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On the map - see first page of play thread - the present village of Worborne is marked. The main dungeon, Deep Halls, is in the easternmost mountain of the Vandillian Spike, also marked, which the locals call Near Crag.
The villagers' home hamlet of Thopp lies half way between Worborne and the Crag. High hills, a shepherd's hamlet, even closer to the Crag on the same rough line. The Caves of Filth are closer still on the same line. They lie in the Crag's foothills, next to a fast flowing stream. Close then to the main dungeon, The Deep Halls, which are dug into the mountain itself.
Twelve. Village clerk is a member of the halfling bureaucracy and accompanies the villagers
Dwarves in Worborne. Have given cheap weapons in return for an understanding that an expedition to the Deep Halls will be undertaken soon
Hatmaker wizard: a blue wizard (barely tolerated by the ruling magocracy). Has gifted Flory magic boots in return for future ultra-skilled labour.
Uena. A potioner witch. Can glean potions, scrolls, low level items
Prince Rufe!!! Alita's patron who has sent her on a secret mission in her home county. Far off in the Long War.
Bishop of the All Saints Temple at Worborne. Introduced Alita to the party.
The occasional tinker or traveller who stays at the Wizard's Arms brings rumours that the South is still in confusion after the death of the local ruling Wizard. The Grand Wizard is yet to appoint a successor and for the time being the bureaucracy of (mostly halfling) clerks and stewards has taken the reigns, in no hurry to relinquish power to a new leader.
We know the crags are riddled with caves and dungeons, and that the closest , the Near Crag, is the location of the Deep Halls. A lair we think, of terrible things, grown bold since the departure of our army, and the death of One One. That is, er, the Wizard at Stratthorpe.
A visit to the shepherds' huts on High Hill, quite close to the Near Crag would also be appreciated, since they reported goblins , trogs and, er... unpleasantries... in their area.
There are problems in the Crag Forest (look at the map, just below the east end of the mountain range). Local folk have been talking about a forest drake - a little hopping dragon - that lives there.
from The captured goblin at High Hills
The goblins of Near Crag once feared and shunned the necromancer who shared their dungeon, living in the nether regions of the Deep Halls. Now for some reason they seemed to have become better allied.
The goblins' first, worst raid was against a hamlet famous for a standing stone at its centre. Many goblins and defending humans died in the attack. *The goblins now hold the hamlet and its mysterious stone.
The goblins have acquired a heroic wolf rider as their champion. The Grey Devil is fearless in battle and escapes every ambush the farmers and local militia have laid for him. He sometimes raids along the Worborne to Stratthorpe road as a highwayman. He spares or kills - his wolf devours! - on a whim
The farmer has approached the local Angelman about the nature of the necromancer's powers. The wretched wizard worships a god called Xygag, a deity beloved by sophisticated, corrupt wizards in the enemy empire. The god rewards wizards who create complex dungeons to attract and ensnare adventurers, so Xygag and his cronies can observe their struggles from his Dark Palace. Every dungeon, it seems, has a signature or gimmick to amuse the god.
A paladin maid of the Battle Order of the High Angel Volox is here in the village. A hero from the Long War, a gnoll-killer and undead hunter in equal measure. She is here as a courier from Prince Rufe. Sent back from the front to assist at home. As you are a sworn Wizards' Clerk I can share with you that her purpose is to defend the countryside hereabouts and await further orders from the Prince. Most mysterious and secretive. I will introduce you to her. Your mission and hers align, after all. She is about her afternoon prayers."
We believe that The Necromancer in The Deep Halls is a servant of Xygag, God of the Maze, who rewards magicians who construct strange dungeons for his unholy entertainment. I believe that the so-called Caves of Filth are an early work by the Necromancer. His first effort to please the detestable Xygag. I wondered what the Caves' 'signature' might be. The surprise or twist that confounds explorers, and delights Xygag and the demon princes he entertains.
In the Guildhouse (Grey Shade's notes)':
The bugbear ("King 'K'"), one of the goblin sneaks ("Green Rat") and a certain hooded wizard ("The Hood"?) seem to know each other well despite being form different groups. Members of the 'all-star' Red Champions team no doubt.
The bounty to beat seems to be the Ghouls (see notice above or on wiki) whom the other adventurers have avoided as a poor bounty (poor risk to profit ratio). A defunct band, The Sword Dance Five, disappeared trying to clean them out. Succeeding would win their respect quickly, but be dangerous.
The Ghostslayers consider their work to be loftier and less mundane than other sword-swingers
The adventurers seem to be a mixture of i) wannabes who overestimate their own skill (and are in grave danger of an early death!); ii) professional fighters, honest sell swords who have found an avenue for their skills; iii) outcasts and criminals who have found a chance to murder for money.
The entrance way is high up on the side of Near Crag, reached by a twisting path. Ravens spy the entrance for the goblins, flitting in to caw a warning if intruders approach.
A) The dwarves of old did not like visitors, being a fussy, private folk, so made their entry hall a kind of market where their wares could be displayed. Visitors seldom got further. Think of a weapons showroom. Areas 1-6 were side stalls and stores. Now all empty. Area 7 is barred elevator that descends into (and ascends from) lower levels. In his day, the gate was barred to prevent entry by necromancer creations. Horrors sometimes crept in via other routes, regardless.
B) and C): grand statues of the dwarven founders, now defaced. In his day, stonies' common areas (portcullises raised)
D) a fountain room, since defunct. Now used with E) and F) as store rooms and cooking spaces (portcullises raised)
G) a throne room , now used by Scragg the Sly, he guesses. Pog the Mighty sat here in his day.
H) Scragg's own chamber, in all likelihood, since this room once belonged to Pog.
I) and K) brute champions' quarters as he remembers.
4 cure light wounds, maxed
About 50gps in shared cash
A ruby [oh, gorne. ]
2,000 gps' worth of general loot taken to Worborne: cloth, wine and fine foodstuffs stolen from the highways.
1,000 gps is recovered in money, jewels and precious portable items.
Three unknown potions, NOW DRUNK, two scrolls and a wand that radiate magic faintly. Last items still unidentified.
8 potions (2* cure light wounds, levitate, fly)
3 magic items: ring of feather falling, bag of holding (type I)
(1150 gp each, and 1150 gp in group kitty)
Str 11 (+0) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 7 (-2)
BAB: +2 (Crossbow: +2 BAB+3 Dex + 1 Masterwork +1 Point Blank Shot=+7) AC: +3 Dex, +4 Armor +1 Dodge =18 HP: 20 Fort: +5 Ref: +5 Wil: +3 Init: +5
Human: +2 Dex. Bonus Feat, Practiced Hunter (+2 Stealth/Survival, they are class skills)
Traits: Carefully Hidden, Reactionary
Bolt Ace: Proficient: Light armor, Simple and Martial weapons, all Crossbows; Masterwork Crossbow; Grit (2, restores with Crit or killing w/ Crossbow), Deeds: Sharp Shoot (1 Grit to target Touch AC), Vigilant Loading (Loading doesn't provoke if has at least 1 Grit), Bolt Ace's Dodge (1 Grit to move 5' and get +2 AC or drop Prone and get +4 AC when attacked by a ranged weapon), Nimble (+1 Dodge bonus to AC)
Feats: Point Blank Shot, Rapid Shot Skills: Perception 2 (+7), Acrobatics 2 (+8), Stealth 2 (+10), Survival 2 (+9), Knowledge (Local) 2 (+5)
Equipment: Masterwork Heavy Repeating Crossbow (1d10, +1 Attack), Leather armor, Longsword (1d8), 20 Bolts
a cottage with a small garden A goat and a couple of hens outdoor clothes including hat, cloak, boots. Lots of fur involved. knife, spoon, fire gear cooking pots and paraphernalia Flint & steel Torches Shovel Walking stick Blanket, leather bottle Sack
masterwork chain shirt Bag of Holding Type I 5 Lucky Bolts
History: When Rubani Bearhunter returned from the wars, he was leaving as a hero, a man whose skills had left legends behind him of his deadly skills, of the foes slain by his lethal, silent bolts. But when Rubani Bearhunter returned from the wars, he was not a whole man-- injuries had left him maimed, crippled. Worse, when he returned home, he learned that his wife had died, as had his sons. Only his daughter was left to him, but how could he provide for her, crippled as he was?
Runa, however, had her own answer to that-- she'd been hunting on her own to eat; with her father's help, she took up the weapon he'd brought home from the wars (a reward from a grateful noble) and set out on the path to true mastery-- and the path to putting food on the table with her wits and skill. She's not pretty, and she's not sociable, but all must respect her skill.
I dibs that tiny one to the east off the south road; Runa's a hunter, and doesn't do quite as much gardening. (She trades furs and meat and the like instead.)
Flory Buntzer Female Human Witch (Tatterdemalion archetype) 2 True Neutral
Str 12 Dex 15 Con 14 Int 16+2=18 Wis 13 Cha 12
HP: 14/14 BAB: 1 Fort: 2 Ref: 2 Will: 4 Languages: Common, Sylvan, Dwarven, Halfling, Infernal
Climb 2:10 Craft (weaver) 1:8 Craft (seamstress) 2:9 Craft (weaponsmith) 1:8 (10) Heal 2:6 Intimidate 2:9 (11) Knowledge Arcana 2:9 Knowledge Nature 2:9 Perception 0:3 Persuasion 0:1 (3) Sense Motive 0:3 Spellcraft 2:9
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. A tatterdemalion is proficient with bolas, nets, and whips.
Spell Focus (conjuration) - Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Mage Tattoo - Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Conjuration: acid splash Range close (25 ft. + 5 ft./2 levels) You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Seasoned Climber - You gain a +1 trait bonus on Climb checks, and Climbbecomes a class skill for you.
Bruising Intellect - Intimidate is always a class skill for you, and you may use your Intelligencemodifier when making Intimidate checks instead of your Charisma modifier.
Dancing Strings: A tatterdemalion adds animate rope to her class spell list and spells her familiarknows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex. Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.
Healing - This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
0: All Witch Cantrips
Mage Hand: close, 5 lbs, conc, move 15'
Open/Close: close, 30 lbs
Prestidigitation: 10', 1 hr, slowly lift 1 pound of material. Color, clean, or soil items in a 1-foot cube chill, warm, or flavor 1 pound of nonliving material. Create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile
Mending: 10 min, 10', 2 lbs
(Animate Rope): medium, 60' long, 1 rd
Cure Light Wounds: 1d8+3
Nauseating Dart: close, S, range attack, 1d2 pierce, Fort save DC 16 or nauseated 1 rd
Identify: 60' cone, 6 rds, detect magic, +10 Spellcraft to ID items
Mage Armor: touch, 3 hrs, +4 armor to AC
Peacebond: close, S, 2 min, Will save DC 15, std & Str check DC 15 to draw, take AoO's
Unseen Servant: 3 hrs
Web Bolt: close, Reflex save DC 16, 3 min, creature grappled, can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell.
Jump: touch, 2 min, +10 Acrobatics to jump
Jury-Rig: touch, 4 lbs, 2 rds, remove broken
Comprehend Languages: me, 20 min, spoken & written, 1 page/min
A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.
Patron: Agility (Princess Gossamer, fey liege of spiders)
Init +5; Senses darkvision 60 ft.; Perception +4
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size, +1 familiar)
hp 7. The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Fort +2, Ref +5, Will +0
Melee bite +7 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Minimum Damage - If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.
Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Skills: Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
Familiar: A spellcaster who selects a scarlet spider as a familiar gains a +3 bonus on Climb checks as long as the familiar remains within 1 mile of her; a scarlet spider familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Poison (Ex): Bite—injury; save Fort DC 10; frequency1/round for 4 rounds; effect 1 Str; cure 1 save.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throwfor half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touchspell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells: Starting at 1st level, a witch’s familiarstores all of the spells that the witchknows. This does not allow the familiarto cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Spooky old cottage, cobwebbed but clean.
Densely planted garden with puzzling herbs, flowers
Full complement of (6) animals.
Looms, one hand one treadle, and spinning wheel.
Lots of wool, needles, shears, etc.
Chest full of magical wotnots, mostly junk, but including quill, paper, etc needed for spell work.
Healing kit - This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
Dart of slaying (goblin)
cloak of leadership, conferring an aura of authority [+2 to intimidate and persuade], jet black with crimson lining
Boots of the Cat (soft grey): The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Potions: Cure light wounds potion, maxed (9 pts each) (2) cure light wounds, levitation
Scrolls: sleep, Mage armor
Wand of cure light wounds with 10 charges
Paladin (Undead Scourge) 2
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Despite her unfortunate beginnings she does bear a fondness for her old home and what kin she still has there so, of course, hearing the rumors of the recent troubles, she couldn't very well not stick her nose in...
Flame-Touched (DR 1/- against fire type creatures and attacks)
Seeker (+1 on Perception checks, Perception is a class skill)
Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)
Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)
Charge of the Righteous (no AC penalty when charging undead or evil outsiders)
Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)
Diplomacy 2 ranks + 3 class + 4 Cha = +9
Heal 2 ranks + 3 class + 1 Wis = +6
Intimidate 2 ranks + 3 class + 4 Cha + 1 trait = +10
Perception 2 ranks + 3 class + 1 Wis + 1 trait = +7
Aura of Good (power 2)
Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)
Smite Evil (1/day, +4 attack, +2 damage (+4 against undead))
Divine Grace (+4 all saves)
Lay on Hands (5/day, 1d6hp)
Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)
Heavy steel shield (AC +2, penalty -2, 15lbs.)
Heavy mace +1 (1d8+1, x2, Bashing, 8lbs.)
Ring of Feather Fall (prevents falling damage)
Melee attack 2 BAB + 2 Str = +4
mace +5, 1d8+3, x2, Bashing
Ranged attack 2 BAB + 2 Dex = +4
Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20
flatfooted AC 10 base + 6 armor + 2 shield = 18
touch AC 10 base + 2 dex = 12
Fortitude save 3 class + 1 Con + 4 Cha = +8
Reflex save 0 class + 2 Dex + 4 Cha = +6
Will save 3 class + 1 Wis + 4 Cha = +8
HP 10 + 1d10 + 2 Con = 14
Human Wizards' Staves Protector (Monk 2)
Str 19(4), Dex 12(1), Con 15(2), Int 8(-1), Wis 14(2), Cha 10(0)
SAVES: Fort +5, Ref +4, Will +5
AC 14, touch 14, flat-footed 14 (DEX+1, WIS+2, Class+0, Dodge+1)
Initiative: DEX +1, II +4, Total +5
Melee: unarmed strike +3 (1d6+4) or mwk staff +4 (1d6+4) or flurry of blows (staff) +2/+2 (1d6+4); CMB +3; CMD 17.
Ranged light crossbow +2 (1d8/19–20)
Special Attacks: flurry of blows, stunning fist (2/day, DC 13)
blind fighting, dodge, improved initiative, improved unarmed strike, stunning fist, scorpion style, evasion, combat reflexes
acrobatics (DEX), ranks=1, class bonus=3
climb (STR), ranks=1, class bonus=3
escape (DEX), ranks=0, class bonus=0
intimidate (CHA), ranks=0, class bonus=0
perception (WIS), ranks=1, class bonus=3
ride (DEX), ranks=0, class bonus=0
sense motive (WIS), ranks=1, class bonus=3
stealth (DEX), ranks=2, class bonus=3
swim (STR), ranks=0, class bonus=0
Liam's homeland is the farther, northern side of the Randarclaim Mountains. There, kilt-clad crofters dwell on foggy mountainsides, herding hairy cattle and dodging the hill giants that roam there. He is an initiate of the Wizards' Staves, a bodyguard retained by the theocracy of Wizards. They are famed for their ability to fight without armour and even, if required, weapons. The order is feared by the lawless because of their perceptiveness of mischief in anyone coming near to them.
Liam was born to a simple farmer family. He grew up under the tutelage of his father, a retired veteran who had seen enough combat and wanted a peaceable life. He is of average height for a human, being 6'1" and athletically built, being lean and lithe.
Liam learned competence at simple combat and showed a propensity for some natural stealth and would accompany his father on hunting trips. As Liam was nearing adulthood his mother took hill and died, leaving his father a broken man who took too much to his drink. One day a small retinue of Wizards Staves [EDIT by DF: changed to Wizards' Staves-my 'tweak' about druids was to change them to Wizards !] under the guidance of the local deon passed in the near village as Liam was looking to find work. They took a liking to the young man and said he showed promising skill for combat and a right attitude despite having no gift in hermetics. He was offered a training position in the sect's body guards, The Wizards' Staves, which became the first step on his journey into a different life.
An initiate of the Wizard's Staves, a company of elite fighters who defend the ruling theocracy of wizards.
Masterwork Short Staff (Shoulder Length)
Homespun Tunic (Light Brown)
Homespun Kilt (Green and Brown Plaid)
potion of bull's strength
potion of cure light (2)
The Wilders: A fluctuating group of about five scouts, bandits , or wannabe rangers who specialise in tracking and killing beasts, ogres and such. Dressed down compared to other groups but with feathered caps.
The Axemen: ‘Axes only’ is this newish group’s gimmick. Most are huge northern barbarians who carry checked kite shields and outrageous plaited beards. . Includes a dangerous foreign archer from the far south. One barbarian has a tame forest drake mount that he uses for scouting.
The Breakers: A group of rogues and burglars. Includes 2-3 goblin sneaks. All wear breeches and caps of earthy but vibraant (mustard, maroon, ochre) hue.
The Ghostslayers: effect pompous costumes and robes. Specialise in undead slaying. Includes several exotic foreign mystics. Gorgeous robes and hats.
The Jugglers : Rogues, tricksters, and collectors of lore. ‘Jester’ types dress super-extravagantly and bizarrely but some are masters of disguise.
Sweetwater Pirates: piratical killers who run a river sloop out of the city’s river dock. Eye-patches, silken scarf headbands, etc. Have a pet tiger who fights with them.
The Outsiders : Mostly non-human or foreign slayers. They include a lizardfolk spearman, two hobgoblins and a bugbear as well as several foreign human fighters . They are treated with a measure of disdain because of their outsider status but also have some cachet and mystique. All wear an exaggerated version of their national or racial costume.
Red Champions: An elite group of champion adventurers that has gradually siphoned off the best of the other bands. The composition of the group is not known as most identify publicly with their ‘old’ band. The leader is a handsome foreign duellist and assassin called Sassa Jei. They also have a powerful wizard, identity unknown , who has a carpet of flying.
You will arrive as a 'new' , small group (this is fairly common) looking for work chasing left-over bounties on the city's notice board. Current posters are gaudy appeals to citizens and Slayers to attempt recovery of a bounty:
still present: Green Hag Wanted Dead [up-river], 1,000 gps for her head.
X removedX Ogre cannibal must be brought to justice [in abandoned farmland near city]: 500gps.
X removed by the Sweetwater Pirates, now on the jobX Werewolf ravaging village. Stop this depredation! 500gps.
X removed , finally X The Grey Devil , Horror of the Highway! He Can be Stopped. 5,000gps [this is still posted]
still present:Sewer Monsters [unknown] seize civilians. Help Our Innocents! 100-1,000gps bounty depending on nature of beasts found.
still present:Ghouls at large [cemetery in ruined village near river]
New: Loathed Criminal and Devil, Lock the Roof Prancer Returns [a spring-heeled Jack-like figure that leaps around the city causing havoc] 3,000gps.
New:River serpent menaces river trade downriver 1,500gps.
Gossamer was originally from a small village. She has had the Gift since gaining her womanhood. The other villagers, being superstitious, cast her out for being cursed. She wears her shawl over a red and black cloak . Under that, she has a silver-grey dress (knee-length), cut to evoke a royal gown, with matching leggings. Her spider companion, Charlotte, perches on her chest.
Nodboggin Findleblurg, Terror of the Marklands, Wizard of the Fellmoors. Wears a loud, multi-colored cape, and a silly, red and white Wizard's cone.
Bloodwolf. Wears a hooded cape with cat' ears in the hood.
The black hexagon on the mp is the large castle
The red star is the marketplace with i)Town Hall; ii) Guildhouse iii)Noticeboards
The countryside is densely populated with fields, orchards, barns and hamlets that feed the city
Settlements and farms on higher (mostly forested) ground, though, are abandoned due to decreases in manpower