The Town and Fort

The Town of Ac

Gamemaster's Note: Much of the town of Ac to left undescribed, with only the inns, tavern, and a few other mayor businesses filled in. This is done purposefully, so that each gamemaster can add their own special touch to the scenario, making it an integral part of their campaign instead of an obviously tacked on adventure.

Gamemasters are invited therefore, to use their imagination to create new characters, businesses, and adventures for the town, to use this scenario as either a passing adventure or as a base for future explorations of the area.

The gamemaster using this scenario as part of a campaign can have the players approach the town overland and let them choose their own accommodations and make their own adventures. A gamemaster with new or inexperienced players might prefer to have the scenario open with the players seated around a table in one of the local pubs. For this purpose it is recommend that either the Oak and Stag or the Green Griffins be used.

The town of Ac itself is relatively small, with no more than 600 inhabitants living behind its wooden walls. Most of the town is made of wood, including most of the buildings and the eighteen-foot high palisade which surrounds it.

The town has no permanent garrison stationed in it and instead relies on soldiers supplied from the fort to protect it. There are normally thirty soldiers stationed in the town while the gates are open, basically from sunrise to sunset. There are normally ten guards placed at each gate and ten walking the parapets on the walls. At night there are only fifteen guards, ten keeping watch on the parapets and five patrolling the town itself. These soldiers are there mainly to protect the town from bandit attacks and to subdue and take into custody anyone caught brawling in the streets or thieving or otherwise disturbing the town. Unless a Prejudiced Guard result is rolled on the Town Encounter Table (See Appendix 1 - Encounter Tables) the guards on the gates will let anyone into the town. However, if provoked they will place those responsible under arrest and take them in for questioning. Anyone resisting arrest will be dealt with severely.

Town Encounter Areas

A - Caravan Rest Areas: These two large well kept pastures, surrounded by spilt rail fences, are designed for the use and comfort of the many passing merchant caravans. They are supplied free of charge and can also be used by travelers who arrive at the town after the gates have been closed for the night. By day many of the merchants bring out their wares for sale. They are however, not allowed to hawk their wares in the town itself. There is little chance of a bandit attack here, with the fort so close and patrols passing often both day and night. The guards on the town walls keep a close eye on this area by night as well. Thievery, on the other hand is quite common here.

B - Temple of Light and Darkness: This is the main religious center of the town, with room in the church itself for a congregation of up to 200 people. The outside of the temple isdecorated with wooden carvings of the gods and goddesses of this pantheon.

The temple is run by Nesta Lotan, a human priest. He is 5 feet 10 inches tall and weights about 200 lbs. He will always be impeccably dressed in the full ceremonial robes of a Priest of Light and Dark. Along with running the temple, he is also the actual master of the town. Though there is a mayor for the town, Nesta is respected and feared enough for his powers both of healing and otherwise, that the townspeople will listen to him over anyone else.

However, in the use of his powers he tends to be a little mercenary. While freely giving the use of his Healing Touch once per person, per day, anything over that he will charge for per the following scale: 100 gold per Healing Touch, 1400 gold for Remove Curse, 7000 gold for Exorcism, and a base of 14,000 gold plus 1000 gold per level of victim for Resurrection. Scrolls of course cannot be bought, though a deal for services may be able to be made. Wizards can attempt to gain spells with the standard fees applying. He has all of the temple's money, 4000 gold in rubies, hidden in a secret compartment in the base of the main altar.

Nesta Lotan's attributes are:

IQ 14/ME 9/MA 14/PS 10/PP 9/PE12/PB 12/SPD 8
7th level Priest
Hit Points: 38
Spells:
Armour of Ithan
Geas
Magic Net
Paralysis Bolt
Sense Evil
Sorcerers Seals
Tongues
Words of Truth
Number of spells cast per day: 8
Skills:
Demon/Devil Lore 95%
Forgery 60/25%
Horsemanship (general - 7th level)
Racial Histories 64%
Read/Write Southern 100%
Recognize Poison 68%
Religious Doctrine 100%
Speak Southern, Western, Eastern 100%
Speak Elf, Dwarf, Goblin, Ogre 85%
Use Poison 64%
Weapons Proficiency Mace
With the Mace Lotan is: +3 to Strike, +2 to Parry, +2 to Throw
Lotan normally wears no armour, but will cast Armour of Ithan on himself when needed.

C - The Grand Venue Inn: Run by Eran Orstra, a second level human merchant. The Grand Venue specializes in fine and rare food and drink; particularly in dragon steaks and gnomeale, when they are available. Catering to a higher class of people, the cost of both rooms and food reflect the atmosphere of the inn. Rooms vary from 20 gold to 250 gold per night for the grand suite, decorated in silks and satins in the style of the Western Empire including two slaves to wait on the renter. Meals usually run three times the normal rate. The specialty food costs even more. For example, dragon steaks run 100 gold per ounce, while gnome ale, reported to be one of the most delicious drinks ever invented, costs 70 gold per ounce. Eran is always on the lookout for adventurers who might be able to supply the special needs of his establishment. So, if the party visits his inn, he will approach them offering up to 20 gold per pound for the meat from any exotic animal which they might kill in the forest , provided that it is not more than 8 hours dead when brought to the inn. Dragon meat is a special case and he will pay up to 100 gold per pound for any part of a dragon. There is a small stable attached to the side of the inn which always has 1D6 fine riding horses in it. There is also a 40% chance of an average warhorse (Horse theft is punishable by death).

There is always 2D6x100 gold hidden in Orsta's living quarters, and 1D4x100 on his person.

Eran Orsta attributes are:

IQ 10 / MA 14 / PE 10 / all other attributes are average.
2nd level merchant
Hit Points: 19
Skills:
Forgery 26/12%
Hand to Hand: Mercenary (2nd level)
Math 45%
Read/Write Southern & Eastern 36%
Recognize Precious Metals/Stones 27%
Recognize Weapons Quality 25%
Speak Eastern, Goblin, Dwarven 70%
Speak Southern 100%
Tailor 43%
Weapon Proficiency Blunt
With the Mace Orsta is: +1 to Strike, +1 to Parry
Orsta always carries 2 daggers and normally wears no armour.

D - The Sign of the Grasping Hand: This is a pawn shop run by, unusually enough, a Hob-Goblin named Neryech. He has a most unpleasant personality, and deals harshly and cheaply with whomever enters his shop. While he obviously displays the sub-human intelligence of the average Hob-Goblin, he is actually a 5th level Merchant with the exceptional IQ of 17. He has the following Skills: Recognize Poison 43%, Recognize Precious Metals and Stones 35%, Recognize Weapon Quality 51%, Math 63%, Read/Write Eastern 36%, Forgery 51/22%, Weapon Proficiency Knives, Weapon Proficiency Sword, Speak Goblin, Ogre, Eastern, Southern, Dwarven 100%, Speak Western, Elven 60%.

He will normally give only 25% of the value of an item in pawn, though he will increase the amount he offers if he recognizes it as something of value. If the player in question does not know the item is valuable, he certainly will not tell them. If he can cheat anyone out of a fairprice it will make his day. He will only hold an item in pawn for one week before putting it up for sale to the general public. If a player goes into the shop to buy something, there is only a 50% chance that Neryech will have it in stock, though it will sell at the standard book price, no haggling allowed. Neryech's hit points are 42.

He often wears soft leather armour. His alignment is Anarchist, and he carries 1D6+20 gold.

E - The Oak and Stag: This inn caters to the average adventurer or merchant. Food and lodging are plentiful and cost the standard amount. It has a large common drinking room, which is usually very crowded both day and night, with a wide variety of local characters adding color to the scene. It is run by a human ex-soldier by the name of Durand Wersi.

Durand Wersi attributes are:

IQ 8 / PS 14 / PE 11 / all other attributes are average.
4th level soldier (retired)
Alignment: Unprincipled
Hit Points 28
Skills:
Carpentry 40%
Hand to Hand: Soldier
Horsemanship (general)
Pick Pockets 24%
Preserve Food 52%
Recognize Weapon Quality 46%
Scale Walls 56%
Speak Eastern 100%
Speak Southern, Elven, Goblin 68%
Weapon Proficiency Ball and Chain
Weapon Proficiency Short Sword
Weapon Proficiency Shield

Back to the Top

F - The Pantler's Shop: This is a comprehensive food/spice shop which supplies most of the caravans and local inns with food and drink, as well as carrying a line of preserved food for other travelers. They will buy venison, wild fowl and other exotic meats and herbs from adventurers to supplement their own stock. Prices paid to the players for this will be one-tenth the price listed for that food in the book. All supplies will be sold at standard prices. The owners are a husband and wife who are 3rd level merchants, with average attributes. They have 23 hit points each.

G & H - The Armourers: There are two armourers in town, both of them carry a wide selection of armour and weapons and are capable of outfitting members of any race. While both armourers will berate the others' goods and make terrible comments on the others' abilities, they are carrying on a scam. Actually, they are brothers. There is a buried speaking tube which runs from a back room of one shop to a back room of the other. In each room an assistant listens in to the conversation between the armourer and prospective buyer, if the buyer refuses the pricestated and leaves to check out the "armourer next door", the assistant will speak through the tube and tell the other brother what price he should charge in order to make a sale.

Of course, all prices start out on the high side and do not come down too much at all, with an average cost of 50 gold more per item than what is standard.

Neither brother carries any magical, Dwarven or Kobold weapons or armour.

The Brothers Klillander attributes are:

Bart (Bartholu) Killander

IQ 13 / all other attributes average
3rd level merchant
Alignment: Unprincipled
Hit Points: 24
Skills:
Carpentry 42%
Horsemanship (General)
Math 55%
Pick Locks 25%
Read/Write Southern 52%
Recognize Weapon Quality 35%
Recognize Precious Metal/Stones 33%
Speak Southern 100%
Speak Eastern, Elf, Dwarf, Goblin 80%
Weapon Proficiency Sword
Weapons Proficiency Cross bow

Peter Killander

IQ 8 / PS 18 / +3 to damage / all other attributes average
3rd level Mercenary
Alignment: Anarchist
Hit Points: 22
Skills:
Disguise 32/8%
Hand to Hand: Mercenary
Horsemanship (general)
Math 40%
Pick Pockets 25%
Recognize Weapon Quality 38%
Recognize Poison 25%
Recognize Precious Metals/Stones 23%
Scale Walls 48%
Speak Eastern, Troll, Goblin 70%
Speak Southern 100%
Weapon Proficiency Blunt
Weapon Proficiency Small Shield
Weapon Proficiency Pole Arms
Weapon Proficiency Battle Axe

Usually dressed in studded leather armour at work, A.R. 12, S.D.C. 38, but has a variety available including plate.

Note: Both brothers carry 1D4x40 in gold and have 1D6x100 hidden under the anvil and one of the furnaces.

I - The Sign of the Grey Mist: This is a rather specialized inn which caters mainly to Priests and other Men of Magic. The interior walls are made of rather heavy teakwood as is all of the furniture. At irregular intervals, a low lying fog seeps up through the floor of the common drinking room. This fog seems to possess the ability to make each table seem remote from the others, as well as dampening all sound, so that even if someone were shouting at the next table you would barely bear them.

Thus, this inn is often used by people who don't wish to have what they are discussing made public, as well as for a romantic rendevous. Food prices tend to be little more expensive than normal, about 5 gold more than average. Many of the townspeople attribute this the cost of creating and maintaining the fog effect. Rooms are standard price, but normally there are few available, with only 25% chance of an vacancy occurring each day. These rooms, however, have the advantage of being very private and are also soundproof.

The Grey Mist is run by a middle-aged Elf Scholar by the name of Celestar Glamourian. Celestar's most prized possession is a small agate medallion which creates the fog effect. It can be activated up to 7 times per day, with a duration of 90 melees and will create a circle of fog 80 feet across out of doors.

Celestar Glamourian attributes are:

IQ 18 / PB 23 / all other attributes average.
5th level Scholar
Alignment: Scrupulous
Hit Points: 37
Skills:
Horsemanship (general )
Identify Plants/Fruits 59/61%
Locate Secret Compartments/Doors 38%
Math 100%
Read/Write Elven 100%
Read/Write Eastern 96%
Speak Elven, Dwarven, Goblin, Eastern 100%
Speak Southern, Troll 79%
Weapon Proficiency Staves

J - Karowyn's Merchant Warehouse: This rather large building belongs to the Karowyn Merchant empire, it is used as a drop off point, with any number of caravans dropping off items to be shipped out later on a caravan of their own. As Karowyn's tends to deal in rather valuable items such as precious gems and spices, as well as Dwarven or Kobold made weapons,there are always 2D6 human guards stationed around the warehouse, all of them 2nd level and armed with broadsword and large shield. There is always 1D20x1000 gold pieces worth of merchandise in the warehouse, weighing 1D20x250 pounds.

Karowyn's attributes are:

IQ 14 / MA 16 / PE 12 / all other attributes average.
8th level merchant (human, noble)
Alignment: Anarchist
Hit Points: 53
Skills:
Dance 100%
Forgery 74/36%
Hand to Hand: Soldier (6th level)
Horsemanship (knight)
Pick Locks 50%
Pick Pockets 50%
Read/Write Eastern 100%
Recognize Weapon Quality 70%
Recognize Precious Metal/Stones 73%
Recognize Poison 65%
Speak all Languages 100%
Tailor 91%
Weapon Proficiency Knives (6th level)
Weapon Proficiency Small Shield (6th level)
Weapon Proficiency Short Sword (6th level)

Note: Karowyn is usually dressed in fine clothes. He usually has on his person 1D8x100 in gold at any time. He owns double-mail armour and plate and chain, the latter is very ornate. He carries a short sword (dwarven, +4 to damage) and at least one knife of exceptional quality, +1 to damage, +1 to parry.

K - The Traveler's Rest Hotel: Rather than a full-fledged inn, with both food and rooms available, this establishment rents rooms only, though at a rather cheap rate, 5 gold per person per night. No food, drink, pets or Ogres allowed. This business is run by Felisa Posmir, a woman who has earned the respect and fear of most of the town. A true tyrant, anyone who crosses her path is going to catch an earful of what she thinks of them. Her IQ is 12 and the rest of her attributes are average. She is a 3rd level merchant, her alignment is unprincipled and she has 22 hit points.

L - The Wizard's Guild: This very tiny guild hall is designed to hold only five Wizards at any given time. To join this guild chapter will cost a player 500 gold, which can be paid anytime within a year from applying. The only full time occupant of the guild hall is Tolquaz, a rather pretty female human, about 25 years old. Unfortunately Tolquaz seems to be having the worst luck, stubbing her toe on non-existent rocks, getting a paper cut when she picks up a book, etc. She will explain she had a slight disagreement with an evil Priest several months ago and thecurse has not worn off yet. If a player joins the guild and wishes to check out the small library for information on the area or maps, they will find that all it will tell them is basically word for word what Morgan has already told them.

Tolquaz's attributes are

IQ 13 / MA 12 / PE 11 / PB 14 / all other attributes are average.
5th level Wizard
Alignment: Scrupulous
Hit Points 32
Spells:
Call Lightning (3rd)
Carpet of Adhesion (2nd)
Chameleon (2nd)
Cloud of Slumber (1st)
Decipher Magic (1st)
Fleet Feet (3rd)
Globe of Daylight (2nd)
Mesmerism (2nd)
Sense Magic (1st)
Size of Behemoth (4th)
Tongues (2nd)
Number of spells cast per day 8
2 spell attacks per melee
Scroll Conversion 36%
Skills:
Demon/Devil Lore 80%
Disguise 45/15%
Horsemanship (general)
Medical 78/82%
Pick Locks 43%
Read/Write Eastern 100%
Read/Write Western, Elven 74%
Speak Eastern, Western, Elven, Dwarven, Goblin 100%
Weapon Proficiency Knives
Weapon Proficiency Sling (3rd level)

Back to the top

M - The Warlock's Retreat: This building is the local Temple of the Elements, with room for up to 30 Warlocks or Druids to live in. Only Warlocks and Druids are allowed to enter by answering special questions only a member of those two professions could know.

This is a temple and way station only, no research information will be found here. Members must supply their own food and bedrolls. The main sanctuary of the temple is made up of five rooms, one of which contains an ever-burning flame, another a fountain of pure water, another a continually blowing wind, and another a large mound of earth and rock. The final room contains only an oak tree, carefully tended, and is reserved especially for Druids.

To join the temple, besides being a Warlock or Druid, a player has to perform one deedwhich would be considered to be of benefit either to the particular element they worship or to nature as a whole. They must have proof of this, eyewitness accounts being allowable. As well, the act must not be against the good of all, i.e. no forest fires, drowning of innocent, hurricanes or earth quakes, just because that represents the Warlock's particular element. The cost for rooms here is 5 gold per night.

N - Sign of the Green Hand: This is the home of one of Ac's most prominent Healers, Wersin Opet. Wersin is a rather unusual personality in this town, or any other for that matter. He is a Gnome and is of 4th level proficiency. His prices vary, being very reasonable for those whom he likes (remember a Gnome's instinctive dislike for Trolls, Ogres, Orcs and Kobolds), and extremely expensive for those who argue with him or threaten him. Normally he charges about 10 gold per Healing Touch and about 30,000 gold for a Resurrection. For most other of his skills, especially if he must nurse someone over a period of days, he will charge between 200 and 300 gold. In cases where he is in personal danger, such as if he is called upon to do Exorcism, multiply the normal charge by 10. Wersin has 60 I.S.P. to use for healing.

He is much loved in this town for his gentle ways and generosity. If anyone harms him in any way, the people of the town will literally attempt to tear the offender apart.

Wersin Opet's attributes are

IQ 11 / ME 6 / MA 16 / PS 7 / PP 15 / PE 15 / PB 19 / SPD 4
4th level (gnome) Healer
Alignment: Scrupulous
Hit Points 34
I.S.P.: 60
Abilities: See Palladium Role-Playing Game
Skills:
Cook 65%
Hand to Hand: Non-Men of Arms
Identify Plants/Fruits 44/46%
Locate Secret Compartments/Doors24%
Medical 67/71%
Plant/Farm Lore 46%
Read/Write Dwarven 42%
Recognize Poison 36%
Religious Doctrine 48%
Speak Dwarven/Gnome 100%
Speak Elven, Goblin Southern, Eastern 85%
Speak Western 65%
Swim 65%
Use Poison 35%
Weapon Proficiency Sling
Weapon Proficiency Knives

O - The Mapmaker's Shop: Here the players will be able to acquire many general maps of Timiro, the Eastern Territories and the Old Kingdom. Accuracy is not one of the high pointsof these drawings. In many cases the mapmaker, Herot Tome, will pay travelers for the right to copy any map which they carry. Because of this, there are a great many finely detailed maps for sale here, totally unconnected in either style or scale which will show small areas of different lands, many are untitled as to which country they depict.

If the party checks to see if there is a more accurate map of the area, they will find the one presented to them by Morgan is as accurate as anything in the town. Herot will, however, attempt to interest them in one of the many untitled maps, making up a great story of hidden treasure or information to be gained. He will charge 100 gold for one of his real maps of Timiro, the Eastern Territories or the Old Kingdom, but the untitled maps will sell for 20 gold each. He will offer any member of the party who has a map not bought from his shop 10 gold for the right to copy it and will promise to have it returned within one day.

P - The Mayor's Home: This rather large, impressive stone structure is the home of the hereditary mayors of Ac. The present mayor is a human by the name of Torani Sarman, a rather pompous and ineffectual person. He is always dressed in the finest of clothes and is surrounded by a retinue of his "staff," who are actually only his relatives and hangers-on seeking favors. He makes a great pretense of being busy and, if talked to by the party, will tell them he has only a few minutes of his time to give them, "Affairs of state, you know".

In reality, of course, the town is run by the priest Nesta Lotan from the Temple of Light and Dark. Torani knows this and given the chance, will attempt to countermand any order given by Nesta, except when the priest is actually present. Friends of Nesta are not friends of his, and his displeasure can be something to reckon with, as he makes reports of the goings-on in the town both to the Commander of Fort Ac and to the King of Timiro himself. Torani is a 5th level Noble, his alignment is anarchist and he has 28 hit points.

Back to the Top

Q - The Church of the Walking God: This is a local religion started a number of years ago, dedicated to a peculiar demigod, when a mysterious prophet came into Ac and started to preach. He ranted on for days until, so the faithful say, he was martyred by being pushed down a well. Nearby farmers would say he was pushed down the well just to get him to shut up.

He was preaching the doctrine of the Big Bag Theory of Evolution, which states that, in an immense Somewhere there is a gigantic Walking God, going to Somewhere from Somewhere Else. Asking where the God is going to, is considered to be blasphemy. Over his shoulder is slung a Bag in which he put Food, Earth, and Water before setting out on his journey. He had walked for a long time beneath a hot sun, during which the earth mixed with the water and formed lumps of mud, while the food spoiled and things began to grow on it, covering the lumps of mud as well.

The earth is one of those lumps and the people and plants are the things growing on it. Our sun is caused by a large hole in the bag. While the moon and stars are many smaller holes on the other side of the bag. Day and night, as well as the movement of the sun and stars occurs as the bag slowly spins on the shoulder of the Walking God.

The main premise of this religion is that no one should pray or sacrifice to this god, or to do anything which might cause what has happened in the bag to become noticed by him, for he would then clean out the bag and the end of the world would come.

There are no priests or worshipers at this church, while the building itself is nothing more than an empty shack, though treated with great reverence by most of the people of the town.

R - The Green Griffin: This establishment is much frequented by average merchants and travelers. Though there are few rooms here, they are very comfortable and not expensive, and the food is excellent.

The Green Griffin is so called because of the huge stuffed griffin which forms the centerpiece of the bar. The owner of the establishment, one Oper Wells, a human of middle age, will boast, almost continually that he killed it himself in single combat, back when "I was a young stud, the terror of bandits for miles around!" Actually, he bought the griffin from a traveling huckster and his wife won't let him keep it in the house. In addition, he has never even lifted a weapon in self defense, let alone killed a great animal. Any request made by the party as to having him join them will cause him to back right off, giving many excuses as to his health, the welfare of his family, etc. as to why he cannot go. He will, however, give them the benefit of his "great experience".

S - Marandoro's Hollow: This most unusual tavern attracts mainly Rangers, Shaman, Druids, and others connected to or interested in nature. From the outside the Hollow appears to be a small, densely packed stand of trees. As one draws nearer to it, a small stream of smoke will be seen coming out of the branches of the trees, and an obviously artificial opening in the shape of a small arch will be seen cutting across several trees. Once inside the tavern, it will be seen that the trees form a perfect natural wall, with the branches and leaves above making a perfect ceiling which does not leak even in the heaviest rainstorm. The Hollow itself is one small open room which appears to be a tiny, complete forest, with many small trees, grass and flowers. On one side of the room is a small fountain gushing clear water, which winds its way in a little stream across the room before gathering in a round pool. On the other side of the room is another spring, tended by the owner, Baren Xors, an Elf. This spring spouts clear, sparkling ale.

There is an all pervasive light in the Hollow which seems to come from the trees. In addition, as the players sit and drink they will occasionally see movement in the leaves above or a small figure darting around in areas of the Hollow when no one is near. This is caused by Sal, a Brownie who became attached to Baren many years ago. Sal does not like to be seen and will only move through areas not close to people. However, if a glass is left unattended, the drinker may come back to find it empty or missing altogether. Any attack on Baren or a fight starting in the Hollow, will result in the perpetrators having a Cloud of Slumber cast on them by Sal, all standard effects of Faeries magic applying.

Baren Xors attributes are:

IQ 12 / ME 14 / MA 6 / PS 9 / PP 17 / PE 10 / PB 20 / SPD 9
5th level (Elf) Warlock: Air & Earth
Alignment: Scrupulous
Hit Points: 30
Sense Elementals 75%
Summon Elementals 25% (Earth or Air)
Spells:
Air
Breathe Without Air
Change Wind Direction
Call Lightning
Protection From Lightning
Breath of Life
Earth
Fool's Gold
Identify Minerals
Wall of Stone
Quicksand
Travel Through Earth
Number of spells cast per day: 5 air/5 earth
2 spell attacks per melee

See Warlock in the Palladium Fantasy RPG for abilities in detail.

Skills:
Dowsing 62%
Faerie Lore 70%
Horsemanship (general)
Identify Plants/Fruits 45/47%
Play Wind Instrument 66%
Read/Write Elven 54%
Recognize Precious Metal/Stones 47%
Speak Elven, Dwarven, Faerie, Goblin & Eastern 100%
Speak Southern & Western 65%
Swim 80%
Weapon Proficiency Staves
Weapon Proficiency Short Bow

T - Karowyn's Merchant House Offices: Here the accounting and shipping for the local warehouse is done. Karowyn's has five evaluators who will check over any item brought into the office to determine the value. They have high standards of quality, therefore only the best will be bought. To maintain this level of quality Karowyn's will pay 70% of current market value, an extremely fair price for a merchant.

This office is run by Produr Quarnison, a rather surly human who will not really be interested in any players who come in unless they have something to sell, wish to hire on as guards (Karowyn's will occasionally hire both Men of Arms and Men of Magic as guards for their warehouses and caravans), or if they wish to make some kind of large financial transaction. One service that Karowyn's offers is the ability to purchase merchant drafts. This is often used by travelers who do not wish to carry large sums of money with them on the road. The travelers deposit a sum of money with an office of Karowyn's in one town (no draft under 1000 gold is allowed) and in return is given a specially signed draft (or note) along with a secret code word which will identify them. They can then travel and upon reaching another town with a Karowyn office, present the draft and code word and receive the same amount as listed on the draft, minus a 10% service charge. There is no way, short of the use of psionics t hat a draft can be stolen and cashed.

Produr Quarnison's attributes are

IQ 11 / PE 16 / all other attributes are average.
5th level Merchant
Alignment: Scrupulous
Hit Points: 34
Skills:
Math 73%
Recognize Precious Metal/Stones 47%
Recognize Weapon Quality 53%
Speak Eastern, Southern, Western, Elven, Goblin, Ogre 100%
Dresses well, rarely in armour, but owns a fine suit of splint armour, A.R. 16, S.D.C. 82. Has 1D4x100 gold on his person at any time, and has 3D6x100 at easy access in the office. Another 1D5x1000 gold in a locked metal box is hidden in a secret compartment.

U- The Sign of the Salamander: This is a tavern and gambling house, run down and dilapidated in the extreme. In fact it looks like an old shack which is ready to fall down at any moment.

This tavern serves only ale, and cheap watered ale at that, but only charges one gold piece per mug. All games of chance are allowed here, and all bets are accepted, though due to local laws, souls cannot be wagered.

The proprietor here puts up with no trouble or arguments with the house croupier, and anyone who wants to fight can take it outside. In any case, starting trouble with the owner is not too good an idea, being as the owner is Og, the Troll. Anyone starting trouble with him is quite likely to be bounced off the walls several times.

Og also has a second, secret job. He is the head of the Thieves Guild for the town. While not too bright himself, he has several excellent advisors. The actual guild meeting room is a small underground cellar, the entrance of which is hidden beneath a dice table.

Anyone wishing to join the Thieves Guild must carefully drop hints around town and wait to be contacted.

Back to the Top

Og's attributes are:

IQ 9 / ME 5 / MA 4 / PS 27 / PP 19 / PE 18 / PB 6 SPD 9
6th level (troll) thief
Alignment: Miscreant
Hit Points 48
11 ft tall
Bonuses:
+12 to Damage
+2 to Strike/Parry/Dodge
+2 vs Magic/Poison
Skills:
Forgery 54/22%
Hand to Hand: Thief (3 attacks per melee)
Imitate Voices 56%
Locate Secret Compartments/Doors 36%
Pick Locks 45%
Pick Pockets 52%
Recognize Poison 50%
Recognize Precious Metals/Stones 42%
Scale Walls 60%
Speak Eastern, Southern, Goblin 80%
Speak Elven, Western 50%
Speak Troll 100%
Ventriloquism 50%
Weapon Proficiency Large Sword
Weapon Proficiency Battle Axe (3rd level)
Weapon Proficiency Knives (3rd level)

Armour: Usually dresses in good cloth and studded leather armour A.R. 12, S.D.C. 38. Also has a suit of chain mail and scale mall for special missions.
Weapons: Giant size knives (2 or 3), Flamberge (4D6 damage), and a battle axe. Usually has 1D4x20 gold on person.

V - Korg's Livery Stable: These two large stables on the east end of town are owned and operated by Korg, the only settled and semi-accepted Ogre around. Many people put up with him only because of his uncanny ability to breed, raise and train horses. He and a number of his human hirelings can be seen each day putting the horses through their paces. His horses are considered to be the finest north of Sims.

He will always have 3D10 riding horses for sale for 1000+1D4x1000 gold, and trained warhorses for 6000+3D6x1000 gold. He will not sell untrained warhorses. Any horse owned by the players can be stabled here for a cost of 20 gold per night.

Korg's attributes are

Alignment: Unprincipled

IQ 10 / ME 9 / MA 5 / PS 19 / PP 14 / PE 16 / PB 6 / SPD 9
Hit Points 29
Bonuses: +4 to Damage
Skills:
Horsemanship: Knight (8th level)
Raise/Breed Horses 89%
Hand to Hand Mercenary (3rd level)
Medical 60/64%
Trap/Skin Small Animals 62/66%
Prowl 42%
Dowsing 50%
Weapon Proficiency Spears/ Forks
Math 58%
Cook 60%
Carpentry 58%
Identify Plants/Fruits 50/52%
Plant/Farm Lore 56%
Speak Ogre 100%
Southern, Eastern, Goblin, Dwarven 90%
Armour: Usually wears soft leather. A.R. 9, S.D.C. 20
Weapons: Dagger on person, spear, pitch forks or military fork, usually in easy reach in the stable.
Carries 2D6x10 in gold and has 1D4x1000 gold hidden in the stable.

Back to the Top

Fort Ac

Fort Ac - The Military Fort

There is a detachment of 300 of the 14th Timiro Calvary stationed at a small stone fort just a few hundred yards to the north of town. Captain Jersi Brads is the commander here. He is an honest and duty minded officer and will brook no funny business from his men. If corruption on the part of one of his men can be proven, Jersi will take steps to make sure the offender is punished.

Unfortunately, he is away from the fort leading patrols or investigating the many small thefts from the caravans about 75% of the time. In his absence he leaves the vastly less conscientious and honest Lieutenant Camphar Moss, who has made a standing deal with the thieves guild from Ac to buy off or reroute any patrols in the area of a projected guild attack.

If the players go to the Fort seeking employment, they will be told that the regiment is enlisting only experienced (3rd level or higher) Soldiers, Knights or Paladins. (Of course, no NPC would ever talk in levels or Character Occupations; this is placed here only so the gamemaster and players will understand exactly the kind of Men at Arms which are being sought.)

If the players go to the fort to ask for aid, as in manpower, for their quest, and Jersi is out of the area, they will only be able to hire men by promising them no less than 500 gold per person. Even at that, it is likely that if the going gets rough they will simply get up and leave unless offered at least another 250 gold. There is a 75% chance that the hired soldiers will leave if trouble starts.

After the adventure, if there is not enough money for the soldiers to be paid, there is a good chance the players will simply disappear one night, never to be seen again, meeting with sudden death or sold into slavery.

If Jersi is at the fort when the players arrive, there is no way he will give them any help at all - "We hardly have enough men to cover the regular caravan routes, what with all the attacks going on lately and there is no way that we're going on a wild goose chase to Nargash-Tor with no evidence but a few local rumors. If you can find some real proof, come back and maybe we can do something for you."

The Terrain Around Fort Ac

Though not heavily populated, this forest is inhabited by human farmers, woodcutters, and the like. There are few animals in the forest, it having been settled for some time and most of the really dangerous beasts have been hunted out of existence.

However, there is the occasional monster or Ogre pack making its way from the Old Kingdom towards Mount Nargash, picking up the occasional cow or farmer as a snack on the way. There are also wolf packs which roam north from the Brown Plains, making the occasional foray as far north as the fort.

Many of the farmers and stock breeders in the forest have average riding horses for sale 20% of the time at regular price, and nags at ½ the usual price (Gamemaster: reduce speed by 15 mph., hit points 3D8, no dodge)

The Brown Plains

This large, sparsely populated region is recognized only for its low grasslands. With few trees or anything more than scrub bushes to break up the landscape. It is home, however, to a number of dangerous beasts, both two and four footed.

Back to the Top

Back to The Adventure Begins

On to the Northwoods