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Highport 2

The document provides background information on the town of Highport, which has been taken over by bands of cruel creatures after being attacked and losing its defenses. It details the various populations now residing in Highport, including gnolls, goblins, kobolds, ogres, orcs, and human outcasts. Maps and locations of where each group resides in Highport are included.

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fred daniels
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100% found this document useful (2 votes)
687 views15 pages

Highport 2

The document provides background information on the town of Highport, which has been taken over by bands of cruel creatures after being attacked and losing its defenses. It details the various populations now residing in Highport, including gnolls, goblins, kobolds, ogres, orcs, and human outcasts. Maps and locations of where each group resides in Highport are included.

Uploaded by

fred daniels
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HIGHPORT-OTF

Supplemental Campaign Material

Foreword

The material to follow is a combination of the author’s creation, as well as that derived from published sources (Greyhawk
World, Slave Pits of the Under City). In the latter case, portions have been interpreted, edited and altered to provide the
Dungeon Master with a cohesive approach to utilizing this offering as a whole.

Introduction

The A-series of adventures published by TSR in 1980-81 (A1-Slave Pits of the Under City, A2-Secret of the Slavers’
Stockade, A3-Assault on the Aerie of the Slave Lords, A4-In the Dungeons of the Slave Lords) provided players the
opportunity to experience tournament-style play. Additional material was included for the DM to incorporate the entire
storyline into her/his own campaign. The springboard to the plot had the player-characters begin in the small coastal
town/city of Highport. But (very) little information to this location appears in print (save, possibly, for multiple second/third-
party products in the decades following). This Supplement includes generic information (as implied from the printed source)
of the residents and a map. It is not complete to the last tiny detail; such is left to the DM to decide. But there is (more than)
enough to assist the DM in running the A-series, or any other adventures in and around the location, with little time to prep,
or spend creating on their own.

Background

Highport is described as having been a city/town; located on a seacoast, populated by humans. But all that changed after
continuous attacks from nefarious sources decimated its defenses, removed its citizenry, and left it open to invasion. Since
then, bands of cruel and vile creatures have poured into the city, claiming sections in which to reside, and creating a base
from which they could go forth, raiding the surrounding lands. Now looted, burnt and ill-kept, it is also the home to human
outcasts, willing and capable of coexisting with the unsavory creatures.

Start

Though the majority of its current residents are humanoids (orcs, goblins, kobolds, ogres, gnolls), an almost equal number
of human outcasts, including mid-level NP-characters, will be found conducting (mostly illegal) business. The information
regarding these populations is variable, and the DM should decrease/increase the numbers provided to suit her/his own
campaign and style of play. Suffice it to say, the humans maintain a modest amount of control over the city, since many of
the humanoids (the orcs, goblins, kobolds) do not function well in the daytime. As such, most of the good equipment and
gear will be found among the human residents.

Population, Overview—

Type No. Appearing Encountered Map Symbol


Gnolls (20-200) 11-20 Gn
Goblins (40-400) 5-40 g
Kobolds (40-400) 10-40 k
Ogre (2-20) 2-5 Og
Orcs (30-300) 6-36 o
Outcasts
& Randoms (See Information to Follow)
Locations & Populations—

Symbols on the provided map indicate where a specific being/creature resides; not, necessarily, where all of them are as
the characters enter and explore the town. Only some (maybe just a few) of the number indicated will be within the structure
where they dwell; most will be out and about (depending upon time of day/night) doing whatever business needs doing.
Some, like the berserkers and NPC types, will have more information regarding their activities as they appear later in the
text.

Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-


1. Gnolls Armor Dice Points) Move Damage Appearing Type Alignment

Standard 5 2 2-16 9” 1 /2-8 or bwt 20-200 L, M CE


Leaders 5 “3” 16 9” 1 /2-8 or bwt 1:20 L, M CE
Chief 3 “4” 22 9” 1 /4-10 or bwt 1:100/IL D, Q(x5), S CE
C-guards 4 “3” 20 9” 1 /3-9 or bwt 5-20/IL L, M CE
Females 6 1+1 2-9 9” non-comb. 50% nil CE
Young 7 1 1-8 9” non-comb. 50% nil CE

The number appearing in Population Overview is that generally encountered roaming about town. Others, from the table
above, may be added to enlarge an encounter as desired. IL indicates the creature is always present in the lair.

These creatures are tall, with males standing as high as ten feet; seven being the shortest. They walk upright, being
humanoids, with faces/heads shaped similar to hyenas. All the adult males wear large-sized mail with long rectangular strips
(scales), carry heavy, hard-wooden shields (resistant to splintering) and a weapon (pole arm 35%, battle axe 20%, morning
star/two-handed sword/great bow each 15%). They are generally on cordial/friendly terms with hobgoblins, bugbears, orcs,
ogres and even trolls. And while they are strong, they are somewhat lazy, disliking working and not good miners. They can
speak their racial tongue, the language of trolls, chaotic evil and sometimes orc/hobgoblin (60% chance for either or both.)
Known to keep slaves for labor and other purposes, hidden within their structures will be 1 per 10 of the total gnolls. These
poor beings will be of various races, gender, age, and may or may not seek aid/assistance from outsiders.

This tribe came to Highport after accumulating a large number of prisoners, seeking to sell them. Though they have been
in town quite a while, they are not part of the operation going on in the old temple. They view all humans appearing weak
and feeble as potential slave merchandise,

Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-


2. Goblins Armor Dice Points) Move Damage Appearing Type Alignment

Standard 6 1-1 1-7 6” 1 /1-6 or bwt 40-400 K ea. LE


Leader- 6 “1” 7 6” 1 /1-6 or bwt 1:40 K LE
& Assists. 6 “1” 7 6” 1 /1-6 or bwt 4: leader K ea. LE
Sub-chief 5 “1+1” 8 6” 1 /1-8 or bwt 1:200 K, C (50%) LE
SC-guards 5 “1+1” 8 6” 1 /1-8 or bwt 2-8:SC K ea. LE
Chief 4 “2” 9-14 6” 1 /2-8 or bwt 1/IL K/C IL LE
C-guards 4 “2” 9-14 6” 1 /2-8 or bwt 2-8/IL K ea. LE
Females 8 ½ 1-4 6” non-comb. 60% nil LE
Young 8 ½ 1-4 6” non-comb. 100% nil LE

Small creatures, 4 feet and less, they are a bit out-of-place in Highport, being Lawful by nature. But if they appear in large
numbers, at night, they can usually avoid attacks from the other residents by fleeing down alleyways. A large portion of
them will carry short swords (30%) and some backup weapon (military pick, sling, spear); others will carry only a sling (10%),
morning star (20%), military pick (10%) or spear (30%). Their normal protection is studded leather and shield. While they
hate gnomes and dwarves and will attack them on sight, their business in Highport usually over-rides their instinct to do so.
It’s possible this group is currently here due to the slave trade, as they enjoy buying and torturing those they can. They
speak their own tongue, Lawful Evil, orc, kobold and hobgoblin. Their mining skill is fair. They are aware of the temple, and
usually stay as far from it as possible.
Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-
3. Kobolds Armor Dice Points) Move Damage Appearing Type Alignment

Standard 7 ½ 1-4 6” 1 /1-4 or bwt 40-400 J LE


Leader 6 ½ 4 6” 1 /1-6 or bwt 1:40 J LE
L-guards 6 ½ 4 6” 1 /1-6 or bwt 2/leader J LE
Chief 5 “1-1” 7 6” 1 /1-6 or bwt 1/IL J; O, Q(x5)/IL LE
C-guards 5 “1-1” 7 6” 1 /1-6 or bwt 5-20/IL J LE
Females 8 ½ 1-3 6” non-comb. 50% nil LE
Young 9 ½ 1-2 6” non-comb. 10% nil LE

At 3 feet tall on average this group is even smaller than the previous one. Also, like the previous group, they tend to stay
indoors, and away from the larger residents of Highport during the day. At night, in large packs, they roam about the back
alleyways and between buildings going about their plans; consisting mostly of attacking to kill or capture and torture, 1 or 2
hapless individuals foolish enough to wander around. Most will be wearing leather protection and shield (30% of which are
spiked and used as weapons), and carrying short swords (25%; 15% of which also carry a javelin or spear), axe (20%),
spear (10%) or 2-3 javelins (15%). In addition to their own language, they can speak the tongue of Lawful Evil; some among
them (75% chance) also speak goblin and orc.

Like the other races, this band flowed into the town once the human population was decimated by the Slavers’ attacks. It
has been left alone due to its racial hatred for brownies, pixies, sprites and gnomes, and their ability to infiltrate the lairs of
their enemies—places usually too restricting for the other residents.

Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-


4. Ogres Armor Dice Points) Move Damage Appearing Type Alignment

Standard 5 4+1 5-33 9” 1 /1-10(bwt+2) 2-20 M(x10) CE


Leader 1. 3 “7” 30-33 9” 1 /2-12(bwt+3) 1:11+ M(x10) CE
Leader 2. 3 “7” 30-33 9” 1 /2-12(bwt+3) 1:16+ M(x10) CE
Chief 4 “7” 34-37 9” 1 /4-14(bwt+4) 1:16+/IL Q, B, S/IL CE
Females 6 4+1 5-25 9” 1 /1-8 2-12/IL nil CE
Young 7 2 2-16 9” 1 /1-6 2-8/IL nil CE

This band of creatures is the smallest in number, while being the largest in physical size; the average male is 9 feet tall,
with boss-types being 1 or 2 more (females averaging 8 feet/young 5-7). With low intelligence, they are motivated mostly
by hunger, lust, and the cruelty they can inflict upon smaller creatures/beings. They generally keep to themselves, but of
late, some have begun associating with the residents of the ruined temple, and can be found there (1-3), sitting at night
around open campfires. And though they have little or no ambition, aside from what motivates them, the chief is hoping to
accumulate enough wealth to sustain his clan when they journey back to their homeland. (Note: the ogres residing in the
sewers, or randomly encountered beneath the temple, are not associated with this group.)

Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-


5. Orcs Armor Dice Points) Move Damage Appearing Type Alignment

Standard 6 1 1-8 9” 1 /1-8 or bwt 30-300 L LE


Leader 6 1 8 9” 1 /1-8 or bwt 1:30 L LE
Assists. 6 1 8 9” 1 /1-8 or bwt 3: leader L LE
S-chief 4 “2” 11 9” 1 /2-9(bwt+1) 1:150+ L LE
SC-guards 4 “2” 11 9” 1 /2-9(bwt+1) 3-18:SC L LE
Chief 4 “3” 13-16 9” 1 /2-10(bwt+2) 1/IL C-O-Qx10-S/IL LE
Bodyguards 4 “3” 13-16 9” 1 /2-10(bwt+2) 5-30: C/IL L LE
Females 7 1-1 1-7 9” 1 /1-6 50% nil LE
Young 9 ½ 1-4 9” non-comb. 100% nil LE
Likely the strongest segment of humanoids within Highport, due to numbers and overall combat ability, this group of orcs
belongs to the Death Moon tribe. It differs from the other types in that it is more actively involved with the slavers, and the
business of running the temple defenses. Thus, those encountered within the ruins are to be considered members of this
group; random encounters and/or replacements, also are drawn from this body. Ergo, they will be aware of strangers that
enter Highport, on guard and suspicious of anyone not interested in obtaining slaves.

These creatures are of average intelligence and man-sized (6’+ for males), wearing protection and carrying weapons easily
obtainable; the leaders, guards, subchief and chief having the best, of course. Over half (60%) will be wielding an axe, with
some among them equipped with spear, crossbow or polearm; some (25%) will have a sword of some type, and perhaps
an additional weapon (battleaxe, flail, spear); with a few carrying only a polearm (20%) or spear (10%).

They are cruel, taking slaves for labor, food or entertainment/torture, but will kill elves on sight. They speak their own tongue
as well as alignment language, goblin, hobgoblin and ogre. Females will fight in the extreme case, but are non-combatant
generally.

Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-


6. Outcasts Armor Dice Points) Move Damage Appearing Type Alignment

Bandits 4,7,8 1 1-6 9”/12” 1 /bwt 20-200 M N


3rd Level FTR*. 4* 3 14 9” 1 /bwt* 1: 20 Mx3 N
4th Level FTR* 4* 4 18 9” 1 /bwt* 1: 30 Mx4 N
5th Level FTR* 4* 5 22 9” 1 /bwt* 1: 40 Mx5 N
6th Level FTR* 4* 6 27 9” 1 /bwt* 1: 50 Mx6 N
7th Level MU* * 7 18 12” 1 /bwt* 1: 50/25% Mx7 **
8th Level MU* * 8 20 12” 1 /bwt* 1: 50/25% Mx8 **
9th Level MU* * 9 23 12” 1 /bwt* 1: 50/25% Mx9 **
10th Level MU* * 10 25 12” 1 /bwt* 1: 50/25% Mx10 **
F8 Leader* * 8 36 * 1 /bwt* 1: 20-99 Mx8/A-IL N
F9 Leader* * 9 41 * 1 /bwt* 1: 100-150 Mx9/ A-IL N
F10 Leader* * 10 45 * 1 /bwt* 1: 150-200 Mx10/ A-IL N
F2 Guards* 4* 4 18 * 1 /bwt* 6: per leader Mx2 N
F7 Lieutenant* * 7 32 * 1 /bwt* 1: per leader Mx7 N
C5-6* * 5-6 18-22 * 1 /bwt* 1: 50/15% Mx5-6 **
C3-4* * 3-4 11-14 * 1 /bwt* 1: per above Mx3-4 **

Within this group variations in equipment are as follows: 1 in 10 will be clad in chain mail (10%), using sword and shield;
the rest (90%) will be wearing leather (5 out of 9 will have shields), with 4 in 9 using a sword, 2 in 9 a light crossbow, 1 in 9
a spear or pole arm, and 1 in 9 a short bow. Some (3 in 10) may have a mount of some type (1:3 medium/2:3 light horse.)

* Above average types will always wear the better armor and use the better weapon available. Fighters will have a chance
of 5% per level of having magic armor-shield-sword-miscellaneous weapon-and potion; they will always have a mount to
use. Magic Users, the same chance of having a scroll-magic ring-wand/staff/rod-or miscellaneous magic item. Clerics, the
same for having magic armor-shield-miscellaneous weapon-potion-scroll-and miscellaneous magic item.

** These are not restricted to Neutral alignment; none should contain a Good element unless the DM has a reason.

Brigands This group follows the same guidelines as that above, with the exception that all are CE in alignment, and in
combat, gain +1 to morale/reaction.

Neither of these groups (above) should be of large enough numbers to threaten the business/activities of the slavers. Like
so many others drawn to Highport, they see the location as a benefit to their own agendas. At times they may be working
for or in partner with the slavers, but such is not a permanent understanding; conflicts of interest may, and sometimes do,
arise, creating tensions between the groups. Note: For all cases regarding Men, high-level/leader types should only
be included when a lair is involved and/or the dice indicate such. Or, if the DM so wishes.
Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-
6. Outcasts Armor Dice Points) Move Damage Appearing Type Alignment

Berserkers 7 1 2-7 12” 1-2 /bwt 10-100 K N


1st Level FTR* 7 1 7 12” 1-2 /bwt 1:10 Kx2 N
2nd Level FTR* 7 2 12 12” 1-2 /bwt 1:20 Kx3 N
3rd Level FTR* 7 3 17 12” 1-2 /bwt 1;30 Kx4 N
4th Level FTR* 7 4 22 12” 1-2 /bwt 1:40 Kx5 N
FTR-9 Chief* 7* 9 41 12” 1-2 /bwt Per 1-60 B/IL N
FTR-10 Chief* 7 9+ 44 12” 1-2 /bwt Per 61-100 B/IL N
FTR-6 S-chief* 7 6 27 12” 1-2 /bwt 2 Per 1-60 Kx7 N
FTR-7 S-chief* 7 7 32 12” 1-2 /bwt 2 Per 61-100 Kx7 N
Cleric Level-7* * 7 25 12” 1 /bwt 50% per 10 * *
Cleric-3 Asst.* * 3 11 12” 1 /bwt 1-4 as above * *
Cleric-4 Asst.* * 4 15 12” 1 /bwt as above * *

* Usually in the case of additional/higher level types, their ability to wear better protection modifies their given AC. Such is
not the case for Berserkers, with the exception of their clerical advisors, who are not prohibited from wearing armor. Because
of their nature, Berserkers may attack once or twice in a round, or, choose to attack once, with a bonus to hit of +2. Only
one chief will be found among a group, with her/his assistants as indicated. For the high-level cleric-advisor, the number of
assistants is 1-4, but their level (3rd or 4th) is not determined by total group size. The DM should decide in each case. Both
high-level/additional fighters and clerics may also possess magical items. (See also Bandits/Brigands regarding high-level/
leader types.)

Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-


6. Outcasts Armor Dice Points) Move Damage Appearing Type Alignment

Buccaneers 4-5-7-8 1 1-6 9”/12” 1 /bwt 50-300 K N/CE


& Pirates
3rd Level FTR* 4* 3 14 * 1 /bwt* 1:50 K N/CE
5th Level FTR* 4* 5 22 * 1 /bwt* 1:100 K N/CE
F8 Captain* 4* 8 36 * 1 /bwt* 1:50-200 Kx8, W/IL N/CE
F10 Captain* 4* 10 45 * 1 /bwt* 1: 201-300 Kx10, W/IL N/CE
6th Level MU* * 6 15 * 1 /bwt* 10% per group Kx6 **
7th Level MU* * 7 18 * 1 /bwt* per above Kx7 **
8th Level MU* * 8 20 * 1 /bwt* as above Kx8 **
Cleric*— *
12th Level 9+ 47 * 1 /bwt* 15% per group K **
13th Level 9+ 49 ___all as to above_______ Only 1 cleric ___as above_______
14th Level 9+ 51 ___all as to above________ per group ____as above _______
15th Level 9+ 53 ___all as to above________ allowed ____ as above _______

The only major distinction between buccaneers and pirates is their alignment (see above). 8 in 10 encountered will be clad
in leather armor (AC8), while 1 in 10 will have that and shield (AC7). 1 in 20 standard types will be wearing chain (AC5) or
chain and shield (AC4). Leader-types* will wear chain and shield, but may have magical versions producing even better AC
ratings (3, 2, 1 or even AC0 are possible). Of the standard types in leather, 3 in 10 will be wielding a spear, 2 in 10 an axe
or light crossbow, 1 in 10 will be using a heavy crossbow; those with leather and shield (1:10) will wield a sword; those in
chainmail (1:20) will wield a sword; and those in chainmail with shield (1:20) will have a sword and hand axe. Leaders will
have better, possibly magical, versions of these, determined by the DM. Note: the cleric-advisors appearing above are
not restricted to armor listed and may, if allowed by their deity, wear better types; they are, however, limited to
blunt-type weapons.

It is recommended that no more than two fully manned ships of either type be docked in Highport unless the DM has reason
to do so. (See also Bandits/Brigands regarding high-level/leader types.)
Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-
6. Merchants Armor Dice Points) Move Damage Appearing Type Alignment

Typical 9-10 1 1-6 12” 1 /bwt-1 50-300 Special Variable*


Craftsmen 7-10 1 2-7 12” 1 /bwt Special Special Variable*

The figures above reflect the most common of merchants, trading-selling-providing merchandise for profit. They fall mostly
under the category of sedentary found in the DMG (p.88) concerning Typical Inhabitants. Artisans/Craftsmen tend to be
more active; aligned to those defined as active-laboring types. This group should be treated as individual encounters, and
not a large-body as found in caravans described in the MM (p.69). As such, the accompanying soldiers (fighters) will not,
usually, be part of this group.

Merchants may operate like a General Store/Trader, offering a multitude of items, where some might specialize in only a
small few. The tables found in Appendix I of the DMG (pages 217-219) are useful in generating ideas on what kinds things
one might find within a given shop. For example, the listing for General (p.217) reflects the condition of items one might find
in a very low-scale (cheap) establishment. An alchemist might include things found on the General Description of
Container Contents list (p.218) Note: As these types are residing and operating within Highport, it is safe to assume that
their (individual) alignment* is not one of Good. But neither should all be treated as Evil. Most will tend towards Neutrality
of some kind.

Craftsmen produce the variety of things characters need. Some sell openly to the public, while others sell to the merchants
nearby. The Skills Table in the DMG (p.12) provides a good starter-list of professions to be considered. Not every type
listed need be found in Highport; in some cases, more than one might be, in competition with one another. The quality of
each product produced by these types will vary, as too will the cost. None should be of exceptional condition, as why would
they want to do business in Highport when they could get ten times more in a large, well-run city? As with merchants, their
alignment* will vary.

Animal Companions/Guards--Dogs

It should not be unusual for any of the above to have trained animals—dogs being most common—on the premises. Use
the following if such is the case; note that the animal/s will obey their mistress/master completely.

Freq. UC (20%), #Appear.: 4-16, AC7, M12”, HD1+1, ATK 1, DAM 1-4, MR Std., INT Semi-, AL Neutral, Size S-M

Grouping AC/ Hit- (Hit- Attacks/ No. Treasure- General-


6. Pilgrims Armor Dice Points) Move Damage Appearing Type Alignment

Standard See Below 1-1 1-6 12” 1 /bwt-1 10-100 J See Below
2nd Level Cleric See Below 2 7 Var. 1 /bwt 1-6 J, K, M See Below
4th Level Cleric See Below 4 14 Var. 1 /bwt 1-4 J, K, M See Below
6th Level Cleric See Below 6 21 Var. 1 /bwt 1-2 J, K, M See Below
8th Level Cleric See Below 8 28 Var. 1 /bwt 1 J, K, M See Below
3rd Level Asst. See Below 3 11 Var 1 /bwt 1/Leader J, K, M See Below
5th Level Asst. See Below 5 18 Var. 1 /bwt as above J, K, M See Below
Monk--
5th Level 7 6 27 19” 5/4 /2-7 25% chance J LN-LE
6th Level 6 7 32 20” 3/2 /2-8 as above as above as above

Should this group be located within Highport, the DM can assume that they came in connection to past activities taking
place in the temple (possibly before it and Highport were razed). Now, they are stuck within the place, possibly wanting to
leave, as most or all of their fighter-companions have fallen or been taken-up in the ranks of those employed by the slavers.
All armor and protective items should be determined to suit the levels indicated; thus, will determine the Move rate as well.
Weapons will be blunt-types for clerics; restricted for the monk accordingly. Alignment should not include any good
component, unless magically hidden from detection (why would they be allowed to remain, otherwise?) Those of non-evil
persuasion might interact with and actively provide characters help or information depending on the encounter.
Grouping
6. NPCs Level Race AC (HPS) Move Atk./Dam. Treasure AL Location

Cleric (7th) H -2/5 54 12” 1 /bwt See Below LN Map #1


C-A (4th-6th) ½-O 4 29 12” 1 /bwt Same LE Map #2
Fighter (5th) ½-Og. 1/6 66 12” 3:2 /bwt Same N Map #3
F-A (6th-6th) ½-O 2/5 41 12” 1 /bwt Same LE Map #4
F-T (6th-7th) D 3/5 43 9” 3:2 /bwt Same LN Map #5
Magic User (6th) H 4 21 12” 1 /bwt Same LN Map #6
MU-T (5th-6th) ½-E 3 30 12” 1 /bwt Same N Map #7
Thief (5th) H 2 26 12” 1 /bwt Same N Map #8
Assassin (7th) ½-O 4/5 36 12” 1 /bwt Same LE Map #9

The non-player characters above are to be used as desired. They are individuals that, for reasons the DM will have to
decide, are present in Highport and might interact with the players’ characters. They might have information, or items for
sale, or even hire the player-characters for brief times. Those listed as LE will, generally, avoid groups that include paladins
and other goodly-types the assassin might suspect as being such. Hit Points shown may be rerolled, or simply assigned at
the DM’s option. Likewise, all items, spells, etc. (provided below) can be replaced and switched as desired.

1. Cleric 7th Level. S:16, I:15, W:18, D:14, C:16, CH:16


Armor: Bracers of Defense AC3, +2 ring of protection, +3 cloak of protection.
Primary Weapon: +3 Mace/+4 vs. Undead; 2ndary weapon: +3 hammer
Spells (5-5-4-3):
Level 1: Command, Detect Magic, Purify Food & Drink, Remove Fear, Sanctuary
Level 2: Detect Charm, Hold Person, Resist Fire, Silence 15’ r, Slow Poison
Level 3: Animate Dead, Continual Light, Prayer, Remove Curse
Level 4: Cure Serious Wounds, Neutralize Poison, Tongues
Treasure: 333 CP, 99 SP, 66 EP, 33 GP, 11 PP; 6 potions; 3 scrolls; staff of curing; ring of regeneration.

2. C4-A6. S:14, I:13, W:12, D:16, C:16, CH:12


Armor: Leather, +2 ring of protection, +2 cloak of protection
Primary Weapon: +2 longsword/+4 vs. elves. 2ndary weapon: +2 dagger (or crossbow of speed)
Spells (3-2)
Level 1: Cure Light Wounds, Resist Cold, Sanctuary
Level 2: Resist Fire, Slow Poison
Thief Skills: PP40%, OL 42%, FRT 40%, MS 33%, HS 25%, HN 20%, CW 93% RL 15%
Assassin Skills: assassination; disguise.
Treasure; 99 CP, 66 SP, 33 EP, 11 GP, 9 gems (TV-300 GP); 5 potions, ring of invisibility.

3. Fighter 5th Level. S:18/00, I:9, W:9, D:11, C:19, CH:8


Armor: plate mail, +2 shield
Primary Weapon: +2 bastard-sword, 9-lives stealer; 2ndary weapon: war-maul (2-16/3-36)
Treasure: 66 CP, 33 SP, 11 EP, 9 jewelry (TV-150 GP); 3 potions

4. F6-A6. S:18/25, I:11, W:10, D:13, C:17, CH:12


Armor: Bracers of Defense AC5, +1 ring of protection, +2 cloak of protection
Primary Weapon: +2 shortsword “Night-blade”. 2ndary weapon: dagger +2/+3 vs. gnomes
Thief Skills: PP40%, OL 42%, FRT 40%, MS 33%, HS 25%, HN 20%, CW 93% RL 15%
Assassin Skills: assassination; disguise.
Treasure; 99 CP, 99 SP, 66 EP, 33 GP, 9 gems (TV-3000 GP); 6 potions, bag of holding, boots of levitation

“Night-blade” is a special/unique weapon created for assassins. When held, it raises their thief skills by two, making them
equal to their actual level (adjust the figures above accordingly). It is NE, and when used to backstab any Good aligned
humans, dwarves, elves and halflings, it delivers quintuple damage, and is +6 to hit if they surprise their victim. Note: the
DM may disallow this and substitute another weapon if desired, or just ignore it.
5. F6-T7. S:16, I:14, W:12, D:16, C:16, CH:14
Armor: +2 studded leather or +3 cloak of protection
Primary Weapon: +3 Club “Pounder”; 2ndary weapon: dagger +2/+4 vs puddings, jellies, oozes, etc.
Thief Skills: PP60%, OL 62%, FRT 65%, MS 55%, HS 43%, HN 25%, CW 84% RL 20%; backstab
Treasure; 99 SP, 33 EP, 66 GP, 6 gems (TV-3000 GP); 3 potions, bag of holding, scroll of protection vs. petrification

“Pounder” (like Night-blade previously mentioned) is a unique weapon, useable by anyone that can wield the club. It has all
the abilities of a Staff-of-Striking, containing 12 charges. The main difference being, the club will fully recharge itself over
night, or 10 hours of non-use. Otherwise, charges will rebuild between uses at a rate of 1 per 2 hours of uninterrupted rest.
If all its charges are spent and further use is attempted, it will explode in-like similar to/as if a staff-of-the-magi/power was
broken (retributive strike), but causing damage (d6+9x8/or 72-120) only upon the one possessing/using it. This act totally
destroys the item, will permanently deafen the wielder (Save vs. Staff reduces this effect to 9 days), and make them sickly-
ill for 30 days (to the point of being bedridden the entire time).

6. Magic User 6th level. S:12, I:17, W:12, D:15, C:13, CH:12
Armor: +1 ring of protection, Bracers of Defense AC5
Primary Weapon: +2 dagger; 2ndary weapon: staff +1/+3 vs. Golems
Spells (4-3-3-2-1)
Level 1: Burning hands, (detect magic), (erase), jump, magic missile x2, (read magic)
Level 2: Darkness 15’r, (ESP), (knock), levitate, mirror image, (web)
Level 3: (Blink), fireball, (fly), Infravision, slow, (suggestion)
Treasure: 630 CP, 105 SP, 173 EP, 83 GP, 7 gems (TV-3456 GP), 9 potions, 2 scrolls, wand of cold

7. MU5-T6 S:11, I:18, W:12, D:17, C:15, CH:15


Armor: +2 cloak of protection, +2 ring of protection
Primary Weapon: +1 shortsword, Flame-tongue; 2ndary weapon: dagger +1/+2 vs. smaller than M sized creatures
Spells (4-2-2)
Level 1: (Charm Person), dancing lights, friends, (jump), magic-missile, (read magic)
Level 2: Detect Invisibility, (ESP), (knock), stinking cloud
Level 3: (Fly), haste, lightning bolt, (slow), (water breathing)
Thief’s Skills: PP65% OL47%, FRT45%, MS47%, HS42%, HN20%, CW92%, RL30%; backstab
Treasure: 369 CP, 269 SP, 169 EP, 69 GP, 6 gems (TV-690 GP), 6 potions, boots of elven-kind

8. Thief 5th level. S:14, I:14, W:13, D:18, C:15, CH:16


Armor: +2 cloak of protection, +2 ring of protection
Primary Weapon: +2 Giant-slayer/fire, longsword; 2ndary weapon: dagger +2/+3 vs. larger than M-sized
Thief’s Skills
PP50%, OL42%, FRT40%, MS40%, HS31%, HN20%, CW90%, RL25%; backstab
Treasure: 3001 CP, 1575 SP, 713 EP, 99 GP; Bag of holding, boots of elven-kind, decanter of endless water

9. Assassin 7th level. S:15, I:13, W:12, D:14, C:16, CH:12


Armor: +2 ring of protection
Primary weapon: +2 Giant-slayer/frost, longsword; 2ndary weapon: dagger of venom
Thief’s Skills
PP55%, OL57%, FRT55%, MS55%, HS43%, HN30%, CW99%, RL25%; backstab
Assassin’s Skills
Assassination, disguise
Treasure: 777 CP, 555 SP, 333 EP, 11 GP, 3 gems (TV-350 GP), 3 potions, cloak of elven-kind

Note: if the DM wishes, certain combinations of the NPCs described may be created to form “other parties” that have been
sent to Highport to investigate (as mentioned in the A-series adventures). Alignments, in some cases, can be altered in
order to simulate such groups; assassins shouldn’t be among these, unless great measures to disguise their true morality
have been established.
Notable Establishments of Highport

10. Inn of the Flying Fish A. Carriage House/Stage Coach O. (Ogres, Orcs)
11. The Triton’s Tail Tavern B. Shrine* P.
12. Smithy C. Compound* Q.
13. King Crab’s Casino D. R.
14. The Blue Moon Brothel E. S.
15. The East Wind Brothel F. T. (West Gatehouse)
16. Brothel of the Dawn Finder G. (Gnolls, Goblins) U.
17. Provisioner/Trader H. V.
18. Weapon-mender I. W. (Warehouse)
J.
K. (Kobolds)
I Gatehouse Tower* L.
II Temple Ruins M. (Merchants)
III Round Tower* N.

From the above lists one can easily create more detail to specific locations; those concerning the humanoids (gnolls, goblins,
kobolds, ogres & orcs) have been described earlier regarding populations, but not conditions of dwellings. The DM should
flesh-out any/all establishments/locales wherein the characters might spend time. Many of the structures (D, E, F, etc.) have
no designation and are left to the DM to decide who and/or what might be found within them. These could include lairs of
smaller groups of monsters, places of hidden/forgotten treasure, etc. Some might be avoided, out of some past events that
took place inside, and are rumored to be haunted. The following lists are (optional) possible Random creatures that might
be encountered within these.

Enc. Type Enc. Type


Monsters Animals
1. Bugbears (6-36) Ants, giant (2-12)
2. Doppleganger (1-4) Carrion Crawler (1-2)
3. Giant, hill (1-2) Crab, giant (1-6)
4. Harpy (1-6) Dog, wild (2-5)
5. Jackalwere (1-2) Leech, giant (2-8)
6. Lizard Man (2-20) Lizard, giant (1-6)
7. Medusa (1-2) Rat, giant (3-24)
8. Minotaur (1-3) Scorpion, giant (1-4)
9. Rust Monster (1-2) Toad, giant (2-8)
10. Troll (1) Weasel, giant (1-4)

In each case, the DM should determine if any possess treasure, and if so of what type and how much. Animals will not have
treasure of their own, but may be within a structure containing lost or hidden items. The exception being if the type is found
in a lair, in which case, certain animals will collect small items of value and take it back to their nest.

Townsfolk, Characteristics, Traits, Morals, etc.

Use the following OTF (on-the-fly) if such is helpful. (Roll for each list, ignore contradictions.)

Alignment Age Appearance Disposition Morals


1. Lawful Neutral Young dirty-filthy Insensitive Average
2. Lawful Evil Youthful ragged-rough Belligerent Sadistic
3. Neutral Evil Mature dirty-smelly Harsh/gruff Depraved
4. Neutral Middle-aged clean-ragged Talkative Lustful
5. Chaotic Neutral Old acceptable-clean Reserved Perverted
6. Chaotic Evil Venerable acceptable-imposing Suspicious Immoral
Rumors F=false PT=partially true

1. Word going around is the slavers all left once they heard the High Lords were sending an army to squash them. PT

2. People disappear, true enough. Whole families have vanished—but no spoils are left behind; the slavers see to that.

3. It’s all because of those dang temple priests—good riddance to them. They offended the Sea Gods one too many times
and were stripped of their powers. That’s how come it was so easy for the slavers to move in. PT

4. If you’re looking for a lost, loved-one, best you just consider them gone and go on about your life. No one that’s been
taken has ever come back.

5. That temple? Avoid that place. Ya-hear? You go poking about there and—well, I warned ya.

6. Looking for servants, are you? I don’t deal in humans. Some do. You’ll have to ask around. Just be careful you don’t
end up becoming one yourself.

7. Be careful asking too many questions around here. Folks go missing all the time. Some say the lucky ones are those
we find, dead.

8. Don’t know anything about that temple—only to stay clear of it. I never was the religious type.

9. I’ve heard it was the temple of Vanesa—goddess of the waters and the Sea Mother to all ocean life. F

10. Stay away from the (vary the type). Those folk (creatures, people, etc.) will kill you as much as look at you.

11. They say the slave lords left long ago; if they were ever here at all. I’ve never seen one myself, so I assume they just
sent their hordes to do their dirty work.

12. I don’t know about slavers. But there’s definitely some kind of business going in and out of those temple ruins from
time to time.

The DM should add more rumors specific to their game and players’ style.

Further Possible Adventures in Highport

Aside from creating one’s own scenarios, the DM can easily draw upon other sources, transporting/translating those into
adventures within Highport. The following is a short list that can be expanded (if desired.)

Holmes’ Sample Dungeon (Dungeons & Dragons Basic Set)


Moldvay’s Gatehouse/Sample Adventure (Dungeons & Dragons Basic Set, 1981)
T1 The Village of Hommlet--dungeon beneath the moat-house (Adventure Module, TSR 1979)

Larger, more complex, scenarios can also be placed beneath Highport. The following will require some effort to include, but
are excellent underworld adventures. Both are authored by Jennell (Paul) Jaquays.

Caverns of Thracia (Judges Guild adventure)


Dark Tower (Judges Guild adventure)
The above (hopefully imposing) three story (plus cellar) structure should be occupied by a body of men capable of turning
back unwanted visitors. This group may have been hired by the slavers, or is merely using it to set up their own base of
operations from which to control the town and surrounding area. The bandits, brigands and berserkers, described earlier,
are likely candidates in such case and might, thus, be found residing within; at the DM’s option. Whatever the case, the DM
should have this location thoroughly detailed to accommodate any activities the characters pursue when encountering the
structure and residents within.

The smaller, West Gatehouse (T) shown on the map, will likely be occupied by a small group from that found above. It
should be easier for the characters to get-around since, those assigned to duty here, find it unpleasant. It is through this,
smaller gate, that most of the humanoids pass when entering-leaving the town.

The round tower (III) is currently abandoned and avoided. It is said to be occupied by an evil spirit/being.
There are many buildings in Highport, and possibly more outside the protective walls of the town. The DM should develop
these and fill them with beings/creatures if desired; creating further encounters and adventures.

The sewers beneath have not been fully designed; the sections appearing in the module, A1 Slave Pits of the Under City,
pertain only to the story-plot it concerns. Again, the DM is urged to expand upon this area. The following sewer-section can
be used as a template for such.
SEWER-SECTION KEY

Not every chamber discovered will harbor a creature, treasure, or anything of worth. Most are filled with filthy, smelly waste
water combined with algae and other elements of the sea that seep in at high tide. The temperature will be very cold during
Fall and Winter seasons, tolerable to mild during Spring and Summer; the waters will be as well. The air is foul with stench
and might even make one’s eyes sting, water and blur.

Areas 9 & 10 are above the water. Except for area 7, all may have been, or are still being, used as cellars; these may have
steps leading to structures above. Tunnels that go off the end of the map may be considered to be barred at that point to
prevent creatures from entering from the sea. This can be ignored by extending the map in those directions with further
design.

Stocking the sewers should be easy. The following are merely suggestions.

Brown Pudding, 1-2 (hps 49-47), MM2 p.102 Kelpie, 1-4 (hps 28, 27, 26, 25) FF p.55
Drelb, (hps 25), MM2 p.60 Bloodworm, 1-4 (hps 33, 32, 31, 30) FF p.15
Slime Creature/Large (hps 38) MM2 p.110 Crocodile, 3-12 (hps 3-24 ea.) MM p.15
Olive Slime (hps 11) MM2 p.110 Crocodile/Large (hps 32) MM p.15
Blindheim, 1-4 (hps 31, 30, 29, 28) FF p.13 Rats, giant 5-50 (hps 1-4 ea.) MM p.81
Spiders, Huge 1-12 (hps 4-18 ea.) MM p.90 Weasel, Giant 1-8 (hps 6-27 ea.) MM p.100

Wooden keg/s floating in the water. This/these might possibly hold helpful-baneful contents.
Skeleton missing an arm sitting against a wall. Perhaps his arm being inside a crocodile swimming nearby.
Bottle containing a parchment; again, perhaps a useful scroll/map, or harmful curse.
A locked wooden chest containing 3333 silver pieces. One functions as a Luckstone, one as a Loadstone.
An injured mermaid floats unconscious in the water. (If treated and befriended, she may become a henchman for further
aquatic adventures.)

If possible, consult the TSR module A1—Slave Pits of the Under City (p.11) for more sewer ideas.

Conclusion

It should be apparent that this treatment is not complete. Some will find it more than enough information to give them the
springboard from which to launch their own ideas. Some will find it too sparse and lacking to their taste. Others might fall
somewhere in-between. Whatever its shortcomings, it is the hope of the author that the readers will find, at least, a little of
which can be useful.

T.H.,
CA-USA Feb/Mar. 2021

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