TEXT: The Merciless
  Merchants:
  The
  Covey
  By
  Jon Bertani
  And
  Aaron
  Fairbrook
  © 2017 The Merciless Merchants
  Cover Art: Bradley K McDevitt
  An encounter for levels 5-7.
  
  The Covey
  Written by: Jon Bertani
  Additional writing by:  Aaron Fairbrook
  Mapping by: Aaron Fairbrook
  Layout by: Aaron Fairbrook
  Cover Art: Bradley K McDevitt
  Back Cover Art: Mike Burns
  Interior Art: Bradley K McDevitt (Postmortem
  Studios), Gary Dupuis, Jacob E Blackmon, Maciej
  Zagorski (The Forge), Patrick E. Pullen,
  Publisher’s Choice Quality Stock Art Copyright
  Rick Hershey/Fat Goblin Games.
  www.fatgoblingames.com,  Some artwork
  Copyright 2015 Earl Greir, used with permission.
  All rights reserved. Kimagu, William McAusland
  Artist: Maciej Zagorski, The Forge
  2
  The Covey and all related concepts © 2017 The
  Merciless Merchants. All rights reserved.
  
  INTRODUCTION
  If you plan to be a player in this encounter then
  please STOP reading now as this encounter is
  for the Game Master’s (GM) eyes only. Gaining
  insight about the adventure beforehand will ruin
  the surprise factor and your enjoyment.
  “The Covey” is a short, random encounter for use
  with the For Gold and Glory rule set designed for
  4-7 player characters of levels 5-7. For Gold &
  Glory and FG&G are trademarks of Justen
  Brown. This work is not affiliated with Justen
  Brown.
  The encounter is designed to be used in the
  Dragonback Mountains campaign setting, but can be
  used in any setting that has a nearby forest or
  mountainous area. The GM is encouraged to rename
  towns, change encounters, change NPC’s, or adjust
  monsters as the GM desires and use the encounter as
  a tool or guideline to fit in their current campaign
  setting or playstyle.
  NOTES FOR THE GM
  The Covey is a small family of hags that have lived
  here in the wilds for hundreds of years. The Covey
  itself consists of three generations of Hags consisting
  of the crone, named Aelgara, the mother named
  Helgara, and the maiden, Velgara. Aelgara appears
  as a blind and toothless hag who is always pawing at
  anyone nearby (she’s not completely blind, but likes to
  get a feel of her food). Helgara is an older, seasoned
  mountain woman, with the typical looks of a hunter’s
  wife, while Velgara plays the maiden, flirty and bold.
  They work together on chores but don’t tend to deal
  with each other much except during the four high
  points of the year and a moot whose timing is a
  mystery to all but the hags.
  They generally keep to themselves and their wicked
  ways by staying hidden, but they are always
  welcoming to those that are lost or stumble upon their
  abode, however, often as not, their guests end up in
  the stew pot! Handsome men may be kept around to
  increase the Covey or as entertainment, but are then
  either sent away into the wilderness drugged with
  herbs, or they are devoured. They tend to be kinder to
  women than men, but that doesn’t mean they won’t put
  them in the pot if they are rude! If the hags reveal their
  true nature, then any guest will be enslaved or eaten.
  A few years ago, the Covey, led by Aelgara, had wiped
  out a dwarven forest-clearing crew who was getting too
  close to their hut. They captured a nearly dead dwarf
  after the battle by the name of Balen. Realizing the
  potential in his mining and craftsmanship skills, the
  Covey nursed the dwarf back to health and enslaved
  him. He has been put to work expanding their living
  area by digging a cave complex in the hill that borders
  their hut. Helgara and Velgara also enslaved a small
  band of ogres, who are ordered to assist the dwarf and
  keep an eye on him. Aelgara eventually polymorphed
  the ogres into dwarves to make Balen more
  comfortable with his surroundings while he worked on
  their complex.
  The hags can rarely be taken by surprise in their hut
  as they have animal servants to warn them of any
  approaching travelers as written below. To any
  large adventuring groups they use the tactics below.
  Note: Encounter 1 is not on the map.
  1. The Chase: The animal trail has traveled through
  small glens, meadows, and over streams as it winds
  its way through the Wilderwood. The ground is still
  damp from the short rain shower that occurred a few
  hours ago and the air is brisk. The smell of wood
  smoke wafts through the forest and humming can be
  heard from within a small copse of trees.
  THE COVEY
  3
  Artist: Public Domain, Oldbookillustrations.com
  
  The humming comes from a tall, blonde maiden
  who is gathering kindling a couple hundred feet
  away. When she becomes aware of the party she
  immediately drops the kindling and flees at her full
  movement rate. The party can follow her to her hut
  located approximately 100 yards deeper into the
  forest.
  If the party somehow stops her and captures her, she
  will feign being frightened instead of attacking,
  and will eventually invite them to the hut. If
  attacked, she will immediately flee to the hut.
  Velgara the hag (Annis), in the form of a maiden:
  AC 0, Move 15, HD 7+7, hp 50, THACO 13, Attack: 3
  (two claws 1d10 +3 to hit, +6 damage, 1 bite 1d3 +3
  to hit, +6 damage). Size M, Morale 15, MR 20%, XP
  2,000. If all 3 attacks score a hit, then the next round
  the opponent will be grappled until broken. Powers:
  Change Self, covey powers.
  Items: Ragged furs, knife, belt, pouch, bone
  comb, 3 small squirrel skulls, Ring of
  Chameleon Power, a Snatch Satchel and a
  Potion of Water Breathing.
  Snatch Satchel   XP: 1,000
  The Snatch Satchel is a black, leather bag that has
  a strap across one shoulder, with the option of
  attaching the bag to the belt by a loop.  Silver
  stitching runs along the sides of the bag and a small
  silver buckle cinches the top down.  Inside the satchel
  are five leather loops.  When a potion is inserted into
  the satchel, no matter the size or shape of the potion,
  it will fit inside one of the leather loops, with a
  maximum of five potions.  When a potion is desired,
  the wearer merely reaches into the satchel and thinks
  about which potion they want, and that is the one
  they retrieve.  Note: Wearer must possess the
  potions, as the satchel merely makes it easier to
  snatch the correct potion that is desired.
  2. The Hut: The scent of cooking bread is thick in the
  air and soon a log and mud hut with a thatched roof
  comes into view. The hut has two small windows, a
  stout door, and is backed up against a small hillside.
  Smoke is visible rising from a center hole in the roof.
  A raven begins to caw loudly from a nearby tree, but
  otherwise it appears quiet.
  The raven is a
  trained bird of
  Helgara and caws
  whenever
  someone nears the
  hut to warn the
  hags, but is
  otherwise an
  ordinary bird. The
  raven has also been
  trained to deliver notes and
  letters to other hags throughout the region.
  If the party goes to the hut, Helgara will welcome
  the party and invite them inside for food and
  rest, even offering to tend to their wounds with
  healing and herbalism.
  3. Hut Interior: Dimly lit and smoky, the hut smells
  of cooking bread and herbs. A chime of silver hangs
  in front of the door and a boiling cauldron squats in
  the center of the room. A work table and shelves
  hold utensils, a couple of heavy tomes, drying herbs,
  bottles, knives, a stone mortar and pestle, as well as
  skinning tools. There is a small hearth fed by a low
  stack of wood along the northeastern wall. A fan of
  large eagle feathers hangs from a bone hook over the
  mantle of the hearth. More herbs and a few, small
  dead animals hang from the rafters. There are three
  log stools around the cauldron, each with a wooden
  bowl and spoon. A bear fur curtain hangs along the
  east wall.
  Artist: Jacob Blackmon
  Artist: Patrick E Pullen
  4
  
  If the party enters, Helgara will offer them bread and
  water, claiming that the stew she has boiling isn’t
  finished. Aelgara will begin to chuckle with
  excitement, while pawing blindly at anyone who
  draws close to her, and Velgara appears to have found
  her courage and may even be flirtatious to men in the
  party with a high charisma.
  The bread is poisoned.
  If eaten the consumer must save vs
  poison after one round per constitution point
  or fall into a deep sleep. For
  example,
  characters with
  a 16 constitution
   would make their
  save vs. poison
  after 16 rounds. A
  successful saving
  throw allows the
  character to shake
  off the grogginess
  and may make them
  suspect something is
  amiss. Those who fail their
  saving throw cannot be
  wakened unless shaken
   aggressively. If awoken, those
   characters will still be groggy and have
  -4 to all rolls for 1d10 rounds. The
  hags will eat the bread as they are
  immune to the poison.
  If all the party members fall asleep,
  the hags take their true form and
  begin to attack one victim, chosen at
  random, although they will keep dwarves alive last. If
  the first party member is slain, they will attempt to slay a
  second one before imprisoning the others. If the
  attacked party members are unable to wake their
  companions or are slain, the rest of the party will find
  themselves in Room #7, where the hags will either
  eventually eat them or put them to work helping Balen
  (see Room #7). If the hags are having a hard time
  against the party, they will call for Throge, one of the
  ‘dwarves’ from Room #4.
  Helgara and Aelgara, green hags: AC -2, Move 15, HD
  9, hp 57, 52, THACO 11, Attack: 3 (two claws 1d10 +3 to
  hit, +6 damage, 1 bite 1d3 +3 to hit, +6 damage), Size M,
  Morale 15, MR 35%, XP 2,000.
  Helgara and Aelgara also may cast these spell powers at
  will: audible glamer, dancing lights, invisibility, pass
  without trace, change self, speak with monsters, water
  breathing, weakness. Covey powers: all hags must be
  within 10 feet of each other and no other actions can be
  taken. Usable 1x per day: Curse, polymorph other,
  animate dead, dream, control weather, veil, forecage,
  vision, mind blank
  Both Helgara and Aelgara wear woolen robes and
  garments, belt, pouches, cudgel, and a knife. Helgara
  carries a Potion of Fire Resistance, and Aelgara carries
  a Potion of Speed and two keys. One key is for the
  shackles of Balen in Room #7, and the other key is for
  the chest in Room #8.
  The silver chime near the door is magical and is actually
  a Chime of Opening (10 charges). The hammer for it
  lies on a shelf and has residual magic upon it if
  checked. The fan of eagle feathers over the hearth
  is actually a Wind Fan. The shelf is laden with
  jars, bottles, bowls, vials, and three flagons
  which are all made of wood and stone, and a
  Potion of Treasure Finding, and a Potion of
  ESP. The table also has an odd collection of
  potions, which most are mundane and used for
  healing or poison making and magical
  components. There is also a collection of quills,
  bottled ink, a Tome of Understanding, a scroll of
  Protection from Undead, and a large wood
  covered and spined tome with elvish script upon
  its face (spellbook).
  Spellbook, elvish, traveling tome:
  1st level: Read Magic, Detect Magic, Cantrip,
  Unseen Servant, Spook, Hypnotism, Mount,
  Sleep, Wall of Fog
  2nd level: Bind, Summon Swarm, Insatiable Thirst,
  Flaming Sphere
  3rd level: Protection from Evil 10’ radius, Flame Arrow
  There is also a small carved box that holds several
  letters. If the letters are inspected, the party may
  determine that the letters are from another hag who lives
  elsewhere by the name of Gretten. Most of the
  information in the letters is about gossip of the last moot,
  complaints of the seasons, failed potions, and
  troublesome adventurers.
  Finally, the boiling cauldron will radiate a faint magic if
  checked for, that may be mistaken for residue from
  making potions.  The cauldron is Sibyl’s Cauldron.
  Sibyl’s Cauldron  XP: 2,000
  This sizable cauldron appears to be a typical black,
  dented cauldron, however it has several powers:  1. It
  can create a hearty stew once a day, similar to a Create
  Food and Water spell, that will feed up to 8 people.  2.
  Once a week, a healing broth can be called forth that will
  heal 1d6 damage for 5 people and will cure any sickness
  or disease.  It also has a 66% to cure insanity.  3.  The
  final power happens once a month during the full moon.
  Any bones of a creature put into the cauldron will re-
  attach themselves as they were in life and leap out of the
  cauldron, similar to a Animate Dead spell.
  5
  Artist: Gary Dupois, Purple Duck Games
  
  4. Passage Down: A heavy furred curtain made of
  bear hide drapes over the exit. Beyond it is a cavern
  that has a passage to the left that descends into
  darkness and to the right the cavern raises and opens
  up into a rounded chamber.
  One of the polymorphed ogres is waiting here for the
  beck and call of the hags. The ogres/dwarves will
  not aid the hags in battle unless called to do so.
  The ogres cannot speak dwarvish and if attacked, will
  call for his brothers to aid him from Room # 6.
  Throge, ogre, polymorphed into a dwarf: AC 5,
  Move 6, HD 4+1, hp 30, THACO 17, Attack: 1
  (battle axe; 1d8 +3 to hit, +6 damage), Size S,
  Morale 14, XP 175.
  Items include a helmet, hides, belt, pouch, knife,
  battle axe, 22 gp, 12 sp, 100 cp.
  5. Hags Bedroom: There is a three foot high step up
  to the area. The air reeks of foulness and the floor is
  covered with flea-ridden rotting furs and hides. Several
  lumpy pillows of bright colors are scattered about and
  all seem drool stained.
  This is where the hags sleep. There is nothing of value
  here.
  6. Large Cave: The passage descends several deep
  steps and then opens into a larger chamber which is
  cool and smells almost fresh. The cavern is lighted by
  a gem of some sort hanging from the center of the
  room. Some furs are thrown haphazardly into a couple
  places and a pile of mining tools lay opposite a small
  pool of spring water. A small, three foot oak altar stand,
  carved of a woman holding something, rests near the
  pool. Several beautiful items and jewelry seem to be
  scattered all over the cavern.
  Here is where the other polymorphed ogres reside.
  Groge, Roge, Noge, the three “dwarves”: AC 5 (1),
  Move 6, HD 4+1, hp 33, 33,32, THACO 17, Attack: 1
  (various mining tools; 1d8 +3 to hit, +6 damage), Size
  S, Morale 14, XP 175.
  Items: helms, furs armor, belt, various mining tools,
  pouch, 4d10 gp, 2d10 sp, 1d100 cp each. Noge has an
  AC of 1 and uses The Mountain. They will fight to the
  death to defend the treasures here.
  The Mountain  XP: 1,500
  Bards will recognize this large dwarven shield. Forged
  and fashioned by master smiths with alloys only known
  to them.  It’s battered surface is emblazoned with cliff
  faced mountain with a gate near its peak (Axeholme).
  Legends tell a tale of a dwarf warrior named Thorgren
  holding the line in the narrow tunnels under a mountain,
  against a goblin horde for hours while his wounded
  brethren escaped.  The Mountain is a large dwarven
  forged metal Shield +3.  The ‘gate’ is actually an
  opening to allow the wielder to peer through the shield
  while fending off blows.
  Placed about the cavern are various and beautiful
  captured treasures of past travelers. They include an
  elven silk gown with jade hoops and hooks worth 130
  gp, matching slippers of silk and jade 60 gp, an elven
  hand mirror of silver and gold worth 300 gp, and two
  ornate garnet elven earrings with silver worth 400 gp.
  Hanging near the entrance is a whip with a platinum
  wire handle that is studded with dark gems for a better
  grip, valued around 500 gp. The whip is a magical
  Whip +1 that can extend eight feet and deliver 1d4+1
  points of damage. The glowing gem is an amber
  carving of a rose that glows from a continual light spell
  and worth 300 gp.
  The oaken altar stand is a carving of the Earth Mother
  and is about 3 feet tall. Her hands extend out holding a
  small carved bowl of rose quartz that is worth at least
  300 gp. However, if it is returned to a place of worship
  to the Earth Mother, the individual returning it will
  receive a permanent blessing of +1 to all saving
  throws. The small pool of water appears to be fresh
  and relatively clear and water enters and leaves the
  pools from cracks in the wall. The pile of mining and
  smith tools look well-used and unremarkable.
  7. Dank Pit: The cavern wall opens and steps down 10
  feet into a small chamber. A wooden ladder provides
  access to the first depression. The passage continues
  another six feet before dropping another 10 feet into a
  dank pit. A coil of 25 feet of rope rests near the edge.
  The clank and scrape of metal on stone can be heard
  below as a shirtless dwarf with shackles and chains
  around his ankles chips away at the wall with a mining
  pick. Heavy woven baskets are filled with rubble
  against the wall.
  This is Balen the Engineer and the only survivor of his
  foresting crew. The dwarven treasures spread about
  the hut and cave complex belonged to him and his
  crew. They fell against an ambush set by the Hags
  years ago and he has been enslaved to dig a larger
  cave complex for the hags.
  6
  Artist: Some artwork Copyright 2015 Earl Greir, used with
  permission.  All rights reserved.
  
  Despite being miserable as a slave for several years,
  Balen takes great pride in his work, which feels like
  his only escape.
  Balen the Engineer, Mountain Dwarf: S 16, I 15, W
  14, D 12, C 13, Ch 8, AC 10, Move 6, 3rd-level Fighter,
  hp 15, THACO 18, Attack: 1 (by weapon; or dwarven
  crossbow 1d6+1 damage, dwarven hammer 1d6+1)
  Size S, Moral 12, XP 65.
  Balen has non-combat skills including engineering,
  stonemasonry, blacksmithing, and armorer.
  8. Secret Cavern: The secret door swivels to reveal a
  fresh hewn passage. The passage turns to the right and
  opens into a small chamber. An iron bound chest sits
  against the northern wall.
  This chamber was one of Balen’s first assignments. He
  will let the party know about the secret door and he will
  want his gear returned to him, including The
  Mountain that Noge the ogre/dwarf used in Room #6.
  The chest is locked and trapped with a poison
  needle. Those who fail to remove the trap must roll a
  saving throw vs. poison or fall into a deep sleep for 24
  hours. Inside the chest is a folded, large, leather sack
  that’s actually a Bag of Devouring, 2,160 gp, 4,670 ep,
  +1 dwarven chain mail (dwarf sized), dwarven
  crossbow, and a quiver of 24 bolts.
  Conclusion
  If the party frees Balen, he will pay a reward of 100
  gp if they escort him to the nearest town. News may
  reach other hags of the party’s deeds and some may
  attempt to hunt the party down for revenge.
  7
  HOPE YOU ENJOYED THE
  COVEY!
  Other Merciless Merchant products:
  The Willowmere Vagabonds
  The Nevermore Mines
  Special Area: The Ranger’s Hideout
  Now on Drivethrurpg.com.
  http://www.drivethrurpg.com/browse/pub/11
  180/The-Merciless-Merchants
  Thanks–
  The Merciless Merchants
  Artist: William McAusland
  Artist: Kimagu
  
  8
  
  9
  
  No portion of this document, The Covey, can be published, sold, or
  duplicated in any format without the express written permission from
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  For Gold & Glory By Justen Brown
  With Contributions and Editing By: Moses Wildermuth, Chris
  Knowles, and Dan Hyland
  Additional Proofreading By: Warren E. Raper III and Adam Delway
  Based on Original Rules By: David “Zeb” Cook, Steve Winter, and
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  7. Use of Product Identity
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  10. Copy of this License
  You MUST include a copy of this License with every copy of the Open
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  11. Use of Contributor Credits
  You may not market or advertise the Open Game Content using the
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  If it is impossible for You to comply with any of the terms of this
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  13. Termination
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  14. Reformation
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original
  material by E. Gary Gygax and Dave Arneson.
  For Gold & Glory, Copyright 2014, Justen Brown
  11
  
  Back Cover Artist:  Mike Burns
  Other products by The
  Merciless Merchants
  include:
  The Willowmere
  Vagabonds
  The Nevermore Mines
  Special Area: The Ranger’s
  Hideout
  The Covey is an encounter suitable for characters of level 5-7 for the For Gold & Glory ruleset, a
  retro-clone of 2nd edition of the world’s most popular fantasy role-playing game.  This product is
  easy to convert for any of the old school rulesets under the Open Gaming License v1.0a
  The Covey
  
SOURCE: textdata/thevault/For Gold & Glory (osr)/FG&G Adventures/The Covey (FG&G).pdf