tsr09497 - AD&D - Ra.. - Property Is Theft!
tsr09497 - AD&D - Ra.. - Property Is Theft!
tsr09497 - AD&D - Ra.. - Property Is Theft!
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Falkovnian soldiers (10); AC 5; MV 9; F3; hp 21 each; #AT 1; Dmg by weapon (short sword: 1-6); AL LE; THACO 18.<br />
Scale mail, shields, silvered short swords.<br />
War Dogs (3): INT Semi- (3); AL N; AC 6; MV 12; HD 2+2; hp 14 each; THACO 19; #AT 1; Dmg: 2-8; SZ M (6' long);<br />
ML 10; MM/57; XP 120.<br />
1. Ground Floor<br />
From Bog Street, the warehouse's most obvious entrance is a pair of sturdy wooden double doors over ten feet wide, large<br />
enough to accommodate a horse-drawn cart. To the right of the cargo doors, a single door is recessed into the stone walls of<br />
the warehouse; a narrow street to the left wraps around the building, leading to its back door.<br />
The ground floor of the warehouse has been secured like a fortress to guard against unwanted intrusion, primarily from the<br />
Midnight Slasher. All of the single doors are locked and barred from inside; a peephole enables guards to survey visitors.<br />
For added security, windows have been shuttered and bolted from the inside. If heroes listen at the doors or windows, they<br />
can hear faint cheers and sounds of dogs barking.<br />
Inside the front foyer (la), where workers commonly hang their cloaks on a row of pegs along the wall, two soldiers watch<br />
the front entrance, accompanied by a war dog by the light of a guttering lantern. They will admit any visitors who know the<br />
password ("Arkendale Lives."). A similar security team guards the back door.<br />
The soldiers guarding the entrance are under orders to disarm visitors, meaning that they do not permit any large weapons<br />
into the Dog Fights. The guards to not perform a rigorous body search of the guests, so it is easily possible to smuggle in<br />
small weapons, provided that they are modestly concealed. Confiscated weapons are kept in the chest in (la) and will be<br />
returned upon the heroes' exit. Soldiers direct disarmed guests to the stairs leading down to the dog fights (Area 3).<br />
The stone floor of the warehouse (1b) is stacked with crates, containing assorted mundane goods, including huge casks of<br />
wine for export to Silbervas. The stacks and crates loom up into the darkness beyond the scant illumination provided by the<br />
guard's lanterns. A pitch-dark (locked) office (1c) contains the business records for one of the Falkovnian merchants. In<br />
addition to papers and ledgers (detailing business transactions between Silbervas and Karina), the desk contains a curved<br />
dagger and a branding iron with a hawk insignia for marking new slaves.<br />
2. Escape Route<br />
The warehouse next door to 123 Bog Street has been fitted with a secret trap door, leading to the bar area (Area 4c). The<br />
windows, front and back doors have been secured as in Area 1. The escape route is guarded by two soldiers and war dog.<br />
Expecting a quiet night, the guards are passing time by playing cards under the light from a single lantern. The rest of the<br />
warehouse is pitch black and filled with towering casks of Shriek, a red wine produced only in Karina.<br />
3. Dog Fights