Scourge of the Slave Lords
Chapter Two

Outlining the PCs' adventures in Highport and
culminating in their approach to the Temple

Product Number: 9167
Year Published:  1986

Converted from 1st Edition to 3rd Edition D&D 
by S.H. Jones <sholdenj@uwo.ca>

5 March, 2001

Summary of Conversion: This adventure has been re-scaled to 3E for four characters who, if they have been through Chapter One, may now be either 7th or 8th level.  Incidental details or explanations appear throughout; feel free to adjust or dismiss anything that doesn’t work in your campaign.

Chapter 2: The City of Highport

Highport (large town): Nonstandard; AL NE; 3000-gp limit; Assets 708,000 gp; Population 4719; Mixed (orc 32%, human 27%, half-orc 21%, goblinoid 14%, other 6% (ogre, hill giant, ogre mage, doppleganger, etc).
Authority Figures: Sturm Blucholtz, male human Rog8 (minor slave lord); Careela, female human Ftr10/Rog3 (former smuggler; slaver agent and black market operator); Krimmar Spear-feaster, male half-orc Clr8/Asn3 (Gruumsh's high-priest); Black Anthriss, female half-orc Rog13 (thieves’ guild-mistress); Sith Arden, male human Rog5/Asn5 (assassin, underworld boss, and malcontent); Urk-hch Bloodaxe, male orc Ftr7 (chieftain, Raining Blood orc tribe (servants of slavers in Highport temple)).  
Important Characters: Blaag Brain-smasher, male orc War10 (chieftain, Bloody Fist orc tribe); Ratchek, male orc Bbn8 (chieftain, Twisted Talon orc tribe); Teg Limb-grinder, male orc War7 (chieftain, Burning Gut orc tribe); Jillain Spear-feaster, female half-orc Clr6 (Gruumsh; slaver agent); Pakkran, male bugbear War2/Rog3 (chief, Swift Death goblin tribe); Sik-stikl, male orc Ftr3/Adp7 (founder and chief, Red Blaze mercenaries); Oourn Blackmane, male half-ogre Bbn4/Ftr2 (leader, Black Death orc tribe); “Blackscab,” female hobgoblin Ftr3/Rog3/Sor4 (independent thief and hire-sword); Ander Guntsson, male human Ftr5 (retired buccaneer and Iron League spy); Ncÿlla Darkwitch, greenhag witch 6 (“wise-woman” and general evil-doer); Malkar Ironstaff, male human Wiz11 (exoitc weapons dealer, alchemist, and slaver agent); Portias Neerstone (“Blackblade”), male human Exp2/Pal8 (Furyondan spy); Korog, male orc Exp6 (master weaponsmith, Bloody Fist orc tribe); Mistress Yawgra, female half-orc Exp3/Rog2 (“Yellow Garter Hostel” mistress; fence dealing in sensitive information); Istvan, male human Com4 (“Barnacle Rock Inn” proprietor).
Others: Warriors of various levels, races, and classes (i.e., barbarian, fighter, ranger, warrior, etc.) [x2144]; Adp1-10 [x25]; Clr1-7 (mostly Gruumsh or Hextor) [x19]; Rog1-10 [x173]; Wiz1-8 [x9]; Sor1-5 [x3]; Exp1-5 [x26]; Com1-5 [x2301]. Note: Some of these NPCs are multiclassed characters, listed under their primary (i.e., highest-level) class for simplicity. 

	Once a minor jewel of the barons of the Pomarj, Highport was the centre of a bustling shipping and trading industry. But a dark tide of death swelled out of the hills  murderous bands of humanoids. Highport was too rich a target to be ignored, and although it resisted, five times repulsing the attackers with bloody losses, it could not stand. A whirlwind of destruction entered the town: fires, lightnings, and hail mixed with the savagery of the attackers. Highport burned and its few remaining citizens were slaughtered. 
	Much of Highport today remains in ruins dating back to "The Night of the Bloody Spear," a legacy of that great conquest. But slowly the city is being rebuilt and repopulated. It is now ruled by a coalition of humanoid tribes, split by factions and blood-feuds. Over them, binding them together in fear, are the slave lords. Humans have slowly returned: none of the original inhabitants, but evil men with evil reputations. Half-humans mix freely with full-blood humans and humanoids. Justice is unknown and the laws are simple: a strong sword-arm is judge and executioner, a dark alley the execution ground. 
	Still, the lure of trade and profit brings many here. But it is a much different trade than what it once was  an evil trade dealing in misery and hardship. Many slaves pass through this port to stand on the block in its dark markets. Many come to buy. And all are under the eyes of the slave lords.

Life in Highport
	The Scourge of the Slave Lords adventure book uses a set of three small geomorphs for Chapter 2 to allow DMs to build Highport on-the-fly, if necessary. While these are useful, it would be in DMs' best interests to construct more geomorphs and to have some sections of town (i.e., the dock districts and the Old Temple district, particularly) put together ahead of time. In these geomorphs are codes to determine what types of people and places will generally be found, and what sorts of information the PCs can gain there. The tables for constructing NPCs are a good feature, but DMs should construct a large number of NPCs ahead of time and establish their personalities and roles as well (note that the number of listed personality guidelines is pretty restrictive). I have converted and expanded the NPC tables to 3E and have also included a few of the resulting NPCs that I made up for my games below  I hope DMs find them useful. 

Key to the Geomorphs
	Any time PC(s) enter an area of the given type, the DM should roll (or, better, should have rolled ahead of time) to see once for each possible NPC type for that area to see whether representatives of that type are present. The number of NPCs will vary, and should be based on what type of building or structure the PC(s) have entered and its size and location, among other factors. If the rolls result in no occupancy for a building that needs to be occupied, the DM should simply choose appropriate occupants or have them be absent for some reason (perhaps the inhabitants are out of the city or simply working at another location, for example).
	For example, a PC fighter enters a barracks looking for work as a soldier or guard. The DM has rolled to see whether type A, B, D, and/or E characters are present (as per the “government buildings” listing, below), as well as whether any employment might be offered to such a suitable candidate and whether any useful information might be learned here. The rolls indicate that only NPC types A and D are in this particular building, and so the DM decides that the type A characters are 3d6+3 in number  given the relative size of the building and whatever other factors, such as the area of town, might be applicable  along with two Type D leaders. Further rolls on the various NPC tables below (or DMs' discretion: i.e., warriors will likely inhabit barracks) will flesh out the exact composition and levels of the NPCs, as needed.

	Government Buildings (armories, barracks, guild halls, pier offices, etc.):
	These buildings are largely dingy and poorly maintained. Most still show damage from the Night of the Bloody Spear. Guards sometimes lounge around these buildings, often bored and ill-tempered. Windows are generally boarded over or barred. None of the people inside are friendly or happy. Most of these structures tend to be the workplaces of bureaucrats and officers; often, from 2 to 5 soldiers or guards will be present. A few government buildings will house senior officials, with heavier guard (4 to 20 soldiers) and more traffic. Most will also have from 2 to 20 petty officials or workers. 
NPC Types: A (40%), B (25%), D (20%), and/or E (10%)
Jobs Available: common (30%), skilled (10%)
Information: A, B, D

	Private structures (granaries, homes, mills, salting/smoke-houses, storehouses, etc.):
	The homes and businesses of Highport are generally unpleasant in a squalid sort of way. Little attention is paid to sanitation or repair, and many are only half rebuilt with sections still charred and broken. The ground floors of many of these buildings are given over to businesses, whether the tenants' or others'. Windows open onto the street, their sills loaded with goods from workshops, and often these goods are carefully attended. Most of the goods are of quite ordinary workmanship. Some are warehouses near the docks or workhouses. All of them exhibit a tendency toward stench and filth, a sickening thought considering that many store stocks of food. 
NPC Types: A (30%), B (30%), C (3%), D (15%), or E (5%)
Jobs Available: menial (50%), common (20%), skilled (5%)
Information: A, B, C

	Services (inns, shops, stables, taverns, temples, etc.): 
	These densely clustered buildings are mostly huddled near the waterfront. Day and night the inns are alive with the clatter and clink of trenchers and mugs. After dark, the windows glow warmly while rude and boisterous singing rings out into the street. Occasionally its pitch is echoed by an agonizing cry from a dark alley. The patrons of these inns and taverns are a hard lot. Coming from many ports beyond the waves, they are generally the vermin of foreign lands, profiting from the cruelty of the slave lords. 
	Mixed in with the inns are shops and stables, relatively quiet affairs compared to the wicked taphouses. Most are boarded or barred up solidly at night. The owners sensibly refuse to open their doors after dark: too many unsavoury beings inhabit the street to be safe. 
	The temples and shrines of the city are of a most unpleasant visage, grim and foreboding. Having taken them over from the previous religions which inhabited them, the orcs and other humanoids have installed their own foul worship, and often its attendant architectural ideologies, in the once pure structures. Some are places that even casual inhabitants of Highport will not visit willingly, while others at times attract great crowds to their black spectacles. Occasionally, at night, dark processions wind through the streets, to disappear into the gloomy maw of a silent temple. No one ever stops or questions these processions. Any worshippers of good deities practice their faiths carefully and in hiding.
NPC Types: A (30%), B (40%), C (5%), D (20%), and/or E (10%)
Jobs Available: menial (50%), common (20%), skilled (5%)
Information: A, B, C

	Ruins (deserted, rubble-filled, etc.): 
	The greater part of “Old Town” is now in desolate ruins. Much of its population fled or died during the great siege and only a portion of the city has been reclaimed. The conquerers have little desire to rebuild Highport, and the few traders and craftsmen who live here find it easy enough to occupy standing buildings. 
	Many of the ruined Old Town buildings are still standing, more or less, and many are unofficially occupied. While they were not burned to the ground or razed, they have not been maintained for decades. Neglect has made them unsafe and unsound. For each hour spent moving about in such a place, characters risk a 10% chance of serious mishap: a beam giving way, a wall, floor, or ceiling caving in, etc. All characters in the area of a collapse must make a Reflex save (DC 15) or suffer 3d12 points of damage (save halves). These collapses are not uncommon and do not attract undue attention to the location of the accident unless perhaps they endanger a nearby occupied building. 
	Rubble is just that  the remains of totally collapsed or burned buildings. While it is much safer to move about in this rubble, it also offers no protection from the elements. There is only a 5% chance per hour of movement through rubble-strewn areas of suffering a mishap, such as being struck by falling masonry or tumbling into a burnt out cellar; further, damage from mishaps here cause only 2d10 damage (Reflex DC 15 halves). 
NPC Types: A (20%), B (50%), C (5%), or D (3%)
Jobs Available: none
Information: A, C

The NPCs of Highport
	The city of Highport is filled with several thousand people, far more than can be detailed here. A simple system is given here to quickly create NPCs as needed. The entries are based on five basic types, 'A' through 'E', each of which may be more or less likely to appear in certain types of places or areas (government, private, services, and ruins) within the geomorphic city-scheme. Generally, each will also have an occupation, as determined by a roll on Table 6: Occupations. A similar method is used for personalities (see Table 7), but I would advise DMs to come up with their own ideas here (the 1st Edition DMG has some good tables to start from for NPC creation). 

Type A (human)
	Twenty percent (20%) of Type A NPC encounters are actually with human-seeming half-orcs. Many full-blooded humans and "mixed-bloods" (as these half-orcs are commonly known) of evil disposition now call Highport home or visit it for their wicked business (Roll 1d8: 1 Neutral; 2-3 Neutral Evil; 4-5 Lawful Evil; 6-8 Chaotic Evil). Most are of relatively low level and are not necessarily adventurers. Roll d% below to find the class, and then roll a second time to find the character's level. If a commoner or expert, either roll on or choose from Table 6: Occupation (Column A), and also roll on Table 7: Personality (1d20, no modifiers). Warriors need no other occupation (though one may be rolled if desired), and should roll 1d20+3 on the personality table.
Class	Level 1	Level 2	Level 3	Level 4	Level 5	
01-50.  Commoner	01-40	41-80	81-90	91-95	96-00	
51-54.  Expert	01-40	41-70	71-90	91-95	96-00	
55-00.  Warrior	01-40	41-70	71-90	91-95	96-00	

Type B (humanoid)
	Roll on the table below to find the NPC's race. There is a 30% chance that an "orc" NPC is actually half-orc: use the same stats as for full orcs. 
	The majority will be standard warrior(s) of the given race (stats as per MM). However, there is a 30% chance that the NPC will be a commoner (generally a female) or an expert (usually a weapon or armoursmith, but roll on Table 6: Occupations  Column A if desired), as appropriate. There is also a chance, rolled below, that the NPC is of a higher level and possibly (base 20% chance + 10% per extra level) of the race’s favoured class if that class is other than warrior. Also roll on Table 7: Personality (1d20+5, no modifiers). 
Race	Standard	HD +1	HD +2	HD +3	HD +4	
01-10.  Bugbear	01-70	71-90	91-00			
11-20.  Goblin	01-60	61-80	81-90	91-00		
21-28.  Hobgoblin	01-70	71-90	91-95	96-00		
29-35.  Gnoll	01-80	81-95	96-00			
36-00.  Orc	01-40	41-70	71-90	91-95	96-00	

Type C (giant)
	Roll on the table below to find the NPC's race. These will be standard specimens of the given race (stats as per MM), though 15% of ogre NPCs will actually be half-ogres: use standard ogre stats, however. DMs may wish to assign or roll on Table 6: Occupations for Type C characters, but giants with professions, at least in Highport, are uncommon at best… Also roll on Table 7: Personality (1d10+15, no modifiers). 
Race	
01-10.  Ettin	
11-25.  Hill giant	
26-70.  Ogre	
71-75.  Ogre mage	
76-00.  Troll	

Type D (Roll 1d6: human 1-3, half-orc 4-5, orc 6)
	Roll 1d8: Neutral 1; Neutral Evil 2-3; Lawful Evil 4-5; Chaotic Evil 6-8. Fully 50% of these NPCs are slaver agents or spies, and many of the rest are in some way connected to the slave trade. Roll d% below to find the NPC's class, by race, and then roll 1d6+1 to find the total experience level (some may be multiclassed characters). Either roll or choose from Table 6: Occupation (Column B), and roll 1d20+5 on Table 7: Personality. 
Class	Human	Half-orc	Orc	
Adept	01-02	01-10	01-10	
Aristocrat 	03-08	11		
Barbarian	09-10	12-20	11-25	
Cleric	11-20	21-30	26-28	
Expert	21-30	31-35	29-30	
Fighter	31-40	36-45	31-35	
Ranger*	41-45	46	36	
Rogue	46-60	47-65	37-45	
Sorcerer	61-62	66	46	
Warrior	63-95	67-97	47-00	
Wizard	96-00	98-00		
* Note that rangers can be of any alignment in 3E.

Type E (Roll 1d8: human 1-4, half-orc 5-7, orc 8)
	Roll 1d10: Neutral 1; Neutral Evil 2-4; Lawful Evil 5-8; Chaotic Evil 9-10. Most of these NPCs are in some way connected to the slave trade. Roll d% below, by race, to find the NPC's class and then roll 3d4+1 to find the character's total experience level (some may be multiclassed characters). Either roll or choose from Table 3: Occupations (Column B), and do likewise on Table 4: Personality (2d10+5, no modifiers, if rolling). 
Class	Human	Half-orc	Orc	
Adept		01-10	01-25	
Aristocrat 	01-10			
Barbarian		11-25	26-50	
Cleric	11-25	26-37	51-60	
Expert	26-30	38-40	61-65	
Fighter	31-50	41-55	66-75	
Rogue	51-80	56-95	76-99	
Sorcerer	81-85	96	00	
Wizard	86-00	97-00		

Table 6: Occupations (d20)
Die Roll	Column A	Column B
     1. 	shopkeeper	tax collector
     2.	professional	city guard
     3. 	hostler	city guard
     4.	derelict	marine 
     5.	craftsman	slaver
     6.	sailor	petty bureaucrat
     7.	bodyguard	petty bureaucrat
     8.	city guard	executioner
     9.	city guard	spy
     10. 	thug	city/temple guard or mercenary
     11.	temple guard	guard or mercenary sergeant (2nd level or higher)
     12.	tax collector	guard or mercenary captain (5th level or higher)
     13.	slaver	master craftsman
     14.	messenger	council member
     15.	foreign warrior	slave merchant
     16.	foreign warrior	ship's captain
     17.	(choose)	magistrate
     18.	(choose)	engineer
     19.	(choose)	minor slave lord (8th level or higher only)
     20.	(choose)	(choose)

Table 7: Personality 
1.	helpful, concerned
2.	honest, open
3.	cooperative, but unwilling to take risks
4.	“wheeler-deeler”; interested only in profit
5.	cringing, nervous; afraid of consequences of any action
6.	moody, sad; fatalistic
7.	outgoing and pleasant, but non-committal
8.	petty and vain; impressed by own power
9.	vengeful, quick-tempered
10.	dim-witted
11.	officious and unadventurous
12.	stern and harsh
13.	solitary; dislikes disturbances
14.	nervous, jumpy; overreacts
15.	calm, efficient; much initiative
16.	careful and meticulous, but self-concerned
17.	obedient and unimaginative
18.	outwardly calm, but internally raging
19.	dour, grim; strong believer in the benefits of hardship
20.	ill-tempered and cruel
21.	sadistic and vengeful
22.	unrefined and savage
23.	cunning and blood-thirsty
24.	has difficulty suppressing blood-thirsty impulses
25.	horribly malevolent and violent

Type A Samples
	1. Andor Green is, like many down-and-out people of Highport, a common ruffian. Dim and unskilled, the unpleasant young man relies on strength and tenacity to win his battles (whether physical or otherwise)  he isn’t really bright enough to win them any other way. 
Andor Green, male human commoner 2: CR 1; SZ Medium; HD 2d4; hp 8; Init +0; Spd 30 ft; AC 11 (+1 padded); Atk: unarmed +3 (1d3+2 subdual) or dagger +4 melee (1d4+2); SV Fort +0, Ref +0, Will -1; AL NE; Str 14, Dex 10, Con 11, Int 6, Wis 9, Cha 10.
Feats: Toughness, Weapon Focus (dagger).
Possessions: padded armour, dagger, 6 cp.
	2. Barin is a “mixed-blood,” a half-orc who can pass for human at a glance, and, more remarkably, an attractive young man. He is outgoing and well-like among his comrades in the 4th Division of the Town Guard. Still, what really matters most to Barin at all times is Barin, and money is about the only thing that will move him to help another. 
Barin, male half-orc warrior 1: CR ½; SZ Medium; HD 1d8; hp 7; Init -1; Spd 30 ft; AC 14 (-1 Dex, +4 chain shirt, +1 shield); Atk: longsword +3 melee (1d8+1); SQ darkvision 60 ft, half-orc traits; SV Fort +2, Ref -1, Will -1; AL NE; Str 13, Dex 9, Con 11, Int 10, Wis 9, Cha 14.
Skills: Bluff +4, Search +1, Spot +1. Feats: Weapon Focus (longsword).
Possessions: chain shirt, small steel shield, longsword, dagger, 5 sp.

Type B Samples
	1. Gorbok is a trifle unusual for an orc: while prone to bouts of violent behaviour like the majority of his race, he most often tends to brood and sulk over the hardships he is constantly forced to endure. Moreover, he is a hypochondriac, constantly complaining about aches and pains, blisters and rashes, most of which have no basis in reality. He is, in a word, a whiner, which accounts for the nick-name given to him by his own people: “Kobold.” If threatened with violence, he is likely to beg for mercy and cringe pathetically until his attackers leave, disgusted. Still, like a rat (or a kobold), he can be quite dangerous when cornered or when he thinks he has the upper hand.
Gorbok (“Kobold”), male orc warrior 2: CR 1; SZ Med humanoid; HD 2d8; hp 9; Init +0; Spd 20 ft in scale mail; AC 15 (+4 scale mail, +1 shield); Atk: halfspear +4 melee (1d8+2), or javelin +2 ranged (1d6+2, 30 ft); SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); SV Fort +3, Ref +0, Will +0; AL LE; Str 14, Dex 10, Con 11, Int 10, Wis 10, Cha 8.
Skills: Hide +2, Listen +3, Search +1, Spot +3. Feats: Alertness.
Possessions: scale mail, small steel shield, halfspear, 2 javelins, 3 sp, 7 cp.
	2. Mundai, a goblin, suffers the same indignities that most of his race here in Highport suffer: they are second-class citizens, treated only slightly better than the slaves. They are often left entirely out of tales of the Night of the Bloody Spear, though they fought fiercely in the front lines  Mundai’s grandfather was a hero, in fact, and his name is well-known to the goblins here. As a result, his people have become quite insular and hostile, and Mundai is no exception. He dislikes humans in particular, since he feels that he and his people have been pushed out of their rightful place here in Highport since humans have returned, despite all the goblinoids’ efforts to eradicate them. Given the smallest opportunity, he will happily kill or at least rob a lone human. 
Mundai, male goblin rogue 2: CR 2; SZ Small (goblinoid); HD 2d6; hp 7; Init +2; Spd 30 ft; AC 15 (+1 size, +2 Dex, +2 leather); Atk: shortsword +2 melee (1d6-1, 19-20/x2); SA sneak attack +1d6; SQ 60 ft darkvision, evasion; SV Fort +0, Ref +5, Will +0; AL NE; Str 9, Dex 14, Con 11, Int 10, Wis 11, Cha 8.
Skills: Climb +5, Hide +9, Jump +5, Listen +5, Move Silently +11, Pick Pocket +7, Search +5, Spot +5. Feats: Weapon Focus (shortsword).
Possessions: leather armour, shortsword, 5 sp.

Type C Sample
	1. Lodd is a young ogre who has not yet come of age within his clan. Eager to prove himself, he is ready and willing to seek trouble with anyone who seems a good target. Unfortunately (for Lodd), he is no brighter than others of his kind, and quite likely to start trouble beyond his ability to handle. 
Ogre: CR 2*; Large giant; HD 3d8+6*; hp 17; Init -1; Spd 30 ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk: huge greatclub +7 melee (2d6+7); Reach 10 ft; SQ darkvision 60 ft; AL CE; SV Fort +6, Ref +0, Will +0; Str 20, Dex 8, Con 15, Int 6, Wis 9, Cha 7. 
Skills: Climb +4, Listen +2, Spot +2. Feats: Weapon Focus (greatclub).
* I have altered the standard CR for ogres to 3 in my game, because it seems a little low – I think a 2nd-level party probably would have to use more than one-quarter of their resources to defeat one. As Lodd is young (having one less than the standard HD), his CR is 2. 

Type D Samples
	1. Erk Crainor is apprentice to the shaman of a small, insular, backwards half-orc demi-tribe from the nearby Drachensgrab Hills. He is a particularly grim and unpleasant character, here to purchase slaves for his people. The money he carries is a large part of their savings, and he is slightly paranoid of the big city environment, fearing theft or ambush at any time. If stopped or confronted, he is liable to expect the worst and leap to the attack (or flee from obviously superior force). 
Erk Crainor, male half-orc warrior 1 / adept 2: CR 2; SZ Medium; HD 1d8+2d6; hp 12; Init +1; Spd 30 ft; AC 15 (+1 Dex, +3 studded leather, +1 shield); Atk: morningstar +4 melee (1d8+2); SA spells; SQ darkvision 60 ft, half-orc traits; SV Fort +2, Ref +1, Will +4; AL CE; Str 14, Dex 12, Con 11, Int 11, Wis 13, Cha 10.
Skills: Concentration +3, Listen +4, Spellcraft +2, Spot +3, Wilderness Lore +3. Feats: Alertness, Weapon Focus (morningstar).
Adept Spells (3/2) [DC 11 + spell level]: 0 – cure minor wounds, detect magic, guidance; 1st – burning hands, cure light wounds.
Possessions: studded leather, small steel shield, unholy symbol, morningstar, 38 gp.
	2. Hhalff Big-teeth is a priest of the orc god Gruumsh, and is accustomed to getting respect. He is also an officer in the Highport Guard, serving as a special agent in magical matters, and is, further, an agent of the slavers. He is presently quite nervous, even to the point of talking aloud to himself, because he just got secret orders from his slave lord contact to "see to it" that a certain troublesome individual disappears: that individual also happens to be Hhalff's immediate superior in the Town Guard. 
Hhalff, male orc cleric 4 (Gruumsh): CR 4; SZ Medium humanoid; HD 4d8+4; hp 21; Init +0; Spd 20 ft in armour; AC 15 (+5 chainmail); Atk: halfspear +7 melee (1d8+3); SA feat of strength, spells; SQ darkvision 60 ft, rebuke undead, light sensitivity (+1 penalty to attack in bright sunlight or daylight spell); SV Fort +5, Ref +1, Will +6; AL LE; Str 15, Dex 10, Con 12, Int 9, Wis 14, Cha 9.
Skills: Concentration +5, Listen +4, Spellcraft +3, Spot +4. Feats: Alertness, Weapon Focus (halfspear).
Cleric Spells (5 / 4+1 / 3+1): 0 – cure minor wounds, detect magic (x2), guidance, resistance; 1st – bane, bless, command, cure light wounds; 2nd – hold person (x2), silence. Domain spells (Chaos, Strength): 1st – protection from law; 2nd – bull's strength.  
Possessions: chainmail, unholy symbol, masterwork halfspear, gold ring (50 gp).
	3. Beofen is a large, savage, and cunning Schnaian  a Frost Barbarian, hailing originally from the frigid wastes of the far north. He has made his way south over the past 7 years working as a mercenary marine, and, eventually, as mate on a pirate vessel raiding the Wild Coast. Having fallen out with his captain, however, he now seeks a livelihood or a new ship, as his funds are coming to an end. 
Beofen, male human barbarian 5: CR 5; SZ Medium (6'2"); HD 5d12+10; hp 42 (rage 52); Init +1; Spd 30 ft in chainmail; AC 18 (+1 Dex, +5 chainmail, +2 shield), or AC 16 (rage); Atk: battleaxe +9 melee (1d8+3) or, while raging, battleaxe +11 melee (1d8+5); SA rage (2/day); SQ uncanny dodge; SV Fort +6, Ref +2, Will +0 (rage +2); AL CE; Str 16, Dex 13, Con 15, Int 13, Wis 8, Cha 10. 
Skills: Climb +6 (+11), Intimidate +5, Jump +6 (+11), Listen +7, Profession (sailor) +3, Spot +7, Wilderness Lore +4. Feats: Alertness, Power Attack, Weapon Focus (battleaxe). 
Possessions: chainmail, battleaxe, 8 gp, 11 sp.

Type E Samples
	1. Gallok Troll's-breath is a senior slaver agent and a dangerous adversary. A servant of Hextor, he delights in mayhem and slaughter, but he is crafty and cunning enough to know when restraint is in order. Still, when confronted by a problem, his natural ferocity typically comes to the fore, and he is not overly familiar with the concept of tact. 
Gallok, male half-orc barbarian 3 / cleric 5 (Hextor): CR 8; SZ Medium humanoid; HD 3d12+3+5d8+5; hp 48 (rage 64); Init +0; Spd 20 ft in chainmail; AC 15 (+5 chainmail), or AC 13 (rage); Atk: heavy flail +11/+6 melee (1d10+5, 19-20/x2) or, while raging, heavy flail +13/+8 (1d10+8); SA rage (1/day), uncanny dodge, smite, spells; SQ half-orc traits, darkvision 60 ft, rebuke undead, spontaneous casting; AL LE; SV Fort +8, Ref +2, Will +8 (rage +10); Str 17, Dex 10, Con 13, Int 9, Wis 17, Chr 10.
Skills: Heal +8, Knowledge (religion) +5, Listen +11, Spot +11. Feats: Alertness, Power Attack, Weapon Focus (heavy flail).
Smite (Su): 1/day  one melee attack at +4 to hit and +5 damage.
Cleric Spells (5 / 4+1 / 3+1 / 2+1) [DC 13 + spell level]: 0 – cure minor wounds, detect magic, detect poison, purify food & drink, resistance; 1st – bless, cure light wounds, magic stone, shield of faith; 2nd – aid, bull's strength, cure moderate wounds; 3rd  glyph of warding, prayer; Domain spells (Destruction, Evil): 1st – protection from good; 2nd – shatter; 3rd  magic circle against good.  
Possessions: chainmail, unholy symbol, +1 heavy flail, potion of cure serious wounds, potion of lesser restoration. 
	2. Zubaiyet is a swarthy human mercenary captain who originally hails from the distant west. Tightly wound and always ready to spring (both literally and figuratively), he has an explosive temperament that belies his seemingly relaxed appearance. Despite his quick temper, however, he is a good and fair leader, and is daily becoming less and less comfortable with the slavery that surrounds him. He currently has 35 men under his command here in Highport, including several leader-types; they presently work for (and are very well-paid by) a Bisseli slave merchant called Agra. 
Zubaiyet, male human fighter 11: CR 11; SZ Medium (5’7”); HD 11d10+11; hp 79; Init +8; Spd 30 ft.; AC 20 (+3 Dex, +6 chain, +1 buckler); Atk: scimitar +18/+13/+8 melee (1d6+8, 12-20/x2), light crossbow +16/+16 ranged (1d8+2, 19-20/x2, 80 ft); AL LE; SV Fort +11, Ref +10, Will +5; Str 16*, Dex 16, Con 14, Int 13, Wis 10, Chr 12.
Skills: Handle Animal +4, Heal +4, Hide +6(+7), Jump +15(+16), Listen +5, Ride +9, Search +2, Sense Motive +4, Spot +5. Feats: Alertness, Dodge, Expertise, Improved Critical (scimitar), Improved Initiative, Leadership, Mobility, Point Blank Shot, Power Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Possessions: +2 chain shirt, steel buckler, grey-green hooded cloak (+2 to Hide checks when in natural terrain), +3 keen scimitar, +2 light crossbow of speed, 20 bolts, +2 belt of strength*, potions of cure serious wounds (x2), potion of jump, healer’s kit, 50 gp. 

Jobs Available
	The Craft and Profession skills of 3E will be particularly useful to PCs in this section, as they will likely need to scrape together some money to equip themselves, having just escaped from slavery themselves (although Stalman Klim has sent a "care package" for them, it cannot possibly have all of their armour and weapons, etc.). There are some job-types that pay more or less highly in Highport than the standard wage elsewhere.

	Menial Jobs: These are the worst type of work available. They pay one half of the character's skill check in copper pieces per week. If no skill or ability is listed along with the job below, have the character make an appropriate ability score check instead (usually this will be either Strength or Intelligence). As an inducement, some potential employers may offer a place to sleep or one or more poor quality meals per day. The various jobs available are listed below; at least one rank in any skill listed in parentheses is a prerequisite for that job.
artist (appropriate Craft or Perform skill) 
common labourer (any appropriate Profession) 
fish cleaner (Profession: fisher or cook)
gravedigger (Str 11 or Con 11)
launderer (no skill required)
rat catcher (Wilderness Lore or Craft: trapbuilder)
spitboy(or girl)/water-carrier (no skill required)
stablehand (Handle Animal or Profession: stablehand) 
stevedore/porter (Profession: porter or Str 11)
trade apprentice (Int 11)
wood cutter (Con 11)

	Common Jobs: These are jobs which may require special training, and are better paying and usually less taxing than menial jobs. They pay one half of the character's skill check in silver pieces per week. If no skill or ability is listed along with the job below, have the character make an appropriate ability score check instead (usually this will be Intelligence). Some of these jobs may come with attendant duties or risks. The various jobs available are listed below; at least three to five ranks in any skill listed in parentheses is a prerequisite for that job.
bar-worker or household servant (an appropriate Profession or Chr 14)
bodyguard (base attack bonus +1 and Simple Weapon Proficiency)
craftsperson (any Craft not listed elsewhere)
guard/soldier (Martial Weapon Proficiency and Str 11) 
hunter/tracker (Track feat, Profession: hunter, and/or Wilderness Lore)
husbandman(or woman) (Animal Empathy, Handle Animal, or Profession: stablehand)
messenger (Int 12 or Chr 12)
professional (any Profession not listed elsewhere)
teamster (Handle Animal, Profession: driver, and/or Profession: teamster)

	Skilled Jobs: These are jobs which require special knowledge or training, and includes any job where the character's class might be a factor. They pay one half of the character's skill check in gold pieces per week. If no skill or ability is listed along with the job below, have the character make an appropriate ability score check instead (usually this will be Intelligence). Some of these jobs may come with set pay as negotiated by the PC. The various jobs available are listed below; at least five to ten ranks in any skill listed in parentheses is a prerequisite for that job. Jobs marked by an asterisk (*) require special hiring processes and consideration by the DM in consultation with the player.
artillerist (Profession: siege engineer and base attack bonus +3)*
engineer/architect (Knowledge: architecture/engineering)
expert bodyguard (special)*
guard officer (base attack bonus +3 and Martial Weapon Proficiency)*
herald (Diplomacy and Knowledge: heraldry/nobility)*
labour foreperson (appropriate Profession)
master craftsperson (appropriate Craft)
navigator (Intuit Direction and Profession: sailor)
scribe (Profession: scribe) 
spellcaster (special)*

Information
	While in Highport, the PCs will certainly want to gain any information they can about the slave lords and any prisoners recently passing through the city. Each building entry on the geomorphs lists the types of information characters are likely to find in a given location type. Of course, whether the PCs gain any of this information depends on who they meet and how they treat them, and how their players role-play encounters. Obviously, agents of the slave lords are not likely to talk freely about their superiors to strangers. On the other hand, a simple derelict may ramble on to finally reveal a bit of useful or interesting information he or she has overheard.
	The information to be had is divided into four types, explained below. The exact wording of the information is not important; this will be shaped by the personality of the NPC who imparts it. Decide what the PCs need to know and simply figure out how to bring it out in conversation using language appropriate to applicable NPC(s). 
	NOTE: Although ferreting this information out through good role-playing is highly preferable to the impersonal use of Gather Information checks, there are players (and DMs) who will prefer this method  and, in fairness, that’s why the skill exists. Therefore, DCs for the purpose of Gather Information checks are included below as well. 

Information Types
	A: This is common information known to most long-time inhabitants of Highport. Most people know that slaves are shipped through Highport, that the city is under the protection of the slave lords, and that the activities of the slave lords are secretive, for example. Too much questioning along these potentially sensitive lines, however, is liable to make NPCs suspicious, if not fearful. Slaver agents and those whose livings depend directly on the slave lords will report their suspicions immediately. Others might simply refuse to talk further but, if pressed, will report their suspicions. Any other common information can be gained  i.e., the locations of common buildings, names of public officials, if known, etc. If PCs draw the slavers’ attention to themselves, they will be followed by a slaver agent (see “Slaver Agent” under Special Encounters).
	Samples of Type A Information, by difficulty:
a)	[DC 10] Slaves are taken to a secret “processing centre” somewhere in the city.
b)	[DC 11] The location of the old Temple of Highport.
c)	[DC 20] Shipments of slaves are sometimes taken to the old Temple of Highport. 

	B: This is specialized information generally known only to those who need to know. It is not truly secret, but is not bandied about. Such specialized information includes the date of ships’ arrivals, the contents of most cargoes, the activities of the Town Guard, the name of a ship’s captain, current prices in the slave market, current selection of slaves, procedures for registering as a slave merchant, the next open market date, etc.  Most of this information is known to people in government or bureaucratic positions, but some may be available to certain slaver agents, for example. Bureaucrats are generally unwilling to release such sensitive information without good reason. Bribery and/or friendly persuasion (loosely defined) may be necessary. Persistent questioning about one topic or area will likely arouse suspicions and engender contrariness, and word of suspicious characters will travel fast in these settings. If the PCs draw the slavers’ attention to themselves, they will be followed by a slaver agent (see “Slaver Agent” under Special Encounters).
	Samples of Type B Information, by difficulty:
a)	[DC 5] Slaves are taken to a “processing centre” somewhere in the city.
b)	[DC 10] The old Temple of Highport is the slave processing centre.
c)	[DC 12] Slave dealers often visit the Temple to examine the stock.
d)	[DC 13] They enter and leave through the main gate.
e)	[DC 15] Knowledge of a functioning temple operated within the compound.
f)	[DC 16] A shipment of slaves arrived in Highport about two weeks after Windy Crag was sacked.
g)	[DC 20] One of the slaves from those captured in the Windy Crag raid matches Dame Gold’s description. The group was taken immediately to the Temple.
h)	[DC 20] A rough idea of the inhabitants and the defenses of the Temple (i.e., mostly human, orc, and half-orc guards, with some ogres).
i)	[DC 25] There is also a secret entrance to the Temple.

	C: This type of information is dubious in nature. It can potentially fill in many missing gaps for the PCs, but can also mislead them greatly. It is generally known only by disreputable types, those who have their “ears to the ground” as it were  and there are many such individuals in Highport. Innkeepers, tavern patrons, sailors, and even derelicts can have bits of this type of information as well, however. Type C information can supply PCs with virtually anything they want to know, but there is a catch. Before revealing anything, roll d%: the number that comes up is the percentage of accuracy of the information received. Thus, a ‘48’ indicates that only about half of what the PCs are told is true. The remaining information might be pure fancy, confused facts, or simply out of date. The DM should determine what the false information might be.
	Samples of Type C Information, by difficulty:
a)	[DC 8] Slaves are taken to a secret “processing centre” somewhere in the city.
b)	[DC 9] The old Temple of Highport is the slave processing centre.
c)	[DC 10] Slave dealers often visit the Temple to examine the stock.
d)	[DC 12] They enter and leave through the main gate.
e)	[DC 15] Knowledge of the temple operated by the half-orc priestess Jillain within the compound.
f)	[DC 18] A shipment of slaves arrived in Highport about two weeks after Windy Crag was sacked.
g)	[DC 20] One of the slaves from those captured in the Windy Crag raid matches Dame Gold’s description. The group was taken immediately to the Temple.
h)	[DC 20] A rough idea of the inhabitants and the defenses of the Temple (i.e., mostly human, orc, and half-orc guards, with some ogres).
i)	[DC 20] There is also a secret entrance to the Temple.
j)	[DC 25] The location to the secret entrance to the Temple.
k)	[DC 30] Specific knowledge of inhabitants of the Temple (i.e., undead forces, and one or more pieces of special knowledge: of basilisks or harpies, for example).

	D: This type of information is very sensitive. It has the huge advantage of being both accurate and vital to the PCs’ mission. Such sensitive information can answer any type of question the PCs might have about matters or important people in Highport, provided they go to the right source. Thus, the Master of the Port’s office would be able to produce detailed answers about slave shipments  arrival dates, cargoes, etc.  but could likely reveal little about the movements of the cargo (i.e., the slaves and other cargo) once ashore. 
	This type of information is very hard to get, as it is generally known or available only to high officials, ranking bureaucrats, and other important figures, such as senior agents of the slave lords. They do not talk about this information freely. Thus, Gather Information checks do not apply to obtaining this sort of information. The PCs can obtain it only by theft, trickery, or threat. Theft is probably the most effective method, though risky, and will require preparation by the DM before attempted. Trickery may also require careful planning or at least very good Bluff and/or Perform (acting) checks. Threat is the least effective method: more than likely the person threatened will respond violently or else lie, and the characters likely will have no way (magic aside) to test the truth of the individual’s statements. 
Samples of Type D Information:
a)	Slaves are taken to the old Temple of Highport for “processing.”
b)	Slave dealers often visit the Temple to examine the stock. They enter and leave through the main gate.
c)	Potentially complete knowledge of the inhabitants and the defenses of the Temple, including specific knowledge of Temple inhabitants (i.e., undead forces, basilisks, etc.).
d)	A temple to Gruumsh is operated within the compound by the half-orc priestess Jillain.
e)	The location to the secret entrance to the Temple.
f)	A shipment of slaves arrived in Highport about two weeks after Windy Crag was sacked. One of these slaves matches Dame Gold’s description. The group was taken immediately to the Temple.

Random Encounters in Highport
	PCs will undoubtedly have daily encounters on the street or while investigating ruins within Highport, and these can be created using the table below and the encounter descriptions that follow. Of course it is most useful if the DM takes the time before play begins to roll or set up (and thus flesh out) all encounters for any session. 
	Use the Day column for daytime encounters in any areas except uninhabited ruins; use the Night column for all nighttime city encounters except those in ruins or rubble; use the Ruins column for “rubble” areas at night or for otherwise uninhabited “ruins” at any time of the day. 

  d%	  d%	  d%
 Day	Night	Ruins
    	   01	01-05	allip
   01	02-05	06-10	bandit
02-15	06-10	   11		city guard patrol
   16	   11	    		council member
17-23	12-14	12-20	derelict
    	   15	21-26	dogs
   24	16-18	27-29	fiendish creature
25-29	19-22	   30		foreigner
    	   23	31-33	ghost
30-33	24-27	34-36	giant
34-35	28-30	    		guard or mercenary officer
   36	31-32	37-40	half-fiend
   37	33-34	41-45	homunculus
    	35-37	46-50	imp
38-43	38-40	    		merchant
44-50	41-43	51-52	messenger
   51	44-45	53-55	minor slave lord 
52-55	46-50	    		petty bureaucrat
56-60	51-55	56-57	pilgrim
    	56-57	58-60	quasit
    	58-60	61-74	shadow
61-65	61-70	   75		slave merchant
66-70	71-77	76-80	slaver
71-73	78-80	    		tax collector
74-75	81-95	81-90	thug
76-95	86-94	   91		townsperson
96-00	95-97	   92		traveler
    	98-99	93-97	vampire spawn
    	   00	98-00	werewolf (lycanthrope)

	Allip: An unfortunate remnant of the Night of the Bloody Spear. See MM 16.
	Bandit: A small group of 2d6+1 bandits or raiders and one Type D leader (of the appropriate race) seeks to prey on a particular target or enemy tribe, or perhaps just any likely victim(s) who happen by. They will be Type A NPCs (human or “mixed-blood” warriors) 35% of the time, Type B (roll race) 60%, or Type C, 5%. Time of day may modify these chances of human versus humanoid races: i.e., those with nightvision are more likely to raid at night. 
	City guard patrol: A group of 1d4+8 warriors and a 4th-level leader (30% likely to be a fighter). At night these will be orcs and half-orcs; in the daytime, humans and mixed-bloods.
	Council member: A Type E NPC with a Type D NPC henchman and 3d4 guards. This individual holds much power in Highport, and is not to be trifled with. His or her present business should be decided by the DM. 
	Derelict: A single commoner of human or mixed blood or perhaps a small group of 1d4+1 similar beggars. Highport’s derelicts are of no value as slaves due to their debilitating illnesses or advanced age; they are as likely to beg and whine pitifully as to shriek and cackle insanely. 
	Dogs (1d10): These half-wild, voracious scavengers are liable to attack lone characters or, if more than 6 in number, small groups of characters. If one is killed, the rest will flee. See MM 196 (use “Dog, Riding” stats). 
	Fiendish creature: Roll again or choose an encounter: the resulting creature or NPC has the “fiendish” template. If high-level, it may have underlings and/or followers. 
	Foreigner: Whether visiting for the short term or having relocated to Highport, this NPC is noticeably not a native of the area. The NPC is 50% likely to be Type A or B (depending on the time of day of the encounter); otherwise, it is 40% likely to be Type D and 10% likely to be Type E.
	Ghost: This creature is yet another one of the sad remnants of the Night of the Bloody Spear. Generate its class and level as a Type D NPC, and then add the “ghost” template. The creature is 25% likely to be neutral- (or perhaps even good-) aligned; otherwise, undeath has twisted its nature to evil if it was not so when living. 
	Giant: This encounter is with a shaman (adept or cleric, as appropriate, level 1d4+1) of a clan from the nearby hills, here to trade for the benefit of its people. Determine race on the table for Type C NPCs; the shaman is accompanied by 1d4 guards of its own tribe. 
	Guard or mercenary officer: This encounter is with a Type D (80%) or Type E (20%) NPC who is a senior (or commanding) officer of either a local Guard division or a temple, or else of an independent mercenary troop. He or she is accompanied by 1d4+1 soldiers and one sergeant of two levels less than his or her own. 
	Half-fiend: Roll again or choose an encounter: the resulting creature or NPC has the “half-fiend” template. If high-level, it may have underlings and/or followers. The DM should determine what business (if any) such a creature has here.
	Homunculus: This creature is on an errand or mission for its wizard or sorcerer master or mistress; the DM should decide what this mission is and whether it has anything to do with the PCs. 
	Imp: This creature is on an errand or mission for its master or mistress (a Type D or Type E NPC spellcaster); the DM should decide what this mission is and whether it has anything to do with the PCs. In certain cases, it might even serve one or another of the slave lords, and be sent to spy on someone in the city. 
	Merchant: This is a Type D NPC, but either an expert or a warrior, in Highport on business unrelated (or at least not directly related) to the slave trade. He or she will usually be accompanied by 1d6 armed guards (race as appropriate), and may have trade goods along as well, carried by porters; if this is the case, the number of guards will likely be larger. 
	Messenger: This Type A or Type B NPC (either roll or determine race by time of day) is on the business of some bureaucrat or officer of the city; interference with appointed messengers is a serious breach of city ordinance, of course.
	Minor slave lord: This is a Type E NPC of at least 8th level. This will be either Sturm Blucholtz (see Chapter 3), or a visiting dignitary. In either case, he or she will always be accompanied by at least 10 well-armed guards and leader-types, who may also be fighters and/or spellcasters, as appropriate. Interference with such individuals is certain to have relatively grave consequences of some kind; this is especially true if the slave lord is assaulted or harmed in any way. 
	Petty bureaucrat: This Type A or Type B NPC (roll or choose) may have some knowledge useful to the PCs, as the DM sees fit. He or she may be accompanied by 1d3 guards, if necessary, depending on the NPC’s relative rank and current business.
	Pilgrim: This lone wanderer (65%) or group of 1d6 wanderers (35%) has come to worship at one of the dark temples of Highport. Pilgrims are Type B NPCs, but there is always a 50% chance that the highest-level (or lone) pilgrim is an adept or cleric. 
	Quasit: This creature is on an errand or mission for its master or mistress (a Type D or Type E NPC spellcaster); the DM should decide what this mission is and whether it has anything to do with the PCs. In certain cases, it might even serve one or another of the slave lords, and be sent to spy on someone in the city.
	Shadow: Pale reflections of the Night of the Bloody Spear or else victims of one of the current temples’ black rites. See MM 161 (number encountered by appropriate EL).
	Slave merchant: This is a Type D NPC here on business related to the slave trade. He or she will usually be accompanied by 1d6 slaves for the Highport market, and will have at least as many armed guards as there are slaves present (and always at least one guard; race as appropriate); there may or may not be other trade goods along as well, and if so, these will be carried by porters  if this is the case, the number of guards will likely be larger.
	Slaver: This encounter is with a Type D (90%) or Type E (10%) NPC who is a senior slaver or slaver agent. He or she may (35%) be accompanied by 1d6 slaves plus 1d4+1 soldiers and one sergeant of one to three (1d3) levels less than his or her own. If there are no slaves present, then there is only a 40% chance of guards. 
	Tax collector: This Type D NPC is always accompanied by a guard patrol and seeks to collect taxes and tolls from foreigners and locals alike, by whatever means are necessary. DMs should come up with real or feigned reasons for the collector to accost the PCs looking for some easy coin.
	Thug: A lone tough (30%) or a gang of 1d6+1 (70%) has marked the PCs for robbery and/or extortion. He/she/they will use terrain and knowledge of the city to best advantage, and will only resort to combat given the upper hand or no other alternative. The thug(s) are typically Type A or B NPCs, though possibly with a Type D leader; further, any of the five NPC types might be present if the DM wishes. 
	Townsperson: This encounter is with 1d2 (30%) or a group of 1d6+1 (70%) townsfolk: Type A and B NPCs. The DM should decide what the NPC(s)’s current business is, in addition to any other details of the encounter. 
	Traveler: This encounter is with a lone (40%) or a group of 1d4+1 travelers (60%), who may or may not stand out as non-natives. Travelers are 40% likely to be Type A or B NPCs (depending on the time of day of the encounter); otherwise, they are 50% likely to be Type D and 10% likely to be Type E NPCs. There is a further 10% chance that traveler(s) are of non-evil alignment, and are in Highport of necessity, or on business totally unrelated to or perhaps even antithetical to the slave trade. 
	Vampire spawn: This encounter may be with a solitary vampire spawn or with a pack of up to 5, the total number depending on the appropriate EL for the PC(s) present. These feral beings have a lair somewhere in Highport, and their master, a powerful vampire, may or may not reside somewhere in the city in an old ruin as well (DM’s discretion). See DMG 182 for “vampire spawn” entry. 
	Werewolf (lycanthrope): This encounter is with either a solitary or a mated pair of natural lycanthropes, who may be accompanied by a few they have infected if needed to make the encounter challenging. For their stats, use Type A or B NPCs as the base race and add the werewolf template (MM 217-20). 

Special Encounters
	In addition to PCs adventures simply walking around Highport looking for jobs or information, they might also have a number of special encounters. Each of these has a specific purpose  to provide the PCs with information, money, and/or equipment. DMs should use these encounters as they see fit. 

The Thugs
	Since it is likely that the PCs will enter Highport with little or no equipment, this encounter can provide an opportunity for them to become properly outfitted. The encounter begins some night when the PCs (or a PC) are in an inn or tavern, whether as customers or employees. Since early in the evening, one table in particular has been liberally carousing and celebrating. They are a wicked looking band of five dirty, smelly, and loud cutthroats. Since they entered, they have acted as if they own the place and, from the amount of money they throw around, probably could buy it. They push the other customers around, only barely checking their hands at their hilts. There is no doubt that they are tough; several times they have boasted of taking their plunder by force from the towns of the north. It is clear that their haul was large, and they brag of the treasures they found hidden away. They talk openly of their horrible crimes, gloating over their own cruelty. And on and on into the night they carouse, drinking heavily. 
	A group of brave adventurers may be able to relieve these villains of their treasures and avenge their innocent victims. Because of their intoxication, the cutthroats suffer a –4 competence penalty to all skill rolls and a –2 competence penalty to attack rolls. However, attacking them in the tavern will not succeed: a general melee will quickly break out among the 15 or so other patrons, and 20 guardsmen with higher-level leader types arrive shortly to break up the riot, not gently. 
	Well after midnight, however, after much loud discussion, the five rowdies gather their gear a stagger out into the night. Their rude songs echo and fade down the street. If the PCs follow carefully, they can find an opportunity to ambush the villains in a dark alley. The DM should provide a layout of the ambush site, and have the PCs players arrange their characters and PC actions. Given the rowdies’ drunkenness and resulting inability to coordinate an adequate defense, the PCs should have no difficulty surprising and defeating them in a straight-up contest. In fact, the DM should give the villains each a –4 to their initiative rolls to simulate their reduced mental acuity. 
	However, shortly after the PCs attack, a second group of thugs arrives on the scene with much the same intent as the PCs had  to make a profit ambushing the cutthroats. The presence of the PCs throws a wrench into their plans, but does not check them altogether.		*Note: In order to cast any of his prepared spells, the wizard Notkard must first take a move-equivalent action to attempt a Concentration check (at –4 for his drunkenness… and note that some of his daily allotment have already been cast in showing off for tavern girls) against that spell’s save DC. If he is successful, he may cast the spell normally. 
Hergist, male human Bbn6: CR 6; SZ Med (6’4”); HD 6d12+18; hp 51; Init +0; Spd 40 ft; AC 18 (+4 chain shirt, +4 large shield); Atk: longsword +12/+7 melee (1d8+6, 19-20/x2); SA rage (2/day for 8 rounds each); SQ uncanny dodge; SV Fort +8, Ref +2, Will +0; AL CE; Str 18, Dex 11, Con 17, Int 8, Wis 7, Cha 10. 
Skills: Intimidate +9, Intuit Direction +4, Jump +9 (+11), Swim +3(+10), Wilderness Lore +5. Feats: Cleave, Endurance, Great Cleave, Power Attack.
Possessions: chain shirt, +2 large steel shield, +2 longsword, brooch of shielding, 75 gp.
Kermail, male human Ftr3: CR 3; SZ Med (5’8”); HD 3d10+3; hp 17; Init +2; Spd 30 ft; AC 16 (+2 Dex, +4 natural (girdle)); Atk: longsword +5 melee (1d8+1, 19-20/x2), or composite longbow +6* ranged (1d8+1*, x3 crit, 110 ft); SV Fort +4, Ref +3, Will +0; AL CE; Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha 16. 
Skills: Craft (bowmaking) +5, Craft (weaponsmithing) +2, Handle Animal +8, Ride +8. Feats: Point Blank Shot*, Precise Shot, Rapid Shot*, Run, Weapon Focus (composite longbow).
Possessions: +4 girdle of natural armour, mighty composite longbow +1, 9 arrows, masterwork longsword, ring of water walking (not identified), 50 gp.
Alexander, male human Ftr5: CR 5; SZ Medium (6’); HD 5d10; hp 23; Init +0; Spd 20 ft; AC 21 (+11 half-plate); Atk: battleaxe +8 (1d8+5, x3 crit); SV Fort +6, Ref +3, Will +3; AL CE; Str 15, Dex 14, Con 10, Int 11, Wis 10, Cha 10. 
Skills: Handle Animal +9, Jump +4(+9), Ride +10. Feats: Great Fortitude, Iron Will, Lightning Reflexes, Weapon Focus (battleaxe), Weapon Focus (javelin), Weapon Specialization (battleaxe).
Possessions: +4 half-plate (check penalty –5), battleaxe, potion of clairvoyance, 65 gp.
Villehardouin, male human Rog5: CR 5; SZ Medium (5’9”); HD 5d6+5; hp 25; Init +3; Spd 30 ft; AC 13 (+3 Dex); Atk: shortsword +6 melee (1d6+3, 19-20/x2), or dagger +6 ranged (1d4+3, x2 crit, 10 ft); SA sneak attack +3d6, evasion, uncanny dodge; AL NE; SV Fort +2, Ref +9, Will -1; Str 16, Dex 17, Con 13, Int 9, Wis 6, Chr 9.
Skills: Bluff +7, Hide +7, Innuendo +6, Intimidate +7, Listen +4, Move Silently +7, Open Lock +9, Pick Pocket +9, Search +7, Spot +4. Feats: Dodge, Lightning Reflexes, Quick Draw.
Possessions: shortsword, dagger, +1 scale mail, +1 halfspear, turquoise (100 gp), 90 gp.
Notkard,* male human Wiz4: CR 4; SZ Med (5’10”); HD 4d4+8; hp 14; Init +2; Spd 30 ft; AC 18 (+2 Dex, +6 bracers); Atk: dagger +2 melee (1d4, 19-20/x2), or thrown dagger +4 ranged (1d4, x2 crit, 10 ft); SV Fort +3, Ref +3, Will +3; AL LE; Str 10, Dex 14, Con 15, Int 15, Wis 8, Cha 12.
Skills: Concentration +8, Craft (bookbinding & calligraphy) +6, Knowledge (arcana) +9, Profession (apothecary) +6, Spellcraft +9. Feats: Dodge, Mobility, Scribe Scroll, Silent Spell.
Wizard Spells (4/4/3) [DC 12 + spell level]: 0  detect poison, light; 1st  chill touch, enlarge, identify (x2); 2nd  continual flame. *Note: Notkard must make a successful Concentration check, as described above, to cast spells due to drunkenness; further, he does not have his full quota prepared as he has already cast some spells today.
Possessions: +6 bracers of armour, 2 daggers (1 in boot), 2 spellbooks (see below), spell component pouch, stone controlling earth elementals (not yet identified), scroll (shatter), scroll (suggestion), scroll (cloudkill, Bigby’s interposing hand), 50 gp.  
Notkard’s spellbook #1: 0  all; 1st  burning hands, detect secret doors, expeditious retreat, identify, mage armour, silent image; 2nd  continual flame, Leomund’s trap, minor image.
Notkard’s spellbook #2: 1st  cause fear, chill touch, enlarge, ray of enfeeblement, reduce; 2nd  ghoul touch, scare.

	Have the PCs make Spot checks (DC 20) to notice the new threat: if these four members of the Highport thieves’ guild are forced to fight against tough and/or coordinated attackers, their morale will not be high  if any one of them is killed, the others will attempt to flee or surrender.  Note, however, that this may well result in some interest from their guild, who will probably demand at least 100 gp in reparation (i.e., blood-money) if they catch the PCs in town at any point in time (cruel DMs might have one of the guild’s “collectors” be a friend of the deceased, however…). 
	Rufus and Aramis are at one end of the alley, Aramis attempting to hide among the shadows there, and Merlon and Dyvid are at the other. They advance hesitantly (excepting Aramis, who looks for opportunity to sneak attack), uncertain but wary of their new opposition. The PCs can negotiate, and there is also a slim chance that they can be frightened away by a very good Bluff or Intimidate check (opposed to Rufus’s Sense Motive check). Give the PCs a +2 or even +4 circumstance bonus to Bluff or Intimidate checks here if they defeated the five cutthroats with ease or with excessive savagery. If the NPCs are not frightened off, they demand a share of the spoils. If any agreement is reached, the thieves actually honour the terms, since the PCs did most of the work (and proved how competent they are…). After all, it is better for them to make a profit without having to do anything than it is to risk their lives for a little more. 	
Rufus, male human Rog5: CR 5; SZ Medium (6’1”); HD 5d6+5; hp 23; Init +7; Spd 30 ft; AC 16 (+3 Dex, +3 leather); Atk: shortsword +4 (1d6+1, 19-20/x2), or dart +6 ranged (1d4+1, x2 crit, 20 ft); SA sneak attack +3d6, evasion, uncanny dodge; AL LE; SV Fort +2, Ref +7, Will +1; Str 12, Dex 16, Con 13, Int 17, Wis 11, Chr 9.
Skills: Appraise +8, Disable Device +7, Gather Information +7, Hide +11, Innuendo +8, Intimidate +4, Listen +10, Move Silently +11, Open Lock +8, Pick Pocket +11, Profession (stablehand) +2, Search +11, Sense Motive +6, Spot +10, Use Magic Device +3. Feats: Alertness, Improved Initiative, Quick Draw.
Possessions: +1 leather armour, shortsword, masterwork dagger, 3 darts, 10 gp.
Aramis, male halfling Ftr1/Rog2: CR 3; SZ Small humanoid (2’8”); HD 1d10+1+2d6+2; hp 15; Init +3; Spd 20 ft; AC 16 (+1 size, +3 Dex, +2 leather); Atk: shortsword +4 melee (1d6+3, 19-20/x2) and dagger +4 melee (1d4+1, 19-20/x2); SA sneak attack +1d6; SQ evasion, halfling traits; AL CN; SV Fort +4, Ref +7, Will +1; Str 13, Dex 16, Con 12, Int 12, Wis 11, Chr 10.
Skills: Bluff +3, Climb +7, Hide +10, Innuendo +3, Jump +9, Listen +5, Move Silently +8, Search +3, Spot +3, Swim +4. Feats: Ambidexterity, Two-Weapon Fighting, Weapon Finesse (dagger).
Possessions: leather armour, +2 shortsword (AL CN; Int 14 (empathy); Ego 5; at will when held  detect slope and detect gems in a 5 ft radius), dagger, 11 sp.
Merlon and Dyvid, male human Rog3 (2): CR 3; SZ Medium; HD 3d6; hp 10, 9; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 leather); Atk: shortsword +4 melee (1d6+1, 19-20/x2), or dagger +4 ranged (1d4+1, x2 crit, 10 ft); SA sneak attack +2d6; SQ evasion, uncanny dodge; AL NE; SV Fort +1, Ref +5, Will +1; Str 12, Dex 15, Con 11, Int 10, Wis 10, Chr 10.
Skills: Bluff +3, Climb +7, Hide +8, Innuendo +4, Jump +7, Listen +4, Move Silently +8, Open Lock +8, Pick Pocket +8, Search +4, Spot +4. Feats: Alertness, Dodge, Weapon Focus (shortsword).
Possessions: leather armour, shortsword, dagger, 2d6 sp.
*Note: I shifted a couple of the thieves’ items to the most appropriate owners and have given the stone controlling earth elementals to Notkard (rather than thief #3), with whom it seems more naturally to belong.

Feodor
	Feodor is a cousin of a slave who was captured from his (or her) farm and brought to Highport. Feodor has made his way here in an attempt to find and rescue his cousin. But here his luck had ended; although he knows much of the slavers, having spied from a distance upon their activities for some time, he has been unable to get anywhere near the Temple, not having the expertise or the courage to do so. 
	The PCs should have to look around for Feodor: don’t have him come to them. Word of another foreigner who has (perhaps also) expressed an interest in the slavers’ activities should put the PCs on his trail. Eventually, with much effort, they should find him. Keep in mind, however, that talking too much about the slave lords and their activities to the wrong people (i.e., in trying to find Feodor) is liable to draw unwanted attention from the wrong sources to the PCs. Should this happen, they will be found and trailed by a slaver agent, Malcolm, described below. 
	Feodor currently lives in the Barnacle Rock Inn, near the waterfront. A sad and run-down building, it provides barely shabby accommodations. He is in a sad state, worn down with the horror and hopelessness of life in Highport: presently little better than a drunken bum, he has given in to fear and despair. The PCs might act as a positive influence in his life, however, rekindling hope and faith. (This latter might be a good route for a PC cleric to take in this portion of the adventure.) 
Feodor, male human Com2: CR 1; SZ Medium (5’10”); HD 2d4; hp 4; Init +0; Spd 30 ft; AC 10; Atk: dagger +1 (1d4); AL NG; SV Fort +0, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 10, Chr 10.
Skills: Hide +1, Listen +2, Profession (farmer) +5, Search +4, Spot +4. Feats: Alertness, Skill Focus (Search).
Possessions: dagger, 4 cp.

Slaver Agent
	This fellow is a small, wiry man with a youthful face and generally cheerful expression. His hair is black, lightly streaked with grey and balding on top. He carries a dagger openly on his belt and hides two smaller blades in his boots. Hidden almost imperceptibly under his clothing is a light, finely crafted +1 chain shirt. He is particularly good at trailing people, and will not lose the PCs unless they can somehow trick him. 
Malcolm, male human Exp2: CR 1; SZ Medium (5’7”); HD 2d6; hp 5; Init +1; Spd 30 ft; AC 16 (+1 Dex, +5 chain shirt); Atk: dagger +2 melee (1d4); AL N; SV Fort +0, Ref +1, Will +3; Str 11, Dex 13, Con 10, Int 12, Wis 10, Chr 10.
Skills: Bluff +5, Escape Artist +5 (+6), Hide +5 (+6), Listen +7, Move Silently +5 (+6), Search +6, Spot +7. Feats: Alertness, Weapon Finesse (dagger).
Possessions: +1 chain shirt, 3 daggers (2 in boots), 13 sp.

Stalman Klim and Edralve
	During the time the PCs are in Highport, Stalman Klim’s attention is drawn elsewhere. He does not monitor their movements or give them aid or attention. However, if the PCs run or fall afoul of any government officials in Highport, Klim is made aware of their plight through his agents here. He ensures that they are not executed and are eventually released, after perhaps paying a heavy fine. He is sure to have the PCs made aware that a “friend” has arranged this leniency, and that they should be grateful. Indeed, this “friend” would be greatly appreciative if they would investigate the Temple of Highport. 
	Pulling so many strings has wide repercussions, however: Edralve’s agents report the situation back to her. She begins to make investigations about the PCs; thereafter, there is a 20% chance per day they remain in Highport that the PCs are found and watched by her spies. She may or may not wish to manipulate their actions from this time forward as well, but she will certainly keep tabs on them.