Scourge of the Slave Lords
Chapter Five

Comprising the 1st Edition adventure 
A2: Secret of the Slavers’ Stockade

Product Number: 9167
Year Published:  1986

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

30 June, 2001

Summary of Conversion: As two versions of this chapter (Module A2) already appear on Eric Noah’s conversions page, I will simply include the links to both here, along with a few emendations of my own (or from the supermodule), below. The two existing conversions can be found at http://www.rpgplanet.com/dnd3e/conversions/a2module.pdf (422 kb, by David Nawton) and http://www.rpgplanet.com/dnd3e/conversions/a2_slavers_stockade.html (html link, by Scott Metzger), respectively. 
	Note, however, that these two conversions may not necessarily balance ELs  (i.e. CR and numbers of monsters) for various encounters, but this is a small problem that can easily be remedied by an attentive DM. 

Chapter 5: The Slavers’ Stockade

Stalman Klim and Edralve
Klim has placed the following note, which should be found by the PCs, with Markessa’s spellbooks (Dungeon Level, Room 35):
It is agreed that old Klim has grown soft-hearted. I shall look forward to having you sit on the Inner Council with me. There will soon be many openings. It is imperative that the operations fail at the hands of outsiders. Others will be blamed. I must be able to move the base as I choose.

Random NPC Leader Placement
To vary the leaders’ starting locations when the PCs enter the slavers’ fortress, roll 1d6 for each and consult the following table (‘F’ stands for fortress, and ‘D’ for dungeon): 
Name	1	2	3	4	5	6	
Markessa	D22	D25f	D35	F39	D13	F35	
Icar	F35	D19	D22	F39	F32	D28v	
Executioner	F32	F35	D12	F20	F32	F11	
Blackthorn	D25f	D25f	D28	D22	F35	F17b	
Guliyet	D29	F8c	F25	D12	D22	D1	
Adhu Nazaryet	F18f	D22	F20	F35	F31	F14	

NPC Leaders

Markessa, female elf Ftr3/Wiz5: CR 8; SZ Medium (4’8”); HD 3d10+3+5d4+5; hp 40; Init +4; Spd 30 ft; AC 18 (+4 Dex, +4 studded leather); Atk +8/+8 melee (1d6+3, 19-20/x2 crit, +1 shortsword) or +8/+8* ranged (1d4+2*, 20 ft, darts); SA spells; SQ low-light vision, elf traits; AL LE; SV Fort +7, Ref +6, Will +6; Str 14, Dex 18, Con 17, Int 16, Wis 12, Chr 14.
Skills: Alchemy +11, Appraise +5, Concentration +11, Craft (gemcutting) +8, Craft (leather working) +8, Knowledge (arcana) +10, Listen +3, Ride +7, Scry +8, Search +6, Spellcraft +9, Spot +4. Feats: Combat Reflexes, Craft Magic Arms & Armour, Expertise, Point Blank Shot*, Rapid Shot, Scribe Scroll, Still Spell.
Wizard Spells (4/4/3/2) [DC 13 + spell level]: 0 – dancing lights, daze, mage hand (x2); 1st – magic missile (x2), protection from good, shocking grasp; 2nd  cat’s grace, scare, see invisibility; 3rd  darkness (Still Spell), lightning bolt. 
Possessions: Markessa’s mage-suit (new item, see Appendix 3), light fortified electrum neckguard (negates 25% of crits and sneak attacks; 1,400 gp), +1 shortsword of speed, 12 masterwork darts, scroll of blindness, spell component pouch, electrum bracers (500 gp). 
Icar, male human Ftr7: CR 7; SZ Medium (6’11”); HD 7d10+14; hp 59; Init +1; Spd 30 ft, 20 ft in armour; AC 19 (+1 Dex, +8 full plate); Atk +12/+7 melee (2d6+5, 19-20/x2, +1 greatsword); AL LE; SV Fort +7, Ref +3, Will +6; Str 16, Dex 12, Con 15, Int 11, Wis 15, Chr 13.
Skills: Craft (sculpture) +4, Intimidate +8, Listen +18, Search +1. Feats: Alertness, Blind-Fight, Blind Sight, Iron Will, Power Attack, Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Possessions: masterwork full plate, Icar’s helm of hearing (new item, see Appendix 3), +1 greatsword (“Death’s Master”), major ring of fire resistance, garnet (100 gp), 32 gp, 10 sp.
* Note that Icar has a special new feat, Blind Sight (see Appendix 4), that allows him to “see” within 60 feet despite the fact that he is actually blind; further, his helm (also a new magic item; see Appendix 3) aids his Blind Sight. 
Executioner, male ogre Ftr2: CR 7; SZ Large giant (9’5”); HD 4d8+8+2d10+4; hp 45; Init -1; Spd 30 ft; AC 17 (-1 size, -1 Dex, +5 natural, +4 chain shirt); Atk +11 melee (2d6+7, 19-20/x2 crit, huge masterwork bastard sword); Face 5 ft x 5 ft; Reach 10 ft; AL CE; SV Fort +9, Ref +0, Will +1; Str 21, Dex 9, Con 15, Int 14, Wis 10, Chr 9.
Skills: Bluff +2, Climb +4, Intimidate +4, Listen +2, Spot +2. Feats: Expertise, Improved Disarm, Power Attack, Exotic Weapon (bastard sword).
Possessions: Large chain shirt, huge masterwork bastard sword (unusually crafted cross-guards add +4 to all Disarm rolls), 18 gp, 15 sp.
Blackthorn, male ogre-mage: CR 8; SZ Medium-size giant*; HD 5d8+15; hp 49; Init +4 (Imp Init); Spd 30 ft, fly 40 ft (good); AC 19 (+5 natural, +4 chain shirt); Atk +7 melee (1d10+7, x3 crit, glaive); SA spell-like ablities; SQ regeneration 2, SR 18; AL LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10, Con 17, Int 14, Wis 14, Chr 17.
Skills: Concentration +6, Listen +5, Spellcraft +4, Spot +5. Feats: Improved Initiative.
Spell-like abilities: At will  darkness, invisibility; 1/day  charm person, cone of cold, gaseous form, polymorph self, sleep. All as cast by a 9th-level sorcerer (DC 13 + spell level).
Flight (Su): An ogre mage can cease or resume flight as a free action. While in gaseous form it can fly at normal speed and perfect maneuverability. 
Regeneration (Ex): Ogre magi take normal damage from fire or acid. If an ogre mage loses a limb or body part, the lost portion can be reattached by being held to the stump for one minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogre magi cannot regrow lost body parts. 
Possessions: chain shirt, glaive.
* Blackthorn always takes the form of a gaunt, 7-foot-tall, ghastly-looking humanoid using his polymorph self ability. 
Guliyet, female goblin Clr4 (Maglubiyet) / Wiz4: CR 8; SZ Small; HD 4d8+4d4; hp 20; Init +3 (Dex); Spd 30 ft, 20 ft in armour; AC 21 (+1 size, +3 Dex, +7 chainmail); Atk +5 melee (1d8-1, +1 morningstar) or +9 ranged (1d8, 19-20/x2 crit, 80 ft, light crossbow); SA spells; SQ rebuke undead, spontaneous casting, summon familiar, 60-ft darkvision, goblin traits; AL LE; SV Fort +6, Ref +6, Will +11; Str 6, Dex 16, Con 10, Int 16, Wis 14, Chr 12.
Skills: Alchemy +4, Bluff +4, Concentration +10, Handle Animal +3, Heal +6, Hide +14(18), Knowledge (arcana) +6, Knowledge (religion) +6, Move Silently +3(7), Spellcraft +10, Spot +4. Feats: Combat Casting, Leadership, Scribe Scroll, Still Spell.
Cleric Spells (4 / 4+1 /3+1) [DC 12 + spell level]: 0 – cure minor wounds (x2), detect poison, purify food and drink; 1st – cure light wounds, doom, remove fear, shield of faith; 2nd  darkness, resist elements, speak with animals. Domain spells [Evil, Trickery]: 1st  protection from good; 2nd  invisibility. 
Wizard Spells (4/4/3) [DC 13 + spell level]: 0 – dancing lights, daze, flare, mage hand; 1st – cause fear, jump, magic missile, shield; 2nd  expeditious retreat (Still Spell), scare, sleep (Still Spell). 
Possessions: +2 chainmail (30% arcane spell failure), +1 morningstar, spell component pouch, spellbook, special whistle (for winter wolf). 
Guliyet’s spellbook: 1st – cause fear, expeditious retreat, identify, jump, magic missile, obscuring mist, protection from good, shield, sleep, spider climb; 2nd  glitterdust, invisibility, knock, scare. 
Winter wolf (Guliyet’s cohort): CR 5; SZ Large magical beast (cold); HD 6d10+18; hp 51; Init +5 (+1 Dex, +4 Imp Init); Spd 50 ft; AC 15 (-1 size, +1 Dex, +5 natural); Atk bite +9 melee (1d8+6); Face 5 ft x 10 ft; Reach 5 ft; SA breath weapon, trip; SQ low-light vision, darkvision 60 ft, scent, cold subtype; AL NE; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, Chr 10. 
Skills: Hide +6*, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +1*. Feats: Alertness, Improved Initiative. 
Breath Weapon (Su): Cone of cold, 15 ft, every 1d4 rounds; damage 4d6, Reflex halves (DC 16). Winter wolves can use their breath weapon while biting. 
Trip (Ex): A winter wolf that hits with its bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the wolf in response.
Scent (Ex): A winter wolf may sense creatures by smell within 30 feet (60 if the devil dog is downwind, 15 upwind; double ranges if strong smell, triple if overpowering).
Cold subtype: Cold immunity; double damage from heat/fire except on a successful save. 
Skills: A winter wolf receives a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. *Their natural coloration gives winter wolves a +7 racial bonus to Hide in areas of snow and ice (i.e., total bonus +13). A devil dog has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent.
Adhu Nazaryet, male hobgoblin Adp8: CR 7; SZ Medium-size; HD 8d6+8; hp 34; Init +1 (Dex); Spd 30 ft, 20 ft in armour; AC 19 (+1 Dex, +6 banded mail, +2 shield); Atk +5 melee (1d8, morningstar) or +5 ranged (1d8, 19-20/x2 crit, 80 ft, light crossbow); SA spells; SQ summon familiar, 60-ft darkvision, hobgoblin traits; AL LE; SV Fort +3, Ref +3, Will +7; Str 11, Dex 13, Con 13, Int 11, Wis 13, Chr 12.
Skills: Concentration +9, Heal +5, Hide +1, Knowledge (arcana) +1, Knowledge (religion) +3, Listen +2, Move Silently +5, Spellcraft +6, Spot +2. Feats: Alertness, Combat Casting, Weapon Focus (morningstar).
Adept spells (3/4/2) [DC 11 + spell level]: 0 – cure minor wounds, ghost sound, purify food and drink; 1st – burning hands, cause fear, cure light wounds, protection from chaos; 2nd  aid, darkness. 
Possessions: banded mail, morningstar, spell component pouch, 30 gp. 

Appendix 3: New Magic Items

Icar’s helm of hearing: The helm does not hamper hearing at all since clairaudience sensors are placed all around the outside; in fact, it grants a +4 enhancement bonus to Listen checks by the wearer. Icar’s helm, however, negates vision entirely since it is crafted without eye-holes.
Caster Level: 6th. 
Prerequisites: Craft Wondrous Item, clairaudience. 
Market Price: 2,000 gp.

Markessa’s mage-suit: This suit of +1 studded leather armour is glamered so that it appears as a sleek black leather explorer’s outfit, rather than armour.  It is enchanted with permanent protection from arrows, and is so finely crafted that the wearer suffers no Armour Check Penalties. Further, the Arcane Spell Failure chance for the wearer is only 5% rather than the usual 15% for studded leather. 
Caster Level: 4th. 
Prerequisites: Craft Magic Arms and Armour, mage armour, silent image, protection from arrows. 
Market Price: 9,175 gp.

Appendix 4: New Feats

Blind Sight [General]
You can “see” opponents within 60 feet with senses other than sight.
	Prerequisites: Alertness, Blind-Fight, Iron Will, Wis 13+.
	Benefit: You can see opponents and incoming attacks using senses other than sight, but primarily using sound, within a 60-foot range. You gain a +2 competence bonus to Listen checks (this stacks with the bonus from Alertness), and you may attempt a Listen check to “see” an opponent trying to Hide within 60 feet. Invisible or unseen attackers within 60 feet do not gain the usual bonuses to attack you with either melee or ranged weapons. Darkness and poor visibility do not reduce your speed at all. 
	Special: The benefits of Blind Sight are negated by either deafness or magical silence, or by cacophonous noise in your surroundings.