The Lost

This is the side adventure dealing with the rescue of the missing young men of Jagger Rocks. The locations described below are found on the map below, which details the region surrounding Jagger Rocks. If desired, check for random encounters along the way, using the "Temperate Plain" and "Temperate Forest" encounter tables

D. Hobgoblin signs. You have been following the trail of the dead centaur into the Valor Forest. The woods are dense here, bearing no sign of the encroachment of civilization. All around you are the signs of a wholesome old forest, teeming with life.

The tracks lead back through a small, natural clearing. Remains of broken black arrows are scattered all over the grass.

A successful tracking proficiency check reveals not only the centaur tracks heading southwest, but also the tracks of more than a dozen hobgoblins.

As the PCs are checking for tracks, read the following:

A high-pitched giggle comes from in front of you, and a lithe female emerges from the woods. She looks almost elven, but not quite, perhaps of mixed blood. Her eyes twinkle with mischief as she looks at you. She wears a simple belted tunic, with a knife in a sheath.

"Silly strangers, looking for hobgobs? Deena knows where there are more tracks of smelly ol' hobgobs near here, but only one of you can come and see them. (She picks a human or half-elf male with a charisma of 16 or more.) You can come with Deena, find hobgob tracks, and come back to tell friends."

Deena is a dryad, and what she wants right now is a man to be her amorous slave for a few years. If the PCs agree to let her take one of their number away, she will lead that character into the forest and then attempt to charm him, and if she succeeds, neither the dryad nor the character will be heard from again.

If the charm attempt fails, or if the PCs do not agree to let her leave with one of them, Deena (not one to hold a grudge) will tell the PCs exactly how to get to the hobgoblin camp and will volunteer the information that the hobgoblins are engaged in a mining operation-or, as she puts it, "cutting down the trees and breaking up the ground that feeds the trees." She has not seen any centaurs or satyrs in this area.

If Deena is seized, or if the PCs display any sort of aggressive or belligerent behavior toward her, she will scream for her "big brothers" to save her. This brings four treants, one emerging into the clearing from each of the four cardinal directions, in 1d3 rounds.

Deena the dryad: AC 9; MV 12; HD 2; hp 11; THAC0 19; #AT 1; Dmg 1d4 (knife); SA charm; MR 50%; SZ M; ML steady (12); Int high (14); AL N; XP 975.

Treants (4): AC 0; MV 12; HD 12; hp 90 each; THAC0 9; #AT 2; Dmg 4d6/4d6; SA animate two trees; SD never surprised; SW fire; SZ H (18' tall); ML champion (16); Int very (12); AL CG; XP 7,000 each.

The treants will only attack the PCs if they have wounded Deena. Otherwise, being familiar with Deena and her trickery, they will be willing to listen to an explanation of why the PCs are here. If any character uses the word "hobgoblin" in the treants' presence, one of the tree-creatures will call a halt to all other activity (combat, conversation, etc.) and will supply the PCs with the following information: the exact location of the hobgoblins' camp, the fact that the hobgoblins are using slaves to do underground mining, and the fact that they are using fire-which the treants hate-as part of the operation.

Since the centaurs and satyrs proved to be inadequate at running the smelting operation, the hobgoblins have developed a plan to capture Knowing the exact location of the hobgoblins' camp will make the rest of the PCs' journey faster (fewer random encounters) and easier (no need to keep checking for tracks). But even if the PCs don't meet Deena and the treants, they can follow the centaur's tracks back along the route that eventually ends up on the perimeter of the hobgoblin encampment.

The hobgoblin camp. You come upon a relatively recently made dirt road about ten feet wide. The centaur's tracks continue along this path, and also obvious are several sets of large human-shaped footprints-no doubt made by hobgoblins. As you follow the road to the north, you begin to hear the sounds of cracking whips, rattling chains, coarse guttural shouts, and falling trees.

After you find a good vantage point, where you can see but not be seen, the view fills you with outrage. Before you is a large cleared space dotted with the stumps of freshly cut trees, obviously made in the last month or so. A series of log buildings are scattered about, as well as three wooden pens. One pen contains male and female centaurs, most of them wearing chains and collars. The second pen holds satyrs, most of them also shackled. The final pen has more centaurs similarly chained, but they are all young foals.

The guards of this despicable scene are hobgoblins-lots of them. Taking a few minutes to count, you confirm at least two dozen walking in and out of buildings, guarding the various sites, or beating the prisoners with clubs and whips. Two roads lead out of this camp clearing. The one heading south, the one you initially found, is a short distance from your hiding place. The other road leads north away from the opposite edge of the clearing. Every so often you see hobgoblins coming and going, leading slaves who carry lumber or bars of shiny, orange-brown metal.

Beyond the trees to the north, black smoke billows into the air from a source you cannot identify. The residents of this camp, guards and prisoners alike, do not seem concerned about the smoke.

Any character with proficiency in blacksmithing or mining can tell that the smoke is coming from a copper smelting facility.

This facility is run by a small tribe of hobgoblins, which in turn is being led by a fire giant and her four ogre companions. The entire group moved into this area three months ago, enslaved the local centaurs and satyrs, then commenced a lumber operation. When some nearby hills turned out to be rich in copper, the evil horde expanded their operation into copper mining and smelting.

Hobgoblins (60): AC 5; MV 9; HD 1+1; hp 6 each; THAC0 19; #AT 1; Dmg 1d6 (short bow), 1d6 (short sword), 1d4 (club); SZ M; ML steady (12); Int average (9); AL LE; XP 35 each.

The hobgoblins will attempt to use their clubs to strike PCs to subdue them. However, if this proves impractical, they will simply try to kill them with swords.

Hobgoblin sub-chiefs (4): AC 3; MV 9; HD 3; hp 16 each; THAC0 17; #AT 1; Dmg 1d6 (short bow), 1d8+2 (long sword, Str bonus), 1d6+2 (spear, Str bonus); SZ M; ML elite (14); Int average (9); AL LE; XP 65 each.

Gugak Thul, hobgoblin chief: AC 2; MV 9; HD 4; hp 22; THAC0 17 (15 w/long sword +2); #AT 1; Dmg 1d8+5 (long sword +2, Str bonus), 1d6+3 (spear, Str bonus); SZ M; ML champion (16); Int average (10); AL LE; XP 175.

Special equipment: long sword +2, potion of healing. The chief's tribe used to be much larger, but many perils in the forest have whittled down their numbers. This has made Gugak rather short-tempered and surly. The female fire giant who has taken over has promised that the tribe will flourish under her direction. Gugak seeks wisdom from his shaman-advisor, Hakaakatar the Wise.

Hakaakatar the Wise, hobgoblin shaman: AC 3; MV 9; HD 5; hp 20; THAC0 18; #AT 1; Dmg 1d4 (club), 1d4 (knife); SZ M; ML elite (14); Int average (10); AL LE; XP 420.

Spells (5/3/1): 1st - cause light wounds, darkness, detect magic, detect snares & pits, shillelagh; 2nd - flame blade, silence 15' radius, spiritual hammer; 3rd - glyph of warding.

Hakaakatar is a worshiper of Iyachtu Xvim. He has a Wisdom score of 14, exceptional for a hobgoblin, which gives him a large complement of spells. Hakaakatar is Gugak's advisor, and is currently encouraging him not to make the fire giantess angry. It is obvious that the giantess has some agenda, and needs the hobgoblins to fulfill it. Since the hobgoblins are now prosperous and strong as a result of following her, it makes no sense to upset the status quo . . . for now.

Ogre lackeys (4): AC 5; MV 9; HD 4+1; hp 30 each; THAC0 17 (15 w/weapon); #AT 1; Dmg 1d10 (fists) or 1d8+6 (huge club, Str bonus); SZ L; ML steady (12); Int low (7); AL CE; XP 420 each. Special Equipment: huge clubs.

These four ogres are the giantess's main lackeys. They usually watch over the mining operations.

Oghalis, female fire giant: AC -1 (5 when unarmored); MV 12; HD 15; hp 75; THAC0 5; #AT 1; Dmg 2d10+10 (huge sword); SA hurling rocks (2d10); SD resistant to fire; SZ H (18' tall); ML champion (16); Int average (10); AL LE; XP 8,000. Special Equipment: banded mail, huge two-handed sword.

Oghalis is a fire giantess who has come from the Iron Hills and set herself up as leader of this small tribe of hobgoblins. She seems obsessed with clearing out as much forest as possible, stockpiling finished lumber and copper bars from the nearby mine that she started up.

Oghalis will not tell her underlings why she is so obsessed with her task. She is a harsh leader who tolerates no questions or dissension. The giantess has forbidden any female hobgoblins or young in the camp until the initial work has been completed. These creatures, a group of 75 hobgoblins, are waiting in the foothills near the Thunder Gap.

Map Locations

1. Barracks. These two long, low buildings are made of sturdy logs. Each one houses 30 hobgoblins, and smells like old sweat and garbage. At any given time, 10 hobgoblins will be found in here, eight sleeping and two lounging about in some sort of casual guard duty.

2. Sub-chiefs' cabin. This large log cabin is home to all four sub-chiefs. One is always present, most of the time (75%) sleeping. Aside from some hardtack and a small keg of watery wine, the room contains nothing of interest. The cabin is only slightly cleaner than the barracks.

3. Chief's cabin. A large locked log cabin that is almost luxurious compared to the other accommodations, this place houses the chief. The cabin is actually quite clean and comfortable. A bearskin rug covers part of the floor, and a keg of very good ale sits along one wall. A locked strongbox under the bed contains 730 gp, 1,111 sp, and four agates worth 50 gp each. Strewn across the top of a small table are numerous scribblings on dirty paper, giving the total number of hobgoblins, the number of slaves, and production figures.

4. Shaman's cabin. Windowless and always kept locked, this place is where Hakaakatar the shaman sleeps and worships. It is devoid of furniture except for a sleeping mat. On the north wall is a crude drawing of a clenched mail fist with glowing green eyes. Skulls of centaurs and satyrs hang from the ceiling like grim mobiles.

5. Copper storage. Padlocked and always under guard, this building contains 300 copper trade bars, each worth 25 gp.

6. Camp storage. This locked and guarded storage room holds 240 arrows, six short bows, 24 short swords, 12 long swords, 48 daggers, 24 spears, 24 sleeping mats, 24 blankets, 12 picks, 12 shovels, six saws, six metalworking hammers, two tongs, eight 50-foot coils of rope, 200 pounds of coal, three braziers, 100 gallons of lamp oil, and two tinderboxes.

7. Adult centaur pen. A five-foot-high, solidly built wooden fence reinforced with iron keeps 20 male and 14 female centaurs at bay. The more rebellious ones are hobbled by shackles on their front legs. There is hardly any room to move, so a flying leap over the fence would be difficult. Imbedded along the top of the fence are sharp, twisted chunks of rusted metal, to discourage escape. It is possible to turn these defeated, imprisoned centaurs into a fighting force-if the following conditions are met: (1) no hobgoblins are in sight, (2) the foals in area #9 are freed, (3) the centaurs' pen and chains are unlocked and/or destroyed, (4) weapons with which to fight are provided, and (5) a PC with a Charisma score of at least 12 makes a stirring appeal to the centaurs.

8. Satyr pen. A similar setup to the centaur pen, except that 33 satyrs are imprisoned here. If they are freed and provided with weapons, the satyrs will join the PCs in the fight against the hobgoblins.

9. Centaur foal pen. Another pen, the same as the other two, except that it holds 18 young centaur stallions and 15 young mares. None of these creatures is shackled. They have 2 HD and 6 hit points each, and will attack with their hooves (1d6/1d6) if their lives are threatened, but cannot wield weapons.

10. Central campfire. This is a three-foot-wide fire pit with logs set around it as seats. It is used as a central meeting point, as well as a place where the night shift of guards congregate. A huge cauldron is here as well, since this is where the camp meals are cooked.

11. Larder. This small, locked building has cooking supplies and ingredients. Most of the consumables consist of roots and tubers, and meat from small animals such as squirrels, rabbits, and beavers.

12. Well. A primitive well has been dug in this spot. A bucket tied to a rope and two iron ladles are on the ground next to the well.

13. Lumber camp. Accessible to the rest of the camp by a dirt trail, this is where most of the logging is presently happening. Trees are cut down, stripped of bark and leaves, and cut into lumber. The area contains numerous large axes (treat as battle axes if used as weapons), plus a makeshift sawmill under a crude shelter.

14. Copper mine. This hole in the side of a small hill is the access point for the small copper mine. The mine consists of a single shaft descending at a very gentle slope, with several small branches located at the discovered veins of copper.

The miners carry out the crude ore in baskets on their backs and take it to the smelting furnace.

15. Ogre cabin. Located within easy sight of the mine entrance, this foul, messy cabin houses all four ogres. At any given time, one ogre will be in here, snoring loudly. Each ogre has two copper trading bars under his heap of bug-infested animal skin beds; this is their pay for services rendered thus far.

16. Human prisoner cabin. Since the captured humans have more practical skills than the centaurs or satyrs, they rate slightly better treatment. The door to this small but clean barracks is kept locked at all times, with a guard posted outside whenever the building is from Jagger Rocks, work from dawn till dusk. Their names are Troyappa, Kenhart, Joelem, and Jonren (all CG hm F1), and they are anxious not only to be freed but to pay back their captors.

17. Smelting furnace. The furnace includes a crucible, molds for ingot bars, a cooling tub, and many tools. This is where the humans work, kept under watch by a contingent of guards.

18. Oghalis's cabin. The giantess's residence is unusual in that it is made from blocks of stone and has a very secure door with a strong lock. Besides a bed, table, and chair, the room contains a locked strongbox with a poison needle trap (Type E). The strongbox holds 12 matched fire opals worth 1,000 gp each, a longevity potion, an onyx dog figurine, a hammer +2, a hand axe +3, and a ring of warmth.

Oghalis will be found here late at night. Although she may initially fight with great enthusiasm, if it becomes clear to her that most of her followers are dead, she will do her best to run away.

Conclusion

The expected result in this scenario is for the PCs to free the prisoners, killing or routing as many of the evil creatures as necessary. (To give the characters something to think about, it would be good if Oghalis escapes so that she can resurface as a threat at a later date.)

All the prisoners can give the PCs as a reward is their gratitude. They are worn out, flat broke, and need to recover emotionally from their ordeal. It would be appropriate and honorable for the PCs to give the satyrs and centaurs the copper ingots-after all, they paid for them with their own blood. However, the PCs should not be prompted to do this.

With tired but grateful smiles, the centaurs and satyrs begin disappearing into the pristine forest. One older centaur, the settlement's leader, turns around and looks at the PCs, then says, "We shall not forget," and joins his people in melting into the woods. What that remark means is up for debate: Will the centaurs be eternally grateful to the PCs for rescuing them, or will they be on their guard for the presence of any "foreigners" encroaching into the woods where they do not belong?

Loose Ends

There is are only a couple of loose ends in this side trip. What is Oghalis's true agenda? Is she working for someone even more powerful? Perhaps the answers lie back in the Iron Hills.

Also, will the treants and other forest creatures become even more sensitive to the incursions of outsiders into the Valor Forest? And if so, where do the PCs stand on this matter?

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