After taking a few months in RL off, the group had wanted to roll on with the characters that had successfully plundered B5, The Horror on the Hill. Missing our gnome, the player had rerolled another one, Fighter thief this time, and we picked up the foray to The Slavers (A series) story with A1, Slave Pits of the Undercity. Again - 26 session commitment, meeting every other week. I warned them that this was a Gen Con tournament module, designed to be more deadly and dangerous than a normal B/X adventure - 40% chance of death.
They said they were ready - let's find out together over the next year how it goes.
Write up follows:
According to some, for the last several seasons, organized bands of pirates and slavers have made a living by raiding the coastal towns on the Dyrian Sea. Ranging from Onnwal to the Wild Coast, they have descended quickly and ruthlessly on the small towns and villages, and carried off innocent citizens into the night. Although these marauders were not approved of by the lords and rulers of the lands they raided, they were allowed to continue their depredations. Being far enough from Karameikos, the local minor and feuding amongst the lords and the lack of funds prevented all but an occasional naval battle with the villains and the slow fortification of towns. Bribery was often a more effective method of protecting one's lands from the incursions of these avaricious seawolves.
Recently, however, the slavers' attacks have become more frequent and vicious. Believing their prey to be weak and helpless, the raiders have burnt entire villages and pulled down the waits of towns. Women, children, and whole families have disappeared; and though bribes are accepted, the agreements are ignored. Vast tracts of the barbaric coastline have been reduced to ashes, left barren except for packs of wild dogs.
The lords have finally become determined to take action, forgetting their petty squabbles to unite against the marauders of the yellow sails. Through information gained from escaped slaves, and those fortunate enough to have been found and bought by families or friends, the lords have learned they refer to themselves as The Syndicate and traced the slavers to a port from which they launch their swift attacks on the coast — the despoiled city of Highport. The Specularum Exploring, Guarding, and Adventuring Guild has gotten the ok from the Duke’s envoy as well as the King of Jector to combat these rogues. Even King Thor, the Orcish lord from the Broken Lands, who many had said was behind these attacks, have given his support to end these attacks.
Some who have lost kin and fortune to the reavers have advised taking a fleet and crushing the outpost, but cooler heads have prevailed. They have pointed out that such a base is undoubtedly well-defended and that the slavers, if alarmed, might arrange that loved ones and kin are never seen again. Instead, they have chosen a plan at stealth. Your band of adventurers (and supposedly another band) have been gathered together and will be sent to infiltrate the base and destroy the leaders of this evil band. Caution is recommended, for the true strength and extent of the Syndicate is not known, but they seem to be stronger and better organized than encounters with their small raiding parties would Indicate.
The weather has warmed slowly and the snow receded. The ice on the Dyrian Sea melted and smaller ships have once more plied the waters. On the 15th of Airmonth the first of the big Cogs left the quay to bring tradegoods east and west, which meant we were to gather soon.
On Airmonth the 29th, 195 A-30. The party gathered on the main docks of Karameikios, staring up at the 4 ton merchant sloop, the “Hawk’s Tail”. Captain Artina, Human, male, mid 40’s, was going to take us 6 days east on the Dyrian Sea to Highport. This will place 3 days past the direct reach of the Duke’s Frigates and in open waters. The smaller cities and towns on the Dyrian Sea in this area are a loose confederation, and often have little or ties to one another. For our safety and the safety of the ship and crew, the “Hawk’s Tail” does NOT fly under the Dukes’ flag or the Karameikios flag, instead it flies under the Feresco Merchant House. Ostensibly, the ship and its wares are in the market to see rare furniture grade hardwoods and will be using Highport as a base. 3 weeks is the window of time we can stay at the docks before the Hawk’s Tail should leave and then return a week or 2 later to keep up appearances.
As per the agreement, food is being covered for the party and Thobar will be once again carrying for the group, acting as porter. Captain Artina wants us to make sure we do not cause any undue attention to us while in Highport since we don’t want to be chased out.
The city itself is run and ruled by a Lord Keleborn, The Meek. He is known to be an ineffective ruler but we don’t have more particulars yet. Once we get to town, our contact is Father Falder, one of the last priests in town. He can be found at Temple Way, in the Temple of Uller. The 6 days passed with little concern. The air was cold and crisp, the wind favorable, and the company pleasant. We all caught each other up on what we had done and any new skills or abilities we had gathered since.
On Birthmonth the 5h, @ 2:30 PM, we came around the western edge of Inlet Bay and rode the Hawk’s Tail to the largest quay in Highport. The city is situated on a large rise of land, going almost 220’ at the top of the highest point, giving the entire city the look of being on the side of a sloping bowl. The bay was dirty, smelled, and was in poor condition. The jetties to protect the shore line had rents and holes in the stones, and the docks themselves could have been better maintained. ON the east and west quay was a schooner with yellow sails. Furled, but very much yellow.
Captain Artina was talking with the Dockmaster, some coins were exchanged, papers signed, and then it was done. 3 weeks from today and we’d have to sail out of dock. 2 weeks to return to Karameikios and come back to keep up appearances (and get more food and trade goods) if we have not resolved the issue yet. He let us know that our contact was Father Falder at the Temple of Uller while in town.
We left the ship and after getting a brief heads up of the city, made our way northward and upslope to Temple Way. The city was fairly well sloped, and over time, many cobbles had disappeared, leaving pot holes and standing water. Also, it appears that whatever sewer system was in place was no longer working. Instead, an over street series of troughs had been dug and ran down via gravity to the leeching pools to the east end of town. It gave the place a deep feculent smell.
We went up slope past the warehouse district, slums, mercantile houses, crafting halls, and mid tier level housing before we arrived at Temple Way. 8 massive temples and grounds were here; Thor, Idun, Odin, Uller, Thrym, Gruumsh, Frigga, and Vidar. Each one was 2 to 3 acres of grounds and had a temple on place. However, some fire had run through the west end of town, burning the 4 temples there. They were closed up.
At the Temple of Uller, we entered the grounds, picked through the unmown grasses and around the over grown flowers. The place, like the rest of town, was tired, worn, and in need of repair and sprucing up. We entered the main Cathedral and looked around. The place was set up more like a keep than a temple. Arrow loops, bracings for the door. Father Falder was a human, almost 50, tired and worn. He was warm and happy to meet us. He had 2 others at the Temple. Brother Ontant the Dwarf, fighting looking type, missing a leg on his left side, a peg leg was there. There was also Braliance, Half Orc youth, 12 years old, novitiate to the Father, and more elbow and joints than anything.
We got more of a heads up from them of Highport. Lord Keleborn, the Meek, is referred to as the Cuck by the populace. His 3 year son and 9 month old daughter he had with Lady Gailinda had pronounced lower teeth and a greenish cast to their skin than their 1st child, 7 year old Karto. Town has been on the down swing for a while, but it really cratered after King Thor of the Orcs sent some recruiters down here 6 years ago, riling up the people, emigrating a number of half orcs from the heart of his kingdom, and crashing the economy. Then the fires 4 or so years ago that ate half of Temple Way and too many other buildings was the death knell. If they had a better leader, things would get better, but for right now, momentum keeps Highport moving.
There are 4 criminal elements in town: Pirates, Syndicate, and 2 smaller groups that run numbers and gambling, and the other runs brokering and sex trade. None of them are any sort of defacto leadership and seem to be scrambling for whatever parts they can consume. As for the Syndicate, Father Falder has an idea. The Temple of Gruumsh was one of the ones that had been burned 4 years ago and the main Guilds opted not to fund the rebuild of the place. Instead they sent their people in, took everything that was not nailed down, and deconsecrated the land. Most of the other temples have done the same.
But, over the last 3 months, with the biting cold, they have seen the odd smoke coming from the chimneys and a person or two wandering near the front of the grounds. Braliance dared to go over there to look around, saw some slave wagons (empty) and half orcs on location but was roughed up and his coin pouch taken. If they do operate there, they are mostly under cover. Maybe something below ground? Three main people: Slave Lord (unnamed), Valeria (travels occasionally), and Marquessa (She comes from some other locale infrequently).
The old priest of Gruumsh before he left, dropped off the secret door key to the back of the temple to Father Falder once they learned the Uller priest was not leaving the area. He told us where to find it (back of the temple, south end, there is a marking of downward “v”s at the stone). We would have to sneak on grounds.
There is a criminal element at night, most of them will not go after larger groups, but a single, pair, or trio walking might be fair game. We wanted to check the place out and Fjord was going to make a copy of the key that we have, and a few of us were going to walk about. Some went to the temple of Thor and Thrym, made an offering of candles and prayers, and then walked by the other 4 burned locations. Gates were chained and locked, lots of burned stone and stunted vegetation. Generally unused. We did note that the lock in front of the Gruumsh temple was new and painted to look rusty. There was a channel, open sewer, that ran behind the temples, filled with water, urine, scat, and filth, that we could try to walk through to get to the back (south) end of the Gruumsh grounds. And from the front, we could see a section of the back 12’ wall had caved in, leaving a “V” with a 2’ tall wrecked area.
Back at the Temple of Uller we talked about options and it was decided that Fjord and Hrimvar would sneak onto the Thrym grounds, get to the back corner where it abuts with the Gruumsh ground, and scale the wall there and walk around. Fjord activated his ring, went invisible, and was hoisted up, hands on top of the wall.
Where we slammed them on set glass up there and took terrible damage (called shot) to his hands. He stifled a yell, came down, and sobbing, went back with Hrimvar back to the Uller Temple. Some healing was doled out but the half ogre was going to hurt until tomorrow. That’s when we learned from Father Falder that he could also provides service in name of Uller for the party: Remove curses, heals, blesses, regenerations, neutralize poisons. It had a cost (from 500 to 5000 crowns), but good enough for us.
We split up into 3 sets of watched the Gruumsh area during the night. Hearing activity between 3 and 6 AM only. They were orcish, couldn’t make out what was said, but there was also…ghouls? Ugh! We gathered back and on Birthmonth the 6th, 8 AM, talked about what our next action was going to be.