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    The Slaver's Fortressby Chris Gonnerman

    A Basic Fantasy Role-Playing Game Adventure

    Release 1Copyright 2011-2012

    Chris GonnermanAll Rights ReservedDistributed under the terms of the OpenGame License version 1.0a

    Introduction

    This adventure module, part of the Adventure Anthologies series, is for use with the Basic Fantasy Role-Playing Game rules, and is intended for 3 to 6 characters of levels 4 to 8. If you don't have the BasicFantasy RPG core rules, please visit www.basicfantasy.org and download a free copy.

    Morgath: Human Fighter 9, AC 18, AB +7, #At 1,Dam 1d8 +1, Mv 20', Ml 9

    INT 15 (+1) WIS 13 (+1) CHR 6 (-1)

    Equipment: Plate Mail, Shield, Battle Axe +1

    HP 43

    Morgath was an officer in the military of Alaxtar;he was well respected and influential, up untilthe day he ordered the massacre of a village inresponse to a tax protest. He was tried,convicted, and sentenced to prison, but heescaped while being transported to the prison.He maintains that his actions in ordering amassacre were reasonable, and that he wasconvicted due to the political influence of hisenemies. He runs the slaving operationefficiently and is respected, if not liked, by his

    men.Sharana: Human Fighter 7, AC 21, AB +6/+7,#At 1, Dam 1d8, Mv 20', Ml 9

    INT 7 (-1) DEX 14 (+1) CON 14 (+1) CHR 8 (-1)

    Equipment: Plate Mail, Shield +2, Longsword

    +1/+2 vs. Spell Users

    HP 43

    Sharana was a member of the house guard of

    Duke D'Angelo of Enterone, but her innatecruelty to the other women resulted in adishonorable discharge from the Duke's service.She wandered north and met Morgath, whomshe found irresistible. She will take anyopportunity to be cruel to another woman,especially an attractive and/or virtuous one. Sheparticularly hates Valor True, the well-known

    Enteronean adventuress, whom she met whileserving in Castle D'Angelo.

    Dumystor: Human Magic-User 8, AC 11, AB +3,#At 1, Dam 1d4 +3, Mv 40', Ml 7

    STR 13 (+1) WIS 13 (+1) CON 16 (+2)

    Spells: Magic Missile, Shield, Ventriloquism,Continual Light, Wizard Lock x 2, Lightning Bolt x2, Dimension Door, Ice Storm; in addition, heknows ESP and Clairvoyance, but has notprepared them today.

    Equipment: Dagger +2, Flames on Command,

    Potion of Delusion (labeled Healing), Potion ofUndead Control

    HP 39

    Dumystor is a weak-willed and sniveling sort mostof the time, but when he has the opportunity to

    use magic offensively, he becomes a veritablecackling madman. He has worked for Morgathfor about a year. Dumystor is well aware of hislimited utility in combat, and will only enter intoan engagement if he can do so from behindMorgath or Sharana, or from behind an arrow slit.If he is threatened with harm in any way, he willseek to retreat regardless of any morale check.

    Valto: Human Thief 10, AC 15, AB +6, #At 1,Dam 1d6 +1, Mv 40', Ml 9

    INT 6 (-1) WIS 8 (-1) DEX 13 (+1) CON 14 (+1)CHR 14 (+1)

    Equipment: Leather Armor +1, Shortsword +1

    HP 31

    Valto and Renaldo (below) are brothers. Valto,the older brother, is pushy and arrogant. Both

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    thieves act as scouts for the slavers, entering avillage and checking for military presence andother risky situations before the other slaversarrive.

    Renaldo: Human Thief 7, AC 15, #At 1, Dam 1d8+1, Mv 40', Ml 9

    DEX 13 (+1) CON 13 (+1)

    Equipment:Leather Armor +1, Shortsword +1,

    Potion of Levitation

    HP 27

    Renaldo is crafty and cunning, and has a ratlikeface; despite this, he is not a wererat (though itwould be understandable if someone thought

    he was). If he has the opportunity to do sounnoticed, Renaldo will drink his potion, thencrawl across the ceiling, moving silently, andattempt to get behind any enemies for abackstab attack.

    Men at Arms: The slavers maintain a standingforce of fighters to man the fortress and handlethe slaves. All are armored in plate mail andarmed with longswords and shortbows except asnoted. Every group of 12 second level regularsare led by two corporals (third level fighters) anda sergeant (fourth level fighter), save that thethird watch has only 11 regulars.

    2 Human Fighters, 3rd Level (Corporals)

    AC 17, AB +3 or +2, #At 1, Dam 1d6 +1 or 1d6,Mv 20', Ml 9; each is armed with a Hand Axe +1

    HP 12 11

    1 Human Fighter, 3rd Level (Corporal)

    AC 17, AB +3 or +2, #At 1, Dam 1d10 +1 or 1d6,Mv 20', Ml 9; this one is armed with a Pike +1

    HP 20

    1 Human Fighter, 3rd Level (Corporal)

    AC 17, AB +3 or +5, #At 1, Dam 1d6 +1 or 1d6 +3,

    Mv 20', Ml 9; this one is armed with a War

    Hammer +1 and a Shortbow +3

    HP 11

    2 Human Fighters, 3rd Level (Corporals)

    AC 17, AB +3 or +2, #At 1, Dam 1d8 +1 or 1d6,

    Mv 20', Ml 9; these are armed with Scimitars +1

    HP 18 15

    2 Human Fighters, 4th Level (Sergeants)

    AC 17, AB +3, #At 1, Dam 1d8 +1 or 1d6, Mv 20',Ml 9; these are armed with Battle Axes +1

    HP 22

    16

    1 Human Fighter, 4th Level (Sergeant)

    AC 17, AB +3 or +5/+6, #At 1, Dam 1d8 or 1d6

    +2/+3, Mv 20', Ml 9; this one is armed with aShortbow +1 and 7 Arrows +1, +2 vs. Spell Users

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    35 Human Fighters, 2nd Level (Regulars)

    AC 17, AB +2, #At 1, Dam 1d8 or 1d6, Mv 20', Ml 9

    HP 5

    8 13 12 5 2 3 5 3 8

    11 13 5 8

    13

    14 7 9

    10 11 4

    13 7 4 7 8 4 6

    14 10 11 7 9

    13 14

    Dungeon Key

    1. Entrance:

    Read the following as the adventurers come insight of the dungeon; presumably they will still be

    under some cover at this point.

    You see a fortified dungeon entrance, withshort tower-like emplacements bracketing it.You can see arrow slits in the emplacements,which would allow guards within them to firearrows (or worse) upon anyone trying to enter.

    What happens next depends heavily on how theplayers choose to proceed. Thus, the GM mustmake it up as he or she goes along. Thefollowing text should be read or paraphrased

    when an adventurer first sees inside theentrance:

    The floor within the entrance is covered in sand,which has been raked into lines.

    The sand permits the guards in the various guardposts to see footprints if invisible charactersattempt to pass through. The sand continuesunbroken all the way through the first andsecond gauntlets and the reception room (#4through #6 below).

    2. Guard Post: On all watches save the third, a

    corporal and a regular will be here; on the thirdwatch, only a corporal will be present. Thecorporal has a whistle which he can use tocommunicate with the other guard post as wellas with the archer's gallery surrounding the firstgauntlet (see below).

    3. Guard Post: On all watches, two regulars willbe here.

    4. Gauntlet: On all watches, six regulars and theother corporal will be here; 50% of the time, thesergeant will be here also. They generallywander a bit within the archer's gallery (behind

    the arrow slits) but if alerted (for instance, by thewhistle of the corporal at #2 above), each willbe standing at his arrow slit, ready to fire onanyone entering without permission. Also note, ifDumystor hears the whistle, he'll come to thearcher's gallery in 1d6 rounds and use his magicto aid the archers.

    5. Reception Room: This room is generally emptyunless visitors are expected. The slavers won'tfight in this room if they can avoid it, as the areais too exposed; they prefer to attack with bothsurprise and cover if at all possible.

    6. Second Gauntlet: Three regulars will be hereat any time, and the sergeant is 50% likely to bewith them. If they are repelling an enemy,regulars from the first gauntlet will arrive in 2d10rounds to assist, generally around half of thoseremaining (so as not to leave the first gauntletcompletely unmanned); the sergeant will alwaysbe with the reinforcements if he wasn't here

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    Slaver's Fortress AA1.9

    Open Game License

    Designation of Open Game Content: The entire text of Slaver's Fortress (except theOpen Game License, as explained below) is Open Game Content, released underthe Open Game License, Version 1.0a (reproduced below) as described in Section1(d) of the License. Artwork incorporated in this document is not Open Game

    Content, and remains the property of the copyright holder.

    Designation of Product Identity: Product identity is not Open Game Content. Thefollowing is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A)product and product line names, including Basic Fantasy Role-Playing Game; (B) allartwork, logos, symbols, graphic designs, depictions, likenesses, formats, poses,concepts, themes and graphic, photographic and other visual representations,including the eye logo, which is the personal trademark of Chris Gonnerman for hisvarious products; (C) logos and trademarks, including any trademark or registeredtrademark clearly identified as product identity by the owner of the product identity,and which specifically excludes the open game content.

    More information on the Open Game License can be found at:

    http://www.wizards.com/d20

    The terms of the Open Game License Version 1.0a are as follows:

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

    1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who

    have contributed Open Game Content; (b)"Derivative Material" means copyrightedmaterial including derivative works and translations (including into other computerlanguages), potation, modification, correction, addition, extension, upgrade,improvement, compilation, abridgment or other form in which an existing work maybe recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent,lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"OpenGame Content" means the game mechanic and includes the methods, procedures,processes and routines to the extent such content does not embody the ProductIdentity and is an enhancement over the prior art and any additional content clearlyidentified as Open Game Content by the Contributor, and means any work coveredby this License, including translations and derivative works under copyright law, butspecifically excludes Product Identity. (e) "Product Identity" means product andproduct line names, logos and identifying marks including trade dress; artifacts;creatures characters; stories, storylines, plots, thematic elements, dialogue,incidents, language, artwork, symbols, designs, depictions, likenesses, formats,poses, concepts, themes and graphic, photographic and other visual or audiorepresentations; names and descriptions of characters, spells, enchantments,personalities, teams, personas, likenesses and special abilities; places, locations,environments, creatures, equipment, magical or supernatural abilities or effects,logos, symbols, or graphic designs; and any other trademark or registered trademarkclearly identified as Product identity by the owner of the Product Identity, and whichspecifically excludes the Open Game Content; (f) "Trademark" means the logos,names, mark, sign, motto, designs that are used by a Contributor to identify itself or

    its products or the associated products contributed to the Open Game License by theContributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,modify, translate and otherwise create Derivative Material of Open Game Content.(h) "You" or "Your" means the licensee in terms of this agreement.

    2. The License: This License applies to any Open Game Content that contains anotice indicating that the Open Game Content may only be Used under and in termsof this License. You must affix such a notice to any Open Game Content that youUse. No terms may be added to or subtracted from this License except as describedby the License itself. No other terms or conditions may be applied to any Open GameContent distributed using this License.

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    15 COPYRIGHT NOTICE

    Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

    Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; AuthorsDavis Chenault and Mac Golden.

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    Basic Fantasy Role-Playing Game Copyright 2006-2008 Chris Gonnerman.

    Slaver's Fortress Copyright 2011-2012 Chris Gonnerman

    END OF LICENSE

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