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Advanced Dungeons & Dragons - Free

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One non-cleric PC (determined at<br />

random), three guards, and 12<br />

workmen begin to feel ill: slightly<br />

dizzy with occasional chills. They<br />

have contracted a jungle disease.<br />

Once diseased, a character (PC or<br />

NPC) cannot work, fight, or cast<br />

spells. The disease is easily<br />

removed by a cure disease spell. If<br />

not cured, the disease causes the<br />

loss of one point of Constitution<br />

every other day. The victim dies<br />

when this ability score reaches<br />

zero. Assume that each workman and<br />

guard has 10 points of Constitution.<br />

This disease is spread by normal<br />

small insects that are always<br />

present in the jungle. The jungle<br />

residents have built up a resistance<br />

to it and are not affected. If the<br />

PCs do not start regular treatment<br />

of everyone in their camp, four<br />

workmen, one guard, and one PC<br />

become diseased every day hereafter.<br />

Days 23-27. No Events<br />

Remember to mark off the map squares<br />

if logging is still in progress.<br />

Day 28. Services<br />

Five natives (Grippli) arrive and<br />

join the services. If told to leave,<br />

they ask lots of questions and want<br />

to know why they can't stay. Though<br />

pushy, they can finally be chased<br />

off.<br />

Days 29-32. No Events<br />

Operations continue normally.<br />

Day 33. Native Visit<br />

Six Grippli arrive at the site in<br />

the morning and seem upset about<br />

something. If conversed with<br />

magically, they express their<br />

displeasure about the human<br />

desecration of their sacred places:<br />

the maze and the obelisk. No PC<br />

actions can calm them. After<br />

delivering their impassioned speech,<br />

they leave quickly. If they are<br />

slain, another group of three<br />

Grippli arrive in the afternoon,<br />

searching for the others. If these<br />

are also disposed of, the remainder<br />

of the tribe assumes that the humans<br />

have become very evil. The tribal<br />

Mother sends out the call for all<br />

the tribes to gather and plan their<br />

attack.<br />

Days 34-36. No Events<br />

Services may be conducted on Day 35.<br />

Four Grippli attend the services, if<br />

permitted. Several workers make<br />

comments like, "the natives aren't<br />

such bad guys, when you get used to<br />

them."<br />

Day 37. Sabotage<br />

In the morning, it is discovered<br />

that some parts of the scaffold have<br />

been sawed or chopped through.<br />

Traces of native (Bully-wug) feet<br />

are found here and there around the<br />

area. The building of the scaffold<br />

suffers a one-day delay for repairs.<br />

If NPC guards are alerted and more<br />

carefully positioned around the maze<br />

area, further sabotage may be<br />

prevented. The natives then have<br />

only a 10% chance (check each night<br />

hereafter) of successful raiding. If<br />

PCs stand guard, the chance drops by<br />

1% per PC. If no precautions are<br />

taken, the same amount of sabotage<br />

(and delay) occurs each night<br />

hereafter.<br />

If the Grippli tribal Mother is<br />

confronted by the PCs about the<br />

sabotage, she denies her tribe's<br />

involvement, blaming it on the "bad<br />

natives." The Bullywugs also blame<br />

the damage on "bad natives" and<br />

claim that it is all part of a<br />

scheme of the "old witch" (the<br />

Grippli tribal Mother).<br />

The guards and woodcutters start to<br />

mutter their open distrust of the<br />

natives. Some feel that it would be<br />

best to wipe them all out.<br />

Days 38-41. No Events<br />

Operations continue normally. Roll<br />

for sabotage delays as noted above.<br />

Day 42. Services<br />

The usual religious services are<br />

held, but are attended by no<br />

natives. As the services end, 12<br />

natives arrive, one of them a<br />

leader. They are armed with spears<br />

and seem irritated. The leader wants<br />

to talk. If magical means are

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