: 4+4     thac0: 15     damage: 1-6/1-6/2-8

ogre chief (1)
ac: 4     hp:  35     hd: 6+4     thac0: 13     damage: 1-6/1-6/2-8


(2) The Beach & Welcoming Committee
This sandy beach is 50 yards across at its widest and is relatively flat.  It is here that Thin-gala's priests will meet anyone rowing ashore.  The priests will wait in the shade of the forest until the boat lands, and then walk out to greet the arrivals.

If Thin-gala is forewarned of hostile intent, the group of priests he sends will wait in the jungle and attempt to ambush the invaders.  If Thin-gala sees a boat attempting to land anywhere other than the beach, he will send instruct the "welcoming committee" to intercept and ambush the landing party.

Welcoming Committee: Priests of Maeldain (8) - 3rd level, (1) - 5th level

(3) Path to the Temple
The path leading from the beach up to the temple is well-traveled and clearly visible from the beach.  It winds upward through the forest and eventually leads to the temple clearing.  Thin-gala believes the island to be safe from any sort of attack, and so has not laid any traps or other defenses along the path.  There are, however, several good places along the way where the PC's could be ambushed by a group of priests if Thin-gala has been forewarned of their intent.


(4) Path to the Quarry
The path leading from the temple to the quarry is very wide to accommodate the stone blocks which are dragged down from the mountain-side.  If the priests at the quarry are unaware of any trouble, there will be one or two work crews along the path.  Each will consist of 2 priests (at least one higher than 1st level) supervising 20 slaves who will be dragging the quarried stone to the temple using ropes and log rollers.


(5) The Quarry
The quarry is where the majority of the slaves will be during the day.  They work with hammers and huge chisels, cutting out large blocks of black granite from the volcano's lower slope.  About 100 of them will be here working under the supervision of 12 priests.


(6) Volcanoes
The volcanoes that formed this island are dormant and the forest grows well up the sides of the conical peaks.  The upper portion of the volcano is quite steep and only supports scrub brush and weeds.  Anyone attempting to climb either of the peaks will have an arduous hike but once at the top will be granted a beautiful view of the entire island and surrounding ocean.

(7) Forest
The forest that covers most of the island is made up primarily of pine trees with a few hardwoods scattered here and there.  It is cool, damp and dark beneath the trees and the spongy forest floor is covered with ferns and the mossy remnants of fallen trees.  Wildlife is limited to birds and insects.

(8) Slave Quarters
Thin-gala's slaves sleep in a series of log cabins set away from the temple area.  The building are windowless and empty of any furnishings.  The unfortunate inhabitants are locked in at night and are forced to sleep on the bare, dirt floor.  While the slaves are locked in, there is a guard of 6 priests assigned to keep an eye on things.

(9) The Temple
(A) Entry Hall (unfinished)
The foundation for this portion of the temple is completed, but the walls only rise to a height of 3 feet. The bases for pillars have been laid along the length of the hall but have not yet been finished (polished and engraved).  At the end of the "room" are a pair of large wooden doors leading into a completed portion of the structure.  They too have an, unfinished look, although they are completely functional.

(B) High Priests' Wing
This wing of the temple will house the high priest and his more important guests.  It is the portion of the temple that is being worked on the most at the moment, and the 10 foot high walls are covered by a web of scaffolding.  Several large pulley systems are used to lift the great stone blocks into place, and during the day, the entire area is swarming with slaves (30) and overseers (6).

(C) Alter / Throne Room
This domed room was the first to be built, and is the most impressive feature of the temple.  The 30 foot-height ceiling supported by six huge pillars, the bases of which have been engraved with praises to Maeldain.  Long, thin windows let in shafts of sunlight which only partially illuminate the room, even on the brightest days.  It is currently unfurnished except for the large, black granite alter and a throne (which sits on the floor in front of the alter dais) made of the same material.  It is here that Thin-gala greets any new arrivals, usually with Bashiel at his side.

The alter is used to by the priests to offer up sacrifices to the goddess of pain, and is equipped with shackles.  Behind the alter is an unlocked iron chest containing various tools of torture which are used on the unfortunate sacrificial victims after being chained to the table.


(D) Priests' Quarters
These rooms are the living quarters for the priests living on the island.  Each has a dozen plain, but clean beds and chests containing clothing and miscellaneous personal effects.

(E) Priests' Quarters
The two 7th level priests are currently using this room as their quarters.  It is furnished simply with two beds, chests for clothing, a round wooden table with four chairs and a small alter.

(F) Dining Room
This is the common dining room where the priests take their meals.  Two long, wooden tables can seat up to 50 people.

(G) Kitchen
A large fireplace with several baking ovens (niches built into the walls of the hearth) dominates the room.  Two heavy wooden tables stand in the center of the room and a multitude of pots hang from pegs on one wall.  Two large cabinets contain plain wooden plates and cups, wooden eating utensils and an assortment of steel cutlery.  Bags of flour and meal are stacked in one corner and casks of watered wine are kept on large wooden racks.  A wooden trapdoor in the floor leads down to a small, well stocked root cellar.

(H) Library / Office
This room will probably be converted into living quarters once the temple is completed, but for now it serves as the temple library.  A small collection of books and scrolls are stored on plain wooden shelves.  One section contains information concerning the priesthood of Maeldain and essays on the proper worship of the evil goddess.  Another contains log books and account books for the temple and includes information detailing the ships waylaid, their contents and the funds received from the sale of the stolen goods.  The names of several key fences/smugglers are mentioned, which could be used as a lead-in to another adventure.

A large table in the middle of the room contains a multitude of scrolls detailing the temple's construction.  They include drawings of various portions of the temple with notes as to the size and shape of the required stone blocks, sketches of various pulley systems and scaffolding and estimated  timelines for completion based on available slave labor.  All of these architectural plans were created by one of Thin-gala's priests.  During the day, there is a 40% chance he is in here checking the plans.

(I) Bashiel's Room
The rakshasa's room is more decorated than the other living quarters and is permeated by a strong scent of incense.  There are several wall hangings with various geometric patterns woven into them, and a collection of bone carvings of strange beasts (done by Bashiel) are arrayed about the room on small tables.  There is no bed, but there are several large floor cushions that Bashiel sleeps on. The rakshasa has very few material possessions, having donated all of  his wealth to Thin-gala's and the temple, but he did keep his hookah (water pipe) and a supply of strong, heavily spiced tobacco which is stored in oiled leather pouches in a wooden box.

(J) Thin-gala's Room
This room serves as Thin-gala's living quarters until the other wing of the temple is completed.   The walls of the room are adorned with tapestries taken from one of the ships Thin-gala has waylaid.  They were originally commissioned by a wealthy lord and depict a man in armor in various battle scenes: defeating a host of orcs, attacking a giant, shooting down a flying red dragon, etc.  Thin-gala was struck by the images and decided to keep them. 

A table in the center of the room serves as a desk and holds a variety of parchments, scroll cases and writing implements, including the necessary components for creating magical scrolls.  Thin-gala's bed is a down tick on a four-poster frame with heavy velvet bed curtains, fine linens and decorative blankets.   A standing wardrobe hold the high priest's clothing and vestments.

A large, iron bound, locked chest (Thin-gala carries the key) contains the temple's treasury, stored in pouches of 100 coins each:  3,000pp  8,500gp  17,000sp and 12,000gp worth of gems.  Thin-gala has not bothered to put wards or traps on the chest because the other priests wouldn't have any reason to steal from their own temple, and the slaves can't get off the island even if they did manage to get the treasure.

Island Schedule
The activities of the island inhabitants are very regular, unless they are responding to unusual circumstances. The general location of everyone is dependent on the time of day.

Morning
Most of the priests will be in the temple either in their quarters or in the dining room. 
The slaves will be in their log cabins being served their breakfast of gruel.  The 6 slaves who cook and clean in the temple will be either in the kitchen, or serving food in the dining room.
Thin-gala will be in his room.
Bashiel will be in his room.

Daytime
There will be about 30 slaves working at the temple, 100 in the quarry and 60 (3 groups of 20) transporting blocks from the quarry to the temple.  The 6 "domestic" slaves will be at varies places in the temple doing their chores.
There will be about 10 priests overseeing the work at the temple (including the architect), 12 more will be at the quarry, another 6 will be overseeing the work crews along the quarry road, and the 12 will be relaxing or sleeping in their temple quarters.  If a welcoming committee is needed on the beach, they will be pulled from the 12 who are off-duty.
Thin-gala will spend 60% of his time in his room, and 40% surveying the work on the temple.
Bashiel will be asleep in his room.

Evening
The slaves will be locked in their cabins for the night, eating their evening meal.
The priests will all be at the temple.  Following the evening meal, there is a daily ceremony in the main alter room.  All of the priests will attend with the exception of 6 who will be guarding the slaves.
Thin-gala will be taking his meal in his room along with his two lieutenants (the 7th level priests) and will then preside at the evening ceremony.
Bashiel will be waking, having breakfast, then attending the ceremony.

Night
The slaves, with the exception of the domestics, will be locked in for the night.  The domestics will be asleep on the floor in the kitchen if they're lucky, or with one of the priests if they're not.
The priests will be asleep in their quarters except for the 6 on guard duty at the slave cabins.
Thin-gala will be asleep in his room.
Bashiel will be in his room carving (40%), strolling the temple grounds (40%), or in the library perusing the books and scrolls (20%).

Island Inhabitants
Slaves (200)
There are about 200 slaves on the island, most are men who were taken to work on the temple's construction.  There are also a handful of women (6) who cook, clean and serve the priests.  For the most part, the male slaves will be found at the quarry, or working on the temple.  The women will be found in the completed portion of the temple in working in the kitchen or in the priests' quarters cleaning, serving meals, or satisfying the carnal desires of their captors.

slaves:
0-level humans     ac: 10     hp: 3     thaco: 21     weapons: none


Priests (40)
All of the converts, and many of the priests, that had been living on the island have been assigned to one of the slave taking ships, leaving only a small contingent of priests behind to oversee the temple's construction.  The priests on the island range from 1st to 7th level; 60% are male, 40% female.  All statistic for them are the same in regards to armor, weapons and equipment.

Unless forewarned and organized by Thin-gala, they will be completely unprepared for an attack on their stronghold and will not act in any coordinated fashion. 

general statistics:
armor class: 7 with leather armor
weapons: mace (2-7/1-6), sling w/ bullets (2-5/1-4), whip (1-2/1)
by level:
7th level (2) - typically one of these priests will be at the temple, the other at the quarry
thac0: 16      hp: 32     spells:  3 / 3 / 2 / 1
5th level (8) - one of these is also the architect / engineer for the temple's construction
thac0: 18     hp: 23     spells: 3 / 3 / 1
3rd level (15)
thac0: 19     hp: 14     spells: 2 / 1
1st level (15)
thac0: 20      hp: 5     spells: 1

Bashiel - Rakshasa Ruhk
The rakshasa ruhk known as Bashiel has been on the island for 2 years, and has become Thin-gala's second in command.  He had heard rumors of a temple to Maeldain, and being a devout follower of the goddess, sought it out.  After revealing his true form to Thin-gala, and professing his faith to Maeldain, he was welcomed him into the fold. Once he became an acknowledged member of the cult, Bashiel dropped the illusion of humanity and has remained in his true form ever since.  Bashiel appears as a large, black-furred ape with human proportions. Of all the cult members on the island, Bashiel is the most feared because of his taste for human flesh.  Most of the priests avoid him, and the slaves cower when he passes hoping to avoid becoming his next meal.  Thin-gala has found their fear a useful advantage, and has allowed Bashiel to feed on the slaves, as long as he doesn't kill too many.  Recently however, Thin-gala has had to restrict the rakshasa's diet due to the shortage of slave labor.  Bashiel typically sleeps during the day, and prowls about the temple grounds during the evening and night.

ac: [-5]      hp: 56     hd: 8+16     thac0: 11     damage: 1-6 / 1-6 / 2-12
+2 or better weapons to hit;  +2 & +3 weapons do half damage
immune to spells less than 8th level
wizard spells at 9th level of effect :
level 1: burning hands [P 131],  hypnotism [P 135],  light [P 136], sleep [P 138], 
level 2: levitate [P 143],  scare [P 145],  summon swarm [P 146]
level 3: dispel magic [P 148],  lightning bolt [P 151]

priest spells at 9th level of effect:
command [P 199],  detect magic [P 199],  penetrate disguise [A 33]

Thin-gala - 12th level Priest of Maeldain
Thin-gala is a gaunt, but strong looking man with shoulder length, dark hair.  He is usually dressed in luxurious, deep red robes with a large silver holy symbol on a chain around his neck.  He spends most of his time in his quarters, but will occasionally wander around the construction site to assess the progress.  He believes that this great project is the ultimate test of his faith to Maeldain and will stop at nothing to see his dream realized.  This does not mean, however, that he will throw his life away in a hopeless battle.  If a tactical retreat or even an unconditional surrender would enable him to survive to fight another day, he will do so.  If his plans are thwarted and he does manage to escape, he will become a bitter enemy of the PCs who defeated him and will devote a considerable amount of effort towards seeking revenge against them.

Thin-gala's high intelligence and cunning make him a dangerous adversary.  During melee, he will always avoid physical combat,  and will use his spells and magical items to the fullest extent possible while directing the actions of his minions.

str: 13     con: 15     dex: 11     int: 17     wis: 18     chr: 17
ac: 4     hp: 48      thaco: 13
sling & bullets (2-5 / 1-4),  mace (2-7 / 1-6), barbed whip (1-3 / 1-2)
bracers ac: 4,  staff of pain (18 charges) - effect same as the spell <symbol of pain>  when hit
scroll (of his own making) : conjure air elemental, blade barrier, feeblemind
priest spells: 8 / 7 / 6 / 4 / 2 / 2
he wears a heavy gold holy symbol with rubies worth 2,500gp on a chain around his neck, and three jeweled rings worth 300gp, 500gp and 1,200gp
Spell List for Priests of Maeldain
Priests of Maeldain are granted access to the following spheres:
major: healing (typically reversed), creation, summoning, astral, protection, law, guardian
minor: divination, combat, sun

Level 1 analyze balance [T 51] animal enmity [K 23] bless (r) [P 198] call upon faith [T 51] combine [P 198] command [P 199] conjured weapon [K 23] cure light wounds (r) [P 199] detect enemy [K 23] detect evil (r) [P 199] detect magic [P 199] detect metal and minerals [K 13] detect north [K 1] detect poison [P 199] detect snares & pits [P 200] endure heat/cold [P 200] faithfulness [K 23] find water [K 9] guardian watch [K 24] light (r) [P 201] magical stone [P 201] penetrate disguise [A 33] portent [A 33] protection from evil (r) [P 201] purify food and drink (r) [P 202] remove fear (r) [P 202] ring of hands (r) [T 54] sacred guardian [T 55] sanctuary [P 202] sense direction [K 17] speak with astral plane [T 55] tracker [K 24] wailing wind [K 22]  Level 2 augury [P 203] barkskin [P 203] calm chaos [T 56] chant [P 203] charm person/mammal [P 203] create holy symbol [T 57] detect charm (r) [P 204] detect life [K 1] draw upon holy might [T 58] enthrall [P 204] find traps [P 204] hailstone [K 17] healing sleep [K 25] hold person [P 205] know alignment (r) [P 206] music of the spheres [T 60] mystic transfer [T 61] nausea (r) [K 25] resist fire/cold [P 206] resist paralysis [K 25] sanctify (r) [T 62] silence 15' radius [P 206] slow poison [P 207] spiritual hammer [P 207] striking [K 24] tracking [K 18] withdraw [P 208] wyvern watch [P 208] Level 3 astral window [T 63] berserker [K 25] cache [K 19] continual light (r) [P 209] create food and water [P 209] dispel magic [P 210] emotion control [T 65] exaltation [K 22] extradimensional detection [T 66] flame shield [K 21] forceward [K 21] glyph of warding [P 210] line of protection (r) [T 67] locate object (r) [P 211] mace of odo [K 21] magical vestment [P 211] negative plane projection [P 212] prayer [P 212] protection from fire [P 212] protection from lycanthropes [K 24] remove curse (r) [P 213] remove paralysis (r) [P 213] resist electricity/acid [K ] rigid thinking [T 70] speak with dead [P 214] starshine [P 214] strength of one [T 71] unearthly choir [T 73] warmth [K 31] wind and rain protection [K 18]
Level 4 abjure (r) [P 215] addition [T 74] animate statue [K 30] awake [K 26] blending [K 5] cloak of bravery (r) [P 216] compulsive order [T 76] cure serious wounds (r) [P 217] defensive harmony [T 77] exorcise [O 48] focus [T 79] fortify [T 80] free action [P 217] guardian seal, lesser [K 30] imbue with spell ability [P 218] join with astral traveler [T 81] loyalty [K 19] neutralize poison (r) [P 219] protection from charm [K 25] protection from evil 10' (r) [P 219] protection from lightning [P 219] repel insects [P 220] resist acid [K ] sanctum sigil [K 26] spell immunity [P 220] uplift [T 86]   Level 5 atonement [P 221] blessed abundance [T 88] champion's strength [T 88] cure critical wounds (r) [P 222] dispel evil (r) [P 222] golem [A 39] impeding permission [T 92] meld [T 93] ostracize [K 27] plane shift [P 224] protection from cold [K 5] quest [P 224] transfer [K 6] unceasing vigilance [T 97] Level 6 aerial servant [P 226] animate object [P 226] blade barrier [P 227] charm monster [K 6] conjure fire elemental (r) [P 227] conjure air elemental (r) [K 30] control lycanthropes [K 11] feeblemind [P 168] forbiddance [P 228] guardian seal, greater [K 30] heal (r) [P 228] heroe's feast [P 228] holy brilliance [K 28] imbue purpose [K 31] karma enhancement [K 26] legal thoughts [T 101] mass cure [K 27] otherworld [K 12] protection from acid [K 7] word of recall [P 230] ancient curse [K 31]  
Level 7 astral spell [P 231] changestaff [P 231] chariot of sustarre [P 231] confusion [P 231] conjure earth elemental (r) [P 232] conjure water elemental [K 7] creeping doom [P 232] exaction [P 233] gate [P 234] inner sanctum [K 31] shield of the archons [K 31] spirit of power [T 109] succor (r) [P 235] symbol [P 236]
Second Half of dungean. You will need to scroll to the right...>>>>>>>>>
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