| Display a Printer Friendly Version The Outpost [comments:(2),
views:(5205), rating:(7.0)] Author: Keven Simmons Homepage: http://members.tripod.com/~KevenSimmons/index.html System: AD&D 2nd Edition Type: Scenario Category: Fantasy Requirements: The Outpost is the most remote settlement in Tanglewood Forest and its origins help explain why it still stands even after several years in the heart of the dangerous wood.
Graphic: Outpost1 Graphic: Outpost2
THE OUTPOST
The Outpost is the most remote settlement in Tanglewood Forest and its origins help explain why it still stands even after several years in the heart of the dangerous wood. Nearly 12 years ago, a band of adventurers decided that the time had come for them to retire. Because they all had become good friends, they wanted to stay together and also to remain somewhat close to the exciting way of life they had all come to love so well. Therefore, it seemed obvious that they should try to settle in one of the most desolate and dangerous areas to be found; the Tanglewood. Together they cleared a rough road through the unyielding forest, and eventually reached the place where they built "The Outpost".
Since that time, the Outpost has become an island of safety for hunters, trappers and adventurers who stop by to have a drink and conversation at the tavern. Some of the more daring merchants have even sent a cart or two of trade goods to the outpost. Such activities are risky but can be relatively profitable, if the succeed in making the dangerous journey.
(1) Walls
The Outpost's outer walls are 25 feet high and consist of logs approximately 2 feet in diameter which have been driven into the ground and then lashed together. There is a 5 foot wide catwalk that follows the entire length of the wall along which 4 guards patrol, one to a wall. At each of the four corners are watchtowers each of which contains a guard and an ample supply of sheaf arrows.
(2) Gates
The main gates are thick wood banded together with iron and are closed and barred at dusk. Just inside is a small booth which is manned by a clerk/gatekeeper who records the names and business of all visitors, as well as the time of day that they arrived or left. At the end of the day, these records are turned in at the main office where they are re-entered into the official books. Since the Outpost was first opened, several years ago, the records room has been expanded to accommodate the ever increasing volume of information.
(3) The Rack
The Outpost's tavern/inn gets its name from the huge set of antlers which hang over the fireplace of the establishment. Most of the people found in the bar are permanent members of the outpost staff, although some may be rangers, trappers, or hunters who are here to trade for supplies as well as the occasional band of adventurers. The bartender and owner of The Rack is a human called Speaks who is one of the co-founders of the outpost. He is an obviously strong man and is somewhat gruff. He will not stand for any trouble and will personally kick any troublemakers out of the place. He always wears his ring of spell turning, and a ring of communication (with the other founders) and carries a dagger in his belt. Tucked behind the bar is a loaded crossbow, a supply of quarrels and his [+3] longsword. Speaks has two workers, a young half-elf(male) who works in the kitchen and a serving girl.
The cost of food and drink is reasonable considering the remote location of this establishment. There are several small rooms available which can be rented by the night for 5 silver pieces. This does not include food. More permanent housing can be found at the boarding house (area 4).
(4) Boarding House
The boarding house is run by a middle aged woman named Colly, and her two daughters, Sheila and Martha. Rooms are rented by the week for 4 gold pieces per person. For an extra 3 gold, one can get two good meals a day.
(5) Smithy
The outpost's smithy is operated by a dwarf called Crag Ironfist and his human assistant Shawn. Crag is one of the co-founders of the outpost. While at work he carries his rod of lordly might on a leather thong at his waist and a wand of metal command in his leather skirt. As do the other original party members, he wears one of the rings of communication that were enchanted for them. He can repair any normal armor and weapons, but cannot fix those of a magical nature. His crossbow of distance hangs on the wall in his room.
(6) General Store
The store is run, oddly enough, by the founding party's thief, Driscal. The elf rarely, if ever steals from customers, although he does take pleasure in sneaking up on them, or switching their purchases at times. The store carries a good supply of standard equipment. He also has 2 riding horses and 4 draft horses available for sale.
(7) Barracks
These buildings are where the outpost's guards are housed. Each holds a team of 7 men, 6 third level fighters and one 5th level captain. The teams are assigned to a rotating schedule with shifts running 6am-12pm / 12pm-6pm / 6pm-12am / 12am-6am, so that each team serves on first shift one day, second shift the next, then third, then fourth, and then one day off. In addition, one of the teams is off duty for one month out of six. Excepting for those on month-leave, all the guards are expected to be available while off-duty should their services be required.
Guards are paid 3 silver pieces per day plus room and board and a guarantee of raise dead spells when necessary. They are also given standard issue chain mail, long sword, and long bow.
(8) Tannery
This malodorous building is where area trappers bring their pelts to be sold. Also available are various leather goods and fur clothing made from some of the more exotic creatures that roam the forest.
(9) Temple
This temple is run by the founding party's cleric, Lorna, who is a follower of the god of wisdom Sarmat. Part of the proceeds that she collects for spell casting goes toward the upkeep of the outpost. She has two follower, Bettina and Joan who help with the operation of the temple.
(10) Alchemist shop
This small, crowded shop is run by Linda, one of the founders of the outpost. The exotic flaura and fauna of Tanglewood are a source of many rare alchemical components, and she will almost always buy such components from adventurers. She is an accomplished alchemist and has a wide variety of magical potions available for sale, almost all of which she made herself. Currently available for sale are: healing(5):200gp, x-healing(3):400, anit-animal lotion(4):400gp, infravision(3):200gp, invisibility(1):600gp, bird control(3):250gp, sweet water(2):200gp, ghoul control(2):100, acid resistance(1):1100gp, oil of immobility(2):1300gp, oil of proof vs. rusting(1):2500gp.
(11) Linda's house
Linda the wizard lives here, although she spends most of her time in the alchemist shop which is where she also conducts most of her spell research.
(12) Storage for wagons, hay, equipment, dry goods, etc.
(13) Main Buildings
These buildings house the outposts offices, records room, as well as being Cutter's living quarters. The stables hold several draft horses, as well as Cutter's steed, a pegasus.
The Founders
Cutter Sharp 13th level human ranger (CG)
str: 16 int: 13 thac0: 8
con: 14 wis: 14 ac: 7 (or 1)
dex: 11 chr: 9 hp: 63
Weapons: thac0 # damage
longsword 2 2 1-8 / 1-12 (+8)
long bow 8 2 1-8 / 1-8
dagger 5 2 1-4 / 1-3
Magical/Special Items: chain mail [+4], vorpal longsword[+3], girdle of stone giant strength (+3/+8), ring of communication
Druid spells: 2 / 2 / 1
Speaks 11th level human fighter (CG)
str: 16 int: 12 thac0: 10
con: 18 wis: 15 ac: 7 (or [-1])
dex: 16 chr: 11 hp: 103
Weapons: thac0 # damage
longsword * 6 2 1-8 / 1-12 (+6)
short bow 9 2 1-8 / 1-8
flail 10 3/2 1-6 +1 / 1-6
Magical/Special Items: plate mail [+2], shield [+1], longsword [+3], ring of spell turning, ring of communication
Crag Ironfist 12th level fighter dwarf CN
str: 17 int: 10 thac0: 9
con: 16 wis: 11 ac: 7 (or 1)
dex: 13 chr: 12 hp: 87
Weapons: thac0 # damage
longsword * 7 2 1-8 / 1-12 (+6)
short bow 9 2 1-8 / 1-8
flail 10 3/2 1-6+1 / 2-8
Magical/Special Items: [+2] plate mail, dagger of throwing, ring of communication, rod of lordly might(11), crossbow of distance, wand of metal command
Lorna 12th level Cleric of Sarmat human NG
str: 10 int: 15 thac0: 13
con: 11 wis: 17 ac: 4
dex: 13 chr: 13 hp: 44
Weapons: thac0 # damage
mace 13 1 1-8 / 1-12 (+6)
quarterstaff 13 1 1-8 / 1-8
sling & bullets 13 1 1-4+1 / 1-6 +1
Magical/Special Items: [+3] leather, ring of elemental command - fire, ring of communication, sling stones of explosion (9), rope of entanglement, Daerns instant fortress
Priest Spells: 6 / 5 / 5 / 3 / 2 / 2
followers:
Bettina 6th level Cleric
str: 12 int: 14 thac0: 17
con: 14 wis: 16 ac: 7
dex: 13 chr: 14 hp: 27
Joan 3rd level Cleric
str: 7 int: 11 thac0: 19
con: 7 wis: 15 ac: 7
dex: 15 chr: 8 hp: 16
Driscal 15th level thief Elf CN
str: 8 int: 12 thac0: 13
con: 12 wis: 16 ac: [0] (leather + dex)
dex: 18+3/-4 chr: 11 hp: 54
Weapons: thac0 # damage
dagger 13 1 1-4 / 1-3
throwing dagger 11 2 1-4 / 1-3
short sword 13 1 1-6 / 1-6
Thief Skills
pp: 130 ol: 102 frt: 95 ms: 114 hs: 119 dn: 63 cw: 99 rl: 75
(backstab at damage * 5)
Magical/Special Items: [+4] leather, [+2] dagger, boots of striding and springing, ring of communication
Linda 12th level wizard - human LN
str: 11 int: 17 thac0: 16
con: 10 wis: 12 ac: 9 (heavy robes)
dex: 12 chr: 15 hp: 28
Weapons: thac0 # damage
dagger 16 1 1-4 / 1-3
dart 16 3 1-3 / 1-2
Magical/Special Items: rod of passage, glasses of invisible detection, ring of blade turning (6 charges), rod of spell absorption (15 levels left, 3 levels in it), ring of communication
Spellbook:
level: 1 number per day: 4
armor, scatterspray, detect magic, spider climb, find familiar, taunt, fire missile, unseen servant, flare, ventriloquism, friends, wizard mark, magic missile, push, Nystul's magic aura, run, Tenser's floating disc
level: 2 number per day: 4
audible glamer, Odeen's sounding stick, aversion, ray of enfeeblement, continual light, scare, detect invisibility, smokescreen, invisibility, stinking cloud, knock, web, magic mouth, zephyr, preserve Melf's acid arrow
level: 3 number per day: 4
cloudburst, dispel magic, monster summoning I, feign death, one way mirror, fire phantom, protection from evil 10' (r), flame arrow, secret page, haste, tongues (r), infravision, water breathing
level: 4 number per day: 4
charm monster, Bowgengle's fleeting journey, dig, magic mirror, enchanted weapon (r), massmorph, fear, polymorph other, fire shield, stoneskin, ice storm, Rary's mnemonic enhancer
level: 5 number per day: 4
airy water, azure flame, animate dead, monster summoning III, avoidance (r), passwall, dolor, transmute rock to mud(r), hold monster, wall of iron,
level: 6 number per day: 1
anti magic shell, enchant spell token, chain lightning, monster summoning IV, contingency, part water, disintegrate, repulsion
New Items
Rings of Communication: These rings are typically enchanted in sets of two, although sets of three or more also exists; in all cases, every ring in a set is identical. When worn, the rings allow telepathic communication between all who wear rings of the same set. This communication has no range limitation, although they do not operate across planar boundaries. It is not possible for the wearer to direct their thoughts to a specific ring in the set, so all thoughts transmitted are “heard” by all other ring wearers. The thoughts transmitted are formed in the language of the sender, therefore the receiver must know the language in order to understand the message.
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