The Slaver's Fortress                                                                          Adventure Anthology One
The Slaver's Fortress
                                                by Chris Gonnerman
                                An adventure for 3 to 6 characters of levels 4 to 8
GM's Background                                                   Major NPCs
This adventure begins when the player characters                  Morgath Human Fighter Level 9: AC 18, AB +7, #At 1,
are summoned to the presence of the local Count.                  Dam 1d8 +1, Mv 20', Ml 9
He tells them the following story:
                                                                  INT 15 (+1), WIS 13 (+1), CHA 6 (-1)
It's my fault, I'm afraid. I told my son he could not             Equipment: plate mail, shield, Battle Axe +1
marry the woman he loved, so he and she ran off
together. It would be nothing more than a minor                   HP 43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
scandal if not for the fact that the village in which                   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
they hid was raided by slavers.                                         ☐☐☐
                                                                  Morgath was an officer in the military of Alaxtar; he
I have had word from a captain in the King's navy
                                                                  was well respected and influential, up until the day
that the slavers may be hiding in a dungeon
                                                                  he ordered the massacre of a village in response to
complex on the western end of Isolan Island. I
                                                                  a tax protest.       He was tried, convicted, and
know of no one as skilled as you at delving into
                                                                  sentenced to prison, but he escaped while being
such places... will you rescue my son?
                                                                  transported there. He maintains that his actions in
For more years than any man or elf can remember,                  ordering a massacre were reasonable, and that he
Isolan Island has been a place of refuge for the                  was convicted due to the political influence of his
lawless. The island is riddled with dungeons, littered            enemies. He runs the slaving operation efficiently,
with ruined fortresses, and infested with all sorts of            and is respected, if not liked, by his men.
monsters as well.                                                 Sharana Human Fighter Level 7: AC 21, AB +6/+7,
The count will offer 4,000 gp for the rescue of his son,          #At 1, Dam 1d8, Mv 20', Ml 9
and an additional bounty of 1,000 gp for the capture              INT 7 (-1), DEX 14 (+1), CON 14 (+1), CHA 8 (-1)
of any of the slaver leaders alive. In addition, he can
provide a ship to take the adventurers to the island              Equipment: plate mail, Shield +2, Longsword +1/+2
and then pick them up when they are done.                         vs. Spell Users
The slavers have a ship (a caravel) which they have               HP 43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
outfitted for their purpose; it flies the colors of an                  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
enemy nation (in the author's campaign, it flies the                    ☐☐☐
flag of Intersia). They have a secluded cove where
                                                                  Sharana was a member of the house guard of Duke
they hide it so that it is not usually visible from the
                                                                  D'Angelo of Enterone, but her innate cruelty to the
sea, but they have become overconfident and did
                                                                  other women warriors resulted in a dishonorable
not properly hide it this time; thus, the adventurers will
                                                                  discharge from the Duke's service. She wandered
be delivered directly to its mooring point. Further, a
                                                                  north and met Morgath, whom she found irresistible.
clear path has been beaten from the cove to the
                                                                  She will take any opportunity to be cruel to another
dungeon complex where they are hiding.
                                                                  woman, especially an attractive and/or virtuous one.
Details of the party's arrival at the island and any              She particularly hates Valor True, the well-known
encounters they may have on the way to the                        Enteronean adventuress, whom she met while
dungeon are left to the GM's discretion, and not                  serving in Castle D'Angelo.
detailed herein.
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Adventure Anthology One                                                                          The Slaver's Fortress
Dumystor Human Magic-User Level 8: AC 11, AB +3,               was). If he has the opportunity to do so unnoticed,
#At 1, Dam 1d4 +3, Mv 40', Ml 7                                Renaldo will drink his potion, then crawl across the
                                                               ceiling, Move Silently, and attempt to get behind
STR 13 (+1), WIS 13 (+1), CON 16 (+2)
                                                               any enemies for a Backstab attack.
Spells: magic missile, shield, ventriloquism, continual
                                                               Men at Arms: The slavers maintain a standing force
light, wizard lock x 2, lightning bolt x 2, dimension
                                                               of fighters to man the fortress and handle the slaves.
door, ice storm; in addition, he knows ESP and
                                                               All are armored in plate mail and armed with
clairvoyance, but has not prepared them today.
                                                               longswords and shortbows except as noted. Every
Equipment: Dagger +2, Flames on Command, Potion                group of 12 second-level regulars are led by two
of Delusion (labeled “Healing”), Potion of Undead              corporals (third-level Fighters) and a sergeant (fourth-
Control (labeled with a drawing of a skull)                    level Fighter), save that the third watch has only 11
                                                               regulars.
HP 39 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
      ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐                                   2 Human Fighters, 3rd Level (Corporals)
Dumystor is a weak-willed and sniveling sort most of           AC 17, AB +3 or +2, #At 1, Dam 1d6 +1 or 1d6, Mv 20',
the time, but when he has the opportunity to use               Ml 9; each is armed with a Hand Axe +1
magic offensively, he becomes a veritable cackling
                                                               HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
madman. He has worked for Morgath for about a
                                                                  11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
year. Dumystor is well aware of his limited utility in
combat, and will only enter into an engagement if              Human Fighter, 3rd Level (Corporal)
he can do so from behind Morgath or Sharana, or
from behind an arrow slit. If he is threatened with            AC 17, AB +3 or +2, #At 1, Dam 1d10 +1 or 1d6,
harm in any way, he will seek to retreat regardless of         Mv 20', Ml 9; this one is armed with a Pike +1
any morale check.                                              HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Valto Human Thief Level 10: AC 15, AB +6, #At 1,               Human Fighter, 3rd Level (Corporal)
Dam 1d6 +1, Mv 40', Ml 9
                                                               AC 17, AB +3 or +5, #At 1, Dam 1d6 +1 or 1d6 +3,
INT 6 (-1), WIS 8 (-1), DEX 13 (+1), CON 14 (+1),              Mv 20', Ml 9; this one is armed with a War Hammer +1
CHA 14 (+1)                                                    and a Shortbow +3
Equipment: Leather Armor +1, Shortsword +1                     HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 31 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐                                  Human Fighters, 3rd Level (Corporals)
      ☐☐☐☐☐ ☐☐☐☐☐ ☐                                            AC 17, AB +3 or +2, #At 1, Dam 1d8 +1 or 1d6, Mv 20',
Valto and Renaldo (below) are brothers. Valto, the             Ml 9; this one is armed with a Scimitar +1
older brother, is pushy and arrogant. Both thieves             HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
act as scouts for the slavers, entering a village and             15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
checking for military presence and other risky
situations before the other slavers arrive.                    2 Human Fighters, 4th Level (Sergeants)
Renaldo Human Thief Level 7: AC 15, #At 1, Dam 1d8             AC 17, AB +3, #At 1, Dam 1d8 +1 or 1d6, Mv 20', Ml 9;
+1, Mv 40', Ml 9                                               each is armed with a Battle Axe +1
DEX 13 (+1), CON 13 (+1)                                       HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
                                                                     ☐☐
Equipment: Leather Armor +1, Shortsword +1, Potion                16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
of Levitation
                                                               Human Fighter, 4th Level (Sergeant)
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
                                                               AC 17, AB +3 or +5/+6, #At 1, Dam 1d8 or 1d6 +2/+3,
      ☐☐☐☐☐ ☐☐
                                                               Mv 20', Ml 9; this one is armed with a Shortbow +1
Renaldo is crafty and cunning, and has a rat-like              and 7 Arrows +1, +2 vs. Spell Users
face; despite this, he is not a wererat (though it                 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
would be understandable if someone thought he
                                                          51
The Slaver's Fortress                                                                 Adventure Anthology One
35 Human Fighters, 2nd Level (Regulars)                  Dungeon Key
AC 17, AB +2, #At 1, Dam 1d8 or 1d6, Mv 20', Ml 9        1. ENTRANCE:
HP    5   ☐☐☐☐☐                                          Read the following as the adventurers come in sight
      8   ☐☐☐☐☐ ☐☐☐                                      of the dungeon; presumably they will still be under
     13   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐                                some cover at this point.
     12   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
      5   ☐☐☐☐☐                                          You see a fortified dungeon entrance, with short
      2   ☐☐                                             tower-like emplacements bracketing it. You can
      3   ☐☐☐                                            see arrow slits in the emplacements, which would
      5   ☐☐☐☐☐                                          allow guards within them to fire arrows (or worse) at
      3   ☐☐☐                                            anyone trying to enter.
      8   ☐☐☐☐☐ ☐☐☐
     11   ☐☐☐☐☐ ☐☐☐☐☐ ☐                                  What happens next depends heavily on how the
     13   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐                                players choose to proceed. Thus, the GM must
      5   ☐☐☐☐☐                                          make it up as he or she goes along. The following
      8   ☐☐☐☐☐ ☐☐☐                                      text should be read or paraphrased when an
     13   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐                                adventurer first sees inside the entrance:
     14   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
      7   ☐☐☐☐☐ ☐☐                                       The floor within the entrance is covered in sand,
      9   ☐☐☐☐☐ ☐☐☐☐                                     which has been raked into lines.
     10   ☐☐☐☐☐ ☐☐☐☐☐
     11   ☐☐☐☐☐ ☐☐☐☐☐ ☐                                  The sand permits the guards in the various guard
      4   ☐☐☐☐                                           posts to see footprints if invisible characters attempt
     13   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐                                to pass through. The sand continues unbroken all the
      7   ☐☐☐☐☐ ☐☐                                       way through the first and second gauntlets and the
      4   ☐☐☐☐                                           reception room (#4 through #6 below).
      7   ☐☐☐☐☐ ☐☐
                                                         2. GUARD POST: On all watches save the third, a
      8   ☐☐☐☐☐ ☐☐☐
                                                         corporal and a regular will be here; on the third
      4   ☐☐☐☐
                                                         watch, only a corporal will be present. The corporal
      6   ☐☐☐☐☐ ☐
                                                         has a whistle which he can use to communicate with
     14   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
                                                         the other guard post as well as with the archer's
     10   ☐☐☐☐☐ ☐☐☐☐☐
                                                         gallery surrounding the first gauntlet (see below).
     11   ☐☐☐☐☐ ☐☐☐☐☐ ☐
      7   ☐☐☐☐☐ ☐☐                                       3. GUARD POST: On all watches, two regulars will be
      9   ☐☐☐☐☐ ☐☐☐☐                                     here.
     13   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
     14   ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐                               4. GAUNTLET: On all watches, six regulars and the
                                                         other corporal will be here; 50% of the time, the
                                                         sergeant will be here also. They generally wander a
                                                         bit within the archer's gallery (behind the arrow slits)
                                                         but if alerted (for instance, by the whistle of the
                                                         corporal at #2 above), each will be standing at his
                                                         arrow slit, ready to fire on anyone entering without
                                                         permission. Also note, if Dumystor hears the whistle,
                                                         he'll come to the archer's gallery in 1d6 rounds and
                                                         use his magic to aid the archers.
                                                         5. RECEPTION ROOM: This room is generally empty
                                                         unless visitors are expected. The slavers won't fight in
                                                         this room if they can avoid it, as the area is too
                                                         exposed; they prefer to attack with both surprise and
                                                         cover if at all possible.
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Adventure Anthology One                                                                          The Slaver's Fortress
6. SECOND GAUNTLET: Three regulars will be here at              9. SLAVE QUARTERS:
any time, and the sergeant is 50% likely to be with
them. If they are repelling an enemy, regulars from             The smell of this room assails your senses before you
the first gauntlet will arrive in 2d10 rounds to assist,        even open the door. This is where the slavers keep
generally around half of those remaining (so as not             their merchandise to show them to their
to leave the first gauntlet completely unmanned);               prospective customers. The slavers do their best to
the sergeant will always be with the reinforcements if          keep the place clean but the stench of all these
he wasn't here already. Dumystor will also come                 people together in a small place has left the room
here if he can. The door is made of an extremely                smelling of body odors, human waste combined
hard orange-brown wood and is held with a lock                  with the sour smell of fear. There are currently a
that applies a 20% penalty to the Open Locks roll of            group of men and women huddled together
any Thief trying to pick it. If it appears that the             against the back wall.
attackers might be able to do so, Dumystor will
wizard lock the door.                                           This room is where the slavers keep their slaves until
                                                                they can sell them off. There are around a dozen
Note that there are two wooden-tined rakes in the               men and women being currently held in the cell.
archer's gallery here, which are used to rake the               The Duke's son and his fiancee are among this group
sand.                                                           although they will be reticent about revealing who
7. PARLOR:                                                      they are until they are sure the party is there to
                                                                rescue them.
This room contains a high-quality but heavily worn              10. PARLOR:
round table and six chairs; a deck of cards, empty
wine glasses and a wine bottle lie on the table. A              This is a small sitting room that contains a plush sofa
couple of barrels and a crate are pushed back                   and two comfortable chairs surrounding a tasteful
into the far corner, and an exit in the middle of the           rug in the middle of the floor. On the west wall is a
back wall is covered by a tattered red tapestry                 large picture of man in a military uniform that was
embroidered with a knight on horseback. A worn                  obviously professionally commissioned. The two
rug lies on the floor beside the table, only partially          floor lamps in the opposite corners of the room give
covering what you are sure must be a large blood                the room a warm and inviting air.
stain.
                                                                This is the parlor where Morgath and Sharana
Valto and Renaldo entertain guests in this room. This           entertain more upscale customers and guests.
includes playing cards with the other slavers (and
their customers) as well as engaging in sadistic                11. BEDROOM:
torture games with less valuable slaves. This explains
the bloodstain under the rug.                                   A large bed with black satin sheets and pillows
                                                                takes up most of the room in this bedroom. It sits at
8. BEDROOM:                                                     an angle in the southwest corner. Against the east
                                                                wall is a large wardrobe containing clothing of
The first thing that strikes you about this room is how         both the regular and intimate variety. There is a full
spartan it is. The only thing the room contains are             length picture of a woman in full plate mail
two small beds with a small table next to it and two            hanging on the west wall. You can't help but
footlockers at the end of each bed. A lit candle                notice the sneer of disdain that the artist was able
on each bedside table provides the only                         to capture on the woman's face.
illumination in the room.
                                                                This is Morgath and Sharana's bedroom. The picture
This is the bedroom of Valto and Renaldo. They are              hanging on the wall is a portrait of Sharana that
used to spending much of their time on the road so              Morgath had made of her when it was found that
they don't see the need to keep their rooms overly              one of the slaves they captured was an artist. It's not
decorated.                                                      known what became of him after he had finished it.
                                                           53
The Slaver's Fortress                                                                        Adventure Anthology One
12. BARRACKS:                                                   There is a niche here, hidden behind an illusionary
                                                                wall. The illusionary wall section looks slightly newer
This room contains rows of bunk style single beds               than the surrounding walls, due to the fact that the
lined against both the west and east walls. In front            spell was cast long ago when the walls were new.
of each are small footlockers that most likely would
contain the soldiers gear and clothing. Torches                 Behind the illusionary wall is the slaver's treasure,
burning along the walls every few feet provide for              protected by a trap:
a well-lit environment.                                         The treasure is in three bags:
This is the barracks for the men at arms. It's here that            1.   1,452 sp
they sleep and relax when not manning their posts or                2.   3,528 gp
away from the fortress on business.
                                                                    3.   198 pp, and a pouch containing the
13. WIZARD'S ROOM:                                                       following gemstones:
                                                                             1 Amethyst (150 gp value)
This room contains a worktable in the northeast                              2 Aquamarines (500 gp ea.)
corner, littered with books, papers, and assorted                            7 Bloodstones (50 gp ea.)
glassware. A bed resides diagonally across the                               5 Blue Quartz (10 gp ea.)
room, in a state of disarray. The walls are lined with                       2 Peridots (100 gp ea.)
paintings; most of them seem rather poorly                                   1 Spinel (500 gp ea.)
executed, and many are in quite bad taste.                                   3 Topaz (500 gp ea.)
                                                                             2 Tourmalines (100 gp ea.)
This room is where Dumystor sleeps. He keeps the                             1 Turquoise (10 gp)
way to the secret door clear so that none of his
property is likely to be kicked or stepped on by any            15. SECRET STAIRS:
men-at-arms that might come through.                            The secret door here connects to a secret corridor
14. SECRET PASSAGEWAY:                                          on the lower level. It consists of a rotating wall
                                                                section operated by a loose stone near the floor,
This passageway connects the wizard's room with the             activated by kicking it.
archer's gallery. From this side, both secret doors are
obvious and easily opened.
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Adventure Anthology One        The Slaver's Fortress
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The Slaver's Fortress        Adventure Anthology One
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