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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 ....................... .26
Appendix: BATTLESYSTEM"'Rules Statistics . . . . . . . . . . . . . . . 31

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


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120 Church End,


Lake Geneva, Cherry Hinton
WI 53147 Cambridge CBI 3LB
United Kingdom

9385XXX1401
ISBN 1-56076-4494 1
masters. Boxed text may be read to the play-
Introduction ers to give them important information or de-
scribe the things they see. DMs are not
Darkness has descended upon the world of required to read this text as written if they
Greyhawk. All across the Flanaess, the forces wish to change the encounter. If they think
of evil are on the march. In the north, the evil that they can convey the situation better in
of Iuz rages unchecked, ensnaring the north- their own words, they are encouraged to do so.
ern barbarians in a web of deceit and violence.
In the east, the Great Kingdom, long a bastion The Adventure
of corruption and wickedness, begins to stir as
its awesome legions prepare to once more trav- The characters are summoned before the
el down the road of conquest. Prince of Ulek, and given grave news-the
Even in the relatively peaceful land of Ulek, Pomarj horde is on the march, and the future
war and chaos threaten. The humanoid tribes of the principality hangs in the balance. The
of the Pomarj, united under the banner of the prince goes on to say that despite the invasion,
despot llxrosh Mak, now prepare to reclaim some of his best troops from the northern
what they consider their birthright-the lands province of Prinzfeld have not arrived. He asks
in and around the hrtmils, stolenfrom the characters to investigate for he cannot
them during the Hateful Wars. The first nation spare any of his own followers to the task.
in their path is the Principality of Ulek. In Prinzfeld, the characters are surprised to
The armies of all surrounding lands- learn that the province is largely unaware of
Keoland, Furyondy, Celene, as well as the the threat in the south and that Graf Twembly,
Duchy and County of Ulek-are occupied, ei- the halfling leader of Prinzfeld, is ill and un-
ther battling invaders farther north or prepar- able to issue orders to militia commanders.
ing to defend their own borders. Prince Investigation reveals that Twembly and his
Olinstaad Corondsarmy, though small, is pro- family are actually held prisoner by agents of
fessional and well-disciplined.But against the the Pomarj. This keeps the province from
assembled hordes of the Pomarj it seems tiny mustering to the princes call and allows a
indeed. flanking force of humanoids to march south.
Only with every able-bodied warrior in the At the same time an army of orcs gathers in
land can the prince hope to stem the tide of the Suss Forest. Rescuing Twembly, the ad-
evil. And only with the assistance of brave venturers are confronted with the humanoid
adventurers can he hope to rally all the lands army from the forest and must help Prinzfeld
warriors to his banner. These few-young, defend itself. Their actions in this battle will
uncertain and inexperienced-may well make determine the fate of the province and the out-
the differencebetween victory and defeat. ?fu- come of the greater battle in the south.
ly, they are Patriots of Ulek.
Abbreviations
Patriots of Ulek is an adventure set in the
world of Greyhawk. designed for a party of six All creatures and characters that are present-
to eight characters of first to third level who ed in this adventure use the following abbrevi-
must help defend the Principality of Ulek ations for their game statistics:
against the despots horde and uncover a con-
spiracy which could lead to Uleks defeat. Int: Intelligence: AL: Alignment: AC: Armor
Fighters and clerics with healing spells are Class: MV: Move: HD: Hit Dice: hp: Hit Points:
best suited to this adventure, as it involves a THACO: Ib Hit Armor Class 0: #AT Number
substantial amount of combat. Mages are help- of Attacks: Dmg: Damage per attack: SA: Spe-
ful, but not required. Thieves will find mini- cial Attacks: SD: Special Defenses: SZ: Size:
mal opportunities to practice their trade, ML: Morale Level: XP: Experience Points
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 This is the province of Prinzfeld. My fin-
hall. You are not sure what is happening- est halfling archers and human woodsmen
all you know is that a dignified person, bear- come from here. Without them, my army is
ing the princes seal, approached you and virtually crippled. b o weeks ago, I dis-
summoned you to an important meeting. patched a herald to deliver my call for mus-
The city of Havenhill is in ferment, bustling ter to the Graf Tivembly, ruler of the
with activity as the princes army musters province. That herald never returned, and
and the humanoids of the Pomarj approach no troops have yet arrived from Prinzfeld.
inexorably. The purpose of this meeting is a The prince clenches a fist and, for a mo-
mystery to you-it could be virtually any- ment, you feel the depth of his frustration.
thing. All of my officers are engaged in the
The room is cold, with a high, vaulted muster-I can spare none of them. I must
ceiling. Several empty chairs sit at a long, ask you to journey north to Prinzfeld and
wooden table. 73Vo dwarven warriors stand see that the muster proceeds, with or with-
watch in the room, halberds held steady, out Graf 73Vembly.
their faces impassive. You know better than Suddenly, the doors at the far end of the
to ask them any questions; the reply would room burst open. The princes warriors
be stony silence. come on guard, leveling their halberds, but
A herald enters the room, and when he he waves them back as a human in a mud-
speaks, you feel your heart lurch. His Se- dy cloak enters.
rene Highness, Prince Olinstaad Corond of Gustav! the Prince exclaims. What
Ulek, Lord of the Peaks of Haven! Despite news?
your best efforts, your jaw drops. The prince Grave indeed, your highness, the man
himself? replies, shedding his cloak and handing it to
With no further fanfare, the prince enters, a servant. He is clearly exhausted, and his
accompanied by two more guards. He is an tunic is stained with blood. krrosh Mak
old dwarf, his beard long, white, and fanci- has crossed the Jewel River and even now
fully braided. His eyes are weary, sunken in engages your march wardens.
his seamed face. He sits slumped, tired. The princes expression grows even grim-
Here is a dwarf who has lived perhaps too mer, and he lowers his face into his hands.
long and seen too much pain. Then the worst has come to pass, he
Yet, when he speaks, the princes voice is says, softly. My wardens are brave, re-
strong. sourceful commanders, but even they can-
My agents have told me that you are in not hold the enemy for long. He fixes you
the city, he says. I know that you are all with an unwavering gaze. We have, at
promising young adventurers, and I need most, two weeks before krrosh Mak is
your help. As you know, the so-called des- upon us here in Havenhill. You must find
pot, Turrosh Mak, has claimed our principal- out what happened in Prinzfeld. I will give
ity for his foul humanoid nation. I have sent you orders under my personal seal calling
my heralds throughout the land, calling on for the immediate mobilization of the Prinz-
all of my provinces to muster their warriors feld militia. You are to take this to the town
and send them here. Only with every capa- council of Rittersmarche, and see that mobi-
ble warrior in the land can we hope to turn lization begins.
back the approaching horde. You have the use of my finest horses and
The prince bids you sit. A servant ap- my letter of commission, which will enable
pears, bearing wine and cold meats. As you you to change mounts in any settlement

3
silence. Characters who refuse the mission will
under my protection. If you ride from dawn find themselves arrested, clapped in irons, and
to dusk, stopping only to sleep, you will out of the adventure.
reach Prinzfeld in three days. I charge you Those who accept the mission will be con-
with this mission, for our nation may well ducted to the royal stables nearby, where each
depend upon it. Ride now, ride fast, and will be issued a fine riding horse (of appropri-
may Blessed Ulaa ride with you. ate stature to the characters; halflings and
Remember-two weeks, no more. dwarves will be issued ponies). They are told,
in no uncertain terms. that the beasts are a
The prince will give each character 500 gold loan for the duration of the mission.
pieces for expenses. If any party members are The prince will then bid the characters fare-
so tactless as to ask for more, the prince will well and send them on their way.
sigh, roll his eyes, and double the amount.
Any further demands will be met with stony

4
present crisis.
Chapter 2: The last night on the road, no villages will be
nearby, and the party must make camp in the
TheJourney North open. During this time, the characters will
encounter some of the humanoid advance
The road to Prinzfeld, normally safe and scouts of llmosh Maks army.
easy, now lies through lawless countryside
where the advance scouts of the Pomarj horde
are already present. While these roving bands Day Encounters
of humanoids are no threat to an army such as The party will have two types of encounter as
the princes, they could prove deadly to the they travel north. During the day, check for
characters small group. Read the following normal encounters as described in the
entry to the players as they set off on their Greyhawk@Adventures Glossography. Patrols
mrney. and other armed groups will be military units
~

hurrying south to join the princes 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 missions urgency.
houses and tiny hamlets. It seems %.nosh Maks forces travel only at night and
inconceivable that evil could intrude on will not be encountered during daylight hours.
such tranquility, that the horror of war
could shatter this peaceful land. With
mounting fear and apprehension, you real- Night Encounters
ize that the fate of the Principality of Ulek While traveling after sundown, or while
may well rest in your hands. camped out, the party may encounter Ibrosh
Maks humanoids, who prefer raiding and pil-
The journey takes three days and nights. laging by moonlight. There is a l in 6 chance
The main artery of travel through the Princi- of an encounter, but the DM may deem it ap-
pality is known as the Princes Road, an un- propriate to provide the party with one or
paved, sometimes rough and narrow highway more automatic encounters to make things
which traverses the region from north to more interesting.
south.
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 Maks elite orcs. They are bigger
Settlements in this region are primarily hu- and tougher than most orcs and will only
man or halfling, with gnomes and dwarves check morale if half their number is slain.
keeping to their homes in the Lortmils. When
encountered, locals will be eager for news and Orcs: Int Average; AL LE; AC 6; MV 9; HD 1;
will behave in a friendly manner toward half- hp 6; THACO 19; #AT 1; Dmg 1-8;S A Nil: SD
lings, humans, and dwarves. Elvish characters Nil; SZ M: ML 11;XP 15
may detect a distinctly frosty attitude from
villagers. This is due to widespread resent- Orc Cavalry: The party encounters 1-6 orcs
ment toward Queen Yolande of Celene, who is (same statistics as above), mounted on savage
reluctant to aid surrounding lands during the worgs.

5
Worgs: Int Low; AL N; AC 6;MV 18;HD 3 +3;
hp 20; THACO 17;#AT 1; Dmg 2-8; SZ M; ML axes, stand back to back, beset on all sides
11; XP 120 by orcs and goblins on wolves, who ride in a
circle, raining arrows down from their short-
Goblins: More mobs than proper units, bows. Bodies of the slain-orcs, goblins and
many fanatic goblins raced into Ulek ahead of dwarves-lie scattered about, their blood
the main armys advance, raiding and destroy- staining the bright green sward. As you
ing without orders. The characters encounter watch, a dwarf falls, an arrow in his neck.
4-16of these hateful, quarrelsome humanoids.
If the characters ignore the incident, the
Goblins: Int Low; AL LE; AC 6;MV 6;HD 1-1; humanoids will swiftly finish off the dwarves,
hp 4;THACO 20;#AT 1; Dmg 1-6; SA Nil; S D then attack the party.
Nil; S Z S; ML 10;XP 15
Orcs (6):Int Average; AL LE; AC 6;MV 9;HD
Other group: Numerous other humanoid 1; hp 6;THACO 19;#AT 1; Dmg 1-8; S A Nil;
groups are raiding Ulek. Roll ld6 to determine SD Nil; SZ M; ML 11; XP 15
the nature of the group encountered.
Goblins (8):Int Low; AL LE; AC 6;MV 6;HD
D6 Roll Group encountered 1-1;hp 4;THACO 20; #AT 1; Dmg 1-6; S A Nil;
1-2 1-6hobgoblins SD Nil; SZ S; ML 10;XP 15
3-4 1-4gnolls
5-6 1-3ogres Wolves (8):Int Semi; AL N; AC 7;MV 18;HD
2 + 2;hp 14;THACO 19;#AT 1; Dmg 2-5; SA
Hobgoblin: Int Average; AL LE; AC 5;MV 9; Nil; SD Nil; S Z S; ML 10;XP 65
HD 1 + 1; hp 7;THACO 19;#AT 1; Dmg 1-8; SA
Nil; S D Nil; SZ M; ML 12;XP 35 If the party decides to help the dwarves,
each character may attack one orc or wolf-
Gnolls: Int Low; AL CE; AC 5;MV 9;HD 2;hp mounted goblin. At the end of each round
12;THACO 19;#AT 1; Dmg 2-8;S A Nil; SD Nil; thereafter, check the humanoids morale. Fail-
S Z L; ML 11; XP 35 ure indicates that the humanoids immediately
break and flee.
Ogres: Int low; AL CE; AC 5;MV 9;HD 4 + 1; There are eight dwarves left alive. Each
hp 20;THACO 17;#AT 1; Dmg 1-10:S A Nil; round, until the humanoids flee, another will
SD Nil; SZ L; ML 11; XP 175 be slain. If any dwarves are left alive after the
battle, read the following.
Planned Encounters The dwarf sits down heavily, blood
streaming down his seamed, rocky face.
The following encounters are pre-planned and I am Karl Stonecutter of Irongate, he
provide the characters with additional infor- says. We are in your debt. We were hurry-
mation and assistance if required. The en-
counters take place when listed in the text or ing south to heed our princes call to arms
when these attacked us. I fear that my band
whenever the DM feels it is appropriate. is not what it was when we left our domain.
You ask the dwarf if he has news of the
Encounter # 1: Desperate Battle war. He nods grimly.
Our high priest received a message yes-
From ahead of you come the sounds of terday. krrosh Mak has defeated the border
battle-the clang of metal, the shouts of garrisons and is now on the march toward
men in agony. Hurrying forward, you see a Havenhill. Prince Olinstaad has put his ar-
dreadful sight. my under the command of Marshal Augus-
A small group of dwarven warriors, clad tos Clinkerfire, who is marching east to
in chainmail, armed with hammers and meet the enemy. Tkrosh Maks troops are

6
same day, after the party encountered the de-
ill-disciplined, and their advance is slowed stroyed farm.
by their looting and fighting among them-
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 Suddenly, you hear a scrabbling noise off
dwarf of Irongate, a dwarven province in the the road to your right, and a bestial figure
Lortmils. bursts from the undergrowth to stare up at
you with a look that is at once surprised,
Encounter #2: Ravaged Farmstead hateful, and afraid. The creature is tall, but
stooped and snouted, with hairy, grey-green
This encounter occurs on the third or fourth skin. Its garments are soiled, and its leg is
day, as the party travels through a less- bloodstained. It is an orc!
inhabited section of the principality. With a strangled cry, the orc turns and
In the distance you see a dirty smudge of tries to flee, limping heavily.
smoke rising into the morning sky. You real-
ize that this is no hearth-fire-it is far too If the characters give chase, they should
big. A s you draw nearer, you see an ugly easily catch the orc. Any hits from missile
flock of black crows, circling, flapping, and weapons will automatically kill him.
cawing raucously. The orc snarls helplessly. In his weakened
Then, there it is. Within sight of the condition, he is easy to subdue. Despite this,
Princes Road is what was once a farmstead. he struggles furiously as you bind him.
Now, it is little more than a ruin. The farm- Death to Ulek! he barks in debased,
house and barn are smouldering shells, and bestial common dialect, spraying spittle.
farm animals-horses, pigs, and a cow-lie Long live Wrrosh Mak the Despot!
slaughtered in the barnyard. Some have
been used for target practice, and lie stuck The orc is a devoted follower of the human-
full of arrows. Others lie sprawled about, oid messiah, Wrrosh Mak and is supremely
partially butchered or eaten. confident in the eventual victory of his people.
As for the farmer himself, his body lies He will talk freely, although his conversation
with his animals, feathered with arrows, a will be liberally sprinkled with orcish rhetoric,
pitchfork still clutched in his fists. There is claiming that Wrrosh Mak will lead his people
no sign of his family, but a glance at the to glory, reclaiming the lands unjustly stolen
smoking ruins of the farmhouse seems to from them.
confirm your worst fears. He will admit that he and his companions
There is nothing you can do here. You were sent to this region to raid, pillage, and
turn away with a heavy heart. kill. He admits that his warband burned a
farmstead and slaughtered its occupants the
Investigation of the farmstead will reveal night before. If asked about Prinzfeld, the orc
numerous humanoid footprints-primarily will not know the region by name, but will
orcs and goblins. Much of the livestock was admit that he was ordered to stay out of the
evidently slain for the fun of it, and very little extreme north of the Principality, since his
booty seems to have been carried away. 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 What to do with the orc is up to the players.
of the farmers wife and teenaged son. He has clearly committed numerous acts of
violence and is obviously part of the force that
Encounter #3:A Straggler 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.
Chaotic characters will probably want to slay My brother and his wife are archers
the orc on the spot. Note that torture, even of pledged to the princes service, but they
such a vile enemy as the orc, should be consid- have yet to be summoned to join the army.
ered an evil act, and characters who may wish
to extract information through torture should A human woodsman who attends our
be informed of this. temple in Rittersmarche claims that he was
If the characters dither over the captives attacked by goblins in the Suss Forest.
fate too long, he will either expire from his
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-
less he is gagged or otherwise rendered incap- of Rittersmarche to tell him he was sick.
able of speech). They say he looked pale and weak.
~~ ~

Encounter #4:Clerics of Ehlonna I never heard anything about a royal


This encounter can take place at any time and herald visiting Prinzfeld. If one had, he
can be used to provide the party with informa- would have visited Ibembly straight off.
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
Rumors ( d l 0 )
Chapter 3:Prinzfeld 1-2 All is well. The rumors of war in the
south are all exaggerated. A minor
Prinzfeld is a prosperous province which goblin raid across the Jewel has been
occupies the extreme northern corner of the pumped up into a full-scale invasion.
principality. It is squeezed between the Pay it no mind. (F)
Jewel River and the Suss Forest to the east 3-4 Graf hembly is extremely sick, con-
and the lower Lortmils to the west. In be- fined to bed, and his seneschal Horaz
tween, the land is rich, green and pleasant. is running things in his absence.
Human and halfling farmers till the soil, 5-6 A royal herald came through almost a
while human rangers or woodsmen hunt month ago. Many claimed that he was
the slopes of the Lortmils and the grim here to call up Prinzfelds troops, but
depths of the Suss Forest. nothing has been heard since.
The land is a peaceful one, unused to con- 7-8 hrrosh Mak, leader of the Pomarj
flict since the Hateful Wars nearly 70 years horde, is actually a fiend from the
ago. The worship of gentle Ehlonna, brave lower planes, summoned by Iuz to aid
St. Cuthbert, and stern Heironeous is most in his cause.(F)
common here. Grain from Prinzfelds fields, 9-1 0 An army of orcs and goblins is gather-
fruit from its orchards, and game from its ing in the Suss forest, preparing to
forest help feed the principality, while Prinz- invade Prinzfeld.
felds archers and scouts help keep the land
free. Exploring the Prinzfeld
Characters are free to explore Prinzfeld in any
Encounters in Prinzfeld order they wish. The DM should provide them
a copy of the map of Prinzfeld (inside front of
Use normal encounter procedures as the ad- module cover) to aid in their exploration.
venturers explore Prinzfeld. There have been When the characters visit the numbered areas,
few major humanoid incursions in Prinzfeld read the various boxed text entries below, as
since Horaz is conserving his strength, keep- appropriate. Many of the entries describe a
ing his forces under wraps until they are series of events; feel free to roleplay these
needed to strike south against the princes events in detail if you think it will increase the
army. For this reason, there should be no en- players enjoyment.
counters with humanoids a t night.
1. Village of Brenfluss
Rumors
In the encounter areas described below, the Brenfluss is a tiny village, with a small
DM will, from time to time, be instructed to cluster of huts surrounded by human and
read the players one or more rumors. These halfling farms. You introduce yourself to the
rumors are listed below. They may be deter- village elder, a stern and serious male half-
mined by random die roll, or the DM may ling named Bundis. After listening to your
choose a rumor which seems appropriate. story, he invites you to meet with the other
False rumors are indicated by an (F). villagers.
When passing rumors on to the players, try A group of humans and halflings is hastily
to do so in a conversational, realistic manner. assembled in Bundis hut. There, Bundis
Reading the appropriate rumor in a flat, disin- urges you to repeat your story.
terested voice is a dead bore and certain to We receive little information in this part
lessen players interest. A rumor read in a dra- of the province, Bundis says. But we have
matic, realistic manner is far more compelling heard rumors of war to the south and have
and is certain to hold the players attention. 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 doesnt 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
told me that the graf is ill, but I didnt pay firmly ask him how the provincial muster is
muchheed. proceeding.
The mustard? he asks. Its 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- course. Very important. Word of muster
mor. hasnt come yet, but Im certain it will ar-
rive any day now.
Im sorry we cant be of more assist- You speak of the importance of Prinzfelds
ance, says Bundis. You are welcome to troops, and the strength of Bm-osh Maks
spend the night, but we cant offer you very
luxurious accommodations. If you must be -Ye
3.m-oshMak? Shevlis laughs. I sin-
on your way, we bid you goodbye and good cerely doubt whether he exists at all. Think
luck. of it-a ragged, half-orc adventurer uniting
the subhuman scum of the Pomarj? You
must be joking. If they do venture across
2. Village of Oakenburgh the Jewel, the prince will sweep them into
the sea, just see if he doesnt. Have you tried
Oakenburgh lies in a picturesque hollow the sherry? Its marvelous!
beside a quiet stream surrounded by a
mixed grove of oak and bronzewood. The Despite his generosity and good-nature,
settlement seems quite well off with a half- Shevlis is not much of a source of information.
timbered town hall, a bustling tavern, and He repeats one or two minor rumors, to the
several manor houses of wealthy nobles or effect that Prinzfeld is in no danger. If asked
merchants located nearby. The Oakenburgh about Master Rvemblv. he will chuckle again.
region is known for its cattle and produce,
all of which are sold throughout the princi- Oh, poor Master hembly! he laughs.
pality, as well as in the County and Barony A halfling in charge of a province this size!
of Ulek. The job was probably too big for him! Get
The lord-mayor is a good-natured human it-too big? Ha! Hes probably just sleeping
male of substantial girth and ready wit. His off a drunk. I wouldnt bother with him. Ive
name is Shevlis; he greets you in a rather met him and he seems to have neither taste
overly-friendly manner and invites you to nor sensibility. Just leave him be. All will be
his luxurious manor, an expansive house well.
located near the town hall, next to a cluster
of broad-spanning oaks. At length, the luncheon ends. Shevlis invites
Please, stay and eat with me. Matters of the characters to spend the night, and even if
such a serious nature are best discussed they refuse, he loads them down with meat,
over rich food and fine wine. cheese and wine for the journey. He bids the
Not surprisingly, Shevlistable provides characters a hearty farewell and returns to his
an excess of food and drink of every descrip- manor.
tion. Halfling servants bustle here and
there, serving courses of fish cooked in a 3. Riddlings Pass Tbwnship
flavorful wine sauce, wild rabbit sauted with
mushrooms and onions, and slices of roast This halfling township consists of a num-
beef with a garlic marinade. An exten- 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
You meet with the town council, the clos- barns, and an extensive herd of livestock.
est thing these halflings have to a governing Master and Mistress Camberleigh work
body, in the burrow of Blfor Hemlis, a lead- hard, along with their three sons and four
ing citizen. You have to stoop to enter, and daughters, to keep the farm prosperous.
the halfling furniture is small and restrictive Daroh Camberleigh, an iron-thewed, grey-
for humans and elves. Dwarves and gnomes haired human with a prominent scar down
have no such difficulties and even feel some- one side of his face, welcomes you when you
what at home below ground. explain your mission.
The halflings sit in a semicircle, calmly He offers you milk and cheese and dis-
puffing on pipes and sipping ale as you de- cusses your mission. Mistress Camberleigh
scribe your mission. They retain a typical and their youngest son, Han, sit down in the
halfling optimism even in the face of the warm, stone-flaggedkitchen with you.
grim news you bring. I fought the goblins twenty years ago, and
Ha! declares Wfor as he pantomimes they left me with this,Daroh says, indicating
drawing a bow. Id like to see the Pomarj the scar on his face. There have been many
scum come here. Its been years since my raids in the past, but nothing to compare to
bow, Herla, has tasted orcish blood! the Hateful Wars. My grandfather died at the
If the muster comes, were ready, pipes Battle of Rechsvale, over sixty years ago,
up a younger halfling, blowing smoke rings. when we helped the dwarves smash the orcs.
In fact, Im about ready to pack up my Ive feared neither man nor dwarf nor orc in
sword and bow and strike south without fiity years, but today, when I hear that war
orders! may be coming again, Im afraid. Blessed
Make sure you get your wifes permis- Ehlonna, but Im afraid.
sion first, Kezlo! declares a third halfling to You ask about Master wembly and wheth-
general amusement. zr Daroh has gotten word of the muster.
Enough chatter, says rmfor, all serious- He shakes his head sadly. Ive heard
ness now. Yes, we too are concerned that nothing. I know that Master ITtYembly is
the call to muster has not yet come. Rumors supposed to be sick and unable to run the
from Rittersmarche say that Master province properly. If you ask me, though,
ltvembly is ill, and his seneschal is manag- :hat seneschal of his -Horaz-hes the one
ing things in his absence. Even if this is :o look out for. Hes not from around here, a
true, this is no reason for the muster to be southerner or something. Any road, hes the
delayed. If a herald did visit the grafs ma- jource of the trouble, not wembly.
nor with orders to mobilize, whoever is in Id heard that there are goblins in the
nharge of the province is required to pass Suss Forest, Han offers. They say that
the orders on. A visit to the grafs manor, :here may be an army from the Pomarj in-
north of Rittersmarche, is probably the only Jading us from the north.
thing that can be done now. Mistress Camberleigh puts her hand on
ier sons arm. Those are just rumors, son.
The halflings are eager to help the party and 2oblins couldnt possibly have come this far
will tell them up to three more rumors. After without the princes army stopping them.
the meeting, the halflings will provide what- Daroh shakes his head again. I hope its
ever supplies and provisions they can and lot true, he says, but if it is, Ulek is
send the party on its way with good wishes. oomed.

The Camberleigh family will provide two

12
more useful rumors and a nights lodging,
should the party require it. I a m Lord-Mayor Harger, he says. You
say that you bring news from Prince Olin-
staad.
5. Chapel of Ehlonna You describe your mission and the desper-
ate military situation in the south. Harger and
This small marble shrine is surrounded the other councilmen look deeply troubled.
by trees and flowering plants. A s you ap- Ivebeen a fool, the lord-mayor says at
proach, you see an old human male in pale last. For weeks, we have heard rumors of
green and white robes tending the garden. war in the south, and for weeks we have ig-
He raises his head and waves. nored them. Even when a royal herald came
Greetings, travelers, he says. Welcome through and met with Graf lkembly, we
to the humble shrine of Ehlonna. How may I thought little of it. I met with lkembly some
be of service? time later, and he told me that there was no
cause for alarm,that he and the herald had
The priest of this small chapel will be friend- discussed only trivial matters. He seemed
ly and outgoing, sharing his meager supper pale and sickly, but claimed simply that he
with the party. He will heal any damage the had been ill. Since then, more travelers have
party may have sustained, and he will provide spoken of the war, and our own citizens claim
one to three rumors. to have seen orcs or goblins in the Suss For-
est, but we have done nothing.
6. City of Rittersmarche You inform the council that you bear or-
Rittersmarche is the seat of Prinzfeld province. ders directly from the prince, calling upon
When the characters enter Rittersmarche, the province to muster immediately.
read the following text. Harger nods. Marshal Garyth! he barks,
and a dark-haired man bearing the arms of
Rittersmarche is not a huge city, by your Ulek on his chest, stands up. Begin mus-
experience, but to the citizens of Prinzfeld, tering our troops immediately.
it is large indeed. A sprawl of whitewashed It will take some time, Garyth says,
stone or plaster-and-timber houses lies at plainly uncomfortable Days, perhaps.
the junction of the provinces major roads. Immediately means immediately, mar-
Near the center of Rittersmarche, a bell tow- shal! Harger says. You have dithered for
er rises-locals tell you that this is the town weeks now, telling us that you will not mus-
hall, where the city fathers conduct munici- ter without direct orders. Well, now you
pal business. have them. Get to it!
The town looks quite calm and normal, Garyth winces, but salutes and leaves in
with people quietly going about their every- haste.
day business. You find this surprising. With Harger turns to you. We are in your debt.
Turrosh Maks horde on Ulek soil, Ritters- I t seems clear that someone is working to
marche should be alive with activity, as the keep Prinzfeld out of the war. We must ask
provincial militia prepares to set out to join you one favor before you leave. Please, go to
the princes army. Determined, you prepare Graf memblys manor and make sure he is
to get to the bottom of the mystery. all right. Now that parts of this scheme are
falling into place, I fear for his safety.
The party may present its credentials to the
lord-mayor. He will summon a meeting of If the characters agree, go on to the next
what town councilmen he can locate, and they chapter. If they refuse, they may return to
will hastily assemble in the town hall. Havenhill. Unfortunately, without their assist-
ance, the Prinzfeld militia is overwhelmed by
Horazs orcs, and many Ulek citizens are
several well-dressed, serious-looking humans slaughtered. If this happens, the characters
and halflings. A grey-haired, bearded man will be banished from the principality for
shirking their duty.
meet with locals if it became absolutely neces-
Chapter 4: sary.
The Graf s Mansion Horaz then moved in a mixed force of orc,
half-orc, and goblin warriors, and began assem-
bling supplies for lbrrosh Maks flanking force.
Horazs plan When the princes envoy arrived, bearing or-
ders to muster, the situation became more com-
By now it has become manifestly clear that plicated. Horaz reacted in quickly, imprisoning
something is seriously wrong in Prinzfeld. The the herald. When the lord-mayor visited
partys goal is now Graf Bvemblys manor, Twembly, Horaz ordered the distraught halfling
where the final solution to the mystery lies. to tell him all was well. Bvembly obeyed, know-
The rumors about Horaz taking over the ing that Horaz still held his family.
shire are true. He applied for the position of Now, with the main Pomarj army on the
seneschal several months ago, and was hired march and the arrival of the flanking force
due to his considerable experience and ability. imminent, all Horaz must do is keep the prov-
In reality, he was one of lbrrosh Maks most ince quiet for a few more days. Unfortunately
capable human agents. His mission: to pre- for him, the characters have thrown all his
vent Prinzfeld from mustering, and to prepare plans into disarray, forcing the provincial mili-
the way for l n r o s h Maks master stroke-an
tia to mobilize before he is ready for them.
army of orcs sent north through the Suss For- In the following entries, save where other-
est, to enter Ulek through Prinzfeld and fall on wise noted, all half-orcs, orcs, and goblins
Marshal Clinkerfiresflank as he advances to have the following statistics:
meet the main Pomarj force.
Sneaking in his half-orc minions, Horaz took Goblins: Int Low: AL LE: AC 6: MV 6; HD 1-1;
Graf Twembly and his family prisoner, keeping
the halfling alive only as a figurehead, and to 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; the attacking half-orcs survived to warn
HD 1; hp 8; THACO 19; #AT 1;Dmg 1-8;S A Horaz, it will automatically be patrolled by a
Nil; SD Nil; S Z M; ML 11;XP 15 party of 2-12 orcs.

Surprise Assault B. The wall


The trip to the manor will be enlivened by a 'hembly's manor is not well-defended,since
visit from Horaz's half-orcs, who now wander the province has been at peace for so long.
the area to discourage any such investiga- Originally fortified against humanoid raids out
tions. The attack takes place where the road of the forest, the manor retains an eight-foot
passes through a grove of maple and bronze- high wall, much of which is in poor repair,
wood trees. The half-orcs have set up an am- crumbling in places, and covered with ivy.
bush and will precede an all-out assault with a Nonetheless, it serves to protect the manor
volley of crossbow bolts. There are ten half- and, more importantly, hides what goes on at
orcs in the ambush force-six are ordinary the manor from outside attention.
half-orc warriors and four are armed with
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 graceful arch, its lintel carved with a protect-
the locals. They will not fight to the death. If ive image of St. Cuthbert. Normally, when
they lose six or more of their number, the survi- 'hembly was not a prisoner, these gates were
vors will automatically attempt to retreat back kept open during the day and closed at night.
to the manor, to warn Horaz of their failure. Now, they remain ominously closed at all
hours.
A. The Countryside
B2. Doors
The graf's manor was built nearly 200 years Several small iron-bound doors dot the wall.
ago, on the ruins of an ancient shrine. The All save one (see below) have been locked and
region surrounding the manor was kept in its barred to prevent unwanted access.
natural state, although official hunters periodi-
cally scour the land to keep dangerous ani- B3. Overgrown door
mals out of the area. About two miles to the This door, covered with ivy, missed the at-
north lies the tangled wilderness of the Suss tention of the manor's new master, and re-
Forest. mains unlocked and unbarred. A successful
Most of the forest is infamous as a grim, search for secret doors is required to find this
gloomy place of tangled thorn trees, dark coni- ivy-covered portal.
fers and impenetrable thickets, and as the do-
main of raiding humanoids, fierce beasts, and C. The inner grounds
even vengeful spirits of the dead. The region of
the forest west of the Jewel River, and within Once carefully maintained by 'hembly and
Prinzfeld, has been kept relatively free of such his halfling staff (now either slain or impris-
menaces, however, and is known as a compar- oned), the grounds have gone to seed, with
atively pleasant place. Occasional odd parties destructive orcs and goblins helping things
of goblins or marauding ogres have been along.
known to emerge from the forest, only to be While wandering in the inner grounds, there
swiftly dealt with by the Ulek militia. is a 1 in 6 chance per turn of encountering a
Today, however, the sweeps of the forest by party of 1-8goblins (60%)or 1-6orcs (40%)
rangers and hunters have ceased, and the ar- during the day. At night, there is a 2 in 6
my of orcs and goblins marches north unop- chance. These parties will be spoiling for
action and will attack immediately. If any es-
cape, they will alert Horaz (in the manor) that nave. Many of the tiles have been pried up
the grounds have been invaded. and smashed, and most of the glass has
been broken.
C1.Statues
Various pieces of tasteful statuary, depicting
St. Cuthbert and his companions (with a spe- D2.Nave
cial emphasis on halfling heroes), are placed This broad hallway is lined with columns,
throughout the inner grounds. Many of these lit by more stained glass windows with im-
statues have been smashed or defaced by the ages of Cuthbert and his companions, and
humanoids. floored with more green and white tile. Just
short of the transept are two rows of pews.
C2.Knot garden The pews have all been overturned and bro-
An amateur gardener, Wembly took great ken up. The floor in here is also strewn with
pride in this complex pattern of herbs and offal.
flowers. Considering himself a connoisseur,
Horaz has taken a liking to the knot garden, Scattered in among the debris on the floor
and has forbidden his troops from disturbing are 22 1 silver pieces and 16 gold pieces which
it. fell from the offering boxes when the orcs de-
stroyed them. There are also bloodstains on
C3.Vegetable garden the floor from the knife fights which broke out
This garden, which produces radishes, car- as the orcs squabbled over the booty.
rots and various squashes, also remains undis-
turbed, since it helps feed Horaz and the D3.Transept
prisoners.
The nave is intersected here by two short
D. Chapel of St. Cuthbert hallways, one on each side. Broken glass,
garbage, and smashed furniture lie every-
Built on the site of the ancient temple, this where. On the wall, crude slogans such as
chapel was dedicated to St. Cuthbert, and hrrosh Mak Lives and Death to Ulek
used for private ceremonies for ?tYembly and have been painted.
his family. Since the takeover, the humanoids
have taken great delight in defacing and dam- Minor altars and icons were placed here,
aging the structure. where the priest and choir entered for ceremo-
nies. These have all been stolen, and more
D1.Portico blood from orcish squabbling stains the tiles.
The chapels main doors are carved with In each of the side halls, a narrow stairway
images of St. Cuthbert, while the exterior leads up to the reliquary (to the right) and the
bears reliefs of his exploits. Many of these priests quarters (to the left).
reliefs have been chipped or defaced.
D4.Ambulatory
The doors are unlocked, and the latch and This semi-circularchamber was once
lock have been smashed. If the characters en- beautifully lit by a round stained glass win-
ter the room, read the following: dow. Not surprisingly,the window has been
The portico is a small antechamber with smashed. Fragments of colored glass lie
narrow stained glass windows and a floor scattered all over the floor. In the center of
tiled in white and dark green, now strewn the chamber is a battered block of stone,
with garbage and broken glass. A stone arch which was once the altar.
flanked by unadorned columns leads to the
The altar was once plated with gold, en-
crusted with gems, and bore rich gold and
silver candlesticks and ceremonial objects.

16
!Dl

Servant 's Quarters


First Fbor
one square equahfive feet

Chapel of St. Cuthbert


one square equahfive feet

Servant's Quarters
Second Fhor
one square equahfive feet

Door

DodeDoor

- Wl/tnrtOW

CoCumn

la61e

Gardener'sShed
one square equaljfive feet
Most of these have been stripped away and
stolen, but three gems, worth 100 gp each, niture, ceremonial equipment, gardening
may be found among the broken glass on the tools, etc. Now, there is nothing here but
floor. broken wood, bent metal, shattered glass,
fragments of cloth, and other garbage. Blood
15. Priests Quarters stains and burn marks mar the walls.

Only spare evidence remains that this More fights broke out in this room, as the
chamber was once someoneshome. Broken blood stains attest, but most of the valuables
fragments of the bedframe, chest of have been removed. The single exception is a
drawers, table, and chairs have been flung mace which lies untouched in one comer. The
all around the rooms. The mattress was weapon is a duplicate of the sacred Mace of
torn to shreds, its contents scattered. Sev- Cuthbert and is inscribed with runes dedi-
eral smashed bottles have been thrown into cated to the saint. The mace is magical ( + 1 to
the fireplace, their contents staining the hit, + 2 damage) and was left alone by the su-
bricks. The leaded windows are all broken, perstitious humanoids, who feared that it
and everywhere is the odor of rotting food. would bring them bad luck.

Graf lkemblys priest, Father Hurol, is now E. Gardeners shed


a prisoner in the manor. The orcs made short
work of his quarters. Content for the most part A thatch-roofed building stands here. The
to smash things up and steal the few valuables roof has been partially burned, and the door
that the priest left out in the open, the orcs hangs loose on its hinges.
missed several important items Hurol kept
hidden. Like many of the other buildings, the gar-
Under a loose floorboard beneath the broken deners combination storage shed/living quar-
window is a sack containing 189 gold pieces ters was gone over by the orcs.
and a tiny wooden cudgel on a thong (aholy
symbol of St. Cuthbert). Under the remains of E l . Living Quarters
the bed is a small, deerskin pouch containing
a 50 gp sapphire and a Necklace of Prayer The interior of this room is dim and
Beads (30 stones- 1 8 semi-precious, 12 fancy; musty. A bed lies in a corner, broken in piec-
4 special beads-atonement (1). blessing (l), es. In the opposite corner, a table lies on its
curing (2). side, one leg twisted off. Smashed chairs,
Amid the kindling of the bed is a bronze- broken bottles and partially-eaten food fill
wood cudgel which has had a spell of beguil- the rest of the room.
ing placed upon it by Father Hurol. Anyone hit
by the cudgel must save vs. spells or be What is here is exactly what it looks like-
charmed for 2-20 rounds. If the individual worthless trash.
wielding the cudgel opts to make a non-
damaging attack (normal attack roll, but no E2. Storage
damage inflicted),the target saves normally. If
More destruction took place in this room.
the cudgel is swung to cause damage (dmg Agricultural implements-rakes, hoes, culti-
ld6), the target gets a + 1bonus to save for
every point of damage the cudgel inflicted. vators, a plow, ceramic pots, and other
items have been broken. Many were thrown
Once activated, this feature lasts for six
rounds and cannot be used again. across the room as if in sport. In the small
fireplace are the bones of some small ani-
D6. Reliquary
mals, possibly cooked for food.

This room has also been devastated. It One or two of the agricultural tools-hoes,
was once apparently used for storage of fur- rakes or pruning hooks can be made into serv-
iceable improvised weapons, should the char-

18
acters be inclined to do so. On the floor, lying F2. Kitchen
face-down but otherwise undamaged, is a book
titled Otilukes Practical Gardening, a trea-
tise on cultivating flowers and herbs by the
celebrated mage of the Circle of Eight. Anyone burning oven with a massive vent, more
reading the book will automatically gain the shelves and cabinets, and a small pantry,
Agriculture proficiency (with a check modifier empty save for some scraps of cheese and
of + 1 when dealing with raising flowers and bread crumbs on the floor and shelves.
herbs in a small garden, - 2 on matters of
greater scope such as crop rotation and large-
scale farming). F3. Stairs
These narrow stairs lead up to the second
floor bedrooms.
F. Servants quarters
F4.Bedrooms
This is obviously a residence, smaller and Narrow doors line the cramped hallway,
less luxurious than the manor, but larger leading to the bedrooms where the servants
than the gardeners humble cottage. h o slept. The bedrooms are all the same, each
stories, it is constructed partly of stone, containing a single bed, small table, chair,
partly of timber and plaster, with a freshly nightstand, chamber pot, and ceramic water
thatched roof and leaded windows. Unlike jug. The orcs have not bothered to ransack
the other structures, this one seems to have these rooms.
largely escaped despoilment. All the rooms are the same, except the room
marked with an X, where characters will find
The servants quarters have been pretty a young, female halfling hiding under the bed.
much left alone, which is a good thing, since a If the characters find the child, read the follow-
young halfling named Lily has managed to ing paragraph:
survive the past month, hiding in her parents
bedroom and stealing food from the kitchen. You see a small, halfling child, a girl, in
The orcs have so far only visited the building a tattered clothing, her face filthy and
couple of times to pilfer supplies. Their busy streaked with tears.
schedule, preparing for the coming military Please dont hurt me, she says softly. I
campaign, has kept them from having too havent done anything.
much fun here. You assure her that you mean her no
harm. After a few minutes of coaxing, she
F 1. Common room seems to warm up to you.
I lived here with my mother and father,
This airy, whitewashed room has been left she says. Then the bad ones came and
relatively untouched. A large, butcher-block took them away. I hid, and they never found
table in the corner has been knocked over, me.
and two or three chairs have been smashed. ~~

Otherwise, it is comfortable, with a large, Further questioning will reveal little. She
leaded window looking out over the has lived by hiding from the orcs and goblins
grounds. Beneath the window is a large cab- (or the bad ones as she calls them), and has
inet, which currently stands empty, its occasionally seen groups of them rummaging
doors ajar. around the grounds.
Lily presents a special problem for the party.
If the characters search the room, they will Having found the party, she will not want to
find nothing. Thieves making a successful leave, and she will threaten to raise a racket
Detect Noise roll will hear quiet footsteps in with screaming and crying if they go. The DM
the room directly overhead. 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 Wemblys 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
All that changed when Horaz arrived. Cap- room, is an ornate fireplace, full of half-
tured and held prisoner, Wembly watched burned chunks of furniture, broken crock-
helplessly as the orcs and goblins despoiled ery, and other debris.
his beloved home, smashing windows, de-
stroying property, and defiling his private The fireplace contains only ashes and trash.
chapel. Now, Wembly and his family remain At night, the room will be occupied by eight
captives, but they are certain to be disposed of orcs, fighting, gaming, drinking, and squab-
as soon as their usefulness is at an end. bling. They will be making so much noise that
it will be impossible not to hear them. They
Main Floor will have a total of 1 15 gold pieces among
them. One orc will wield a + 1 scimitar.
Most of the main floor has been wrecked by During the day, there will be but a single orc,
the humanoids, who take out their frustra- sleeping off the previous nights excesses, cov-
tions after long days of labor by fighting, ered by torn carpet and other trash. If anyone
squabbling, and smashing things before retir- enters the room, the orc will leap to attack the
ing to the vaults. If Horaz has been alerted to nearest character with automatic surprise.
the characters presence, there is a 1 in 6 The orc carries nothing of value.
chance per turn of encountering a patrol of 2-
12 goblins during the day. If the party enters G4. Drawing room
at night, the chance rises to 2 in 6. All doors
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
doors. They were once flanked by decorative will contain two orcs engaged in beating up a
urns and shrubbery, but all this has been lone goblin, which continually squeals that it
smashed or stolen. will pay them back as soon as I get paid. One
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 equalsfive f 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 Twemblysfavorite 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 1-2 points of
damage, and alerting the half-orcs in 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 All of this is of only secondary interest to
night, 12 goblins leap around the room, aping you, however, as you realize that almost a
the manners of lkembly and his staff. Some dozen angry pairs of eyes are now staring at
wear lkembly or his wifes finery and sit at you, the eyes of a group of hairy, angry-
the table, jabbering orders and speaking with looking men.
exaggerated accents; others play servants, Get them! barks the largest, opening
running about with trays loaded with food or his mouth to reveal a row of sharp, bestial
jars of wine. Still others have abandoned all teeth. As they grab weapons and move to
pretense and wrestle for scraps of food. One the attack, you realize that the rooms occu-
goblin fights with a + 2 dagger, while another pants are not humans, but more half-orcs.
carries a Wand of Illumination,which he lacks
the intelligence or inclination to use. The gob- Horazs half-orcs, who consider themselves
lins have 76 gp and 220 sp among them. to be in charge of keeping his troops in line,
take pains to keep their areas clean and in
G7. Bedroom order. They will be in this room, sitting around
This room is in a condition similar to that of the table and talking regardless of the time of
the first bedroom, but has been gone over day.
more carefully, by the half-orcs. All the furni- There are eight ordinary half-orcs plus a
ture has been systematically destroyed in a third-level sergeant, wearing + 2 chain mail
search for secret compartments. The pillows and wielding a + 1 mace.
and mattresses have been cut into sections
and part of the floor has been torn up. Need- Half-Orc Sergeant: Int Average; AL LE; AC 3;
less to say, nothing of value remains. 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
1,116 silver, and a bag filled with 100 gems There are 121 sp and 69 cp pieces scattered
worth 10 gp each. One of the half-orcs wears throughout the straw. Searching characters
an ornate, jewel-hilted dagger worth 500 g,) on can collect 3-30 coins per round. There is also
his belt. a silver ring with a tiger-eye opal worth 275 gp
in the straw, lost by goblins squabbling for
G10. Landing possession.
Bvo normal orcs stand guard here, day or
night. During the day, they will be dozing, ig- G12. Wolf den
noring any noises, and may be attacked auto- This room contains wolves normally ridden
matically with surprise. A t night, they will put by Horazs goblin cavalry. These animals are
any noises down to normal evening rowdiness, normally not evil, but continual contact and
but if attacked they will attempt to flee up the maltreatment by the humanoids has warped
stairs to warn Horaz. them, causing them to attack anyone who
approaches them, other than their normal
The Vaults riders.
Unlike other rooms, any commotion here
The lower level of the manor contains stor- will bring the goblins from room G 11 running
age facilities, a wine cellar, a well, latrine, and to defend their precious mounts. The room is
several unused rooms. The vaults are dank, full of straw, with gnawed bones and scraps of
dark, and thoroughly unpleasant-just as orcs meat scattered everywhere. It smells of musk
and goblins like it. Light normally enters the and wet fur, but is otherwise empty.
rooms through barred half-windows at ground
level (approximately eight feet above the floor). Wolves (8):Int Semi; AL N; AC 7; MV 18;HD
Rooms occupied by orcs and goblins have had 2 +2; hp 14; THACO 19; #AT 1; Dmg 2-5;SA
their windows obscured with dirt and debris to Nil: SD Nil: SZ S ; ML 10;XP 65
eliminate the annoying daylight.
Currently, the vaults house most of Horazs G13-14. Supplies
troops, as well as human and halfling pris- These rooms are virtually identical. Both
oners. Graf Ttvembly is not here, but his fami- contain supplies intended for the Pomarj
ly is. Each turn there is a 2 in 6 chance of flanking force as it moves through Prinzfeld. I t
encountering 2-8 orcs (40%)or 3-12 goblins is full of barrels, which contain dried meat or
(60%),regardless of time of day. fish, water, wine, and other similar items.
Except where otherwise noted, noise of com-
bat will probably not arouse unusual suspi- G15. Orcs
cion, since these violent humanoids engage in Nine orcs lounge around in this room, idly
fights with some regularity. wondering when theyre going to see any
action. More tidy than the goblins, they have
G 1 1. Goblins made reasonably tidy beds with tattered blan-
This room contains 11 goblins. Four are kets and straw pillows. Eight are ordinary
sleeping, while seven are sitting about, sharp- orcs; the ninth, sitting moodily in the corner
ening spears, arguing, and wrestling. The floor with his arms crossed, is a tribal chieftain,
is strewn with straw, some of which has been every bit as galled as his fellows at being de-
piled up to make crude beds. Camp rats have prived of loot and plunder. The nine will attack
nested in the straw, and anyone searching the the party with great enthusiasm, and if he has
straw has a 10%chance per round of being a chance, the chieftain will shout a tribal war-
attacked by a rat. The goblins do not like the cry, summoning the orcs in room 20, who will
rats and have suffered somewhat because of arrive in 1-4 rounds.
them (paws?),but have not been able to get rid
of them. Orc Chief (1): Int Average; AL LE; AC 5; MV
9; HD 3; hp 16; THACO 15; #AT 1; Dmg 1-8+4;

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 servants quarters, Graf hemblys wife
attack any non-orc wielding it with a + 1 at- and son, kept here as insurance of his good
tack bonus due to ferocity. behavior, and the halfling priest Father Hurol.
Each orc carries a belt pouch with 2-12 sp If rescued, they will beg the characters to also
and 1-8gp. Sacks containing each orcs pos- rescue Twembly, who is currently held on the
sessions sit beside each bed. They contain second floor.
various personal fetishes and knick-knacks The human is Arnulth, Prince Olinstaads
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 Horazs troops and the on; AL LG
approaching humanoid army are kept here. As with Lily, these prisoners may present a
There are 100 stone-tipped spears, 100 crude 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-
10 heavy 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
As may be guessed, the room is crammed fight, and move at only 2/3 their normal rate
completely full of supplies. All of these items (6 per round). As such, they are likely to bog
are of poor quality, apparently made quickly the party down and make it difficult to hide
and cheaply. They will bring only 25% of nor- from patrols. All the same, good-aligned char-
mal value on the open market. acters will be reluctant to leave them alone.
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
dull, boring, and for some goblins, an opportu- party too severely for showing mercy to the
nity to catch up on sleep. Four goblins lie prisoners. This situation should be used as a
snoozing in this room, on filthy straw. One role-playingopportunity, not a chance to make
carries the keys to the adjoining room, where the players lives miserable.
the household staff is held prisoner. This gob-
lin also wears a silver whistle worth 5 sp on a G19.More supplies
chain around his neck. Characters automati- This room is crammed with barrels full of
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 15 and 20, who will arrive rosh Maks flanking force.
in l d 6 rounds.
This room contains nothing of value. G20.Ores
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 Ill Stab You. Their
padlock. Inside are eight halflings (three male, personal effects and bedding are arranged sim-
four female and one male child), arid a lone ilarly to those in room G 15. Ten of the orcs are

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 (3rd level): 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;
XP 650;Spells (2/1): Cause Light Wounds, G22. Drawing room
Cause Fear, Aid
The shaman fights with a + I dagger. One of You are surprised to see how well-
the ordinary orcs wears a gold sigil around his maintained this room is after the chaos
neck, bearing the symbol of Erythnul the downstairs. Brightly painted in yellow and
Many, the orcs evil god, worth 25 gp. Each orc white, this rooms walls are lined with book-
carries a belt pouch containing 2-12sp and 1-8 shelves, all kept in good order. A comfort-
gp. The personal effects stored by each bed- able, wingback chair occupies each corner
space are worthless items similar to those in of the room, and the leaded-glass windows
room G 15,with two exceptions: one contains a look out over the grounds. An elaborate,
potion of healing and one contains Murlynds wrought-iron chandelier hangs in the mid-
Spoon, which the orc uses to generate fodder dle of the room.
when normal rations run short.
Horaz considers himself something of an
G2 1. Armory
intellectual: he uses this room for sitting and
This room is jammed to capacity with more reading during the day, while he waits for
military material: 75 poor-quality broad- word of the Pomarj armys arrival to come. He
swords, 100 hand axes, 50 short bows, 500 has expressly forbidden anyone else from en-
sheaf arrows, 30 brigandine breastplates (orc- tering the room, so it stands empty and rela-
sized), 15 hide breastplates (goblin-sized),20 tively clean when the party enters. The books
bucklers, 25 medium shields, 50 goblin-sized, &e all novels, historical treatises, and family
metal-and-leather helms, and 60 orc-sized dohments, none of which hold any more than
steel helms. As in room G16,these items are passing interest for the party.
poorly constructed and will fetch only 25%
G23. Dining room
normal value if sold.
There is one exception, however: if checked A long, dark table of polished wood has
with detect magic or a similar spell, one of the been arranged with elaborate place-settings,
swords, outwardly rusty and nearly worthless, silver candlesticks, padded chairs, and ele-
will strongly radiate magic. Once cleaned and gant wine glasses, as if a state banquet is
polished, it will become evident that the sword about to begin. Amazingly, there is not a
is more than it seems. This weapon is none speck of dirt or debris anywhere in the
other than the Re1 Astran Sword of Enmity room.
This famous magic item was created for a pal-
adin from the City of Re1 Astra. Normally + l It amuses Horaz to dine with Graf Wembly
to hit and damage, it is + 3 to hit and damage each night, while elite half-orc guards look on.
when used against racially-hated enemies. Needless to say, Ttvemblysappetite has de-
Examples of such enemies include paladins clined of late. Currently, the room is prepared
against chaotic evil creatures, rangers against for the nights dinner.
giant-class, elves against drow, dwarves
against orcs or goblins, etc. G24. Salon

Second Floor Paintings depicting the Ulek countryside


and various historical scenes hang on the
The manors second story is currently in use bright white and yellow walls. Thick ma-
as Horazs 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
command as it attempts to overrun Rtters-
The chairs and couch are marche, and personally lead the final assault
occupied by hairy, bestial-looking half-orcs, on the party as they help defend the city.
dressed in clean uniforms with the white
skull of the Pomarj orcs emblazoned on Horaz. Agent of the Pomarj: AC 6; MV 12;
their chests. F5; hp 35; THACO 16; #AT 1;Dmg ld8 + 1;AL
LE; Equipment: longsword + 1 , leather armor
Under strict orders to keep the room clean, +I
these half-orcs are near-insane with boredom.
They will attack the characters with enthusi- Ogres (2):Int low; AL CE; AC 5; MV 9; HD
asm. There are six half-orcs in this room. Each 4+1;hp 20; THACO 17; #AT 1; Dmg 1-10:SA
carries 2-20 gp and 3-30 sp. Nil; SD Nil; SZ L; ML 11;XP 175
In addition to the magical items carried by
G25-26. Bedrooms Horaz, one of his half-orcs has a gold and gem-
These rooms contain a bed, table, chair, encrusted bracelet worth 130 gp. Another half-
pleasant paintings on the wall, rugs on the orc wears a fanciful helmet taken from a slain
floor, and a single, empty closet. They are cur- elf (worth 500 gp). A locked chest in the mas-
rently unoccupied and are otherwise undis- ter bedroom contains valued items and pay for
turbed. Horazs troops. Inside the chest are 2,200 gp,
3,650 sp, and 20 gems worth 75 gp each.
G27. Bedroom Horaz has also placed in the chest a well-made
l k o half-orcs in spotless black uniforms shortsword which he thinks may be magical
with white skulls on the chests stand at atten- (it isnt),and a Chime of Opening.
tion outside this door. If they are attacked, or if In the writing desks drawer are numerous
they catch sight of the party, they will raise documents-written orders from lbrrosh Mak,
the alarm, and Horaz and his guards will come lists of supplies, orders of battle for the flank-
running from G28 as described above. ing force, and other minor items-detailing
Inside, the room is identical to G25 and G26, Horazs 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 Horazs 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-orc followers
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
Nil; S D Nil; S Z S ; AL N; ML 10;XP 65
Chapter 5:
efense of Prinzfeld If the goblins are defeated, the characters
should be urged (if any further motivation is
needed) to make for Rittersmarche at top
As you leave the manor behind, your spir- speed. They will arrive one to two hours in
its soar. You have uncovered a conspiracy advance of Horazs army and discover the
which threatened the entire principality, principality militia already in the process of
and you have rescued an important noble- mobilization. Graf Wembly will insist on im-
man from his treacherous captors. Now, at mediately going to the town hall to brief the
last, the call has gone out, and the Prinzfeld town council. Also, if the characters uncover-
militia can march south to help the prince ed evidence of Marshal Garyths treachery,
fight the Pomarj invaders. they will want to inform the council of their
Your joy is short-lived, however. Graf findings. Once at the town hall, read the fol-
Wembly, tired and haggard, risks a final lowine DaraCraDh:
look back at his home. Suddenly, his eyes An urgent clanging sounds from the bell
widen with horror, he points a trembling tower, filling the hall with raucous noise.
finger and squeaks, Look! You have to shout to make yourself heard.
You look behind you, and feel the icy hand Lord Mayor Harger hurries up to you, ac-
of fear grip your heart. There in the dis- companied by a burly man in plate armor.
tance, emerging from the forest, is a black My Lord, he says to Wembly, thank
mass of bodies-short, squat orcs, tall, ar- Cuthbert you are alive! I have bad news-
mored men, and riders mounted on both Marshal Garyth was a traitor in the pay of
horses and wolves. Above the horde, you the Pomaj. He fled the province rather than
see banners carrying the skulls and medusa take command of our militia. Captain Re-
heads of the Pomarj! There are hundreds of nulf here is now in charge.
them, their features obscured by ornate, Sad news indeed, replies bembly. He
black helms. Helplessness washes over you; then relates the current situation, telling
your small party cannot hope to stem this how your party rescued him and his family,
tide of evil alone. and of the terrifying horde now advancing
The hordes intent is clear-an immediate on the city. At least the muster is partially
advance on Rittersmarche. Already, wolf- underway, he continues. We must stop
mounted goblin outriders are sweeping for- them here and now.
ward in advance of the army and have Captain Renulf looks doubtful. This city
almost reached the manor. Savage howls rip has no real defenses. We must sally forth
the air as the mounted goblins rapidly close and meet them at the Ebenharfe gap, where
the distance between you. the road narrows and our flanks will be se-
cure. He looks at you. Although your mis-
If the entire party is mounted, and they sion here has been accomplished, we need
choose to flee toward Rittersmarche, they will all the warriors we can muster. Will you
outdistance their pursuers. If any are on foot stay and fight, even though we can promise
(such as prisoners rescued from the manor), or you nothing save our gratitude?
if the players dither too long about what to do,
they will be forced to fight the mounted gob- The characters are free to refuse. If they do,
lins. however, Prinzfeld will be overrun and the
provincial militia will never reach Prince Olin-
Goblins (10):Int Low; AL LE; AC 6; MV 6; HD staads army. Ihrrosh Mak will eventually be
1-1;hp 4; THACO 20; #AT 1;Dmg 1-6;S A Nil: stopped, but not until he has overrun half the
S D Nil; SZ S; ML 10;XP 15 principality.
In the more likely event that the characters
Wolves (10):Int Semi; AL N; AC 7; MV 18;HD stay on, the DM has the option of fighting the
2 +2; hp 14; THACO 19; #AT 1;Dmg 2-5; SA 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
DM wishes to resolve the conflict quickly, read the characters as the ones who wrecked his
the following paragraph and continue with the carefully-laid plans. He and his orcs attack
next section. with single-minded ferocity; all have morale
bonuses.
The Battle for Prinzfeld Horaz, Agent of the Pomarj: AC 6;AL LE;
Captain Renulf assigns you to help hold a MV 12;F5;hp 35;THACO 16;#AT 1; Dmg
position on the armys right flank. Nearby ld8 + 1; Equipment: longsword + 1 , leather
are the city halberdiers and a unit of provin- armor + 1
cial militia, but they will probably be en-
gaged and unable to assist you. Ogres (2):Int low; AL CE; AC 5;MV 9;HD
4 + 1; hp 20;THACO 17;#AT 1; Dmg 1-10:S A
The battle is furious. For hours, you
watch as the Ulek forces fight off attack af- Nil; SD Nil; SZ L; ML 11; XP 175
ter attack. Wolf riders fling themselves at
the halfling archers who screen the center, Orcs (12):Int Average; AL LE; AC 6;MV 9;
but flee, decimated and broken. The ene- HD 1; hp 6;THACO 19;#AT 1; Dmg 1-8; SA
mys human cavalry charge, scattering the Nil; SD Nil; SZ M; ML 11; XP 15
halflings, but break against the city watch,
who hold the center behind them. Arrows It is up to the DM to determine how tough
fly, weapons clash, warriors shout in rage, this encounter will be. If the party seems over-
and scream in agony; the battle is little matched, reduce the number of attacking orcs
more than confused and bloody chaos. or eliminate the ogres. If the party seems in
danger of being overwhelmed, Captain Renulf
For the first part of the battle, your posi-
tion is relatively quiet. A unit of wolf riders may realize what is happening and send 2-8
approaches you, but flees back into the warriors to assist the characters.
woods. The militia and halberdiers on your
flank are withdrawn to strengthen the line
Warriors: AC 6;MV 12;F1;hp 8;THACO 20;
elsewhere. You are left as the only force in #AT 1; Dmg 1-8;AL NG
this part of the battlefield. At last, there is a
short pause in the carnage, as if both armies This is intended to be a tough battle for the
are drawing breath for one last, decisive characters, one which they may well lose. The
clash. DM should not let the party off too easily. If the
Suddenly, you hear savage, orcish war players have done their job and seem deserv-
cries; a horde of humanoids emerges from ing, they should be allowed to win. On the
other hand, defeat in a noble cause can be a
the woods in front of you. At their head is
Horaz, clad in black armor, a wicked lance valuable lesson, and the DM should be careful
in his hand. Beside him lumbers a pair of to point out that there is no dishonor in fight-
ogres. ing bravely.
Brave adventurers! he shouts in deri-
sion. Time to make amends for your inter- Victory or Defeat?
ference! Prepare to defend yourselves! If the party is forced to retreat, read the follow-
Then, with a second chorus of war-cries, ing paragraph:
the line leaps forward. The orcs race across
the space between you, their eyes wild with With your position taken, the bulk of the
blood-lust and battle-frenzy. It is clear what Pomarj army shifts to sweep in behind Rit-
Horaz intends. If you are overrun, his force tersmarches defenders. Captain Renulf con-
can sweep around and attack the main pro- ducts a fighting withdrawal, saving as much
vincial line from the rear, or race ahead to as he can, but his cause is clearly lost.
Rittersmarche and beyond. You must hold You gather together what citizens you can
this position at all costs.

28
By the time you arrive, the initial battles
have already taken place, and Marshal
Clinkerfire has been forced back into the
marche is burning. lower Lortmils. Ttxrrosh Maks army is clos-
ing in for the final kill. The arrival of your
If the characters succeed in slaying or driv- troops heartens the demoralized Ulek army.
ing off all the attackers, read the following par- Realizing that he cannot easily win in the
agraph: hills, l b r o s h Mak breaks off the campaign
and marches north. Half the principality
A great shout of triumph echoes from the has fallen, but at least Prinzfeld remains
battlefield. In the distance, you see Captain free. Ulek will survive, to someday fight
Renulf s forces advancing, the banners of again.
Ulek waving proudly. Panic seizes the Po-
marj forces as their center collapses, and The overall outcome of the war-half of the
Horazs army dissolves into chaos. principality in enemy hands-is the same
A cavalryman gallops into the clearing, whether the characters defeated Horaz or not.
brandishing a fallen Pomarj banner. We The main difference between the outcomes is
conquer! he shouts. The enemy is rout- the status of the principality of Prinzfeld. If the
ed! characters were defeated, Prinzfeld is con-
You join him in a ragged cheer, then let quered and becomes a part of lbrrosh Maks
the weariness of the past few days wash Kingdom Where None Has Stood. If the par-
over you. The next day, you accompany the ty was victorious, Prinzfeld remains free, but
victorious militia south to join Prince Olin- its days of peace are over. The tiny province
staads army, now under the command of now exists on the border of the evil Pomarj
Marshal Augustos Clinkerfire. empire.
Regardless of their success or failure, if the
characters played well and fought bravely in
Rewards and Conclusion. his service, Prince Olinstaad will award each
of them with a knighthood (an essentially
If the characters were defeated in the final bat.
meaningless title which nonetheless signifies
tle with Horaz. read the following section: his gratitude). Future missions against Ttxr-
You flee south, shepherding the refugees rosh Maks new kingdom are a distinct possi-
as best you can. You join the princes army bility, as is a campaign to free Prinzfeld if the
under Marshal Augustos Clinkerfire and aid province was conquered.
in his skillful fighting withdrawal in the face Additionally, characters will be given 500 gp
of overwhelming odds. You fall back on the each above any rewards previously agreed-
Lortmils, leaving half the principality con- upon, and will, of course, be allowed to keep
quered. any plunder which they obtained during the
A s you prepare for the final conflict with adventure.
n r r o s h Mak, you and the principality are
given an unexpected reprieve. Preferring to
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. AD8 AR8 Hits2 ML12 MV24
The following forces are involved in the battle:
Optional Leaders
The Pomarj If the DM wishes to fight the battle using leaders,
Deploy within six inches of the north edge of the add the following forces:
mapboard. Pomarj forces automatically gain initia-
tive on turn one. Ulek
24 Orcs 2 Knight Heroes
AD6 AR8 Hits1 ML11 MV9 AD 10 AR5 Hits4 CD8 MV 9
Vulnerable in daylight ( - 1 Morale, - 1 to oppo- 1 Captain
nents AR) AD8*8 A R 5 Hits5 CD 16 MV12
20 Orc Shortbow Range: 10/20/30
AD6*6 A R 8 Hits1 ML11 MV9 + 1 Charisma bonus when used as leader
Range: 5/10/15 1 Lord Hero
Vulnerable in daylight AD10 AR3 Hits7 CD 16 MV9
6 Goblin Cavalry
AD 10 AR8 Hits 2 ML10 MV24 (This represents Captain Renulf, leader of the Prinz-
Vulnerable in daylight feld forces. His designation of Captain is a mili-
tary rank unrelated to his BATTLESYSTEM rating.)
12 Human Infantry
AD6 AR7 Hits 1 ML 11 MV9
Pomarj
6 Human Light Cavalry
AD8 AR7 Hits2 ML 12 MV24 2 Knight Heroes
AD10 AR5 Hits4 CD8 MV9
This battle is fought in daylight. The - 1 penalty 2 Captains
to the humanoids ML has been subtracted from the AD8*8 A R 5 Hits5 CD 16 MV12
ML of the troops listed above. The orcs are well- Range: 10/20/30
trained and receive a + 1 bonus to their ML. + 1 Charisma bonus when used as leader
(One of these captains represents Horaz)
Ulek
Deploy within six inches of the south edge of the
Characters in the battle
mapboard. If the DM wishes to include the adventurers party
in the battle, convert the characters using the sys-
20 Prinzfeld Peasants tem described on page 106 of the BATTLESYSTEM
AD4 AR9 Hits1 ML7 MV12 rules.
Irregular Note that the characters presence will severely
12 Rittersmarche Militia weight the odds in favor of Ulek forces. This is not
AD6 AR9 Hits 1 ML 11 MV 12 necessarily a bad thing, for it will more or less as-
Irregular sure a victory for the good guys. If the DM wishes to
make things a little more even, add several individ-
8 Rittersmarche Halberdiers uals or units of similar capabilities to the Pomarj
AD8 AR7 Hits2 ML 11 MV9 forces.
Second rank can attack in melee
18 Halfling Skirmishers Victory
AD6*6 A R 8 Hits 1 ML 12 MV9
Range: 5/10/15 The Pomarj player wins if he eliminates at least half
Favored Terrain: Woods, brush/scrub of the Ulek force, OR exits half his troops off the
Considered invisible in favored terrain; + 3 to oppo- south edge of the mapboard. The Ulek player wins
nents AR vs. missile attack if he avoids both of these victory conditions.

31
SecondFbor
one square equahfive feet
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.
Copyright 1992 TSR, Inc. All Rlghts Reserved
Q

07Xfi 7

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