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Assault on the Aerie of the Slave Lords - Free

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As <strong>the</strong> players approach Suderham from <strong>the</strong> north, <strong>the</strong>y notice <strong>the</strong><br />

city wall, <strong>the</strong> gate, and <strong>the</strong> comer towers are well maintained. The<br />

st<strong>on</strong>e wall is nearly 30‘ high, with 50’ towers, and <strong>the</strong> heads and<br />

shoulders <strong>of</strong> armored soldiers can be seen above <strong>the</strong> battlements.<br />

The roadway ends at <strong>the</strong> main city gate. The outer doors are open,<br />

but <strong>the</strong> far end <strong>of</strong> <strong>the</strong> gateway is barred by a massive portcullis<br />

and flanked by two sentry posts. Darkness is beginning to settle<br />

up<strong>on</strong> <strong>the</strong> city as <strong>the</strong> party nears <strong>the</strong> gateway.<br />

KEY TO PART B: THE HIDDEN CITY<br />

81. MAINGATE<br />

The entrance to this arched gateway is guarded by a<br />

massive ir<strong>on</strong> double door (now open) and a raised<br />

portcullis. At <strong>the</strong> far end <strong>of</strong> <strong>the</strong> gateway is a lowered<br />

portcullis, with two armed men <strong>on</strong> sentry duty standing<br />

before it. Beside each sentry is a single ir<strong>on</strong> door, <strong>on</strong>e<br />

Each sentry post is maintained by a guard soldier. One <strong>of</strong> <strong>the</strong><br />

two will stop <strong>the</strong> party and ask for <strong>the</strong>ir warrants and permits.<br />

If <strong>the</strong>se are shown to him in a polite manner he will signal for<br />

<strong>the</strong> portcullis to be raised. If threatened, he will blow his<br />

whistle. This will summ<strong>on</strong> 10 more soldiers from each <strong>of</strong> <strong>the</strong><br />

two guard rooms (AC 4, LVL 1, hp 8 each, #AT 1, D 2-8) who<br />

will answer such a call.<br />

As you pass through <strong>the</strong> main gate and take your first<br />

steps into <strong>the</strong> city, a wizened, limping beggar hobbles<br />

UD and asks for alms.<br />

The beggar, up<strong>on</strong> closing with <strong>the</strong> party, whispers that<br />

he is an agent <strong>of</strong> those who hired <strong>the</strong> players. He says,<br />

“Seek out <strong>the</strong> ivory paladin,” and <strong>the</strong>n disappears into<br />

<strong>the</strong> passersby.<br />

This cryptic phrase refers to a tavern, <strong>the</strong> Sign <strong>of</strong> <strong>the</strong><br />

White Knight (814).<br />

9<br />

82. GUARD TOWERS<br />

These imposing st<strong>on</strong>e structures, built into <strong>the</strong> city walls,<br />

stand about 50’ high. There are entrances at ground<br />

level and <strong>on</strong> <strong>the</strong> walls.<br />

Each tower has three rooms (ground level, wall level, and a<br />

ro<strong>of</strong>ed fighting platform) c<strong>on</strong>nected by winding stairways.<br />

Distributed throughout each tower will be 20 1st level soldiers<br />

(AC 5, LVL 1, hp 8 each, #AT 1. D 2-8, bow 1-6) and <strong>on</strong>e 3rd<br />

level sergeant at arms (AC 5, LVL 3, hp 18, #AT 1, D 2-8, bow<br />

1-6) armed with broadswords and short composite bows and<br />

wearing chainmail.<br />

83. SLAVE AUCTION ARENA<br />

Breaking open <strong>on</strong>e <strong>of</strong> <strong>the</strong> locked and barred doors will<br />

reveal vast open spaces underneath rows <strong>of</strong> st<strong>on</strong>e and<br />

wooden seating. It resemblesc<strong>on</strong>venti<strong>on</strong>al stadiumc<strong>on</strong>struc-<br />

ti<strong>on</strong>. Numerous passageways lead out to <strong>the</strong> seats which are<br />

arranged in ascending tiers around a central circular auc-<br />

ti<strong>on</strong> block, now deserted.<br />

There are 10 guards (AC 4, LVL 1, hD 8, #AT 1, D 2-8) individ-<br />

ually patrolling through <strong>the</strong> arena complex. If <strong>the</strong> party re-<br />

mains inside <strong>the</strong> arena for 4 turns, a guard will surprise <strong>the</strong>m<br />

<strong>on</strong> <strong>the</strong> 5th turn unless precauti<strong>on</strong>s are taken.

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