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22. Feasting Area
hrs1-cave-22 • hrs1-cave-22 • HRS1: Barks and Blades
Entering, you realize this a large hall with three large tables arranged around an empty area. In the far end of the room, behind a table with a single ornate chair, a huge tapestry hangs on the wall. The smell of cheap ale and questionable food fills the air. The room is lit by four torches and a few candles strategically placed around the room to provide maximum coverage. This large banquet area is where Rosk, the leader of the Black Paws, will spend most of his time, eating, drinking, and being entertained by his men. If the barklings are still in this room when the PCs first enter it, read the text below. Loud noises of off-tempo music, strident howling, and guttural chanting come out of this room as you approach it. All around the room, you see a multitude of barklings sitting at the tables, while three of them stand at the center of the room, between the tables, playing music with various instruments. As you enter, all music stops and the creatures turn towards you. A huge barkling, much larger than any other you have ever seen, promptly stands, pushing the table as he does. He pulls out a morningstar and points it at you. "Take no prisoners!" he shouts as his men run towards you, barking aggressively. It will take time to notice her, but Naerie Drekh will also be cowering in the southwestern corner of the room, terrorized by the barklings. Unless it was disrupted by previous events, this is how the barklings will be encountered when the PCs first walk into this room. Three barklings will be at the center of the room, performing for their leader. One will be using a flute, another a small tambourine, and the last one will be using a halfling-sized lute. On the sides, behind each table, three barklings will be sitting. Finally, sitting alone at the large table facing the PCs entering from the east, Rosk, also known as The Duke, will be sitting alone. As soon as they notice the PCs, they will brace for combat and attack. Rosk is very tall for a barkling, standing a bit above the 5-foot mark. He is also very strong and his musculature is quite impressive. He is easily recognizable with his horned helmet, likely looted from a dead dwarf, and heavy chainmail enhanced with steel plates (treat as a normal chainmail) he wears. Instead of using the typical shortsword the barklings use, Rosk fights with a morning star (treat as a warhammer, but deals piercing damage). The Duke also wears a small golden crown, richly decorated with gems and snaky designs (worth 1,400 gp). Additionally, he wears a heavy gold chain from which a large gold pendant set with a finely cut aventurine hangs (1,000 gp). Anyone looking at these pieces of jewelry will notice they are of elven making. Finally, Rosk has a key ring attached to his belt. One of the keys opens the southern door that leads to area 10, the other unlocks the chest found in area 16, while the last one opens the padlocks that keep Naerie and the kobolds (see area 21) shackled. Rosk, "The Duke", Barkling Lord: AC 15 (chainmail), HD 3, #At 1 bite or 1 morning star, Dam 1d4+1 bite, 1d6+1 morning star, Mv 20', Sv F3, ML 7, XP 145 9 Barklings: AC 13 (leather), HD ½ (1d4 hit points), #At 1 bite or 1 dagger, Dam 1d4 bite, 1d4 dagger, Mv 30', Sv NM, ML 7 (9), XP 10 ea. HP When the PCs loot the bodies, they will find 104 cp and 102 sp. Naerie Drekh will be very relieved and thankful if the PCs manage to defeat the barklings and free her. She will understandingly be very concerned for the safety of her son held prisoner in the lair’s jail (see area 9). Unless he was already freed, the mother will put a lot of pressure on the group to help her rescue her son prior to leaving. Should the PCs decide to depart without the boy, she will stay and attempt to free him alone. If the PCs insist on her leaving with them and somehow make her comply, she will run away and get back to the lair as soon as she has an occasion to escape. Naerie is in her late twenties. She is a beautiful woman, but clearly worn by a life working in the fields of her small estate. She has long brown hair she keeps braided and rolled on top of her head, beautiful hazel eyes, and a small scar on her chin. She will be wearing the same clothes she was wearing when she was kidnapped; a dark wool dress and a leather belt fastened around her waist. The woman is not very strong, but she is courageous and determined. She will always address the PCs in a polite and calm manner, even if she becomes irritated. Naerie Drekh: AC 11, #At 1 fist, Dam 1d3, Mv 40', Sv NM, ML 7 HP Hidden behind the tapestry on the western wall is a wooden door. It is not locked, but is jammed and almost never used. It can be found normally.
HRS1 The Black Paws Cave, room 22. Monsters: 9 Barklings [bestiary:Core-barkling-2]: AC 13 (leather), HD ½ (1d4 hit points), #At 1 bite or 1 dagger, Dam 1d4 bite, 1d4 dagger, Mv 30', Sv NM, ML 7 (9), XP 10 ea. HP [1, 1, 2, 3, 1, 4, 3, 2, 1]; Naerie Drekh : AC 11, #At 1 fist, Dam 1d3, Mv 40', Sv NM, ML 7 HP [2] Treasure mentions: 1,000 gp, 1,400 gp
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Naerie Drekh
Human • AC 11 • HP 2
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