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AD&D - WGQ1 - Patriots of Ulek (2e) (lvl 1-3)

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Published by Capn_Ragnar, 2023-01-12 00:12:38

AD&D - WGQ1 - Patriots of Ulek (2e) (lvl 1-3)

AD&D - WGQ1 - Patriots of Ulek (2e) (lvl 1-3)

Keywords: Dungeons & Dragons,DnD,AD&D,TTRPG,TSR,Greyhawk

by Anthony Pryor

Credits

Design: Anthony Pryor
Editing: Terry Phillips
Cover Art: John & Laura Lakey
Interior Art: Ken Frank
Cartography:John Knecht
Typography: Bacey Zamagne
Graphic Design: Dee Barnett
Production:Paul Hanchette

Thble of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Chapter1.ThePrince ..................................... 3
Chapter 2. The Journey North ............................. . 5
Chapter 3. Prinzfeld . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Chapter 4. The Grafs Mansion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Chapter 5. The Defense of Prinzfeld ....................... . 2 6
Appendix:BATTLESYSTEM"'Rules Statistics . . . . . . . . . . . . . .. 31

Copyright 1992 TSR, Inc. Printed in U S A . All Rights Reserved.

ADVANCED DUNGEONS&DRAGONS,AD&D. and GREYHAWK

are registered trademarks owned by TSR. Inc. BATTLESYSTEM and the TSR logo are trademarks owned by TSR, Inc.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
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Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd.
Distributed to the toy and hobby trade by regional distributors.

Lake Geneva, 120 Church End,
WI 53147 Cherry Hinton
Cambridge CBI 3LB
9385XXX1401 United Kingdom
ISBN 1-56076-4494
1


Introduction masters. Boxed text may be read to the play-
ers to give them important information or de-
Darkness has descended upon the world of scribe the things they see. DMs are not
Greyhawk. All across the Flanaess, the forces required to read this text as written if they
of evil are on the march. In the north, the evil wish to change the encounter. If they think
ofIuz rages unchecked, ensnaring the north- that they can convey the situation better in
their own words, they are encouraged to do so.
ern barbarians in a web ofdeceit and violence.
In the east, the Great Kingdom, long a bastion The Adventure

of corruption and wickedness, begins to stir as The characters are summoned before the
its awesomelegions prepare to once more trav- Prince of Ulek, and given grave news-the
el down the road of conquest. Pomarj horde is on the march, and the future
of the principality hangs in the balance. The
Even in the relativelypeaceful land of Ulek, prince goes on to say that despite the invasion,
war and chaos threaten. The humanoid tribes some of his best troops from the northern
of the Pomarj, united under the banner of the province of Prinzfeld have not arrived. He asks
despot llxrosh Mak, now prepare to reclaim the characters to investigate for he cannot
what they consider their birthright-the lands spare any of his own followers to the task.
in and around the hrtmils, “stolen”from
them during the Hateful Wars. The first nation In Prinzfeld, the characters are surprised to
in their path is the Principality of Ulek. learn that the province is largely unaware of
the threat in the south and that Graf Twembly,
The armies ofall surrounding lands- the halfling leader of Prinzfeld, is ill and un-
Keoland, Furyondy, Celene,as well as the able to issue orders to militia commanders.
Duchy and County of Ulek-are occupied, ei- Investigation reveals that Twembly and his
ther battling invaders farthernorth or prepar- family are actually held prisoner by agents of
ing to defend their own borders.Prince the Pomarj. This keeps the province from
Olinstaad Corond’sarmy, though small, is pro- mustering to the prince’s call and allows a
fessional and well-disciplined.But against the flanking force of humanoids to march south.
assembled hordes of the Pomarj it seems tiny At the same time an army of orcs gathers in
indeed. the Suss Forest. Rescuing Twembly, the ad-
venturers are confronted with the humanoid
Only with every able-bodiedwarrior in the army from the forest and must help Prinzfeld
land can the prince hope to stem the tide of defend itself. Their actions in this battle will
evil. And only with the assistance of brave determine the fate of the province and the out-
adventurers can he hope to rally all the land’s come of the greater battle in the south.
warriors to his banner. These few-young,
uncertain and inexperienced-may well make Abbreviations
the differencebetween victory and defeat. ?fu-
ly, they are Patriots of Ulek. All creatures and characters that are present-
ed in this adventure use the following abbrevi-
Patriots of Ulek is an adventure set in the ations for their game statistics:
world of Greyhawk. designed for a party of six
to eight characters of first to third level who Int: Intelligence: AL: Alignment: AC: Armor
must help defend the Principality of Ulek Class: MV: Move: HD: Hit Dice: hp: Hit Points:
against the despot’s horde and uncover a con- THACO: ’Ib Hit Armor Class “0”:#AT Number
spiracy which could lead to Ulek’s defeat. of Attacks: Dmg: Damage per attack: SA: Spe-
Fighters and clerics with healing spells are cial Attacks: SD: Special Defenses: SZ: Size:
best suited to this adventure, as it involves a ML: Morale Level: XP: Experience Points
substantial amount of combat. Mages are help-
ful, but not required. Thieves will find mini-
mal opportunities to practice their trade,
although their skills as spies and scouts may
come in handy.

This adventure was designed specifically for
inexperienced players and beginning dungeon

2


Chapter 1:The Prince accept the offered refreshments, the prince
produces a map of the principality which he
To begin the adventure, read the following unrolls on the table. He points to a small
aragraphs to the players: province at the northern corner of the na-
tion.
You stand nervously in the great echoing
hall. You are not sure what is happening- “This is the province of Prinzfeld. My fin-
all you know is that a dignified person, bear- est halfling archers and human woodsmen
ing the prince’s seal, approached you and come from here. Without them, my army is
summoned you to an important meeting. virtually crippled. ’ b oweeks ago, I dis-
The city of Havenhill is in ferment, bustling patched a herald to deliver my call for mus-
with activity as the prince’s army musters
and the humanoids of the Pomarj approach ter to the Graf Tivembly, ruler of the
inexorably. The purpose of this meeting is a province. That herald never returned, and
mystery to you-it could be virtually any- no troops have yet arrived from Prinzfeld.”
thing.
The prince clenches a fist and, for a mo-
The room is cold, with a high, vaulted ment, you feel the depth of his frustration.
ceiling. Several empty chairs sit at a long, “All of my officers are engaged in the
wooden table. 73Vo dwarven warriors stand muster-I can spare none of them. I must
watch in the room, halberds held steady, ask you to journey north to Prinzfeld and
their faces impassive. You know better than see that the muster proceeds, with or with-
to ask them any questions; the reply would out Graf 73Vembly.”
be stony silence.
Suddenly, the doors at the far end of the
A herald enters the room, and when he room burst open. The prince’s warriors
speaks, you feel your heart lurch. “His Se- come on guard, leveling their halberds, but
rene Highness, Prince Olinstaad Corond of he waves them back as a human in a mud-
Ulek, Lord of the Peaks of Haven!” Despite
your best efforts, your jaw drops. The prince dy cloak enters.
himself? “Gustav!” the Prince exclaims. “What

With no further fanfare, the prince enters, news?”
accompanied by two more guards. He is an “Grave indeed, your highness,” the man
old dwarf, his beard long, white, and fanci-
fully braided. His eyes are weary, sunken in replies, shedding his cloak and handing it to
his seamed face. He sits slumped, tired. a servant. He is clearly exhausted, and his
Here is a dwarf who has lived perhaps too
long and seen too much pain. tunic is stained with blood. “’krrosh Mak
has crossed the Jewel River and even now
Yet, when he speaks, the prince’svoice is engages your march wardens.”
strong.
The prince’s expression grows even grim-
“My agents have told me that you are in mer, and he lowers his face into his hands.
the city,” he says. “I know that you are all
promising young adventurers, and I need “Then the worst has come to pass,” he
your help. As you know, the so-called des- says, softly. “My wardens are brave, re-
pot, Turrosh Mak, has claimed our principal- sourceful commanders, but even they can-
ity for his foul humanoid nation. I have sent not hold the enemy for long.” He fixes you
my heralds throughout the land, calling on with an unwavering gaze. “We have, at
all of my provinces to muster their warriors most, two weeks before ’krrosh Mak is
and send them here. Only with every capa- upon us here in Havenhill. You must find
ble warrior in the land can we hope to turn out what happened in Prinzfeld. I will give
back the approaching horde.” you orders under my personal seal calling
for the immediate mobilization of the Prinz-
The prince bids you sit. A servant ap- feld militia. You are to take this to the town
pears, bearing wine and cold meats. As you council of Rittersmarche, and see that mobi-

lization begins.
“You have the use of my finest horses and

my letter of commission, which will enable
you to change mounts in any settlement

3


under my protection. If you ride from dawn silence. Characters who refuse the mission will
to dusk, stopping only to sleep, you will find themselves arrested, clapped in irons, and
reach Prinzfeld in three days. I charge you out of the adventure.
with this mission, for our nation may well
depend upon it. Ride now, ride fast, and Those who accept the mission will be con-
may Blessed Ulaa ride with you. ducted to the royal stables nearby, where each
Remember-two weeks, no more.” will be issued a fine riding horse (of appropri-
ate stature to the characters; halflings and
The prince will give each character 500 gold dwarves will be issued ponies). They are told,
pieces for expenses. If any party members are in no uncertain terms. that the beasts are a
so tactless as to ask for more, the prince will loan for the duration of the mission.
sigh, roll his eyes, and double the amount.
Any further demands will be met with stony The prince will then bid the characters fare-
well and send them on their way.

4


Chapter 2: present crisis.
TheJourney North The last night on the road, no villages will be

The road to Prinzfeld, normally safe and nearby, and the party must make camp in the
easy, now lies through lawless countryside open. During this time, the characters will
where the advance scouts of the Pomarj horde encounter some of the humanoid advance
are already present. While these roving bands scouts of llmosh Mak’s army.
of humanoids are no threat to an army such as
the prince’s, they could prove deadly to the Day Encounters
characters’ small group. Read the following
entry to the players as they set off on their The party will have two types of encounter as
they travel north. During the day, check for
mrney. normal encounters as described in the
Greyhawk@Adventures Glossography. Patrols
~ and other armed groups will be military units
hurrying south to join the prince’s army. They
The way north lies through gently rolling will have little information beyond the fact
green hills, broken here and there by dark that the war has indeed started and that time
stands of trees, and narrow, rushing brooks. is short. The DM should emphasize this aspect
The sun shines brightly, and off in the dis- of the information to help convince the players
tance you see lazy smoke trails from farm- of their mission’surgency.
houses and tiny hamlets. It seems
inconceivable that evil could intrude on %.nosh Mak’s forces travel only at night and
such tranquility, that the horror of war will not be encountered during daylight hours.
could shatter this peaceful land. With
mounting fear and apprehension, you real- Night Encounters
ize that the fate of the Principality of Ulek
may well rest in your hands. While traveling after sundown, or while
camped out, the party may encounter ’Ibrosh
Thejourney takes three days and nights. Mak’s humanoids, who prefer raiding and pil-
The main artery of travel through the Princi- laging by moonlight. There is a l in 6 chance
pality is known as the Prince’s Road, an un- of an encounter, but the DM may deem it ap-
paved, sometimes rough and narrow highway propriate to provide the party with one or
which traverses the region from north to more automatic encounters to make things
south. more interesting.

The characters can change horses every few Humanoid encounters (d6)
hours, when they enter villages. Their letter of
commission allows them to travel all through 1 OrcInfantry
daylight hours without stopping to rest. It also 2 OrcCavalry
allows them to stay without cost at inns along 3-4 Goblins
the way. Innkeepers may grumble at this, 5-6 Other group
since they will have to wait for payment, but
will grudgingly provide the party with food, Orc Infantry: The party will encounter 3-12
lodging, and fodder. of l b r o s h Mak’s elite orcs. They are bigger
and tougher than most orcs and will only
Settlements in this region are primarily hu- check morale if half their number is slain.
man or halfling, with gnomes and dwarves
keeping to their homes in the Lortmils. When Orcs: Int Average; AL LE; AC 6;MV 9; HD 1;
encountered, locals will be eager for news and hp 6; THACO 19; #AT 1; Dmg 1-8;S A Nil: SD
will behave in a friendly manner toward half- Nil; SZ M: ML 11;XP 15
lings, humans, and dwarves. Elvish characters
may detect a distinctly frosty attitude from Orc Cavalry:The party encounters 1-6orcs
villagers. This is due to widespread resent- (same statistics as above),mounted on savage
ment toward Queen Yolande of Celene,who is worgs.
reluctant to aid surrounding lands during the

5


Worgs: Int Low; AL N; AC 6;MV 18;HD 3+3; axes, stand back to back, beset on all sides
hp 20; THACO 17;#AT 1;Dmg 2-8;SZ M; ML by orcs and goblins on wolves, who ride in a
11;XP 120 circle, raining arrows down from their short-
bows. Bodies of the slain-orcs, goblins and
Goblins: More mobs than proper units, dwarves-lie scattered about, their blood
many fanatic goblins raced into Ulek ahead of staining the bright green sward. As you
the main army’s advance, raiding and destroy- watch, a dwarf falls, an arrow in his neck.
ing without orders. The characters encounter
4-16of these hateful, quarrelsome humanoids. If the characters ignore the incident, the
humanoids will swiftly finish off the dwarves,
Goblins: Int Low; AL LE; AC 6;MV 6;HD 1-1; then attack the party.
hp 4;THACO 20;#AT 1; Dmg 1-6;SA Nil; S D
Nil; S Z S;ML 10;XP 15 Orcs (6):Int Average; AL LE; AC 6;MV 9;HD
1;hp 6;THACO 19;#AT 1;Dmg 1-8;S A Nil;
Other group: Numerous other humanoid SD Nil; SZ M; ML 11;XP 15
groups are raiding Ulek. Roll ld6 to determine
the nature of the group encountered. Goblins (8):Int Low; AL LE; AC 6;MV 6;HD
1-1;hp 4;THACO 20; #AT 1;Dmg 1-6;S A Nil;
D6 Roll Group encountered SD Nil; SZ S; ML 10;XP 15
1-2 1-6hobgoblins
3-4 1-4gnolls Wolves (8):Int Semi; AL N; AC 7;MV 18;HD
5-6 1-3ogres
2+2;hp 14;THACO 19;#AT 1;Dmg 2-5;S A
Hobgoblin: Int Average; AL LE; AC 5;MV 9;
HD 1+ 1;hp 7;THACO 19;#AT 1;Dmg 1-8;S A Nil; SD Nil; S Z S;ML 10;XP 65
Nil; S D Nil; SZ M; ML 12;XP 35
If the party decides to help the dwarves,
Gnolls: Int Low; AL CE; AC 5;MV 9;HD 2;hp each character may attack one orc or wolf-
12;THACO 19;#AT 1;Dmg 2-8;S A Nil; SD Nil; mounted goblin. At the end of each round
S Z L; ML 11; XP 35 thereafter, check the humanoids’ morale. Fail-
ure indicates that the humanoids immediately
Ogres:Int low; AL CE; AC 5;MV 9;HD 4+ 1; break and flee.

hp 20;THACO 17;#AT 1;Dmg 1-10:S A Nil; There are eight dwarves left alive. Each
SD Nil; SZ L; ML 11;XP 175 round, until the humanoids flee, another will
be slain. If any dwarves are left alive after the
Planned Encounters battle, read the following.

The following encounters are pre-planned and The dwarf sits down heavily, blood
provide the characters with additional infor- streaming down his seamed, rocky face.
mation and assistance if required. The en-
counters take place when listed in the text or “I am Karl Stonecutter of Irongate,” he
whenever the DM feels it is appropriate. says. “We are in your debt. We were hurry-
ing south to heed our prince’s call to arms
Encounter # 1: Desperate Battle when these attacked us. I fear that my band
is not what it was when we left our domain.”
From ahead of you come the sounds of
battle-the clang of metal, the shouts of You ask the dwarf if he has news of the
men in agony. Hurrying forward, you see a war. He nods grimly.
dreadful sight.
“Our high priest received a message yes-
A small group of dwarven warriors, clad terday. ’krrosh Mak has defeated the border
in chainmail, armed with hammers and garrisons and is now on the march toward
Havenhill. Prince Olinstaad has put his ar-
my under the command of Marshal Augus-
tos Clinkerfire, who is marching east to
meet the enemy. Tkrosh Mak’stroops are

6


ill-disciplined,and their advance is slowed same day, after the party encountered the de-
by their looting and fighting among them- stroyed farm.
selves, but he seems unstoppable all the
The road enters a hilly region, with few
same.” settlements and distant, isolated farms.
Thick undergrowth lines the road on either
Karl has no information on the situation in side; instinct warns you to beware of am-
Prinzfeld. He gives the party leader a medal- bushes.
lion which will guarantee the friendship of any
dwarf of Irongate, a dwarven province in the Suddenly, you hear a scrabbling noise off
Lortmils. the road to your right, and a bestial figure
bursts from the undergrowth to stare up at
Encounter #2:Ravaged Farmstead you with a look that is at once surprised,
hateful, and afraid. The creature is tall, but
This encounter occurs on the third or fourth stooped and snouted, with hairy, grey-green
day, as the party travels through a less- skin. Its garments are soiled, and its leg is
inhabited section of the principality. bloodstained. It is an orc!

In the distance you see a dirty smudge of With a strangled cry, the orc turns and
smoke rising into the morning sky. You real- tries to flee, limping heavily.
ize that this is no hearth-fire-it is far too
big. A s you draw nearer, you see an ugly If the characters give chase, they should
flock of black crows, circling, flapping, and easily catch the orc. Any hits from missile
cawing raucously. weapons will automatically kill him.

Then, there it is. Within sight of the The orc snarls helplessly. In his weakened
Prince’s Road is what was once a farmstead. condition, he is easy to subdue. Despite this,
Now, it is little more than a ruin. The farm- he struggles furiously as you bind him.
house and barn are smouldering shells, and
farm animals-horses, pigs, and a cow-lie “Death to Ulek!” he barks in debased,
slaughtered in the barnyard. Some have bestial common dialect, spraying spittle.
been used for target practice, and lie stuck “Long live Wrrosh Mak the Despot!”
full of arrows. Others lie sprawled about,
partially butchered or eaten. The orc is a devoted follower of the human-
oid “messiah,” Wrrosh Mak and is supremely
As for the farmer himself, his body lies confident in the eventual victory of his people.
with his animals, feathered with arrows, a He will talk freely, although his conversation
pitchfork still clutched in his fists. There is will be liberally sprinkled with orcish rhetoric,
no sign of his family, but a glance at the claiming that Wrrosh Mak will lead his people
smoking ruins of the farmhouse seems to to glory, reclaiming the lands unjustly stolen
confirm your worst fears. from them.

There is nothing you can do here. You He will admit that he and his companions
turn away with a heavy heart. were sent to this region to raid, pillage, and
kill. He admits that his warband burned a
Investigation of the farmstead will reveal farmstead and slaughtered its occupants the
numerous humanoid footprints-primarily night before. If asked about Prinzfeld, the orc
orcs and goblins. Much of the livestock was will not know the region by name, but will
evidently slain for the fun of it, and very little admit that he was ordered to stay out of the
booty seems to have been carried away. extreme north of the Principality,since his
commander told him “we have a friend up
Should the characters search the burned there who is taking care of things.”
farmhouse, they will find the charred remains
of the farmer’s wife and teenaged son. What to do with the orc is up to the players.
He has clearly committed numerous acts of
Encounter #3:A Straggler violence and is obviously part of the force that
destroyed the farm. Lawful characters will be
This encounter should take place later in the reluctant to execute the orc out of hand, but

8


will want to hand him over to the authorities. “My brother and his wife are archers
Chaotic characters will probably want to slay pledged to the prince’s service, but they
the orc on the spot. Note that torture, even of have yet to be summoned to join the army.”
such a vile enemy as the orc, should be consid-
ered an evil act, and characters who may wish “A human woodsman who attends our
to extract information through torture should temple in Rittersmarche claims that he was
be informed of this. attacked by goblins in the Suss Forest.”

If the characters dither over the captive’s of Rittersmarche to tell him he was sick.
fate too long, he will either expire from his They say he looked pale and weak.”
wounds, or a light patrol will arrive and take
the orc off as a prisoner of war. The orc will not ~~ ~
stop blathering patriotic slogans and heaping
praise on his beloved leader, ’Ibrosh Mak (un- “I never heard anything about a royal
less he is gagged or otherwise rendered incap- herald visiting Prinzfeld. If one had, he
able of speech). would have visited ’Ibembly straight off.”

Encounter #4:Clerics of Ehlonna

This encounter can take place at any time and
can be used to provide the party with informa-
tion, or to heal characters who may have been
wounded in previous encounters.

You see a party of ten halflings approach-
ing on foot. There are six females and four
males: all are clad in simple robes of pale
green and wear medallions depicting life
runes, stylized trees, or unicorns.

The leader, a wizened, white-haired half-
ling woman, carries a wooden staff which,
miraculously, still gives forth green shoots
and tiny leaves near the top. She raises a
hand in greeting.

“Hail, brothers and sisters,” she says. “We
are servants of Blessed Ehlonna, Lady of the
Forests. Where are you bound?”

If the party responds in a friendly manner,
the clerics will stop for a while to talk and
share provisions. Any wounded characters will
be healed with spells or potions.

The clerics are headed south, they say, to
offer their services as healers to Prince Olin-
staad. Should the characters ask about condi-
tions in Prinzfeld, read one or more of the
following paragraphs.

“The high priestess in Prinzfeld heard
that Graf ’Ibembly was ill and sent two
healers, but they were turned away.”

9


Chapter 3:Prinzfeld Rumors ( d l 0 )

Prinzfeld is a prosperous province which 1-2 All is well. The rumors of war in the
occupies the extreme northern corner of the south are all exaggerated. A minor
principality. It is squeezed between the goblin raid across the Jewel has been
Jewel River and the Suss Forest to the east pumped up into a full-scale invasion.
and the lower Lortmils to the west. In be- Pay it no mind. (F)
tween, the land is rich, green and pleasant.
Human and halfling farmers till the soil, 3-4 Graf ’hembly is extremely sick, con-
while human rangers or woodsmen hunt fined to bed, and his seneschal Horaz
the slopes of the Lortmils and the grim is running things in his absence.
depths of the Suss Forest.
5-6 A royal herald came through almost a
The land is a peaceful one, unused to con- month ago. Many claimed that he was
flict since the Hateful Wars nearly 70 years here to call up Prinzfeld’s troops, but
ago. The worship of gentle Ehlonna, brave nothing has been heard since.
St. Cuthbert, and stern Heironeous is most
common here. Grain from Prinzfeld’s fields, 7-8 ’hrrosh Mak, leader of the Pomarj
fruit from its orchards, and game from its horde, is actually a fiend from the
forest help feed the principality, while Prinz- lower planes, summoned by Iuz to aid
feld’s archers and scouts help keep the land in his cause.(F)
free.
9-1 0 An army of orcs and goblins is gather-
Encounters in Prinzfeld ing in the Suss forest, preparing to
invade Prinzfeld.
Use normal encounter procedures as the ad-
venturers explore Prinzfeld. There have been Exploring the Prinzfeld
few major humanoid incursions in Prinzfeld
since Horaz is conserving his strength, keep- Characters are free to explore Prinzfeld in any
ing his forces “under wraps” until they are order they wish. The DM should provide them
needed to strike south against the prince’s a copy of the map of Prinzfeld (inside front of
army. For this reason, there should be no en- module cover)to aid in their exploration.
counters with humanoids at night. When the characters visit the numbered areas,
read the various boxed text entries below, as
Rumors appropriate. Many of the entries describe a
series of events; feel free to roleplay these
In the encounter areas described below, the events in detail if you think it will increase the
DM will, from time to time, be instructed to players’ enjoyment.
read the players one or more rumors. These
rumors are listed below. They may be deter- 1. Village of Brenfluss
mined by random die roll, or the DM may
choose a rumor which seems appropriate. Brenfluss is a tiny village, with a small
False rumors are indicated by an (F). cluster of huts surrounded by human and
halfling farms. You introduce yourself to the
When passing rumors on to the players, try village elder, a stern and serious male half-
to do so in a conversational, realistic manner. ling named Bundis. After listening to your
Reading the appropriate rumor in a flat, disin- story, he invites you to meet with the other
terested voice is a dead bore and certain to villagers.
lessen players’ interest. A rumor read in a dra-
matic, realistic manner is far more compelling A group of humans and halflings is hastily
and is certain to hold the players’ attention. assembled in Bundis’ hut. There, Bundis
urges you to repeat your story.

“We receive little information in this part
of the province,” Bundis says. “But we have
heard rumors of war to the south and have
wondered why no official word has come to

10


us. Gralo, you were in Rittersmarche last sive selection of wine is also provided.
week. Did you hear anything?” You feel somewhat guilty eating so well as

Gralo is a bearish human with a rough the nation totters on the brink of catastro-
voice. He doesn’t seem like the sort to waste phe, but you partake nonetheless. Shevlis is
words. “I spent most of my time selling tur- a friendly man, but you find it difficult to
nips,” he grumbles. “Some of my customers keep him on the subject. You politely but
firmly ask him how the provincial muster is
told me that the graf is ill, but I didn’t pay proceeding.

muchheed.” “The mustard?” he asks. “It’s in the pot

If the characters continue to talk with the over there... Oh, the muster! Excuse me. Of
villagers, they will hear at least one more ru-
mor. course. Very important. Word of muster
hasn’t come yet, but I’m certain it will ar-
“I’m sorry we can’t be of more assist- rive any day now.”
ance,” says Bundis. “You are welcome to
spend the night, but we can’t offer you very You speak of the importance of Prinzfeld’s
luxurious accommodations. If you must be troops, and the strength of Bm-osh Mak’s
on your way, we bid you goodbye and good
luck.” -Ye
‘‘3.m-oshMak?” Shevlis laughs. “I sin-
2. Village of Oakenburgh
cerely doubt whether he exists at all. Think
Oakenburgh lies in a picturesque hollow of it-a ragged, half-orc adventurer uniting
beside a quiet stream surrounded by a the subhuman scum of the Pomarj? You
mixed grove of oak and bronzewood. The must be joking. If they do venture across
settlement seems quite well off with a half- the Jewel, the prince will sweep them into
timbered town hall, a bustling tavern, and the sea,just see if he doesn’t. Have you tried
several manor houses of wealthy nobles or the sherry? It’s marvelous!”
merchants located nearby. The Oakenburgh
region is known for its cattle and produce, Despite his generosity and good-nature,
all of which are sold throughout the princi- Shevlis is not much of a source of information.
pality, as well as in the County and Barony He repeats one or two minor rumors, to the
of Ulek. effect that Prinzfeld is in no danger. If asked
about Master ’Rvemblv.he will chuckle again.
The lord-mayoris a good-naturedhuman
male of substantial girth and ready wit. His “Oh, poor Master ’hembly!” he laughs.
name is Shevlis;he greets you in a rather “A halfling in charge of a province this size!
overly-friendlymanner and invites you to The job was probably too big for him! Get
his luxurious manor, an expansive house it-too big? Ha! He’s probably just sleeping
located near the town hall, next to a cluster off a drunk. I wouldn’tbother with him. I’ve
of broad-spanning oaks. met him and he seems to have neither taste
nor sensibility.Just leave him be. All will be
“Please, stay and eat with me. Matters of well.”
such a serious nature are best discussed
over rich food and fine wine.” At length, the luncheon ends. Shevlis invites
the characters to spend the night, and even if
Not surprisingly,Shevlis’table provides they refuse, he loads them down with meat,
an excess of food and drink of every descrip- cheese and wine “for the journey.” He bids the
tion. Halfling servants bustle here and characters a hearty farewell and returns to his
there, serving courses of fish cooked in a manor.
flavorful wine sauce, wild rabbit sauted with
mushrooms and onions, and slices of roast 3. Riddling’sPass Tbwnship
beef with a garlic marinade. An exten-
This halfling township consists of a num-
ber of burrow homes and cottages which

11


oversee small farms. The halflings raise 4. Camberleigh Farm
wheat and vegetables and tend goats and
pigs. The lower Lortmils rise above the The Camberleigh family has managed
township, green fading to dusty brown in this farm for nearly a century. It is a smart
the distance. estate, with a roomy main cottage, several
barns, and an extensive herd of livestock.
You meet with the town council, the clos- Master and Mistress Camberleigh work
est thing these halflings have to a governing hard, along with their three sons and four
body, in the burrow of Blfor Hemlis, a lead- daughters, to keep the farm prosperous.
ing citizen. You have to stoop to enter, and Daroh Camberleigh, an iron-thewed, grey-
the halfling furniture is small and restrictive haired human with a prominent scar down
for humans and elves. Dwarves and gnomes one side of his face, welcomes you when you
have no such difficultiesand even feel some- explain your mission.
what at home below ground.
He offers you milk and cheese and dis-
The halflings sit in a semicircle, calmly cusses your mission. Mistress Camberleigh
puffing on pipes and sipping ale as you de- and their youngest son, Han, sit down in the
scribe your mission. They retain a typical warm, stone-flaggedkitchen with you.
halfling optimism even in the face of the
grim news you bring. “I fought the goblins twenty years ago, and
they left me with this,”Daroh says, indicating
“Ha!” declares Wfor as he pantomimes the scar on his face. “Therehave been many
drawing a bow. “I’d like to see the Pomarj raids in the past, but nothing to compare to
scum come here. It’s been years since my the Hateful Wars. My grandfather died at the
bow, Herla, has tasted orcish blood!” Battle of Rechsvale, over sixty years ago,
when we helped the dwarves smash the orcs.
“If the muster comes, we’re ready,” pipes I’ve feared neither man nor dwarf nor orc in
up a younger halfling, blowing smoke rings. f‘iityyears, but today, when I hear that war
“In fact, I’m about ready to pack up my may be coming again, I’m afraid. Blessed
sword and bow and strike south without Ehlonna, but I’m afraid.”
orders!”
You ask about Master ”wembly and wheth-
“Make sure you get your wife’s permis- zr Daroh has gotten word of the muster.
sion first, Kezlo!” declares a third halfling to
general amusement. He shakes his head sadly. “I’veheard
nothing. I know that Master ITtYembly is
“Enough chatter,” says ‘rmfor,all serious- supposed to be sick and unable to run the
ness now. “Yes, we too are concerned that province properly. If you ask me, though,
the call to muster has not yet come. Rumors :hat seneschal of his -Horaz-he’s the one
from Rittersmarche say that Master :olook out for. He’s not from around here, a
ltvembly is ill, and his seneschal is manag- southerner or something. Any road, he’s the
ing things in his absence. Even if this is jource of the trouble, not ”wembly.”
true, this is no reason for the muster to be
delayed. If a herald did visit the graf‘s ma- “I’d heard that there are goblins in the
nor with orders to mobilize, whoever is in Suss Forest,” Han offers. “They say that
nharge of the province is required to pass :heremay be an army from the Pomarj in-
the orders on. A visit to the graf‘s manor, Jading us from the north.”
north of Rittersmarche, is probably the only
thing that can be done now.” Mistress Camberleigh puts her hand on
ier son’s arm. “Those are just rumors, son.
The halflings are eager to help the party and 2oblins couldn’t possibly have come this far
will tell them up to three more rumors. After without the prince’sarmy stopping them.”
the meeting, the halflings will provide what-
ever supplies and provisions they can and Daroh shakes his head again. “I hope it’s
send the party on its way with good wishes. lot true,” he says, “but if it is, Ulek is
€oomed.”

The Camberleigh family will provide two

12


more useful rumors and a night’s lodging, “I a m Lord-MayorHarger,” he says. “You
should the party require it. say that you bring news from Prince Olin-
staad.”
5. Chapel of Ehlonna
You describe your mission and the desper-
This small marble shrine is surrounded ate military situation in the south. Harger and
by trees and floweringplants. A s you ap- the other councilmen look deeply troubled.
proach, you see an old human male in pale
green and white robes tending the garden. “I’vebeen a fool,”the lord-mayor says at
He raises his head and waves. last. “For weeks, we have heard rumors of

“Greetings, travelers,” he says. “Welcome war in the south, and for weeks we have ig-
to the humble shrine of Ehlonna. How may I
be of service?” nored them. Even when a royal herald came
through and met with Graf lkembly, we
The priest of this small chapel will be friend- thought little of it. I met with lkembly some
ly and outgoing, sharing his meager supper time later, and he told me that there was no
with the party. He will heal any damage the cause for alarm,that he and the herald had
party may have sustained, and he will provide discussed only trivial matters. He seemed
one to three rumors. pale and sickly,but claimed simply that he
had been ill. Since then, more travelers have
6. City of Rittersmarche spoken of the war, and our own citizensclaim
to have seen orcs or goblinsin the Suss For-
Rittersmarche is the seat of Prinzfeld province. est, but we have done nothing.”
When the characters enter Rittersmarche,
read the followingtext. You inform the council that you bear or-
ders directly from the prince, calling upon
Rittersmarche is not a huge city, by your the province to muster immediately.
experience, but to the citizens of Prinzfeld,
it is large indeed. A sprawl of whitewashed Harger nods. “Marshal Garyth!” he barks,
stone or plaster-and-timber houses lies at and a dark-haired man bearing the arms of
the junction of the province’s major roads. Ulek on his chest, stands up. “Begin mus-
Near the center of Rittersmarche, a bell tow- tering our troops immediately.”
er rises-locals tell you that this is the town
hall, where the city fathers conduct munici- “It will take some time,” Garyth says,
pal business. plainly uncomfortable” “Days, perhaps.”

The town looks quite calm and normal, “Immediately means immediately, mar-
with people quietly going about their every- shal!” Harger says. ”You have dithered for
day business. You find this surprising. With weeks now, telling us that you will not mus-
Turrosh Mak’s horde on Ulek soil, Ritters- ter without direct orders. Well, now you
marche should be alive with activity, as the have them. Get to it!”
provincial militia prepares to set out to join
the prince’s army. Determined, you prepare Garyth winces, but salutes and leaves in
to get to the bottom of the mystery. haste.

The party may present its credentials to the Harger turns to you. “We are in your debt.
lord-mayor. He will summon a meeting of I t seems clear that someone is working to
what town councilmen he can locate, and they keep Prinzfeld out of the war. We must ask
will hastily assemble in the town hall. you one favor before you leave. Please, go to
Graf membly’s manor and make sure he is
several well-dressed, serious-lookinghumans all right. Now that parts of this scheme are
and halflings. A grey-haired,bearded man falling into place, I fear for his safety.”

If the characters agree, go on to the next
chapter. If they refuse, they may return to
Havenhill. Unfortunately,without their assist-
ance, the Prinzfeld militia is overwhelmed by
Horaz’s orcs, and many Ulek citizens are
slaughtered. If this happens, the characters
will be banished from the principality for
shirking their duty.


Chapter 4: meet with locals if it became absolutely neces-
The Grafs Mansion
sary.
Horaz’s plan Horaz then moved in a mixed force of orc,

By now it has become manifestly clear that half-orc,and goblin warriors, and began assem-
something is seriously wrong in Prinzfeld. The bling supplies for lbrrosh Mak’s flanking force.
party’s goal is now Graf Bvembly’s manor, When the prince’s envoy arrived, bearing or-
where the final solution to the mystery lies. ders to muster, the situation became more com-
plicated. Horaz reacted in quickly, imprisoning
The rumors about Horaz taking over the the herald. When the lord-mayor visited
shire are true. He applied for the position of Twembly, Horaz ordered the distraught halfling
seneschal several months ago, and was hired to tell him all was well. Bvembly obeyed, know-
due to his considerable experience and ability. ing that Horaz still held his family.
In reality, he was one of lbrrosh Mak’s most
capable human agents. His mission: to pre- Now, with the main Pomarj army on the
vent Prinzfeld from mustering, and to prepare march and the arrival of the flanking force
the way for l n r o s h Mak’s master stroke-an imminent, all Horaz must do is keep the prov-
army of orcs sent north through the Suss For- ince quiet for a few more days. Unfortunately
est, to enter Ulek through Prinzfeld and fall on for him, the characters have thrown all his
Marshal Clinkerfire’sflank as he advances to plans into disarray, forcing the provincial mili-
meet the main Pomarj force. tia to mobilize before he is ready for them.

Sneaking in his half-orc minions, Horaz took In the following entries, save where other-
Graf Twembly and his family prisoner, keeping wise noted, all half-orcs,orcs, and goblins
the halfling alive only as a figurehead, and to have the following statistics:

Goblins: Int Low: AL LE: AC 6: MV 6; HD 1-1;
hp 4: THACO 20; #AT 1:Dmgl-6; SA Nil: SD
Nil: SZ S;ML 10;XP 15

14


Orcs: Int Average; AL LE; AC 6; MV 9; HD 1; posed.
hp 6; THACO 19; #AT 1;Dmg 1-8;S A Nil; SD
Nil; S Z M; ML 11;XP 15 A 1. Prince's road
This road leads to the graf's manor. If any of
Half-orcs:Int Average; AL LE; AC 5; MV 12;
HD 1;hp 8; THACO 19;#AT 1;Dmg 1-8;S A the attacking half-orcssurvived to warn
Nil; SD Nil; SZ M; ML 11;XP 15 Horaz, it will automatically be patrolled by a
party of 2-12 orcs.
Surprise Assault
B. The wall
The trip to the manor will be enlivened by a
visit from Horaz's half-orcs,who now wander 'hembly's manor is not well-defended,since
the area to discourage any such investiga- the province has been at peace for so long.
tions. The attack takes place where the road Originally fortified against humanoid raids out
passes through a grove of maple and bronze- of the forest, the manor retains an eight-foot
wood trees. The half-orcs have set up an am- high wall, much of which is in poor repair,
bush and will precede an all-out assault with a crumbling in places, and covered with ivy.
volley of crossbow bolts. There are ten half- Nonetheless, it serves to protect the manor
orcs in the ambush force-six are ordinary and, more importantly, hides what goes on at
half-orc warriors and four are armed with the manor from outside attention.
heavy crossbows (damage 2-5).
B 1. Main gates
The half-orcs were chosen for their human These heavy, wooden gates open beneath a
appearance, so that they will not be detected by
the locals. They will not fight to the death. If graceful arch, its lintel carved with a protect-
they lose six or more of their number, the survi- ive image of St. Cuthbert. Normally, when
vors will automatically attempt to retreat back 'hembly was not a prisoner, these gates were
to the manor, to warn Horaz of their failure. kept open during the day and closed at night.
Now, they remain ominously closed at all
A. The Countryside hours.

The graf's manor was built nearly 200 years B2. Doors
ago, on the ruins of an ancient shrine. The Several small iron-bound doors dot the wall.
region surrounding the manor was kept in its
natural state, although official hunters periodi- All save one (seebelow) have been locked and
cally scour the land to keep dangerous ani- barred to prevent unwanted access.
mals out of the area. About two miles to the
north lies the tangled wilderness of the Suss B3. Overgrown door
Forest. This door, covered with ivy, missed the at-

Most of the forest is infamous as a grim, tention of the manor's new master, and re-
gloomy place of tangled thorn trees, dark coni- mains unlocked and unbarred. A successful
fers and impenetrable thickets, and as the do- search for secret doors is required to find this
main of raiding humanoids, fierce beasts, and ivy-covered portal.
even vengeful spirits of the dead. The region of
the forest west of the Jewel River, and within C. The inner grounds
Prinzfeld, has been kept relatively free of such
menaces, however, and is known as a compar- Once carefully maintained by 'hembly and
atively pleasant place. Occasional odd parties his halfling staff (noweither slain or impris-
of goblins or marauding ogres have been oned),the grounds have gone to seed, with
known to emerge from the forest, only to be destructive orcs and goblins helping things
swiftly dealt with by the Ulek militia. along.

Today, however, the sweeps of the forest by While wandering in the inner grounds, there
rangers and hunters have ceased, and the ar- is a 1in 6 chance per turn of encountering a
my of orcs and goblins marches north unop- party of 1-8goblins (60%)or 1-6orcs (40%)
during the day. At night, there is a 2 in 6
chance. These parties will be spoiling for


action and will attack immediately. If any es- nave. Many of the tiles have been pried up
cape, they will alert Horaz (in the manor) that and smashed, and most of the glass has
the grounds have been invaded. been broken.

C1.Statues D2.Nave
Various pieces of tasteful statuary, depicting
This broad hallway is lined with columns,
St. Cuthbert and his companions (witha spe- lit by more stained glass windows with im-
cial emphasis on halfling heroes), are placed ages of Cuthbert and his companions, and
throughout the inner grounds. Many of these floored with more green and white tile. Just
statues have been smashed or defaced by the short of the transept are two rows of pews.
humanoids. The pews have all been overturned and bro-
ken up. The floor in here is also strewn with
C2.Knot garden offal.
An amateur gardener, Wembly took great
Scattered in among the debris on the floor
pride in this complex pattern of herbs and are 22 1 silver pieces and 16 gold pieces which
flowers. Consideringhimself a connoisseur, fell from the offeringboxes when the orcs de-
Horaz has taken a liking to the knot garden, stroyed them. There are also bloodstains on
and has forbidden his troops from disturbing the floorfrom the knife fights which broke out
it. as the orcs squabbled over the booty.

C3.Vegetable garden D3.Transept
This garden, which produces radishes, car-
The nave is intersected here by two short
rots and various squashes, also remains undis- hallways, one on each side. Broken glass,
turbed, since it helps feed Horaz and the garbage, and smashed furniture lie every-
prisoners. where. On the wall, crude slogans such as
‘“hrrosh Mak Lives” and “Death to Ulek”
D. Chapel of St. Cuthbert have been painted.

Built on the site of the ancient temple, this Minor altars and icons were placed here,
chapel was dedicated to St. Cuthbert, and where the priest and choir entered for ceremo-
used for private ceremonies for ?tYemblyand nies. These have all been stolen, and more
his family.Since the takeover, the humanoids blood from orcish squabbling stains the tiles.
have taken great delight in defacing and dam-
aging the structure. In each of the side halls, a narrow stairway
leads up to the reliquary (tothe right) and the
D1.Portico priest’s quarters (tothe left).

The chapel’smain doors are carved with D4.Ambulatory
images of St. Cuthbert, while the exterior
bears reliefs of his exploits. Many of these This semi-circularchamber was once
reliefs have been chipped or defaced. beautifully lit by a round stained glass win-
dow. Not surprisingly,the window has been
The doors are unlocked, and the latch and smashed. Fragments of colored glass lie
lock have been smashed. If the characters en- scattered all over the floor. In the center of
ter the room, read the following: the chamber is a battered block of stone,
which was once the altar.
The portico is a small antechamber with
narrow stained glass windows and a floor The altar was once plated with gold, en-
tiled in white and dark green, now strewn crusted with gems, and bore rich gold and
with garbage and broken glass. A stone arch silver candlesticks and ceremonial objects.
flanked by unadorned columns leads to the

16


!Dl

Chapelof St. Cuthbert Servant's Quarters

one square equahfivefeet First Fbor

Door one square equahfivefeet

- DodeDoor Servant's Quarters

Wl/tnrtOW Second Fhor

CoCumn one square equahfivefeet

la61e Gardener'sShed

one square equaljfivefeet


Most of these have been stripped away and niture, ceremonial equipment, gardening
stolen, but three gems, worth 100 gp each, tools, etc. Now, there is nothing here but
may be found among the broken glass on the broken wood, bent metal, shattered glass,
floor. fragments of cloth, and other garbage. Blood
stains and burn marks mar the walls.
15. Priest’s Quarters
More fights broke out in this room, as the
Only spare evidence remains that this blood stains attest, but most of the valuables
chamber was once someone’shome. Broken have been removed. The single exception is a
fragments of the bedframe, chest of mace which lies untouched in one comer. The
drawers, table, and chairs have been flung weapon is a duplicate of the sacred Mace of
all around the rooms. The mattress was Cuthbert and is inscribed with runes dedi-
torn to shreds, its contents scattered. Sev- cated to the saint. The mace is magical ( +1 to
eral smashed bottles have been thrown into hit, +2 damage)and was left alone by the su-
the fireplace,their contents staining the perstitious humanoids, who feared that it
bricks. The leaded windows are all broken, would bring them bad luck.
and everywhere is the odor of rotting food.
E. Gardener’s shed
Graf lkembly’s priest, Father Hurol, is now
a prisoner in the manor. The orcs made short A thatch-roofed building stands here. The
work of his quarters. Content for the most part roof has been partially burned, and the door
to smash things up and steal the few valuables hangs loose on its hinges.
that the priest left out in the open, the orcs
missed several important items Hurol kept Like many of the other buildings, the gar-
hidden. dener’scombination storage shed/livingquar-
ters was gone over by the orcs.
Under a loose floorboard beneath the broken
window is a sack containing 189 gold pieces E l . Living Quarters
and a tiny wooden cudgel on a thong (aholy
symbol of St. Cuthbert). Under the remains of The interior of this room is dim and
the bed is a small, deerskin pouch containing musty. A bed lies in a corner, broken in piec-
a 50 gp sapphire and a Necklace of Prayer es. In the opposite corner, a table lies on its
Beads (30stones- 1 8 semi-precious, 12 fancy; side, one leg twisted off. Smashed chairs,
4 special beads-atonement (1). blessing (l), broken bottles and partially-eatenfood fill
curing (2). the rest of the room.

Amid the kindling of the bed is a bronze- What is here is exactly what it looks like-
wood cudgel which has had a spell of beguil- worthless trash.
ing placed upon it by Father Hurol. Anyone hit
by the cudgel must save vs. spells or be E2. Storage
charmed for 2-20 rounds. If the individual
wielding the cudgel opts to make a non- More destruction took place in this room.
damaging attack (normalattack roll, but no Agricultural implements-rakes, hoes, culti-
damage inflicted),the target saves normally. If vators, a plow, ceramic pots, and other
the cudgel is swung to cause damage (dmg items have been broken. Many were thrown
across the room as if in sport. In the small
ld6),the target gets a + 1bonus to save for fireplaceare the bones of some small ani-
mals, possibly cooked for food.
every point of damage the cudgel inflicted.
Once activated, this feature lasts for six One or two of the agricultural tools-hoes,
rounds and cannot be used again. rakes or pruning hooks can be made into serv-
iceable improvised weapons, should the char-
D6. Reliquary

This room has also been devastated. It
was once apparently used for storage of fur-

18


acters be inclined to do so. On the floor, lying F2.Kitchen
face-down but otherwise undamaged, is a book
titled “Otiluke’sPractical Gardening,” a trea- burning oven with a massive vent, more
tise on cultivating flowers and herbs by the shelves and cabinets, and a small pantry,
celebrated mage of the Circle of Eight. Anyone empty save for some scraps of cheese and
reading the book will automatically gain the bread crumbs on the floor and shelves.
Agriculture proficiency (with a check modifier
F3. Stairs
of + 1 when dealing with raising flowers and These narrow stairs lead up to the second

herbs in a small garden, -2 on matters of floor bedrooms.
greater scope such as crop rotation and large-
scale farming). F4.Bedrooms

F. Servant’s quarters Narrow doors line the cramped hallway,
leading to the bedrooms where the servants
This is obviously a residence, smaller and slept. The bedrooms are all the same, each
less luxurious than the manor, but larger containing a single bed, small table, chair,
than the gardener’s humble cottage. ’ h o nightstand, chamber pot, and ceramic water
stories, it is constructed partly of stone, jug. The orcs have not bothered to ransack
partly of timber and plaster, with a freshly these rooms.
thatched roof and leaded windows. Unlike
the other structures, this one seems to have All the rooms are the same, except the room
largely escaped despoilment. marked with an X, where characters will find
a young, female halfling hiding under the bed.
The servants quarters have been pretty If the characters find the child, read the follow-
much left alone, which is a good thing, since a ing paragraph:
young halfling named Lily has managed to
survive the past month, hiding in her parents’ You see a small, halfling child, a girl, in
bedroom and stealing food from the kitchen. tattered clothing, her face filthy and
The orcs have so far only visited the building a streaked with tears.
couple of times to pilfer supplies. Their busy
schedule, preparing for the coming military “Please don’t hurt me,” she says softly. “I
campaign, has kept them from having too haven’t done anything.”
much fun here.
You assure her that you mean her no
F1. Common room harm. After a few minutes of coaxing, she
seems to warm up to you.
This airy, whitewashed room has been left
relatively untouched. A large, butcher-block “I lived here with my mother and father,”
table in the corner has been knocked over, she says. “Then the bad ones came and
and two or three chairs have been smashed. took them away. I hid, and they never found
Otherwise, it is comfortable, with a large, me.”
leaded window looking out over the
grounds. Beneath the window is a large cab- ~~
inet, which currently stands empty, its
doors ajar. Further questioning will reveal little. She
has lived by hiding from the orcs and goblins
If the characters search the room, they will (or the “bad ones” as she calls them), and has
find nothing. Thieves making a successful occasionally seen groups of them rummaging
Detect Noise roll will hear quiet footsteps in around the grounds.
the room directly overhead.
Lily presents a special problem for the party.
Having found the party, she will not want to
leave, and she will threaten to raise a racket
with screaming and crying if they go. The DM
may deal with her in a number of ways. She
may allow herself to be persuaded to stay, as
long as the party promises to return (remem-

19


ber this as the party flees the manor), or she Its whitewashed walls and dark, polished
may insist on accompanying the party, getting woodwork all bespoke comfort, warmth, and
underfoot or inadvertently revealing them to luxury. Now, it is filled with debris, broken
the enemy. furniture, and ripped clothing.

G. The manor house G3. Garden hall

Almost 200 years old, the manor has been in Through windows at the back of this
Graf Wembly’s family for generations. Origi- room, you can see the gardens behind the
nally designed for humans, the manor has mansion stretching off in the distance. Be-
since been furnished for halflings and others of neath the high-beamed ceilings, the floor is
smaller stature. The doorknobs are all lower, covered with rich carpets, now tom and
the furniture somewhat smaller, and the steps stained. What few pieces of furniture re-
narrower. Wembly and his family have since main unbroken are overturned, scratched,
lavished attention on their estate, developing and ruined. In one table you can see the
it into an island of luxury near the edge of the words, “Ey wuz heer,” carved with a knife
wild Suss Forest. or dagger. ?b your right as you enter the
room, is an ornate fireplace,full of half-
All that changed when Horaz arrived. Cap- burned chunks of furniture, broken crock-
tured and held prisoner, Wembly watched ery, and other debris.
helplessly as the orcs and goblins despoiled
his beloved home, smashing windows, de- The fireplace contains only ashes and trash.
stroying property, and defiling his private At night, the room will be occupied by eight
chapel. Now, Wembly and his family remain orcs, fighting, gaming, drinking, and squab-
captives, but they are certain to be disposed of bling. They will be making so much noise that
as soon as their usefulness is at an end. it will be impossible not to hear them. They
will have a total of 115 gold pieces among
Main Floor
them. One orc will wield a + 1 scimitar.
Most of the main floor has been wrecked by
the humanoids, who take out their frustra- During the day, there will be but a single orc,
tions after long days of labor by fighting, sleeping off the previous night’s excesses, cov-
squabbling, and smashing things before retir- ered by torn carpet and other trash. If anyone
ing to the vaults. If Horaz has been alerted to enters the room, the orc will leap to attack the
the characters’ presence, there is a 1in 6 nearest character with automatic surprise.
chance per turn of encountering a patrol of 2- The orc carries nothing of value.
12 goblins during the day. If the party enters
at night, the chance rises to 2 in 6. All doors G4. Drawing room
are considered closed but not locked.
Panelled in dark wood but now badly
Many of the rooms have different occupants, scratched and stained, this room once con-
depending on the time of day. If the DM feels tained books; all of these lie torn or burned.
that it would be more interesting to include An ornate iron chandelier, its chain broken,
the night-time occupants during the day, he lies in the middle of the floor. Many panes of
should feel free to do so. the leaded glass windows have been
smashed.
G1.Entryway
These broad stairs sweep up to the main This room will be empty by day. At night, it
will contain two orcs engaged in beating up a
doors. They were once flanked by decorative lone goblin, which continually squeals that it
urns and shrubbery, but all this has been will pay them back “assoon as I get paid.” One
smashed or stolen. orc wears a gold torc worth 75 gp.

G2. Vestibule
This entry hall was once used by travellers

to freshen up and leave their cloaks and boots.

20


SecondFlbor

one square equalsfivef e e t


G5. Bedroom GS. Dressing room

It looks as if a particularly violent pillow The floor is covered with shards of broken
fight broke out in this room. White feathers, glass, where a sizeable vanity mirror has
many of them bloodstained, lie everywhere, been broken. The vanity itself has been re-
and in the corner you see a single orc, lying duced to kindling. Various pieces of cloth-
motionless in a pool of dried blood. The ing, all torn or otherwise damaged, lie in
smashed remains of a bed, table, chairs, and heaps around the room.
various ceramic utensils are scattered
throughout the room. Graf Twembly’sfavorite pet, a small, grey
dog, is cowering in a pile of clothing in one
The orc is quite dead. A s the humanoids corner. If the pile is searched, the little dog will
have had their fun here, it will be unoccupied shoot out like a meteor, yapping and growling,
whenever the characters enter. biting the searching character for 1-2points of
damage, and alerting the half-orcsin room G9,
G6. Dining room who will arrive in 1-6rounds. All of the cloth-
ing is in such poor condition as to be value-
A long table, numerous chairs, and three less, and any character searching through the
chandeliers occupy this room. The chairs piles has a 25% chance of taking a point of
are broken or overturned, the table-a damage from broken glass.
heavy piece of furniture of polished
hardwood-has been shoved against one G9. Private dining room
wall and has numerous scratches and ini-
tials carved in it. One of the chandeliers has This room seems to have escaped the de-
been pulled down and lies amid the wreck- struction so common elsewhere. The walls
age. are bright and whitewashed, the woodwork
still dark and undamaged, and an ornate
During the day, a pair of goblins lie asleep on table in the center of the room still gleams
the table. They may be attacked with auto- with polish.
matic surprise, but carry nothing of value. At
night, 12 goblins leap around the room, aping All of this is of only secondary interest to
the manners of ’lkembly and his staff. Some you, however, as you realize that almost a
wear ’lkembly or his wife’s finery and sit at dozen angry pairs of eyes are now staring at
the table, jabbering orders and speaking with you, the eyes of a group of hairy, angry-
exaggerated accents; others play servants, looking men.
running about with trays loaded with food or
jars of wine. Still others have abandoned all “Get them!” barks the largest, opening
pretense and wrestle for scraps of food. One his mouth to reveal a row of sharp, bestial
goblin fights with a +2 dagger, while another teeth. As they grab weapons and move to
carries a Wand of Illumination,which he lacks the attack, you realize that the room’s occu-
the intelligence or inclination to use. The gob- pants are not humans, but more half-orcs.
lins have 76 gp and 220 sp among them.
Horaz’s half-orcs,who consider themselves
G7. Bedroom to be in charge of keeping his troops in line,
This room is in a condition similar to that of take pains to keep their areas clean and in
order. They will be in this room, sitting around
the first bedroom, but has been gone over the table and talking regardless of the time of
more carefully, by the half-orcs. All the furni- day.
ture has been systematically destroyed in a
search for secret compartments. The pillows There are eight ordinary half-orcsplus a
and mattresses have been cut into sections
and part of the floor has been torn up. Need- third-levelsergeant, wearing +2 chain mail
less to say, nothing of value remains. and wielding a + 1 mace.

Half-OrcSergeant: Int Average; AL LE; AC 3;
MV 12;HD 3; hp 20; THACO 17; #AT 1;Dmg
1-6+1;S A Nil; SD Nil; S Z M; ML 1.4;XP 120

22


In one corner is a small chest containing Camp rats: Int Animal: AL N: AC 6; MV 15;
some of the half-orcs’ pay or plunder, which hp 2; THACO 20; #AT 1;Dmg 1;SA Nil; SD Nil;
they intend to divide later. There are 750 gp, SZ T ML 6; XP 7
1,116silver, and a bag filled with 100gems
worth 10 gp each. One of the half-orcswears There are 121sp and 69 cp pieces scattered
throughout the straw. Searching characters
an ornate,jewel-hilted dagger worth 500 g,) on can collect 3-30coins per round. There is also
a silver ring with a tiger-eyeopal worth 275 gp
his belt. in the straw, lost by goblins squabbling for
possession.
G10. Landing
Bvo normal orcs stand guard here, day or G12. Wolf den
This room contains wolves normally ridden
night. During the day, they will be dozing, ig-
by Horaz’s goblin cavalry. These animals are
noring any noises, and may be attacked auto- normally not evil, but continual contact and
matically with surprise. A t night, they will put maltreatment by the humanoids has warped
any noises down to normal evening rowdiness, them, causing them to attack anyone who
but if attacked they will attempt to flee up the approaches them, other than their normal
stairs to warn Horaz. riders.

The Vaults Unlike other rooms, any commotion here
will bring the goblins from room G 11running
The lower level of the manor contains stor- to defend their precious mounts. The room is
age facilities, a wine cellar, a well, latrine, and full of straw, with gnawed bones and scraps of
several unused rooms. The vaults are dank, meat scattered everywhere. It smells of musk
dark, and thoroughly unpleasant-just as orcs and wet fur, but is otherwise empty.
and goblins like it. Light normally enters the
rooms through barred half-windows at ground Wolves (8):Int Semi; AL N; AC 7; MV 18;HD
level (approximatelyeight feet above the floor). 2 +2; hp 14;THACO 19; #AT 1;Dmg 2-5;SA
Rooms occupied by orcs and goblins have had Nil: SD Nil: SZ S ; ML 10;XP 65
their windows obscured with dirt and debris to
eliminate the annoying daylight. G13-14. Supplies
These rooms are virtually identical. Both
Currently, the vaults house most of Horaz’s
troops, as well as human and halfling pris- contain supplies intended for the Pomarj
oners. Graf Ttvembly is not here, but his fami- flanking force as it moves through Prinzfeld. I t
ly is. Each turn there is a 2 in 6 chance of is full of barrels, which contain dried meat or
encountering 2-8 orcs (40%)or 3-12 goblins fish, water, wine, and other similar items.
(60%)r,egardless of time of day.
G15. Orcs
Except where otherwise noted, noise of com- Nine orcs lounge around in this room, idly
bat will probably not arouse unusual suspi-
cion, since these violent humanoids engage in wondering when they’re going to see any
fights with some regularity. action. More tidy than the goblins, they have
made reasonably tidy beds with tattered blan-
G 1 1. Goblins kets and straw pillows. Eight are ordinary
This room contains 11goblins. Four are orcs; the ninth, sitting moodily in the corner
with his arms crossed, is a tribal chieftain,
sleeping, while seven are sitting about, sharp- every bit as galled as his fellows at being de-
ening spears, arguing, and wrestling. The floor prived of loot and plunder. The nine will attack
is strewn with straw, some of which has been the party with great enthusiasm, and if he has
piled up to make crude beds. Camp rats have a chance, the chieftain will shout a tribal war-
nested in the straw, and anyone searching the cry, summoning the orcs in room 20, who will
straw has a 10%chance per round of being arrive in 1-4rounds.
attacked by a rat. The goblins do not like the
rats and have suffered somewhat because of Orc Chief (1):Int Average; AL LE; AC 5; MV
them (paws?),but have not been able to get rid 9; HD 3; hp 16;THACO 15;#AT 1;Dmg 1-8+4;
of them.

23


SA Nil; SD Nil; SZ M; ML 12;XP 65 human male clad in tattered, filthy Ulek livery.
The chief wields a great, black war axe cov- All are skinny, scared-looking,and dirty.

ered in runes and savage images of battle. I t is The halflings are household staff members
called “Father of Woes” and adds +2 to attack taken prisoner by Horaz. Among these pris-
and damages rolls. Any orc who sees it will oners are the parents of Lily, the little girl from
recognize it as a legendary weapon and will the servant’s quarters, Graf ’hembly’s wife
attack any non-orc wielding it with a + 1at- and son, kept here as insurance of his good
tack bonus due to ferocity. behavior, and the halfling priest Father Hurol.
If rescued, they will beg the characters to also
Each orc carries a belt pouch with 2-12 sp rescue Twembly, who is currently held on the
and 1-8gp. Sacks containing each orc’spos- second floor.
sessions sit beside each bed. They contain
various personal fetishes and knick-knacks The human is Arnulth, Prince Olinstaad’s
such as glass beads, lucky stones, and other royal herald. He has been kept alive since
worthless items. One, however, contains a Horaz thought he might be useful. While he is
Figurine of Wondrous Power (onyx dog),which far from an experienced warrior, Arnulth will
the orc has kept as a curio; he is not aware of be willing to accompany the party, and is capa-
its true nature and does not know the com- ble of fighting if given a weapon.
mand word in any event.
Arnulth, Royal Herald of Ulek: AC 10;MV
G16.Armory 12; F1; hp 4; THACO 20; #AT 1;Dmg by weap-
Military supplies for Horaz’s troops and the on; AL LG

approaching humanoid army are kept here. As with Lily, these prisoners may present a
There are 100stone-tipped spears, 100crude problem for the party. They will not want to be
scimitars of poor quality, 15 light crossbows, left here, but if released they may well be at-
10heavy crossbows, 250 quarrels, 45 brigan- tacked and slain by the humanoids who roam
dine breastplates (orc-sized),30 hide breast- the compound. The halflings are slow and
plates (goblin-sized),and 30 medium shields. weak due to hunger and exhaustion, cannot
fight, and move at only 2/3 their normal rate
As may be guessed, the room is crammed (6”per round). As such, they are likely to bog
completely full of supplies. All of these items the party down and make it difficult to hide
are of poor quality, apparently made quickly from patrols. All the same, good-aligned char-
and cheaply. They will bring only 25% of nor- acters will be reluctant to leave them alone.
mal value on the open market.
The DM should handle this situation as he
G17.Warders sees fit, rewarding any innovative solutions to
Keeping an eye on prisoners is considered the dilemma, and above all not penalizing the
party too severely for showing mercy to the
dull, boring, and for some goblins, an opportu- prisoners. This situation should be used as a
nity to catch up on sleep. Four goblins lie role-playingopportunity, not a chance to make
snoozing in this room, on filthy straw. One the players’ lives miserable.
carries the keys to the adjoining room, where
the household staff is held prisoner. This gob- G19.More supplies
lin also wears a silver whistle worth 5 sp on a This room is crammed with barrels full of
chain around his neck. Characters automati-
cally attack with surprise, but if the goblin foodstuffs (dried meat and fruit, salt and flour),
with the keys survives one round, he will blow orc-and goblin-sized cloaks and boots, and
a piercing blast on the whistle, summoning other miscellaneous supplies destined for lbr-
the orcs from rooms 15and 20, who will arrive rosh Mak’sflanking force.
in ld6 rounds.
G20.Ores
This room contains nothing of value. Eleven orcs occupy this room, sitting at a

G 18. Prisoners crude table, pitching dice and playing an orc-
This door is secured with a hasp and sturdy ish game known as “Now I’ll Stab You.” Their
personal effects and bedding are arranged sim-
padlock. Inside are eight halflings (threemale, ilarly to those in room G 15. Ten of the orcs are
four female and one male child),arid a lone

24


normal, but one (currently sitting on the floor guard. Any sounds of combat will bring Horaz
casting bones) is an orcish shaman. and his personal guards (see room G28)run-
ning in ld4 rounds. See room G28 also for
Orc shaman (3rdlevel):Int Average: AL LE: details on how Horaz will react during any
AC 7; MV 9;HD 2;hp 12;THACO 19;#AT 1; encounter with the party.

Dmg 1-4+ 1: S A Spells: SD Nil; SZ M; ML 12; G22. Drawing room

XP 650;Spells (2/1)C:auseLight Wounds, You are surprised to see how well-
CauseFear, Aid maintained this room is after the chaos
downstairs. Brightly painted in yellow and
The shaman fights with a + I dagger. One of white, this room’s walls are lined with book-
shelves, all kept in good order. A comfort-
the ordinary orcs wears a gold sigil around his able, wingback chair occupies each corner
neck, bearing the symbol of Erythnul the of the room, and the leaded-glass windows
Many, the orcs’ evil god, worth 25 gp. Each orc look out over the grounds. An elaborate,
carries a belt pouch containing 2-12sp and 1-8 wrought-iron chandelier hangs in the mid-
gp. The personal effects stored by each bed- dle of the room.
space are worthless items similar to those in
Horaz considers himself something of an
room G 15,with two exceptions: one contains a intellectual: he uses this room for sitting and
potion of healing and one contains Murlynd’s reading during the day, while he waits for
Spoon, which the orc uses to generate fodder word of the Pomarj army’s arrival to come. He
has expressly forbidden anyone else from en-
when normal rations run short. tering the room, so it stands empty and rela-
tively clean when the party enters. The books
G2 1. Armory &e all novels, historical treatises, and family
This room isjammed to capacity with more dohments, none of which hold any more than
passing interest for the party.
military material: 75 poor-quality broad-
swords, 100hand axes, 50short bows, 500 G23. Dining room
sheaf arrows, 30 brigandine breastplates (orc-
sized), 15 hide breastplates (goblin-sized),20 A long, dark table of polished wood has
bucklers, 25 medium shields, 50goblin-sized, been arranged with elaborate place-settings,
metal-and-leather helms, and 60orc-sized silver candlesticks, padded chairs, and ele-
steel helms. As in room G16,these items are gant wine glasses, as if a state banquet is
poorly constructed and will fetch only 25% about to begin. Amazingly, there is not a
normal value if sold. speck of dirt or debris anywhere in the
room.
There is one exception, however: if checked
It amuses Horaz to dine with Graf Wembly
with detect magic or a similar spell, one of the each night, while elite half-orc guards look on.
Needless to say, Ttvembly’sappetite has de-
swords, outwardly rusty and nearly worthless, clined of late. Currently, the room is prepared
will strongly radiate magic. Once cleaned and for the night’s dinner.
polished, it will become evident that the sword
is more than it seems. This weapon is none G24. Salon
other than the Re1 Astran Sword of Enmity
This famous magic item was created for a pal-
adin from the City of Re1 Astra. Normally + l
to hit and damage, it is + 3 to hit and damage
when used against racially-hated enemies.
Examples of such enemies include paladins
against chaotic evil creatures, rangers against
giant-class, elves against drow, dwarves
against orcs or goblins, etc.

Second Floor Paintings depicting the Ulek countryside
and various historical scenes hang on the
The manor’s second story is currently in use bright white and yellow walls. Thick ma-
as Horaz’s private residence. He stays here roon and grey carpets cover the floor, along
with his personal guards. Graf Ttvembly is also with four comfortable-looking chairs and a
held here, in relative comfort, but under heavy


The chairs and couch are command as it attempts to overrun Rtters-
occupied by hairy, bestial-lookinghalf-orcs, marche, and personally lead the final assault
dressed in clean uniforms with the white on the party as they help defend the city.
skull of the Pomarj orcs emblazoned on
their chests. Horaz. Agent of the Pomarj: AC 6; MV 12;
F5; hp 35; THACO 16;#AT 1;Dmg ld8 + 1;AL
Under strict orders to keep the room clean, LE; Equipment: longsword + 1 , leather armor
these half-orcs are near-insane with boredom. +I
They will attack the characters with enthusi-
asm. There are six half-orcs in this room. Each Ogres (2):Int low; AL CE; AC 5; MV 9;HD
carries 2-20 gp and 3-30sp. 4+1;hp 20; THACO 17; #AT 1;Dmg 1-10:SA
Nil; SD Nil; SZ L; ML 11;XP 175
G25-26. Bedrooms
These rooms contain a bed, table, chair, In addition to the magical items carried by
Horaz, one of his half-orcshas a gold and gem-
pleasant paintings on the wall, rugs on the encrusted bracelet worth 130 gp. Another half-
floor, and a single, empty closet. They are cur- orc wears a fanciful helmet taken from a slain
rently unoccupied and are otherwise undis- elf (worth 500 gp).A locked chest in the mas-
turbed. ter bedroom contains valued items and pay for
Horaz’s troops. Inside the chest are 2,200 gp,
G27. Bedroom 3,650 sp, and 20 gems worth 75 gp each.
l k o half-orcsin spotless black uniforms Horaz has also placed in the chest a well-made
shortsword which he thinks may be magical
with white skulls on the chests stand at atten- (itisn’t),and a Chime of Opening.
tion outside this door. If they are attacked, or if
they catch sight of the party, they will raise In the writing desk’sdrawer are numerous
the alarm, and Horaz and his guards will come documents-written orders from lbrrosh Mak,
running from G28 as described above. lists of supplies, orders of battle for the flank-
ing force, and other minor items-detailing
Inside, the room is identical to G25 and G26, Horaz’s entire plan. Among the papers are
but has obviously been lived in. Sitting in the records of payments to Marshal Garyth and a
middle of the bed, covers drawn up around his letter to n r r o s h Mak, informing Horaz’s mas-
chin, eyes wide and quivering with fear, is ter that “the leader of the local militia has
Graf lbembly. He is weak, thin, and haggard been well paid to keep the Prinzfeld militia out
despite his relatively good treatment, and is of the war; have no fears on that score.”
consumed with concern for his family. If he is
rescued, and his family is still held prisoner in
the vaults, he will insist on going down to free
them. Like the prisoners below, lbembly is
too weak to fight, and can move at only 2/3
normal rate.

6 2 8 . Master Bedroom
Grandly furnished with a huge bed, writing

desk, couch, chairs, and private dining table,
this room was adopted by Horaz as his person-
al quarters. He currently occupies the room,
discussing strategy with six half-orcfollowers
while his personal bodyguards, a pair of ogres,
look on. If summoned, he will send his troops
forward to fight the party, shouting encourage-
ment. If it looks as if his troops are losing, he
will flee, climbing out a window and down the
outside the the building if necessary. He will
then join the approaching flanking army, take

26


Chapter 5: Nil; S D Nil; S Z S ; AL N; ML 10;XP 65
efense of Prinzfeld
If the goblins are defeated, the characters
As you leave the manor behind, your spir- should be urged (if any further motivation is
its soar. You have uncovered a conspiracy needed) to make for Rittersmarche at top
which threatened the entire principality, speed. They will arrive one to two hours in
and you have rescued an important noble- advance of Horaz’s army and discover the
man from his treacherous captors. Now, at principality militia already in the process of
last, the call has gone out, and the Prinzfeld mobilization. Graf Wembly will insist on im-
militia can march south to help the prince mediately going to the town hall to brief the
fight the Pomarj invaders. town council. Also, if the characters uncover-
ed evidence of Marshal Garyth’s treachery,
Your joy is short-lived, however. Graf they will want to inform the council of their
Wembly, tired and haggard, risks a final findings. Once at the town hall, read the fol-
look back at his home. Suddenly, his eyes lowine DaraCraDh:
widen with horror, he points a trembling
finger and squeaks, “Look!” An urgent clanging sounds from the bell
tower, filling the hall with raucous noise.
You look behind you, and feel the icy hand You have to shout to make yourself heard.
of fear grip your heart. There in the dis-
tance, emerging from the forest, is a black Lord Mayor Harger hurries up to you, ac-
mass of bodies-short, squat orcs, tall, ar- companied by a burly man in plate armor.
mored men, and riders mounted on both
horses and wolves. Above the horde, you “My Lord,” he says to Wembly, “thank
see banners carrying the skulls and medusa Cuthbert you are alive! I have bad news-
heads of the Pomarj! There are hundreds of Marshal Garyth was a traitor in the pay of
them, their features obscured by ornate, the Pomaj. He fled the province rather than
black helms. Helplessness washes over you; take command of our militia. Captain Re-
your small party cannot hope to stem this nulf here is now in charge.”
tide of evil alone.
“Sad news indeed,”replies ’bembly. He
The horde’s intent is clear-an immediate then relates the current situation, telling
advance on Rittersmarche. Already, wolf- how your party rescued him and his family,
mounted goblin outriders are sweeping for- and of the terrifying horde now advancing
ward in advance of the army and have on the city. “At least the muster is partially
almost reached the manor. Savage howls rip underway,” he continues. “We must stop
the air as the mounted goblins rapidly close them here and now.”
the distance between you.
Captain Renulf looks doubtful. “This city
If the entire party is mounted, and they has no real defenses. We must sally forth
choose to flee toward Rittersmarche, they will and meet them at the Ebenharfe gap, where
outdistance their pursuers. If any are on foot the road narrows and our flanks will be se-
(such as prisoners rescued from the manor), or cure.” He looks at you. “Although your mis-
if the players dither too long about what to do, sion here has been accomplished, we need
they will be forced to fight the mounted gob- all the warriors we can muster. Will you
lins. stay and fight, even though we can promise
you nothing save our gratitude?”
Goblins (10):Int Low; AL LE; AC 6; MV 6; HD
1-1;hp 4; THACO 20; #AT 1;Dmg 1-6;S A Nil: The characters are free to refuse. If they do,
S D Nil; SZ S;ML 10;XP 15 however, Prinzfeld will be overrun and the
provincial militia will never reach Prince Olin-
Wolves (10):Int Semi; AL N; AC 7; MV 18;HD staad’s army. ’Ihrrosh Mak will eventually be
2 +2; hp 14; THACO 19;#AT 1;Dmg 2-5; SA stopped, but not until he has overrun half the
principality.

In the more likely event that the characters
stay on, the DM has the option of fighting the
engagement using the information on page 32

27


of the BATTLESYSTEM” rules. Horaz not only realizes that this position is
If BATTLESYSTEM is not available, or the vital to his success, but also has recognized
the characters as the ones who wrecked his
DM wishes to resolve the conflict quickly, read carefully-laid plans. He and his orcs attack
the following paragraph and continue with the with single-mindedferocity;all have morale
next section. bonuses.

The Battle for Prinzfeld Horaz, Agent of the Pomarj: AC 6;AL LE;
MV 12;F5;hp 35;THACO 16;#AT 1;Dmg
Captain Renulf assigns you to help hold a ld8+ 1;Equipment: longsword +1 , leather
position on the army’sright flank. Nearby armor + 1
are the city halberdiers and a unit of provin-
cial militia, but they will probably be en- Ogres (2):Int low; AL CE; AC 5;MV 9;HD
gaged and unable to assist you. 4 + 1;hp 20;THACO 17;#AT 1;Dmg 1-10:S A
Nil; SD Nil; SZ L; ML 11;XP 175
The battle is furious. For hours, you
watch as the Ulek forces fight off attack af- Orcs (12):Int Average; AL LE; AC 6;MV 9;
ter attack. Wolf riders fling themselves at HD 1;hp 6;THACO 19;#AT 1;Dmg 1-8;S A
the halfling archers who screen the center, Nil; SD Nil; SZ M; ML 11;XP 15
but flee, decimated and broken. The ene-
my’s human cavalry charge, scattering the It is up to the DM to determine how tough
halflings, but break against the city watch, this encounter will be. If the party seems over-
who hold the center behind them. Arrows matched, reduce the number of attacking orcs
fly, weapons clash, warriors shout in rage, or eliminate the ogres. If the party seems in
and scream in agony; the battle is little danger of being overwhelmed, Captain Renulf
more than confused and bloody chaos. may realize what is happening and send 2-8
warriors to assist the characters.
For the first part of the battle, your posi-
tion is relatively quiet. A unit of wolf riders Warriors: AC 6;MV 12;F1;hp 8;THACO 20;
approaches you, but flees back into the #AT 1;Dmg 1-8;AL NG
woods. The militia and halberdiers on your
flank are withdrawn to strengthen the line This is intended to be a tough battle for the
elsewhere. You are left as the only force in characters, one which they may well lose. The
this part of the battlefield. At last, there is a DM should not let the party off too easily. If the
short pause in the carnage, as if both armies players have done their job and seem deserv-
are drawing breath for one last, decisive ing, they should be allowed to win. On the
clash. other hand, defeat in a noble cause can be a
valuable lesson, and the DM should be careful
Suddenly, you hear savage, orcish war to point out that there is no dishonor in fight-
cries; a horde of humanoids emerges from ing bravely.
the woods in front of you. At their head is
Horaz, clad in black armor, a wicked lance Victory or Defeat?
in his hand. Beside him lumbers a pair of
ogres. If the party is forced to retreat, read the follow-
ing paragraph:
“Brave adventurers!” he shouts in deri-
sion. “Time to make amends for your inter- With your position taken, the bulk of the
ference! Prepare to defend yourselves!” Pomarj army shifts to sweep in behind Rit-
tersmarche’s defenders. Captain Renulf con-
Then, with a second chorus of war-cries, ducts a fighting withdrawal, saving as much
the line leaps forward. The orcs race across as he can, but his cause is clearly lost.
the space between you, their eyes wild with
blood-lust and battle-frenzy. It is clear what You gather together what citizens you can
Horaz intends. If you are overrun, his force
can sweep around and attack the main pro-
vincial line from the rear, or race ahead to
Rittersmarche and beyond. You must hold
this position at all costs.

28


marche is burning. By the time you arrive, the initial battles
have already taken place, and Marshal
If the characters succeed in slaying or driv- Clinkerfire has been forced back into the
ing off all the attackers, read the following par- lower Lortmils. Ttxrrosh Mak’s army is clos-
agraph: ing in for the final kill. The arrival of your
troops heartens the demoralized Ulek army.
A great shout of triumph echoes from the Realizing that he cannot easily win in the
battlefield. In the distance, you see Captain hills, l b r o s h Mak breaks off the campaign
Renulf s forces advancing, the banners of and marches north. Half the principality
Ulek waving proudly. Panic seizes the Po- has fallen, but at least Prinzfeld remains
marj forces as their center collapses, and free. Ulek will survive, to someday fight
Horaz’s army dissolves into chaos. again.

A cavalryman gallops into the clearing, The overall outcome of the war-half of the
brandishing a fallen Pomarj banner. “We principality in enemy hands-is the same
conquer!” he shouts. “The enemy is rout- whether the characters defeated Horaz or not.
ed!” The main difference between the outcomes is
the status of the principality of Prinzfeld. If the
You join him in a ragged cheer, then let characters were defeated, Prinzfeld is con-
the weariness of the past few days wash quered and becomes a part of lbrrosh Mak’s
over you. The next day, you accompany the “Kingdom Where None Has Stood.” If the par-
victorious militia south to join Prince Olin- ty was victorious, Prinzfeld remains free, but
staad’s army, now under the command of its days of peace are over. The tiny province
Marshal Augustos Clinkerfire. now exists on the border of the evil Pomarj
empire.
Rewards and Conclusion.
Regardless of their success or failure, if the
If the characters were defeated in the final bat. characters played well and fought bravely in
tle with Horaz. read the following section: his service, Prince Olinstaad will award each
of them with a knighthood (an essentially
You flee south, shepherding the refugees meaningless title which nonetheless signifies
as best you can. You join the prince’s army his gratitude). Future missions against Ttxr-
under Marshal Augustos Clinkerfire and aid rosh Mak’snew kingdom are a distinct possi-
in his skillful fighting withdrawal in the face bility, as is a campaign to free Prinzfeld if the
of overwhelming odds. You fall back on the province was conquered.
Lortmils, leaving half the principality con-
quered. Additionally, characters will be given 500 gp
each above any rewards previously agreed-
A s you prepare for the final conflict with upon, and will, of course, be allowed to keep
n r r o s h Mak, you and the principality are any plunder which they obtained during the
given an unexpected reprieve. Preferring to adventure.
plunder the riches of Celene, the Pomarj
horde has turned north, leaving what is left
of Ulek in peace. Wearily, you realize that
despite the fact that Prinzfeld was con-
quered, you (and at least part of the princi-
pality) have survived.

If the characters defeated Horaz, read them
the following entry:

29


Appendix: BATTLESYSTEM”rules statistics

Use this section if you wish to fight out the Battle for 8 Ulek Light Cavalry
Prinzfeld with the AD&D@BATTLESYSTEM” rules. A D 8 A R 8 Hits2 ML12 MV24
The following forces are involved in the battle:

The Pomarj Optional Leaders

Deploy within six inches of the north edge of the If the DM wishes to fight the battle using leaders,
add the followingforces:
mapboard. Pomarj forces automatically gain initia-
tive on turn one. Ulek

24 Orcs 2 Knight Heroes MV 9
A D 6 A R 8 Hits1 ML11 M V 9 AD 10 A R 5 Hits4 CD8

Vulnerable in daylight ( - 1Morale, - 1to oppo- 1 Captain

nents’ AR) A D 8 * 8 A R 5 Hits5 CD 16 MV12
Range: 10/20/30
20 Orc Shortbow M L 1 1 MV9
AD6*6 A R 8 Hits1 + 1Charisma bonus when used as leader
Range: 5/10/15
Vulnerable in daylight 1 Lord Hero Hits7 CD 16 M V 9
AD10 AR3

6 Goblin Cavalry M L 1 0 MV24 (Thisrepresents Captain Renulf, leader of the Prinz-
AD 10 A R 8 Hits 2 feld forces. His designation of “Captain” is a mili-

Vulnerable in daylight tary rank unrelated to his BATTLESYSTEM rating.)

12 Human Infantry Pomarj
A D 6 AR7 Hits 1 ML 11 M V 9

6 Human Light Cavalry 2 Knight Heroes MV9
A D 8 AR7 Hits2 ML 12 MV24 AD10 A R 5 Hits4 CD8

This battle is fought in daylight. The - 1penalty 2 Captains
A D 8 * 8 A R 5 Hits5 CD 16 MV12
to the humanoids’ ML has been subtracted from the
Range: 10/20/30
ML of the troops listed above. The orcs are well-
+ 1Charisma bonus when used as leader
trained and receive a + 1bonus to their ML.
(Oneof these captains represents Horaz)

Ulek Characters in the battle

Deploy within six inches of the south edge of the If the DM wishes to include the adventurers’ party
mapboard. in the battle, convert the characters using the sys-
tem described on page 106of the BATTLESYSTEM
20 Prinzfeld Peasants ML7 MV12 rules.
AD4 A R 9 Hits1
Irregular Note that the characters’ presence will severely
weight the odds in favor of Ulek forces. This is not
12 Rittersmarche Militia ML 11 MV 12 necessarily a bad thing, for it will more or less as-
AD6 AR9 Hits 1 sure a victory for the good guys. If the DM wishes to
make things a little more even, add several individ-
Irregular uals or units of similar capabilitiesto the Pomarj
forces.
8 Rittersmarche Halberdiers MV9
A D 8 AR7 Hits2 ML 11

Second rank can attack in melee

18 Halfling Skirmishers Victory
A D 6 * 6 A R 8 Hits 1 ML 12 M V 9
The Pomarj player wins if he eliminates at least half
Range: 5/10/15 of the Ulek force, OR exits half his troops off the
Favored Terrain: Woods, brush/scrub south edge of the mapboard. The Ulek player wins
if he avoids both of these victory conditions.
Considered invisible in favored terrain; +3 to oppo-

nents AR vs. missile attack

31


SecondFbor

one square equahfivefeet


Patriots of Ulek
by Anthnnv b y o t

Patriots of Ulek is the first module following the release of GREYHAWK* Adventures Wars, last

year's landmark boxed wargame

ADVANCED DUNGEONS 81DRAGONS and GREYHAWK are registered tradematM owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc. Printed in U.S.A.
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