By Robert Wiese
all slaves are cooperative and accepting of their situation in Thay. Some
try to escape, and most of the time they are caught and punished as an
example to others. So many slaves are in Thay that the Red Wizards have
to keep iron control, or they risk a slave uprising that would destroy
few slaves work not for their own freedom, but for the freedom of all
slaves and the end of the slave-based economy. These few, led by Ramosa
Albionin, are the slave underground. They arrange for a few slaves to
escape Thay, through the use of a portal discovered in the basement
of the Cracked Glass tavern in Amrutlar, but a widespread disappearance
of slaves would bring more attention than the underground wants at present.
So, slaves are recruited and sent back to work at their own homes so that
they can assist in bringing about the uprising.
only 220 or so slaves are part of the underground, and most of them live
in Lapendrar. Whether the underground can achieve its great ambition or
not remains unclear, but anyone wagering on it would probably have to
put his money on their failing, given the current odds.
in the tavern is not known even to the owner, Mirlat Kimd (NE male human
Rgr4/Rog4). He has owned Ramosa for a long time, and his father before
him owned her as well. She is vital to his business, because, in addition
to the tavern, Mirlat runs an herbalist shop in the adjacent building
and secretly has alchemical concoctions made for Red Wizards who are in
need of them. Ramosa discovered the portal in an empty wine cask
in the basement some 25 years ago, and that is when she started the underground.
She does not know where the portal leads, except that it leads
out of Thay. In fact, it leads to the basement of a tavern called the
Cracked Toad in Ravens Bluff in the Vast.
Albionin: Female gnome Ari 2/Exp 7/Rog 6; CR 10; Small humanoid;
HD 2d8+4 plus 7d6+14 plus 6d6+12; hp 91; Init +9; Spd 20 ft.; AC
16, touch 16, flat-footed 16; Atk None at present, or +11/+6 melee
(1d6, quarterstaff), or +16 ranged (1d8/19-20, light crossbow);
SA sneak attack +3d6, spell-like abilities; SQ +1 bonus on saves
against energy drain and death effects, evasion, gnome traits, traps,
uncanny dodge (Dex bonus to AC; cant be flanked); AL LG; SV
Fort +7, Ref +12, Will +13; Str 11, Dex 20, Con 14, Int 14, Wis
14, Cha 10. Height: 3 ft. 4 in.
and Feats: Alchemy +11, Bluff +11, Climb +4, Craft (poisonmaking)
+11, Diplomacy +11, Forgery +8, Gather Information +13, Heal +11,
Hide +18, Intimidate +2, Knowledge (nature) +9, Listen +17, Move
Silently +21, Profession (herbalist) +9, Search +9, Sense Motive
+12, Spot +15, Wilderness Lore +14; Alertness, Improved Initiative,
Skill Focus (Bluff), Skill Focus (Craft [poisonmaking]), Strong
Abilities: 1/day -- dancing lights, ghost sound, prestidigitation,
speak with animals (burrowing mammals only; 1 minute). Caster
level 1st; save DC 10 + spell level.
(Ex): If exposed to any effect that normally allows a character
to attempt a Reflex saving throw for half damage, Ramosa takes no
damage with a successful saving throw.
Traits: Ramosa has low-light vision (can see twice as far as
a human in low-light conditions). She has a +2 racial bonus on saving
throws against illusions, a +1 racial bonus on attack rolls against
kobolds and goblinoids and a +4 dodge bonus against giants. She
also has a +2 racial bonus on Listen and Alchemy checks (already
included in the statistics above).
from Song and Silence.
the daughter of a gnome noble from Lantan, was captured on the Sea
of Fallen Stars and taken into slavery in Thay. She received training
as an herbalist and alchemist, and developed her rogue skills in
secret. She always planned to escape and return home, but the plight
of the slaves touched her heart. She formed the slave underground
and keeps it going through her own efforts. She is very careful
to observe potential members for an extended period so that no Thayan
infiltrator is taken in. So far she has been lucky in this, chiefly
because she has been so successful in keeping the existence of the
group a secret. She is determined to free all slaves and break the
Thayan economy, whatever the cost.
to Incorporate the Slave Underground Portal Into Your Campaign
- The characters
learn of the underground by some means and get embroiled in Thayan politics
as a result. Their knowledge of the underground could help them free
some slaves who suffer cruelly, but at risk of the greater plan. What
do they choose?
- The characters
come through the portal into the Cracked Glass and have to explain
their presence if caught. Once there, they can adventure in Thay or
just return, depending on what you have in mind for them.
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