Thursday, 27 April 2017

The Village of Taryn

Part two of an adventure I am posting that uses the RuneQuest III rules and takes place on Harn. This time I detail the Jarin village where the North Road Inn is located.




THE THRAN OF TARYN


1.  ISSEL MANOR
(Idgel Isselsson) Ivinian
The manor house consists of a compound surrounded by a wooden palisade. In the compound is a single story wood lodge style manor, wooden stable and attached mud and wood garrison. Idgel
the Lord of Taryn lives here in the lodge with his wives Marela and Tallia, his son Homb, and two Jarin thralls, Aethly and Makas.  The garrison holds the eight Ivinian guardsmen that came with Idgel to Taryn.   Idgel claims the common land near the river and it is farmed by local Jarin.


2. WOODCRAFTER
(Maras of Caryw) Jarin
Maras is an average quality woodcrafter, serving the thran’s needs.  He built most of the wooden lodges in the thran except for the Inn.


3. MILLER
(Uthaed of Llyrol) Jarin
The mill has an Oxen powered grindstone set partially under an overhanging roof.  Uthaed makes much of his profit by selling grain to the Taelda for furs.  His wife Feclka is a Taelda.  He has 3 sons in their low teens who spend much of their time off with Taelda hunters much to his concern.


4-7 & 15. FARMERS
These Jarin farmers pay a portion of their crops in tax and to use Idgel's land.  The small amount left over is for their own profit.


8. HIDEWORKER
(Ongdu of Stanlyn) Jarin
Ongdu buys furs and hides from his brother Ondag to make into clothing he sells to travellers.  He is married to Leria and has one daughter and two sons.  The daughter Martha works at the North Road Inn.


9. SHRINE OF ILVIR
Three large Oak trees shade this square limestone block carved to represent Ilvir as a many-headed serpent.  Their is a blood-stained stone bowl for offerings in front of the stone block.  All Jarin in Taryn are followers of Ilvir and sacrifices of goats are common, especially since the arrival of Idgel.


10. WEAPONCRAFTER
(Tyn of Shese) Jarin
This small lodge has an attached outdoor forge with two-walled windbreak and wooden overhang.  Tyn the weaponcrafter lives here with his two sons Barra and Jellas who assist him at the forge.  He does not talk about the whereabouts of his wife who died in the Jara rebellion.


Normally a thran of this size would have little need for a weaponcrafter but Tyn makes a good business selling (covertly) to the Taelda and repairing caravan guard weapons and the Ivinian garrison weapons.  Tyn is a Jarin patriot and ensures the quality of his work for Ivinian customers is low.


11. SALTER
(Eldas of Tawheim) Jarin
Eldas salts the meat brought into the thran by Taelda hunters, passing caravans and slaughter of the thran’s goats.  He is aided by his young wife Gaywien and his sister Arweth. Arweth is an unattached Jarin hunter of age 20 and has several Jarin suitors.  She has also attracted the unwanted attention of one of Idgel's guardsmen.


12.  PROVISIONER
(Wyllam of Setrew) Harnic
Wyllam is a recent arrival in Taryn, and he lives in the largest house in the thran (aside
from the Inn).  The 2-story shop/home has a stone bottom floor shop and wooden 2nd floor living area.   He supplies the caravans, travellers and some Taelda with provisions of all types.  The Mercantylers Guild of Tashal pays for him to operate here, and he receives regular shipments from them.  He is assisted by his wife Miram and his son Bokkas.


13.  FURRIER
(Ondag of Stanlyn) Jarin
Ondag is a big, fierce ugly man who is a close friend of the Taelda tribesmen.  His wife Allawyn is Taelda and his son joined a Taelda tribe.  He trades salt, beads and grain to the Taelda for furs which he sells to his brother Ongdu.


14.  HEALER
(Jareth of Methews) Jarin
Jareth is an old Trehaen from near Lerial who now works out of this unkempt shack as a healer (First Aid 90%).  He has a nasty scar that extends from his missing left ear to his chin.  He became the hero of the thran when he prescribed a healing balm with an added ingredient to give a painful rash when Idgel caught a cold after falling into the river.
 
16.  OSTLER
(Toomka) Taelda
Toomka lives in a small hut precariously balanced on Marak Tor above the thran. Toomka is a civilized Taelda of 15 years who looks after the thrans many goats, handful of sheep and two cows.  He also handles any veterinary problems with the miller's ox and caravan animals.  Toomka was an orphan adopted by the former Jarin ostler who passed on 3 years ago.


17.  HERMIT
(Odd Thom) unknown origin
Not much is known about Odd Thom, a wizened old man who lives high on Marak Tor.  He is of indeterminate ethnic origin possibly Harnic.  Since the ostler's death Thom has looked after and instructed Toomka.  Although an aged man he is tougher than he looks as a passing caravan  guard found out when Thom knocked him unconscious for forcing Toomka to look after
his horse.  No one but Toomka saw how the old man dealt with the young Harnic warrior.


18.  BROKEN TREE INN
(Vallus) Jarin

More details of the Inn that the thran is built around are given in the previous post.

Tuesday, 25 April 2017

The North Road Inn

I am going to post the Adventure I wrote to start two Harn campaigns (1995, 2001). One used the RuneQuest III rules and the other used the Harnmaster II rules.  I think I will post with the RuneQuest rules.  Retyping the adventure and creating the maps has taken a little more time than I anticipated so I will post it in a few installments. For the first installment is the North Road Inn where the adventure begins.

North Road Inn


The North Road Inn is a large, country Inn located on the outskirts of civilized lands in Nuthela.  The Inn is the major attraction on the Fur Road of the thran of Taryn.  Taryn is a small thran hold of 60 Jarin under the sway of the Ivinian clan chief Idgel Isselsson who pays sometime tribute to Lorkin.  The Jarin population of Taryn makes ends meet by providing services to merchants passing along the Fur Road to Lorkin and Lerial.  The valhakor is supported by a garrison of 8 Ivinian soldiers to deal with any trouble.  The local barbarian tribes are Taelda and get along well with the village folk.  Taelda are often seen in Taryn trading for goods.
The settlement was troubled with gargu-kyani raids from Bwaft in the spring months until the arrival of Idgel four years ago.
Nuthela is a barbaric unsettled region of Orbaal.  The adventure provides an opportune place for adventurers of different backgrounds to meet and journey on together.  Depending on their cultural background adventurers are likely travelling north or south on the fur road to see the world or have come out of the wilderness to trade with civilization.

About 20 years ago, The Jarin of Orbaal raised up against the Ivinian conquerors in a rebellion.  This rebellion was the most successful in the Lorkin region where Castle Lorkin was taken by rebels.  When Gweffryn the Jarin rebel leader was mysteriously beheaded at Lorkin the rebellion was quickly brought under control and the Ivinian retribution was both swift and vicious.  One of the Jarin rebel soldiers fleeing Lorkin was Vallus.
Fleeing south for Kaldor along the Fur road, Vallus took up company with a small late-spring caravan bound for Tashal.  The caravan came under attack by a band of garu-arak from Ejatus and all but Vallus were killed.  Although badly wounded, Vallus managed to crawl into the underbrush where he was discovered by Taelda hunters.  The Taelda took pity on Vallus bringing him to a Taelda witch known as Dania.  After remaining with Dania for a full year recovering from his wounds the two were married by Jarin custom and Vallus set about building the Inn on its present site.
Over the years more craftsmen have come to the site to service caravans and travellers on the fur road as well as to trade with the Taelda.  The local Taelda are friendly with the people of Taryn mainly due to the presence of the Taelda witch Dania who is greatly respected among the Taelda for her healing powers.
In 716 TR, an Ivinian cousin of Taarbri Geldestaar, Idgel Isselsson arrived with a small force of clanless Ivinians to claim the area for clan Geldestaar of Lorkin.  This was done with the approval of Taarbri but Idgel has been slow with payments of tribute and his position is secure only because he is isolated from Lorkin.  The Jarin  Prince of Lerial considered the area along the Fur road to be part of his fief but has not made any claim to the area since the power of clan Geldestaar backs Idgel's claim.  Those Jarin who made a living farming the land have either fled or been forced into serfdom.  Some Jarin craftsmen remain freemen, especially Vallus the Innkeeper who is the wealthiest man in the thran.  Idgel taxes the freemen of Taryn for the right to live on his land.  There is considerable Jarin discontent in the village and Idgel has been careful not to make his taxes ruinous, for fear of sparking a revolt.


The North Road Inn Layout


The Inn consists of a palisade compound with the two-story Inn and barn.  Both structures are built with a wooden structure and insulated walls of mud and straw.  The roofs are built of thatch and wood.  The Inn has an impressive stone floor in the main room made from local limestone.  Twin wooden gates block the compound and are barred at night.  The palisade is only six feet high and is not much of a deterrent.  The Inn yard has hitching post and water trough under the shade of an old maple tree that sits in a boxed planter.  There is an entrance to the cellar for provisions and back door leading to the outhouse as well as the porch to the main front entrance.



Stable
The stable is the province of Ceno the stable boy and son of one of the local farmers.  Ceno stables horses without question or mention of payment but will inform Vallus of any occupants of the barn (see price list).  Ceno is 14 and ready to see the world outside of Taryn.  He especially wants to see civilization and eagerly listens to travellers from Kaldor for news of the wider world.

Ceno (Jarin stable boy) STR 9 CON 12 SIZ 10 INT 10 POW 7 DEX 11 APP 13 Move 3 Hits 11 Ftg 19 MSR 5 DM 0 R&LL 0/4 AB 0/4 CH 1/5 R&LA 0/3 HD 0/4 Club (1d6) SR 2 A% 25 P% 25 Dagger (1d4+2) SR 3 A% 25 Riding 50, Listen 55, Sneak 45
INN PROPER
The Inn is owned and operated by Vallus a Jarin of indeterminate late middle age.  Vallus built his Inn on this spot of the Fur Road because, "it was a nice, shady spot to rest awhile".  At one time he and his wife were the only workers at the Inn but with his advancing years, and increasing wealth, he has hired a cook, maid and stableboy.  Vallus is not a member of the Innkeeper's Guild but this is the norm in Orbaal and does not present any problems in getting supplies of brandy and wine from Olokand for the caravan travellers.
Price List
Drink
Ale 1f/pt
Brandy 6d/each
Cider 1f/pt
Mead    2f/pt
Food
Bread &  Cheese 2f/meal
Stew,  goat          1d
           Rabbit   2f
Soup (as above)
Venison 1d
Lamb    2d
Apple 1f
Rooms
Common                    2f/day
Average               3d/day
Quality                 6d/day
Stable                  1d/day


The Inn main room is floored with stone and has a layer of straw thrown over it for easy cleaning.  There are two long tables with benches and a small table surrounded by stools.  Barrels of mead, ale, brandy and apple cider reside on and behind the wooden bar.  The room is lit by 4 oil lamps at night and by the six second story windows during the day.  It is large and airy for Inns of Orbaal.
The kitchen has a stone brazier for cooking and a pallet where Ceno sleeps.  The stairs down lead to the cellar where wood and kitchen supplies are kept. The average rooms contain a wooden bunk-bed with straw pallets and a wooden floor storage box without lock.  The two quality rooms contain a large wooden bed with goose feather mattress and a wooden lockbox.  The common room is upstairs and consists of a wooden floor with straw pallets on the floor.


In the common room their is a small wooden lockbox with 140 pennies in it.  Also behind the bar are hung various Taelda carvings and animal furs traded for service.





Inhabitants of the Inn
Torben (Harnic cook)
STR 16 CON 14 SIZ 13 INT 11 POW 13 DEX 11 APP 7 Move 3 Hits 13 Ftg 30 MSR 5 DM +1d4 R&LL 1/5 AB 1/5 CH 1/6 R&LA 0/4 HD 0/5 Cleaver (1d8+1d4) SR 3 A% 35 P% 15 Dagger (1d4+2) SR 3 A% 45 Animal Lore and PLant Lore 50
The cook of the Inn, who is better than average especially with the rabbit stew.  Torben is a 34 year old of Harnic ancestry from Abriel in Kaldor.  He learned to cook at his father's Inn the Red Horseman.  He came north to Orbaal as a caravan cook and made several trips before taking the job at the Inn. Torben sleeps in a private room near the back of the Inn.


Martha (Jarin maid) STR 6 CON 3 SIZ 16 INT 11 POW 6 DEX 14 APP 6 Move 3 Hits 10 Ftg 9 MSR 4 DM 0 R&LL 0/4 AB 0/4 CH 1/5 R&LA 0/3 HD 0/4 Knife (1d3+1) SR 3 A% 15 Listen 75, Sneak 87, Sleight 78, Hide 66.
The Inn's maid is a local Jarin girl daughter of a local merchant.  She keeps the Inn nice and clean and occasionally helps out in the kitchen.  She is of marrying age at 15, but is quite tall, wiry and ugly and has no takers even in this small thran.  She spends as little as her time near strangers to Taryn as is possible.
Dania
STR 7 CON 11 SIZ 10 INT 16 POW 18 DEX 14 APP 16 Move 3 Hits 11 Ftg 18 MSR 5 DM 0 R&LL 0/4 AB 0/4 CH 1/5 R&LA 0/3 HD 0/4 Staff (1d8) SR 1 A% 20 P% 15 Conceal 100, Sneak 85, Hide 89. Spirit (115): Heal 5, Second Sight, Strength 1, Detect Magic, Shimmer 1, Extinguish 2, Slow 2, Disruption.
The wife of Vallus. The local Taelda consider her to be a wise witch and offer her much respect.  Around the Inn she tends the gardens and animals in the pen. The respect offered her by the penned goats, chickens and cow is spooky to locals.

Vallus (Innkeeper) STR 13 CON 17 SIZ 14 INT 16 POW 19 DEX 15 APP 15 Move 3 Hits 18 Ftg 27 MSR 5 DM +1d4 R&LL 0/6 AB 1/6 CH 2/8 R&LA 0/5 HD 0/6 Staff (1d8) SR 1 A% 105 P% 100 Broadsword (1d8+1) SR 2 A% 85 P% 80 Dagger (1d4+2) SR 3 A% 95 P% 70 Sleight 40, Track 50, Orate 105, Conceal 50. Note: Iron-shod staff contains a bound spirit (Dispel Magic 5) of INT 5 and POW 21.
The owner/operator of the North Road Inn is 42 year old Jarin soldier from Lorkin.  He fled here after the failed Jarin rebellion.  A member of the aenghysa from Lorkin might recognize him because he was in the forefront of the rebellion and killed many Ivinians.

Vallus keeps an iron-shod lockbox in his room with fine clothes in it, his suit of Ringmail armour, iron helm and sword.  Also the wealth of the Inn in a wooden box - 1200 pennies.  Vallus grew up in his father's Inn near Lorkin, and took a leading role in the Jarin rebellion after his father's Inn was confiscated and given to an Ivinian clansman.  He still dislikes Ivinians, but age has tempered his anger and he will not take up arms against Idgel unless forced.

Monday, 24 April 2017

Gazelle Light Patrol Boat

The instant I changed the Antelope from a very small mailship to a more standard cargo trader I knew I wanted to create another light patrol style ship.  So I created the Gazelle fast patrol ship / fighter.


Gazelle on patrol for the UOS Navy

Developed by Imani Partnership 20 years ago on Kaitos, the Gazelle is still in use with the Unity of Suns Navy. New Gazelles are purchased every 4-5 years. It was developed under an exclusive contract with the UOS Navy to create a quick patrol ship to travel along the 1-jump route between UOS planets. It is not a front line fighter but is more commonly used to check on smuggling and pirates and perform overwatch on remote settlements on planets.

Gazelle Blueprint

The cabin area has acceleration seats for six occupants. Life support can support a crew of six for short periods of time (single jump). It is more commonly deployed with a crew of two. There is no appreciable cargo space.


Despite these limitations it has remained in service with few upgrades for 20 years for the UOS Navy. Some older Gazelle’s that were decommissioned have been sold for commercial use to a few of the larger shipping companies. Notably, Panstellar Association who use the four they purchased for fast mail delivery.

UOS 19228 Gazelle (Kiril Ortov) checking on a Research group
 at the Kitabatake ruins on Delta Outeria.



Friday, 21 April 2017

The Abyss

Back to the bi-weekly blue map on Friday.  This time it is a blend of two concepts I have always liked.  Multi-level dungeon on one map and a dungeon with an enormous abyss in the middle.

On the Further Afield map for Stillwater valley this dungeon is located in Hex 1209 just south of Stillwater village. A cave in the side of Calinor Hill to a goblin lair leads to far more than adventurer’s may have bargained.

The goblin’s stick to the Descent area and there lair in the northwest. They do not venture into the Lair of giant Spiders to the south. The goblins maintain the rope bridge across the abyss leading to their lair but they have archers posted to protect it. The second rope bridge further to the south (and 30 feet lower) is in poor repair and dangerous. There are some old Ogre tombs to the south of the second rope bridges from the time when large tribes of ogres controlled this area. The maze-like caves to the west are full of all sorts of deep dungeon semi-intelligent creatures. The last chamber (#35) should be the big bad final monster lair.


GM Map of the Calinor Abyss

Wednesday, 19 April 2017

Antelope Revision 2

I was looking at the first spaceship model I created in blender the Antelope, and realized it was really impractically thin. So I played around with the model a little and made it into a much bigger and more practical trader.  A quick deck plan is included as well this time. It is the only Spike 2 drive commercial ship currently in production in Wolf Sector.


Antelope travelling toward Comarid


Mark 2 Deck plan

Monday, 17 April 2017

Interplanetary Shuttle (Bullfrog)

I have been spending a lot of time working on character models and landscape models. But with a little spare time on the weekend I created a small interplanetary shuttle. The Bulframis shuttle is built in large numbers on Touchdown by Neframis Shipyards. It was transported in large numbers to the Fenris for work as an interplanetary shuttle amongst the New Dawn planets.

Bullfrog Shuttle Deckplan

Outside of Touchdown and New Dawn the Bulframis is known as the Bullfrog shuttle. It can be operated by a crew of one but a captain, engineer and purser is more common. Many Bullfrog shuttles are operating independently in single systems throughout Wolf Sector. The low cost is a good entry point for credit conscious captains.

Bullfrog shuttle Centurion landing on Aradin

The Bullfrog loads cargo in the rear and most of the interior space is cargo space but it is still not big enough to load the standard M or S containers. The Bullfrog can only load cargo in XS containers or non-standard crates. The cargo area is pressurized so as long as the cargo can be dragged on-board it can be carried.

The Bullfrog has no hardpoints and only minimal armor. The engines are mounted outside the hull which has the benefit of allowing them to removed completely during repair.

Loading cargo by hand in a remote location



Saturday, 15 April 2017

The Secret of the Caves

The Secret of the Caves

Beneath the ruins of Galenford keep there are secret caves that are being used by the foul river pirate Moran Grave to rob and murder traders on the Stajin river. There is not a lot of trade on the river this far south of the human realms but there is enough to support Grave and his gang of unsavory humans and goblin underlings.

Background
As mentioned previously, Galenford Keep has been a foreboding, blackened ruin for a few hundred years. There are no villages or hamlets in the nearby area. There is a fair amount of river traffic from traders bringing trade goods to the barbarian nomads of the wilderlands coming down the Stajin and Nearnflow rivers.

The pirate Moran Grave had been plying his trade on the Stajin river much further north of Endernoth Lake. Lying low after sinking a merchant riverboat he came south and discovered the hidden cave beneath the keep. The cellars beneath the keep made a perfect location for Grave to hide out.

Introducing the Players to the Pirates
Players could stumble across the entrance to the dungeons in the ruins of the keep or they could be guards on a riverboat headed north or south on the river. In the latter case they could come under attack by Moran Grave and his pirates and then follow him to the tunnels

Entrances to the Keep
There are three entrances to the dungeons beneath the keep.

(1a.) Beach tunnel
Hidden in the bushes just off the beach is a rough hewn tunnel through dirt and rock that is 4 feet wide and 5 feet tall. The tunnel ends is a stout wooden door in a stone wall. The door is double barred from the inside and has a small peep hole at eye level. There is no light shining from the room beyond. It will be very difficult for players to batter down the door. It is solidly built and newly installed. Excessive noise will bring guards running from nearby rooms.

(1b.) River Cave
Hidden behind low hanging trees that brush the surface of the water is a 10 foot wide 3 foot tall entrance at water level to a tunnel. The water is 5 feet deep in the tunnel.

(1c.) Beneath the rubble
The cellars of the keep are still accessible from the ruins of the keep.  But they are buried under a pile of stone rubble. It will take 3-4 characters 1 hour to clear enough rubble to safely access the cellars. The entrance is a 5 foot in diameter in the ceiling of area 1a. In clearing the rubble the characters will disturb the rest of 3 skeletons buried in the rubble. The skeletons will attack immediately.

3 skeletons

(2.) Pit trap
Expecting that any trouble that would come to the dungeons would come from the keep, Moran Grave had his goblin underlings create some traps in the stairwell leading down from the keep ruins. The first step in the lower set of stairs is the trigger that opens a pit trap. The trap drops the entire 10 foot passage section down 15 feet to a spike filled pit. The spikes are only 6 inch long wooden ones added by the goblins but they are coated with poison. People falling into the pit will take falling damage, damage from the spikes and have a chance of being poisoned as well. The poison is not deadly anymore because it has not been renewed for months but it can make characters very sick.

(3.) Fire Trap
The very last step of the next two sets of stairs down is the trigger for a fire trap set up by the goblins. Once that step is stepped on a blast of fire will be triggered bathing anyone on the steps in fire. The trap consists of a bladder of flammable liquid that sprays over a lit oil lamp in a reservoir in the wall.

(4.) Storage room
This chamber is lit by three oil lamps. It is cluttered with crates, bags and barrels. The accumulated loot taken from merchants on the river. The material is stored here and then packed up and shipped by mules to a merchant in Whitewater. There is nothing really valuable in the goods. It is mostly furs, blankets, water, wine, beer and spears. The valuable loot is kept in Moran Graves’s chamber. The human pirates Ganon and Cerus are here in the room playing dice on a barrel top. They are armed with shortswords and wear leather jerkins. Both have a pouch with their personal valuables (Ganon, 15 gold coins and Cerus 25 silver and 10 gold coins).

2 pirates

(5.) Goblin Barracks
The goblins that have joined the pirates have their chambers here. The room has a stout wooden door on the west wall that is locked. There are a total of 8 goblins in the gang but only 4-5 will be here at any one time. The room is dirtier than the other chambers. The goblins are just as likely to toss leftover food on the floor as dispose of it in the river cave. The goblins have knives and have been given spears. Their leader is Sugarot. The remaining goblins are Gujek, Dagho, Alog, Cegug, Jogus, Krilge and Tog.

(6.) Human barracks
The human pirates are quartered in this stone chamber. The room is well-lit and the pirates have done their best to make it more comfortable. They have constructed simple wooden pallets (8 total) and there are tables and chairs built from barrels and wooden crates. There is a rack of spears and swords against one wall. Each of the pirates is careful to keep his share of the loot on his person so there is no loose treasure lying about this chamber. There are usually 3 pirates resting in this chamber. The total list of pirates is Ganon, Cerus in area 4 and Khadbi, Onumont, Pitguras, Olur, Wotnath and Henath. Each pirate has 20-40 silver and 10-30 gold coins on his person.

3 pirates

(7.) Grave Pirate
This chamber is the sleeping area of Moran Grave the pirate. Grave is a heavy set dispicable human brigand and highwayman from the Realms to the north. He is concerned first and foremost with his own skin so he can be bargained with but he is completely untrustworthy and will turn on any deal the moment an opportunity presents itself.

In this chamber is a bed built by the goblins for Grave covered in fairly expensive clothes. There are a half dozen crates full of fur pelts from the south. Two locked chests are in the room. The keys to the chests are located in a belt pouch slipped inside the pirates pants. If there is a nearby commotion, Grave will come to investigate.

The locked chests hold the very best of the pirate loot and the pirate leaders share. In one chest are 750 gold coins, 825 silver coins and two pieces of jewelry worth 200 gold each. In the other chest are two jeweled daggers (300 gold each), 700 silver coins and 500 gold coins.

(8.) Cells
The pirates place human captives in these two cells that they plan to sell to the barbarians to the south. At any time there is likely to be 1-3 captives held here chained to the wall.

(9.) Mud Room
The pirates (or rather the goblins) dug a tunnel from this stone chamber out to the beach. They used to store all of their goods here for easy transfer to and from the beach. Unfortunately they did not take into account the spring flood waters which rose up and flooded the tunnel and filled the room beyond with slimy mud. The goblins have cleared enough of the mud to one side to allow the barred door to be opened and closed. The room is no longer used for storage.

(10.) Tunnel to the caves
The tunnels leading to the river cave slope slightly toward the river. The first chamber looks like it is the bottom of a former well. The chamber is wet and ascends 40 feet up to a pile of debris blocking the top of the well. A lot of banging on the walls of the well could bring the debris crashing down.

(11.) Storage chamber
This area has been recently cut out of the surrounding rock and lined with wood boards to hold up the roof. A large number of crates and barrels line the walls of this room. The crates and barrels are empty. The contents sorted and moved to sturdier barrels for transfer to Whitewater. The loot termed to be useless is dumped in the river.

(12.) River Cave
This is a large natural cave with a stone dock in this cave. The ceiling of the cave is about 20 feet high at its highest point. The most noticeable feature of the cave is the 22 foot long riverboat tied up to the stone dock. The boat has room for 12 rowers and has a mast for a sail that is currently stowed down so it can negotiate the tunnel to the river. Any goblins or pirates not stationed in other locations in the dungeon will be found here unloading the boat.

There are two nearby sandy caves. In one cave (a) there are open crates full of weapons, specifically spears, polearms, swords and arrows. In the other cave (b) there are five crates of furs recently taken from the boat. There are 2 more large crates of furs resting on the floor of the main cave.

Epilogue
The pirates are not heroes. They will flee from adventurers if they start taking significant losses. The goblins will fight as long as Moran Grave is still around to direct them. Once he is gone they will head for the nearby forests.


Reposted GM Map of the Caves