Dave Zajac - Slave Hold of the Ogre Mage.pdf
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S
LAVE
H
OLD OF
THE
O
GRE
M
AGE
A ONE PAGE DUNGEON BY DAVE ZAJAC
BACKGROUND
While resting at a tavern called the One‐Headed Hydra,
the PCs are approached by, Hartlow Grommin, a warri‐
or seeking help in rescuing his adventuring party from a
rundown keep in the nearby mountains. Hartlow will
explain that his party was trying to dislodge an ogre
mage slave‐trader who has taken up residence at the
site. This is only a partial truth. In actuality, Harlow is in
league with the ogre mage, Taltar, who is capturing
humanoid stock to sell to the dark elves that live below
the mountain. It is Harlow’s job to bring high‐end stock
to the slave hold.
Hartlow is an accomplished liar who has a complete
backstory fabricated about his imaginary adventuring
party. The fictional characters include Lester Pullman —
a gnome wizard, Yarna Faithlight—a dwarven cleric of
Moradin, and Dillin Lymoor—a light‐hearted half‐elf
rogue. None of these individuals actually exists, but
Hartlow manages to spin a convincing tale nonetheless.
If the PCs accept Hartlow’s quest, he will unerringly
guide them to the ogre mage’s slave hold.
FEATURES
The slave hold was once a dwarven outpost set near a
narrow mountain pass. A century ago, it was overrun by
giants and looted before being abandoned. Most of the
interior consists of hewn stone rooms and corridors.
The corridors are built with 10‐foot‐high ceilings, while
the ceilings in all the rooms are 20‐foot‐tall (save areas
1 and 6, which open to the outside). Torches are spaced
periodically throughout the complex to provide light.
Unless otherwise specified, the ogres are not smart
enough to flee an attack and will fight to the death.
ROOMS
1: OVERGROWN COURTYARD. This overgrown court‐
yard was once a place for the dwarves to socialize and
enjoy some fresh air. A natural cistern exists in the
northeast corner of the space. The entry doors to the
area are rotten and falling down. The 10‐foot‐tall ledge
to the north is cluttered with weeds, grass, and small
trees. Two ogres lurk here, waiting for intruders. If they
see Hartlow, they will attempt to remain hidden, and
wait until he opens the doors to area 2 before leaping
from the ledge to attack. When this happens, Hartlow
turns on the party and attacks them, as well.
2: ENTRY HALL. If the ogre guards in area 6 spotted the
approaching PCs, they will likely have moved here to
prepare an ambush, taking up position on each side of
the double doors. If not, this area is vacant, except for
some broken dwarven statues and torn, half‐rotten
tapestries on the wall of dwarves fighting giants.
3: SLAVE CELL I. A locked cell lies to the west of this
area. Inside are a pair of twin female elves (Tevna and
Elsa Leafwalker), dressed in rags. They do not appear to
have been mistreated or even malnourished. They will
beg for the PCs to help them escape. They were
brought to the slave hold unconscious and have no
knowledge of its layout.
4: SLEEPING QUARTERS. Piles of straw
and dirty blankets litter this space that
the ogres obviously use for sleeping. If
the PCs search through the straw,
they will find a pouch containing 325
gp and an onyx ring worth 150 gp.
5: SLAVE CELL II. Smashed, rotten
furniture lies scattered about this
room, which the ogres use for eating
and playing dice. Only a large table in
the center remains intact. Several
crates have been brought in to serve
as chairs. On the north wall are two
locked cells. The west cell holds 2
human males and the east cell con‐
tains 3 human females. All have sacks
over their heads. They are the most
recent additions to the slave hold, but
since they were brought in hooded,
they know nothing beyond the obvi‐
ous concerning their captors or the
fortress layout.
6: ELEVATED LOOKOUT TOWER. The lookout tower in
this area lies 15 feet above ground level and is exposed
to the outside pass. Two ogre guards wait here hidden
below the parapet. If they spot the PCs, they wait until
the group enters the courtyard before slipping inside
and moving to area 2 to prepare for an ambush.
7: KITCHEN. Two gutted and decapitated dwarven
corpses hang upside down from the ceiling by chains in
this makeshift kitchen. In the far corner of the room
next to a fire containing a boiling cauldron, a short,
flabby ogre works diligently with a meat clever on a
stumpy leg that rests atop a chopping block. On the
floor in the corner lie three male dwarven heads. The
ogre is busy and will not hear the PCs enter.
Unlike the other ogres in the slave hold, this one
(whose name is Kark) will only fight if attacked, and if
threatened sufficiently will reveal the layout of the
slave hold and the contents of its rooms in crude com‐
mon. Kark does not, however, know of the secret en‐
trances to Taltar’s inner lair (areas 11 and 12). He only
knows the ogre mage has an uncanny knack for appear‐
ing and disappearing.
8: SLAVE CELL III. Muffled screams emanate from this
locked room. Inside, three naked ogres watch as a
fourth ogre brutally rapes a female dwarf atop a stout
table. Keys dangle from the lock of an open door on the
south wall. The keys open all the locked doors in areas
1‐10. When the ogres see the PCs, they attack, hooting
loudly, hoping to draw the attention of their allies in
area 10.
The dwarf, Amandin Northway, was part of a
dwarven trapping party that was ambushed in the
mountains. She saw her three male companions slaugh‐
tered during the attack, but she does not know they
now hang in the ogres’ kitchen (area 7).
Amandin has been raped and beaten by every ogre
in the slave hold except Taltar. She does not know the
layout of the complex, but she does know it holds a
total of 14 ogres (this total includes Taltar).
9: SLAVE CELL IV. Two ogres sleep atop straw piles in
this locked room. A slave cell on the west wall holds 3
male humans, the survivors of a recently raided mer‐
chant caravan. The men were the caravan’s guards, but
they have been stripped of all their possessions. If the
PCs attempt to open this door, they draw the notice of
the two ogres in area 10, who move to attack. A fight
outside this area awakens the ogres within, who join
the battle on the following round.
If the PCs free the caravan guards (named Devin,
Thom, and Percy), they may be able to talk them into
helping liberate the slave hold, but only if the PCs can
provide them with weapons and armor (which can be
found in area 10).
10: STOLEN GOODS. Crates, barrels, and piles of weap‐
ons litter this area, a product of the ogres’ plundering.
Two ogres stand guard here, watching the west hallway
and nearby door. They attack at the first sign of trouble.
While most of the items in this area are not valuable
to the PCs, they can find enough swords, bows, and
arrows to arm the caravan guards in area 9.
11: TREASURE ROOM. This magically locked room can
only be opened by using Taltar’s enchanted key or
some form of magical spell. Inside is a locked and
trapped chest. If the chest is opened without first dis‐
arming the trap, PCs adjacent to the chest suffer 6d6
damage as lightning arcs from the chest to their bodies.
The chest contains 1,596 gp, 1,235 sp, 13,986 cp, and 3
magic items of the game master’s choosing.
12: TALTAR’S QUARTERS. This unlocked room holds
Taltar’s private quarters. Unlike the rest of the slave
hold, fine tapestries hang from the walls and lavish rugs
cover the floor. A smaller room on the north wall holds
a large bed covered in blankets and pillows.
The ogre mage can be found here, studying a scroll
at a large writing desk. When the PCs enter, Taltar is
truly shocked to see them, but his surprise quickly turns
to anger, and he attacks with a white‐hot rage, hurling
magic and insults at the PCs in near‐perfect common.
If the PCs defeat Taltar, they find the scroll below
and the ogre mage’s enchanted key, which opens the
door to area 11.
Taltar,
While the quantity of the stock you are supplying can‐
not be denied, we also require quality if we are to move
the product. Elves are of particular popularity as play‐
things, as are humans. Do not bother with dwarves,
there is currently no market for them.
–Saliz Der’nun of House Rakarn
License: Creative Commons Attribution‐Share Alike 3.0
http://creative/licenses/by‐sa/3.0
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