Advanced Dungeons & Dragons - Free
Advanced Dungeons & Dragons - Free
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