The cultists have based themselves in a deserted hunting lodge - originally built by a Karameikian noble from Kelvin, the lodge was deemed to be unsafe, too far from help and too close to dangerous monsters, it was abandoned about 20 years ago, until the cultists came and took it over.
- The Main Hall: Here are the surviving cultists from the ambush. If any of these were killed in the attempt to capture then they can be disregarded here.
2 x Chaotic Acolyte: 1st level cleric, align Chaotic, male,
AC 6, Move 90', hp 4, 3, THAC0 20, Att 1 mace for 1d6, Ml 12, XP 15 each
Equipment: Scale mail, mace, black robes, unholy symbol, 10sp each
Chaotic Adept: 2nd level cleric, align Chaotic, female
AC 5, Move 90', hp 6, THAC0 19, Att 1 mace for 1d6+1, Ml 12, XP 35
Equipment: Chain mail, mace, black robes, unholy symbol, 25sp
Spells: Darkness (reverse of Light)
The main hall is typical of the rest of the rooms in this place, holding broken and faded finery.Up against the wall are various chairs and tables, all of which have now been damaged in various ways. On the wall are 3 oil paintings, all of various hunting scenes. Each is about 3' x 4' in size and worth 50gp if sold. - The dining room: 3 orcs are on guard here and will attack anyone they don't recognise.
Orc: AC 6, Move 120', HD 1, hp 6, 4, 4, THAC0 19, Att 1 spear for 1d6, Ml 8, Align C, XP 10 each
Equipment: Leather armour, shield, spear, 10sp each
There is nothing of interest or value here - the vandalous orcs have ensured that. - The kitchen: Here is a single chaotic fighter, the chef for this motley bunch
AC 5, Move 90', HD Ftr1, hp 5, THAC0 19, Att 1 axe for 1d6+1, Ml 9, Align C, XP 15
Equipment: Chain mail, hand axe/meat cleaver, 12gp
This room is still in use as a kitchen, and there are various pieces of meat hanging from the ceiling (rabbits, deer, boar etc), as well as a a sack of vegetables. In the southwest corner there is a fireplace with a pot of stew bubbling away. - The lounge: This room holds 2 orcs
Orc: AC 6, Move 120', HD 1, hp 6, 4, 4, THAC0 19, Att 1 spear for 1d6, Ml 8, Align C, XP 10 each
Equipment: Leather armour, shield, spear, 10sp each - The Trophy Room. This room is filled with the rotting remains of hunting trophies - mounted heads on the wall, skins as rugs on the floor, captured humanoid arms and armour. In the centre of this slightly grisly room is stuffed and mounted cave bear. It is of course long dead, but the family of 4 giant rats that live inside the stuffed bear are very much alive and dangerous.
Giant Rat: AC 7, Move 120', HD 1/2, hp 3, 2, 1, 1, THAC0 19, Att 1 bite for 1d3 + 1 in 20 chance of disease, Ml 8, Align N, XP 7 each
Although there are no coins or precious metals, enterprising adventurers might recognise some of the trophies as valuable - a well-preserved giant weasel pelt on one of the chairs is worth 50gp, a red dragon skull is worth another 200gp, and a warhammer taken from a goblin chief is actually a dwarf-forged warhammer +1. - 1 chaotic guard is here at the top of the stairs and will attack any intruders.
Chaotic Guard: 1st level fighter, align Chaotic, female
AC 5, Mv 90', hp 4, THAC0 18, Att 1 spear for 1d6, Ml 10, XP 15
Equipment: chain mail, spear, dagger, 25sp - Empty
- Armoury: This room contains 4 human-sized suits of chain mail, 2 human-sized suits of scale mail, 4 spears, 4 shields, 3 maces, 3 hand axes, 2 shortbows and a barrel of 45 arrows. There are 3 orcs guarding it:
Orc: AC 6, Move 120', HD 1, hp 6, 5, 1, THAC0 19, Att 1 spear for 1d6, Ml 8, Align C, XP 10 each
Equipment: Leather armour, shield, spear, 10sp each - Empty
- 1 chaotic mage, Mecurios, aspiring to one day be a chaos sorcerer. Note that if more than two people confront him, he will pretend to be a helpless prisoner and will apparently thank the adventurers for rescuing him, then slip away at the soonest opportunity, possibly using Ventriloquism to distract the others.
Mecurios: 2nd level magic user, align Chaotic, male,
AC 9, Move 120', hp 4, THAC0 19, Att 1 dagger for 1d4 or 1 spell, Ml 6, XP 25
Spells: Charm Person, Ventriloquism.
Equipment: dagger, robes, 11gp, 22sp, spellbook (Read Magic, Charm Person, Shield, Ventriloquism) - Berdanna, the priestess of Chaos, is the leader of the chaos cultists and orcs in this hideout
Berdanna, 3rd level cleric, align: Chaotic, female
AC 3, Mv 90', hp 14, THAC0 19, Att 1 mace for 1d6, Ml 11, XP 75
Equipment: chain mail, shield +1, mace, unholy symbol, 23gp, 10sp, key to room 12
Spells: Protection from Law, Detect Magic
Underneath some loose floorboards there is a sack with the chaotic cell's treasury: 320gp , 400sp and a potion of healing. - Brother Pholtor. The door to this room is locked. It may be broken down using normal rules, or using the key around Berdanna's neck. Brother Pholtor is here, beaten up and tied up but still alive. Although he has an XP value, it is suggested this is for returning him safely, not killing him.
Brother Pholtor: 2nd level cleric, align Lawful, male
Str 10, Dex 13, Con 10, Int 14, Wis 16, Cha 13
AC 9, Move 90', hp 2 (normally 8), THAC0 19, Att 1 fist for 1, Ml 10, XP 25
Equipment: none
Spells:Detect Chaos - Orc leader: AC 6, Move 120', HD 1, hp 8, THAC0 19, Att 1 hand axe for 1d6+1, Ml 8, Align C, XP 15
Equipment: leather armour, shield, hand axe
This orc leader only takes orders from Berdanna, the chaotic priestess. He commands the respect, if not outright obedience, of the other orcs around the hunting lodge. He sleeps on a big fancy bed, underneath which is a chest containing the orc band's wealth of 120gp, 680sp and 2 amethyst gems worth 50gp each.
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