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Against the Orcs
A Therran Mini-Campaign
For 6-8 PCs of levels 5-7

 

Summary:

The party seeks to break the blockade against the dwarven city of Nirzumbil by slaying the leader of the orc uprising.

Assumptions:

The party is in the employ and/or service of House Riverine.

Location:

The northern half of the Far Coast.

Historical Date:

Early 23 N.S. (5537), Mid to Late Spring.

DM's Note:

This is a long scenario. Actually it is a set of scenarios presented as a single long mini-campaign that will likely take several sessions to complete. While there are many paths a party might take to attempt to break up the orc uprising, the order of scenarios presented here represents only one such path. DMs are encouraged to rearrange the order of the parts of this mini-campaign as they see fit, or to ignore some or insert new ones.

DM's Introduction:

The orc uprising against the dwarves of the Aynayjor has been atypical to say the least. First, the uprising was unprovoked…not that orcs need much provocation to attack dwarves. Second, it involved many orcs from many disparate and widely dispersed tribes coming together and operating in a quasi-coordinated fashion. Third, the uprising has remained intact despite a decided lack of victory in any of the battles against the dwarves and despite a blockade-like situation that requires vigilance and patience, not hallmarks of orcish temperament.

The orcish blockade was instigated by the drow House Vrielsevri, which seeks to establish its power on the surface world by way of infiltration into the trade structure of the Empire. They have chosen House Mercur as their first beachhead into the surface world, and more specifically, have chosen House Mercur in the Far Coast to be their first conquest.

This they have done. House Mercur in the Far Coast is now completely under the control of N'araktheel, the matron mother of House Vrielsevri. Now, the drow seek to expand their powerbase into the Far Coast in order to become the preeminent house in the region, a goal that was shared by House Mercur even before it became clandestinely run by the dark elves.

To this end, N'araktheel has chosen to gain power for House Mercur by enacting a scheme to corner the iron market in the Far Coast for a time and by these means force iron mongers to establish long term contracts with Mercur for iron and other underground resources. Since the drow have easy and cheap access to such commodities, they can then set up a pipeline to supply such goods for a nice profit.

The Mercur scheme is as follows:

First, the drow convince the orcs to rise up and blockade the two dwarven cities of the region. They do this by way of coercion, bribery, et al. The orcs are under orders not to actually attempt to overrun the dwarven cities, but simply to cut off trade between the dwarves and the Far Coast.

Meanwhile, the drow mine their own iron and gems and precious metals and build up a stockpile for House Mercur.

When the blockade goes into effect, the price of iron goes up and, more importantly, it becomes scarce. House Mercur then becomes the only House with available iron and other underground commodities as the reserves of the local Houses dry up.

Mercur then goes about negotiating long-term exclusive contracts with desperate mongers of iron and other who utilize their underground commodities. These contracts bind the users to purchase their iron and gems and precious metals only from House Mercur, at prices that are actually comparable to the price of these goods before the blockade. Thus enticing many mongers and smithies to gladly enter into these contracts.

When the orc blockade ends, and the drow know it must, for the contentious orcs cannot stay cohesive for too long, and eventually the Imperial Army will become involved as the iron shortage begins to affect the Emperor's tax revenues and the supply of his legions in the Province, then House Mercur will end up with exclusive contracts to supply iron and underground goods to most of the users in the Province.

Of course, such exclusive contracts can be reneged, but that is why Mercur set these contracts at the pre-blockade prices, so that a given buyer of goods, faced with equal prices from Mercur and another House, will choose to honour his contract with Mercur, since, with no difference in pricing, he would be inclined not to face the potential reprisals and punishments that might come from breaking a contract.

So it is that House Mercur is currently engaged in attempting to negotiate as many of these long-term contracts as they can before the orc blockade falls apart. As it stands now, they still have a lot of work to do, for it takes some time for reserves to be depleted, and the various buyers have to be convinced that the orcish blockade is likely to be long in duration. To be sure, Mercur is making inroads, but the House would like as much as a year or two to complete their plan, though even six months would leave them well situated.

Every day that passes, more buyers sign the Mercur contracts, and House Mercur's wealth, power, and status in the Far Coast rises commensurately.

The Contracts:

A word is necessary about the contracts Mercur is entering into. Most of these are lifetime contracts, though each instance is a separate negotiation, and Mercur takes what it can get. A particularly powerful or shrewd or stubborn buyer might get away with a 10 year or 20 year contract. Others, perhaps more desperate for goods, might sign a lifetime contract.

Like most business contracts, these are notarized and registered as Trade Agreements with the local Church of Indolle. As such, though there is no magical consequence involved in breaching the contract, there are mundane consequences…at least potentially.

When a trade agreement is breached, the injured party can press for compensation for damages and, in some cases, punitive damages. In addition, in the most egregious of cases, the breacher can be subject to criminal penalties.

Such matters are usually adjudicated by the Church of Indolle, though ultimate authority rests with the Imperial Government and the Emperor.

Of a certain, once the orc blockade is lifted, Mercur knows that some percentage of those they made long term deals with will breach their agreements. And it is often more costly in terms of time and money and effort to pursue damages against each individual breacher than it is simply to accept the breach and move on. However, this is one reason they insisted on making these long-term contracts for reasonable prices.

Were a merchant to sign such an agreement under the duress of the orc blockade for exorbitant prices, then once the blockade were listed, they would have a great deal of incentive to breach the agreement, even if it meant facing potential suit from Mercur. But at the reasonable prices being contracted, it makes less economic sense for a buyer to abrogate his agreement when he will pay the same price buying from another House as from honouring his Mercur agreement.

In addition, it can be counted upon that Mercur is likely to go after the first few breachers of their agreements with a vengeance, to the fullest extent of the law and at any cost, in the hopes that these will set an example that will cow others seeking to breach their agreements.

Overall, Mercur stands much to gain from this venture. The risks are twofold:

1. If it became known that Mercur were behind the uprising, it could be disastrous for the House. This scheme is entirely outside the "Game of Houses", the unwritten but recognized rules by which the Imperial Merchant Houses compete. It would anger the dwarves immensely and possibly prompt Imperial action against the House, including revoking its charter in the Province.

2. If the orcish blockade ends too soon, then Mercur will not have had time to negotiate enough long term contracts.

Obviously, case #1 is the most worrisome for Mercur, though for Vrielsevri it would not be as much of a disaster…for they could simply withdraw from Mercur and insinuate themselves into another House.

Scryings:

In the historical campaign, the foe hunter Halavarn was obsessed with slaying one of the PCs named Pike. He hired a wizard named Alguillish to scry Pike, for Halavarn's priest friends had cast a divination and received a cryptic message that, to Halavarn, indicated that Pike was travelling to meet with the the leader of the orc uprising. Halavarn was convinced that Pike was either commander of the orc warlord or his prime servant, and he was determined to slay both at once. At some point during the scenario, even from the beginning, the wizard Alguillish will begin to scry Pike using the scrying spell. Of course, Pike is entitled to a Will save to avoid each scrying attempt as well as a chance to detect the scrying should it succeed. As the PCs approach the Goblin Tunnels, Alguillish will scry one last time, for 9 minutes, hoping to catch Pike and Garizmul together.

DMs running this scenario outside of the historical Therran campaign can simply ignore the issue of scrying.

The Map:

Presented below is an overview map of the area surrounding Nirzumbil. Areas of importance to the scenario and areas of import in general to the region are noted on the map.

Encounters in the Region:

For random encounters in the region depicted by the map above, consult the table below. However, a separate encounter table is given for the area immediately to the south and southwest of Nirzumbil, and this is presented in Part Three below. In addition, DMs with access to the scenario "A Taste of Honey" can utilize some of the planned encounters in that scenario should the PCs enter those areas (for example, the DM can use the ettercap encounter for the High Forest).

To use the tables below, check once every hour when the party is moving. Roll a D6 and on a 1 there is an encounter. If a 1 is rolled, immediately reroll to check for a second encounter. Keep subsequently rerolling until a 1 is not rolled. If multiple encounters are indicated, the DM can combine them into a single encounter or can separate them by a few minutes or up to 45 minutes or so depending upon how many encounters are indicated.

When the party is stationary, make a check every 4 hours. However, if the party has made a campfire and is making no reasonable attempt to conceal it, check every two hours instead.

There is a separate column for daytime and nighttime. Roll 2D6 to determine the result.

Table

Forest 

Forest

Heights

Heights

Valleys

Valleys

Roll  

Day

Night

Day

Night

Day

Night

2
Owlbear Owlbear Aarakocra Displacer Beast Hill Giant Senmurv

3
Kobold Werewolf Stone Giant  Dwarf Displacer Beast Dwarf

4
Snake Spider Lion Orc Ogre  Death Dog  

5
Vermin  Vermin  Eagle  Vermin  Bear Vermin 

6
Weasel Wolf  Hawk Wolf Hawk Wolf

7
Deer  Bat  Deer  Bat Deer  Bat

8
Spider  Goblin  Snake Snake Badger Goblin

9
Boar Owl  Orc Snake Orc Orc

10
Orc Orc Dwarf Stone Giant  Dwarf Troglodyte

11
Wolverine  Kobold  Krenshar Krenshar Hippogriff Werebear

12
Ettercap Ettercap Peryton  Ogre  Owlbear Owlbear

Aarakocra:

Note: If the PCs have met and befriended the aarakocra in the scenario "Above and Below", then these will recognize those PCs who took part in that scenario and will react accordingly.

These normally shy humanoids are a bit astir at the recent orc activity in the mountains. As such, always worried about their own safety, they are monitoring extraordinary travelers in these parts.

A first encounter with these will usually involve a single scout circling the party from high above before flying back to its lair. Thereafter, some hours later, a group of 3-6 led by a cleric will observe the party for a time and finally make contact with them. They will greet the party and ask them why they travel through the wilderland. They have seen many orcs in the area and are familiar with all of the orc camps and orc villages listed on the map. The aarakocra do not know where Garizmul's lair is nor of the existence of the Stonewych, though if questioned closely they can point to a strong orcish presence high up Mount Gur-Am-Hiri.

Further encounters with the birdmen will be dependent upon the outcome of the first parley.

The aarakocra have a tribe consisting of 60 birdmen in their aeries atop the peak of Barazburil. Half of these are males, the remainder females. There are an additional 10 young and 6 eggs in the aeries. These are led by 4 fighters (levels 2, 3, 3, and 6) and 3 clerics (levels 2, 3, and 5).

The aarakocra know nothing about where Garizmul dwells. The only knowledge they can impart to the PCs is that the stone giants have stopped comin to worship at the Targ.

* Aarakocra (3-6): CR 1/2; Medium monstrous humanoid; HD 1D8; hp 5; Init +2; Spd 20 ft, fly 90 ft (average); Space 5 ft; Reach 5 ft; AC 13 (touch 12, flat-footed 11); Atk +0 melee (1D4-1 [x2], talons) or +3 ranged (1D6-1, javelin); SA bite, summon Large air elemental; AL NG; SV Fort +0, Ref +4, Will +2; Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 10. Height 5 ft.

Skills and Feats: Craft (woodcarving) +4, Knowledge (nature) +4, Listen +4, Spot +4, Survival +4; Flyby Attack.

Special Attacks: Bite (Ex): When grounded, an aarakocra attacks with its beak (+1 melee), dealing 1D3 damage on a successful attack.

Summon Large Air Elemental (Su): A group of five aarakocras that includes at least one cleric can cast Summon Monster VI to summon a Large air elemental. To perform the summoning, the aarakocras must perform an intricate aerial dance for 3 rounds.

Possessions: javelin (6). 

* Aarakocra Cleric: Male aarakocra Cleric 3; CR 3; Medium monstrous humanoid; HD 3D8; hp 17; Init +2; Spd 20 ft, fly 90 ft (average); AC 13 (touch 12, flat-footed 11); Atk +2 melee (1D4 [x2], talons) or +4 ranged (1D6, javelin); SA bite, summon Large air elemental; SQ turn undead (5/day); AL NG; SV Fort +3, Ref +3, Will +6; Str 10, Dex 15, Con 11, Int 13, Wis 16, Cha 14. Height 5ft.

Skills and Feats: Concentration +3, Heal +6, Knowledge (nature) +1, Knowledge (religion) +4, Listen +4, Spellcraft +3, Spot +4, Wilderness Lore +4; Flyby Attack, Dodge, Mobility.

Special Attacks: Bite (Ex): When grounded, an aarakocra attacks with its beak (+1 melee), dealing 1D3 damage on a successful attack.

Summon Large Air Elemental (Su): A group of five aarakocras that includes at least one cleric can cast Summon Monster VI to summon a Large air elemental. To perform the summoning, the aarakocras must perform an intricate aerial dance for 3 rounds.

Possessions: javelin (3), wooden holy symbol to Queethar-tul.

Spells Prepared (4/3/2): 0 - detect magic, detect poison, light, mending; 1 - command, entropic shield, shield of faith; 2 - silence, sound burst. Base DC = 13 + spell level. Deity: Queethar-tul. Domains: Air (turn or destroy earth creatures or command or rebuke earth creatures 5/day), Healing (cast healing spells at +1 caster level). Domain Spells Prepared (1/1): 1 - obscuring mist; 2 - wind wall. 

Bat:

Bats of normal size are generally not a danger to most creatures. However, they could, in theory, menace tiny insectoid familiars as well as small rodent familiars or bird familiars if the bats are hunters.

Dire bats, however, will often attack small children, small sized humanoids, and beasts of burden.

Assume that an encounter will be with normal bats (01-75) or with dire bats (76-00).

* Bat (10-40): CR 1/10; Diminutive animal; HD 1/4D8; hp 1; Init +2; Spd 5 ft, fly 40 ft (good); Space 1 ft; Reach 0 ft; AC 16 (touch 16, flat-footed 12); Atk none; SQ blindsense 20 ft, low-light vision; AL N, SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4. Wingspan 2 ft 6 in.

Skills and Feats: Hide +14, Listen +8*, Move Silently +6, Spot +8*; Alertness.

Special Qualities: Blindsense (Ex): A bat notices and locates creatures within 20 ft. Opponents still have 100% concealment against a creature with blindsense.

* includes a +4 racial bonus which is lost if blindsense is negated. 

* Dire Bat (1-8): CR 2; Large animal; HD 4D8+12; hp 30; Init +6; Spd 20 ft, fly 40 ft (good); Space 10 ft; Reach 5 ft; AC 20 (touch 15, flat-footed 14); Atk +5 melee (1D8+4, bite); SQ blindsense 40 ft; AL N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6. Wingspan 15 ft.

Skills and Feats: Hide +4, Listen +12*, Move Silently +11, Spot +8*; alertness, Stealthy.

Special Qualities: Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 ft. Opponents still have total concealment against the bat unless it can actually see them.

* includes a +4 racial bonus which is lost if blindsense is negated. 

Badger:

An encounter will be with a normal badger (01-80) or a dire badger (81-00). These crusty animals are very territorial, though of course, a normal sized badger is not likely to take on party members. On the other hand, a dire badger is very likely to strike at a party that approaches it too closely or catches it by surprise.

* Badger: CR 1/2; Small animal; HD 1D8+2; hp 6; Init +3; Spd 30 ft, burrow 10 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 14, flat-footed 12); Atk +4 melee (1D2-1 [x2], claws) and -1 melee (1D3-1, bite); SA rage; SQ low-light vision, scent; AL N, SV Fort +4, Ref +5, Will +1; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Length 2 ft 6 in.

Skills and Feats: Escape Artist +7, Listen +3, Spot +3; Track, Weapon Finesse.

Special Attacks: Rage (Ex): a badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until it or its opponent is dead or out of sight. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

* Dire Badger: CR 2; Medium animal; HD 3D8+15; hp 28; Init +3; Spd 30 ft, burrow 10 ft; ; Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +4 melee (1D4+2[x2], claws) and -1 melee (1D6+1, bite); SA rage; SQ low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10. Length 6 ft.

Skills and Feats: Listen +6, Spot +6; alertness, Toughness, Track.

Special Attacks: Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until it or its opponent is dead or out of sight. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. 

Bear:

Encounter will be with either a black bear (01-75) or a brown bear (76-00). These will have 1D4 cubs in tow 25% of the time (cubs are non-combatants). Black bears will only attack if startled, harassed, or their cubs are approached. Brown bears are very aggressive and are 50% likely to attack.

* Black Bear: CR 2; Medium animal; HD 3D8+6; hp 19; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 11, flat-footed 12); Atk +6 melee (1D4+4 [x2], claws) and +1 melee (1D6+2, bite); SQ low-light vision, scent; AL N; SV Fort +5, Ref +4, Will +2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. Length 5 ft.

Skills and Feats: Climb +4, Listen +4, Spot +4, Swim +8; Endurance, Run. 

* Brown Bear: CR 4; Large animal; HD 6D8+24; hp 51; Init +1; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +11 melee (1D8+8 [x2], claws) and +6 melee (2D6+4, bite); SA improved grab; SQ low-light vision, scent; AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. Length 9 ft.

Skills and Feats: Listen +4, Spot +7, Swim +12; Endurance, Run, Track. 

Boar:

Encounters will be with boars (01-85) or dire boars (86-00). If a single normal boar is encountered, here is a 25% chance it is a sow with 1D6 piglets nearby.

Normal boars are bad tempered and will likely charge anyone approaching within 80 feet or so. Dire boars are extremely aggressive and likely to attack anyone within 120 feet.

* Boar (1-4): CR 2; Medium animal; HD 3D8+12; hp 25; Init +0; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +4 melee (1D8+3, gore); SA ferocity; SQ low-light vision, scent; AL N; SV Fort +6, Ref +3, Will +2; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4. Length 4 ft.

Skills and Feats: Listen +7, Spot +5; Alertness, Toughness.

Special Attacks: Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even when disabled or dying. 

* Dire Boar (1-2): CR 4; Large animal; HD 7D8+21; hp 52; Init +0; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 9, flat-footed 15); Atk +12 melee (1D8+12, gore); SA ferocity; SQ low-light vision, scent; AL N; SV Fort +8, Ref +5, Will +8; Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8. Length 12 ft.

Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will.

Special Attacks: Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even when disabled or dying. 

Death Dog:

These evil beasts roam the hills in the area. They will attack with cunning, often preceded by their strange double bark.

* Death Dog (1-6): CR 2; Medium magical beast; HD 2D10+4; hp 15; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +5 melee (1D6+2 [x2], bite); SA disease, trip; SQ darkvision 60 ft, low-light vision, scent; AL NE; SV Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7. Length 5 ft.

Skills and Feats: Hide +3, Listen +6, Move Silently +4, Spot +4; Weapon Focus (bite).

Special Attacks: Disease (Ex): Any creature hit by a death dog's bite must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 11 day, and the disease deals 1D4 points of Strength damage and 1D3 points of Constitution damage.

Trip (Ex): A death dog that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog.

Deer:

Normal indigenous mountain deer (01-50) or elk (51-00). These can be hunted for food. They are shy and non-aggressive for the most part.

* Deer (1-3): CR 1/4; Medium animal; HD 2D8+2; hp 11; Init +2; Spd 40 ft; AC 12 (touch 12, flat-footed 11); Atk + 1 melee (1D4+1 [x2], hooves) or +1 melee (1D6+1, gore); SQ low-light vision, mobility (as feat), scent; AL N; SV Fort +1, Ref +5, Will +2; Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6. Length 4 ft.

Skills and Feats: Hide +8*, Listen +5, Move Silently +8, Spot +5, Swim +5; Dodge, Run.

* +4 additional racial bonus to Hide checks in forested areas. 

* Elk (1-20): CR 1/3; Large animal; HD 3D8+3; hp 17; Init +2; Spd 40 ft; AC 11 (touch 11, flat-footed 10); Atk + 2 melee (1D4+1[x2], hooves) or +1 melee (1D6+1, gore); SQ low-light vision, mobility (as feat), scent; AL N; SV Fort +2, Ref +6, Will +2; Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6. Length 5 ft.

Skills and Feats: Hide +8*, Listen +5, Move Silently +8, Spot +5, Swim +5; Dodge, Run.

* +4 additional racial bonus to Hide checks in forested areas. 

Displacer Beast:

These are some of the most fearsome hunters of the region, though thankfully rare due to the orcs and dwarves, who drive them off. Nevertheless, the recent battles and orcish activity have lured a few of these creatures to the area, seeking easy pickings. These are aggressive and fearless hunters, though they are intelligent enough to come up with clever tactics and might even parley with a very strong opponent.

* Displacer Beast (1-2): CR 4; Large magical beast; HD 6D10+18; hp 51; Init +2; Spd 40 ft; Space 10 ft; Reach 5 ft (10 ft with tentacles); AC 16 (touch 11, flat-footed 14); Atk +9 melee (1D6+4 [x2], tentacles) and +4 melee (1D8+2, bite); SQ darkvision 60 ft, displacement, low-light vision, resistance to ranged attacks; AL LE; SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8. Length 9 ft.

Skills and Feats: Hide +10, Listen +5, Move Silently +7, Spot +5; Alertness, Dodge, Stealthy.

Special Qualities: Displacement (Su): A light-bending glamer continually surrounds a displacer beats, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A True Seeing effect allows the user to see the beast's position, but See Invisibility has no effect.

Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks). 

Dwarf:

Dwarves encountered will either be a warparty patrolling the area and hunting for orcs and other evil (01-50), or wanderer/prospector teams out in the wilderness on business (51-00).

Warparties will question the party and ask if they have seen any orc activity. Teams will likely try to avoid the party and will be wary of them and a bit brusque.

Warparties will involve 11-20 soldiers led by a sergeant. Teams will involve 1-4 dwarves.

* Dwarven Soldier: Male dwarf Fighter 1; CR 1; Medium humanoid (dwarf); HD 1D10+2; hp 12; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 10, flat-footed 18); Atk +4 melee (1D10+2, dwarven waraxe) or +1 ranged (1D8, light crossbow); SQ darkvision 60 ft, stonecunning, +2 racial bonus versus spells and spell-like effects, +1 racial attack bonus against orcs and goblinoids, +4 dodge bonus against giants, +2 racial bonus to appraise checks for exotic items, +2 racial bonus on Craft checks related to metal or stone; AL LG; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 15, Int 11, Wis 10, Cha 10. Height 4 ft 5 in.

Skills and Feats: Jump +4, Listen +1, Search +1, Spot +1; Power Attack, Weapon Focus (dwarven waraxe).

Special Qualities: Stonecunning: +2 racial bonus to notice unusual stonework when passing within 10 ft, may Search for stone traps as a rogue can, may intuit depth.

Possessions: half-plate armour, small steel shield, dwarven waraxe, light crossbow, 20 crossbow bolts. 

* Dwarf Sergeant: Male dwarf Fighter 3; CR 3; Medium humanoid (dwarf); HD 3D10+6; hp 26; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 10, flat-footed 18); Atk +7 melee (1D10+2, dwarven waraxe) or +3 ranged (1D8, light crossbow); SQ darkvision 60 ft, stonecunning, +2 racial bonus versus spells and spell-like effects, +1 racial attack bonus against orcs and goblinoids, +4 dodge bonus against giants, +2 racial bonus to appraise checks for exotic items, +2 racial bonus on Craft checks related to metal or stone; AL LG; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 15, Int 11, Wis 10, Cha 10. Height 4 ft 5 in.

Skills and Feats: Jump +4, Listen +1, Search +1, Spot +1; Cleave, Power Attack, Rapid Reload, Weapon Focus (dwarven war).

Special Qualities: Stonecunning: +2 racial bonus to notice unusual stonework when passing within 10 ft, may Search for stone traps as a rogue can, may intuit depth.

Possessions: half-plate armour, small steel shield, masterwork dwarven waraxe, light crossbow, 20 crossbow bolts. 

* Dwarf Team Members: CR 1/2; Medium humanoid (dwarf); HD 1D8+1; hp 6; Init +0; Spd 15 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +1 melee (1D8, battleaxe) or +1 ranged (1D8, light crossbow); SQ darkvision 60 ft, stonecunning, +2 racial bonus versus spells and spell-like effects, +1 racial attack bonus against orcs and goblinoids, +4 dodge bonus against giants, +2 racial bonus to appraise checks for exotic items, +2 racial bonus on Craft checks related to metal or stone; AL LG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8. Height 4 ft 2 in.

Skills and Feats: Appraise +2, Craft (metalworking) +2, Listen +3, Profession (prospecting or other) +2, Spot +4; Alertness.

Possessions: battleaxe, scale mail, explorer's outfit, belt pouch, sack, profession tools (pickaxe, miner's pan, skinning set, traps), flint and steel, torches (3). 

Eagle:

These will be normal eagles (01-85) or giant eagles (86-00).

Normal eagles will generally be seen high in the air or swooping to get at rodents or other small prey.

Giant eagles will also often be seen high aloft, especially as one nears the peak of Haranzinil. They might, if they can, take a mule that is untended, but are generally kindly creatures if not threatened and will not likely take a mount from a party directly. They often enjoy harassing orcs, ogres, and goblins.

* Eagle (1-2): CR 1/2; Small animal; HD 1D8+1; hp 5; Init +2; Spd 10 ft, fly 80 ft (average); Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 12); Atk +3 melee (1D3 [x2], claws) and -2 melee (1D4, bite); SQ low-light vision; AL N; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6. Length 3 ft.

Skills and Feats: Listen +2, Spot +14; Weapon Finesse.

* Giant Eagle (1-2): CR 3; Large magical beast; HD 4D10+4; hp 26; Init +3; Spd 10 ft, fly 80 ft (average); Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +7 melee (1D6+4 [x2], claws) and +2 melee (1D8+1, bite); SQ evasion, low-light vision; Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10. Height 10 ft.

Skills and Feats: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; Alertness, Flyby Attack.

Ettercap:

These fell creatures haunt some of the forested regions of the area. They are sneaky and aggressive.

There is a 50% chance the ettercaps will be accompanied by 2-4 Medium monstrous spiders.

* Ettercap (1-2): CR 4; Medium aberration; HD 5D8+5; hp 32; Init +3; Spd 30 ft, climb 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +5 melee (1D8+2 plus poison, bite) and +3 melee (1D3+1 [x2], claws); SA web, poison; SQ low-light vision; AL NE; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8. Height 6 ft.

Skills and Feats: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8; Great Fortitude, Multiattack.

Special Attacks: Web (Ex): An ettercap can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 13) or burst the web with a successful Strength check (DC 17), both of which require full-round actions. The web has 6 hit points and takes double damage from fire.

Ettercaps can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Poison (Ex): Bite, Fortitude save (DC 15), initial damage 1D6 Dexterity, secondary damage 2D6 Dexterity.

* Medium Monstrous Spider (2-4): CR 1; Medium vermin; HD 2D8+2; hp 11; Init +3; Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 5 ft.

Skills and Feats: Climb +11, Hide +7*, Jump +0, Spot +4; Weapon Finesse (bite).

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 12), initial and secondary damage 1D4 temporary Strength.

Web (Ex): A spider can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 12) or burst the web with a successful Strength check (DC 16), both of which require full-round actions. The web has 6 hit points and takes double damage from fire.

Spiders can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects.

* +8 competency bonus to Hide and Move Silently checks while on webs.  

Goblin:

Goblins lair in these mountains, eternal enemies of the dwarves. They are hardly strong enough to fight the dwarves en masse, and with the coming of the orcs into the area, the goblins have retreated into their holes in order to avoid being enslaved by the orcs or drafted into the orcish armies or, perhaps, being inducted into the orcish larders.

Nonetheless, they do still raid, attacking weak-seeming dwarven groups or other such creatures, as well as to hunt and gather supplies. Such raids usually occur at night.

* Goblin (1-20): CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 5; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +2 melee (1D6, small morningstar) or +3 ranged (1D4, small javelin); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. Height 4 ft.

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness.

Possessions: studded leather, small morningstar, small javelins (3). 

Groups of 10 or more will be led by an experienced goblin warrior.

* Goblin Warleader: Male goblin Rogue 1/Fighter 1; CR 2; Small humanoid (goblin); HD 1D10+1 plus 1D6+1; hp 15; Init +2; Spd 30 ft; AC 17 (touch 13, flat-footed 15); Atk +1 melee (1D4, shortsword) or +3 ranged (1D4, javelin); SA sneak attack +1D6, SQ darkvision 60 ft; AL NE; SV Fort +2, Ref +4, Will +0; Str 10, Dex 15, Con 12, Int 13, Wis 10, Cha 12. Height 4 ft 2 in.

Skills and Feats: Balance +4, Bluff +5, Climb +3, Escape Artist +7, Hide +7, Intimidate +2, Jump +5, Listen +2, Move Silently +8, Pick Pocket +6, Search +2, Spot +4, Swim +2, Tumble +9; Combat Expertise, Dodge.

Possessions: studded leather, light wooden shield, small shortsword, small javelins (3), jewel worth 1D100 gp (usually a pendant or earring). 

Hawk:

These will usually (01-80) be a normal raptor of varying sorts, often seen flying high above. They are only a danger to small rodents and familiars. However, a small portion of these will be dire hawks (81-95) or blood hawks (96-00). The former are still fairly non-aggressive, though they pose a threat to larger animals such as cats, dogs, and even ponies. The latter are quite aggressive and will often attack in swarms.

* Hawk: CR 1/3; Tiny animal; HD 1D8; hp 4; Init +3; Spd 10 ft, fly 60 ft (average); Space 2.5 ft; Reach 0 ft; AC 17 (touch 15, flat-footed 14); Atk +5 melee (1D4-2, claws); SQ low-light vision; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6. Length 1 ft 6 in.

Skills and Feats: Listen +2, Spot +14; Weapon Finesse.

* Dire Hawk (1-2): CR 2; Medium animal; 5D8+10; hp 32; Init +6; Spd 10 ft, fly 80 ft (average); Space 5 ft; Reach 5 ft; AC 19 (touch 16, flat-footed 13); Atk +9 melee (1D4+1 [x2], claws) and +4 melee (1D6, bite); SQ low-light vision; AL N; SV Fort +6, Ref +10, Will +3; Str 12, Dex 22, Con 14, Int 2, Wis 14, Cha 10. Length 5 ft.

Skills and Feats: Listen +8, Move Silently +8, Spot +16; Weapon Finesse.

* Blood Hawk (3-12): CR 1/2; Small magical beast; 1D10; hp 5; Init +3; Spd 10 ft, fly 80 ft (average); AC 16 (touch 14, flat-footed 13); Atk +5 melee (1D3+1 [x2], claws) and +0 melee (1D4, bite); SA wounding; SQ darkvision 60 ft, low-light vision; AL N; SV Fort +2, Ref +5, Will +1; Str 13, Dex 16, Con 11, Int 2, Wis 12, Cha 7. Length 3 ft.

Skills and Feats: Hide +5, Listen +2, Search -3, Spot +10; Weapon Finesse.

Special Attacks: Wounding (Ex): A wound from a blood hawk's claw or bite bleeds for an additional 1 point of damage per round thereafter, Multiple wounds from such attacks result in cumulative bleeding loss. The bleeding can be stopped only by a Heal check (DC 15) or the application of any Cure spell or other healing spell.

Allow a 10% chance that any group of blood hawks is led by a particularly large blood hawk. This will be CR 1, 2D10 HD, 11 hp, attack at +6/+1, Fort +3, Ref +6 and have a Special Quality called Ferocity.

Ferocity (Ex): the blood hawk is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Hill Giant:

These brutes are true menaces of the region. The dwarves drove most of them deep into the mountains, but the orcs have recruited some as shock troops and the remainder have returned to see what the pickings are like. Encounters will be with a single marauding male who is aiming for food, sport, and mischief. They will usually begin attacks by throwing boulders.

* Hill Giant: CR 7; Large giant; HD 12D8+48; hp 102; Init -1; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 20 (touch 8, flat-footed 20); Atk +16/+11 melee (2D8+10, large greatclub) or +15 melee (1D4+7 [x2], slams) or +8 ranged (2D6+7, rock); SA rock throwing; SQ low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7. Height 11 ft.

Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub).

Special Attacks: Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a hill giant's thrown rocks.

Special Qualities: Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Possessions: large greatclub, large sack, rocks (2D4), hide armour, ratty fur clothing, 1D4+4 mundane items, 6D100 cp, 4D100 sp, 2D100 gp.

Kobold:

Kobolds, even more so than goblins, are fearful raiders, for they are always in danger of being abused by goblins and dwarves and now have the added menace of the orc tribes to deal with. Nevertheless, these consummate thieves and pests still ply the scrub and valleys of the mountains at night seeking weak-seeming prey and scavenging.

* Kobold (1-12): CR 1/4; Small humanoid (reptilian); HD 1D8; hp 4; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +1 melee (1D6-1, small spear) or +3 ranged (1D4, small shortbow); SQ darkvision 60 ft, light sensitivity; AL LE; SV Fort +2, Ref +1, Will -1; Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8. Height 3 ft.

Skills and Feats: Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2; Alertness.

Possessions: leather armour, small spear, small shortbow, arows (20). 

If 10 or more are encountered, they will be led by a sorcerer:

* Kobold Mystic: Male kobold Sorcerer 1; CR 1; Small humanoid (reptilian); HD 1D4; hp 4; Init +3; Spd 30 ft; AC 13 (touch 12, flat-footed 12); Atk -1 melee (1D3-1, small dagger) or +1 ranged (1D6, small light crossbow); SQ darkvision 60 ft, light sensitivity, alertness (when familiar within arm's reach), share spells (with familiar), empathic link (with familiar); AL LE; SV For +0, Ref +3, Will +2; Str 9, Dex 13, Con 11, Int 10, Wis 10, Cha 14. Height 3 ft.

Skills and Feats: Concentration +2, Diplomacy +3, Intimidate +3, Listen +2, Spellcraft +2, Spot +4; Blooded.

Possessions: small light crossbow, small dagger, spell component pouch, ragged robes.

Spells Known (cast 5/4): 0 - daze, detect magic, flare, resistance; 1 - cause fear, mage armour. DC = 13 + spell level. 

* Weasel Familiar: CR 1/4 (included with master); Tiny animal; HD 1/2D8 (treated as 1 HD for effects related to HD); hp 2; Init +2; Spd 20 ft, climb 20 ft; Space 2.5 ft; Reach 0 ft; AC 15 (touch 14, flat-footed 13); Atk +4 melee (1D3-4, bite); SA attach; SQ improved evasion, low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5. Length 1 ft.

Skills and Feats: Balance +10, Climb +10, Concentration +2, Diplomacy -1, Hide +11, Intimidate -1, Listen +2, Move Silently +8, Spellcraft +0, Spot +3; Weapon Finesse.

Special Attacks: Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel has an AC of 12.

Additionally if a group of 6 or more are encountered, allow a 25% chance that they are accompanied by a dire weasel companion.

* Dire Weasel: CR 2; Medium animal; HD 3D8; hp 16; Init +4; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 14, flat-footed 12); Atk +6 melee (1D6+3, bite); SA attach, drain blood; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11. Length 8 ft.

Skills and Feats: Hide +8, Listen +3, Move Silently +8, Spot +5; Alertness, Stealthy, Weapon Finesse.

Special Abilities: Attach (Ex): If the bite attack hits, the weasel latches onto its opponent with its jaws. An attached weasel loses its Dex bonus to AC.

An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A dire weasel drains blood for 1D4 points of temporary Con damage each round it remains attached.

Krenshar:

These creatures hunt in packs, using their scare ability to scatter opponents and then choosing one to gang up on.

* Krenshar (1-10): CR 1; Medium magical beast; HD 2D10; hp 11; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +2 melee (1D6, bite) and +0 melee (1D4 [x2], claws); SA scare; SQ darkvision 60 ft, low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13. Length 5 ft.

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track.

Special Attacks: Scare (Ex or Su): As a standard action, a Krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Combining this scare ability with a loud screech produces an unsettling effect that works like a Scare spell from a 3rd level caster (DC 13). A creature that saves cannot be affected again by the same krenshar for 24 hours. The shriek does not affect other krenshars. It is a supernatural, sonic, mind-affecting fear effect.  

Lion:

Encounters will be with mountain lions (01-85) or a single dire lion (86-00).

* Mountain Lion (1-3): CR 3; Large animal; HD 5D8+10; hp 32; Init +3; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +7 melee (1D4+5 [x2], claws) and +2 melee (1D8+2, bite); SA pounce, improved grab, rake 1D4+2; SQ low-light vision, scent; AL N; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Length 5 ft.

Skills and Feats: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5; Alertness, Run.

Special Attacks: Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack, it can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): attack bonus +7 melee, damage 1D4+2. 

* in areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

* Dire Mountain Lion: CR 5; Large animal; HD 8D8+24; hp 60; Init +2; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 13); Atk +13 melee (1D6+7 [x2], claws) and +7 melee (1D8+3, bite); SA pounce, improved grab, rake 1D6+3; SQ low-light vision, scent; AL N; SV Fort +9, Ref +8, Will +7; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Length 15 ft.

Skills and Feats: Hide +2*, Listen +7, Move Silently +5, Spot +7; Alertness, Run, Weapon Focus (claw).

Special Attacks: Pounce (Ex): If a dire lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack, it can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): attack bonus +12 melee, damage 1D6+3. 

* in areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Ogre:

These brutes are partially native to the region and partially in league with the orc tribes. Assume a 50% chance of each. The latter will have longspears, while the former only have their clubs.

* Ogre (1-3): CR 3; Large giant; HD 4D8+11; hp 29; Init -1; Spd 30 ft; Space 19 ft; Reach 10 ft; AC 16 (touch 8, flat-footed 16); Atk +8 melee (2D8+7, large greatclub) or [orc-aligned only] +1 ranged (1D8+5, large javelin); AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 9 ft 6 in.

Skills and Feats: Climb +5, Listen +2. Spot +2; Toughness, Weapon Focus (greatclub).

Possessions: huge greatclub, large javelins (3) [orc-aligned only], belt pouch, 1D20 gp, 3D8 sp. 

Orc:

Only a few orc tribes are native to the region, even as far as extended hunting ranges go. The remainder have recently entered the region to attack the trade between Nirzumbil and the Far Coast.

Although orcs are usually active at night, they have been forced to become active during the daylight hours in order to raid caravans while they are on the road. Nonetheless, the orcs encountered here are likely more than a day's journey from the road, and therefore are likely part of reserves or remnants of the army that recently attacked Nirzumbil.

No orc encountered knows much about why the orcs are uniting and attacking Nirzumbil. They will likely spout the platitudes and clichés fed to them by their clergy:

"We're gonna finally get them dwarves for all of the things they've done to orcs in the past!"

"We are attacking the dwarves because they are sniveling cowards who don't deserve the riches they have amassed."

During daylight, an encounter will be with a gang (01-25), a squad (26-75) or an encampment (76-00). During night, if stationary, the encounter will always be with a gang (01-50) or a squad (51-00) unless the party is moving, in which case it will be with a gang (01-25), a squad (26-50) or an encampment (51-00).

Orc gangs represent hunters or other small groups out on mundane tasks or out for pleasure. They number between 2-4 orcs.

Orc squads represent organized parties, usually heading to a raid. These number 11-20 and will be led by a leader (3rd level warrior [01-50], orog [51-75], or Ogrillon [76-00]).

Orc encampments are temporary affairs usually, and involve 30-100 [10x1D8+2] orcs. These will have at least half that many females, along with one 3rd level warrior per 10 male orcs, led by a 5th level warrior, and with a 3rd level adept. These encampments will often have treasure from caravan raids. The DM should design them as appropriate, though it is unlikely the party will wish to attack such a large number of orcs.

* Orc Male: CR 1/2; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +4 melee (1D8+3, battleaxe) or +1 ranged (1D6+1, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft.

Skills and Feats: Listen +2, Spot +2; Alertness.

Possessions: scale mail, heavy wooden shield, battleaxe, javelins (3), belt pouch, 1D10 cp, 1D6 sp, 1D4 gp. 

* Orc Female: CR 1/2; Medium humanoid (orc); HD 1D8; hp 4; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +3 melee (1D4+2, dagger) or +1 ranged (1D4+2, dagger); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 8, Wis 7, Cha 6. Height 6 ft.

Skills and Feats: Listen +2, Spot +2; Alertness.

Possessions: dagger. 

* Orog: CR 1; Medium humanoid (orc and ogre); HD 3D8+6; hp 20; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 10, flat-footed 17); Atk +5 melee (1D12+4, greataxe) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft; AL LE; SV Fort +5, Ref +1, Will+0; Str 16, Dex 10, Con 14, Int 10, Wis 8, Cha 8. Height 6 ft 6 in.

Skills and Feats: Listen +4, Spot +5; Alertness.

Possessions: greataxe, half plate armour, javelins (3), belt pouch, 5D10 sp, 3D10 gp. 

* Orc Leader: Male orc Warrior 3; CR 2; Medium humanoid (orc); HD 3D8+6; hp 22; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +7 melee (1D8+3, orc double axe) or +5 melee (1D8+3, orc double axe) and +5 melee (1D8+1, orc double axe); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +5, Ref +3, Will +1; Str 17, Dex 15, Con 14, Int 10, Wis 10, Cha 10. Height 6 ft 5 in.

Skills and Feats: Climb +5, Intimidate +4, Jump +7, Swim +5; Exotic Weapon Proficiency (orc double axe), Two-Weapon Fighting.

Possessions: orc double axe, scale mail, belt pouch, 2D10 cp, 2D8 sp, 1D6 gp. 

* Ogrillon: CR 1; Medium humanoid (orc, ogre); HD 2D8+4; hp 17; Init +0; Spd 30 ft; Soace 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +5 melee (1D4+4 [x2], slam); SA reinforced fists; SQ darkvision 60 ft; AL CE; SV Fort +5, Ref +0, Will -1; Str 19, Dex 10, Con 14, Int 7, Wis 8, Cha 8. Height 6 ft 7 in.

Skills and Feats: Climb +5, Listen +1, Spot +1; Improved Unarmed Strike.

Special Attacks: Reinforced Fists (Ex): due to horn-reinforced fists, deals normal rather than subdual damage with fists.

Possessions: rags and furs, belt pouch, 2D10 cp, 3D6 sp, 1D6 gp. 

* Orc Chieftain: Male orc Warrior 5; CR 4; Medium humanoid (orc); HD 5D8+15; hp 39; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 10, flat-footed 17); Atk +6 melee (2D6+3, large battleaxe); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +7, Ref +1, Will +1; Str 17, Dex 10, Con 16, Int 12, Wis 10, Cha 10. Height 6 ft 2 in.

Skills and Feats: Climb +6, Intimidate +8, Jump +6, Listen +2, Spot +2, Swim +5; Monkey Grip, Weapon Focus (battleaxe).

Possessions: large battleaxe, chainmail, heavy wooden shield, jewel worth 45 gp, belt pouch, 2D20 sp, 1D20 gp. 

* Orc Adept: Male orc Adept 3; CR 2; Medium humanoid (orc); HD 3D6+6; hp 21; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +2 melee (1D8+1, heavy mace) or +2 ranged (1D4, sling bullet); SQ darkvision 60 ft, light sensitivity, alertness when familiar within arm's reach; AL CE; SV Fort +3, Ref +2, Will +5; Str 13, Dex 12, Con 13 (15), Int 10, Wis 15, Cha 12. Height 5 ft 1 in.

Skills and Feats: Concentration +5, Heal +2, Knowledge (arcana) +3, Spellcraft +2, Survival +4; Armour Proficiency (light).

Possessions: chain shirt, heavy mace, sling, 10 bullets, robes, wooden unholy symbol to Gruumsh, spell component pouch, belt pouch, 2D12 sp, 2D6 gp.

Spells Prepared (3/3): 0 - cure minor wounds (2), detect magic; 1 - cure light wounds, protection from good, sleep. DC = 12 + spell level.  

* Toad Familiar: CR 1/10; Diminutive animal; HD 1/4D8 (3HD for effects related to HD); hp 10; Init +1; Spd 5 ft; Space 1 ft; Reach 0 ft; AC 17 (touch 15, flat-footed 16); Atk +2 melee (touch spells); SQ +2 Constitution to master, alertness to master (as feat when within arm's reach), improved evasion, share spells, empathic link, touch; AL N; SV Fort +2, Ref +3, Will +5; Str 1, Dex 12, Con 11, Int 7, Wis 14, Cha 4. Length 4 in.

Skills and Feats: Concentration +5, Heal +2, Hide +21, Listen +4, Spellcraft +2, Spot +4, Survival +4. 

Owl:

Encounters with the normal version of this creature will only pose a threat to small animals and familiars. Giant owls are intelligent and often good-aligned, and they are especially nervous about the orc incursion and have already had some scrapes with orcs coming too near their nests. Giant owls might question the party and perhaps even notify them where concentrations of dangerous humanoids might be located.

Assume any encounter is either with a normal owl (01-85) or a giant owl (86-00).

* Owl: CR1/4; Tiny animal; HD 1D8; hp 4; Init +3; Spd 10 ft, fly 40 ft (average); AC 17 (touch 15, flat-footed 14); Atk +5 melee (1D4-3, talons); AL N; SV Fort +2, Ref +5, Will +2; Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4. Length 1 ft 6 in.

Skills and Feats: Listen +14, Move Silently +17, Spot +6*; Weapon Finesse.

* +8 racial bonus to Spot checks in areas of shadowy illumination. 

* Giant Owl (1-2): CR 3; Large magical beast; HD 4D10+4; hp 26 each; Init +3; Spd 10 ft, fly 70 ft (average); Space 19 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +7 melee (1D6+4 [x2], claws) and +2 melee (1D8+2, bite); SQ superior low-light vision; AL NG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10. Height 9 ft.

Skills and Feats: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10; Alertness, Wingover.

Special Qualities: Superior Low-Light Vision (Ex): Giant owl can see five times as far as a human in dim light.

* +8 racial bonus to Move Silently checks while in flight. 

Owlbear:

These beasts are solitary or a mated pair. They are very aggressive, and even more riled up because of the recent orc activity which has scared away or consumed much of the game native to the region.

* Owlbear (1-2): CR 4; Large magical beast; HD 5D10+25; hp 52; Init +1; Spd 30 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +9 melee (1D6+5 [x2], claws) and +4 melee (1D8+2, bite); SA improved grab; SQ scent; AL N; SV Fort +9, Ref +5, Will +2; Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10. Height 8 ft.

Skills and Feats: Listen +8, Spot +8; Alertness, Track.

Special Attacks: Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. 

Peryton:

Encounters will be with a single peryton, on the hunt looking for the perfect heart. The shadow cast by any given peryton will be either an orc or a dwarf. The perytons encountered will not perform a heart-rip on the party, as they believe that certain astronomical conditions must arrive before consuming hearts. As such, these perytons will attempt instead to down a party member and then flee with it to its nest high up in the mountains. It would then be up to the rest of the party to rescue their captive from the nest. The captive will be bound hand and feet by flexible branches within the nest.

Should the party assault the nest and defeat its peryton, the DM should assign treasure to the nest as appropriate.

* Peryton: CR 5; Medium magical beast; HD 5D10+5; hp 32; Init +3; Spd 20 ft, fly 60 ft (poor); Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +8 melee (1D4+3 [x2], claws), +6 melee (1D3+1 [x2], slams) and +6 melee (1D6+1, bite); SA heart-rip; SQ damage reduction 5/magic, scent; AL CE; SV Fort +5, Ref +7, Will +2; Str 17, Dex 16, Con 12, Int 10, Wis 13, Cha 10. Length 7 ft.

Skills and Feats: Intimidate +2, Listen +5, Move Silently +5, Spot +9, Survival +9; Flyby Attack, Multiattack.

Special Attacks: Heart-rip (Ex): Victims slain by a coup-de-grace attack have their hearts ripped out and consumed and may not be returned to life with a Raise Dead spell.

Senmurv:

These strange creatures of good are active in the area trying to attack the orc raiders in the area in defense of both the dwarves of Nirzumbil (though the dwarves are unaware of this aid) and the other good inhabitants of the area. Active at night, they have taken to swooping down on orc encampments and causing havoc before fleeing as the orcs mount a resistance.

The Senmurv will likely observe the party for a time and then close in close enough to cast their detection spells. Assuming the party does not overtly detect as evil, they will possibly stop to parley with the party.

* Senmurv (1-6): CR 3; Large magical beast; HD 3D10+12; hp 28 each; Init +4; Spd 30 ft, fly 60 ft (average); Space 10 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +8 melee (1D8+9, bite) or +8 melee (1D6+6 [x2], claws); SA rend, smite evil, spell-like abilities; SQ darkvision 60 ft, low-light vision, scent; AL LG; SV Fort +7, Ref +6, Will +2; Str 22, Dex 16, Con 19, Int 9, Wis 13, Cha 16. Height 10 ft.

Skills and Feats: Hide +0, Listen +2, Move Silently +4, Sense Motive +2, Spot +2; Flyby Attack, Improved Initiative.

Special Attacks: Rend (Ex): If a Senmurv hits a single target with both claws, it latches onto the opponent's body and tears the flesh, dealing 2D6+6 damage.

Smite Evil (Su): Once per day a Senmurv can make a normal attack to deal additional damage equal to its HD total against an evil foe.

Spell-like Abilities: At will - detect good, detect evil.

Snake:

Snakes are endemic to the region, especially as Nirzumbil becomes morre distant. In the forests, snakes encountered will be constrictors (01-25) or vipers (26-00). In other areas, snakes encountered will be exclusively vipers.

Constrictors encountered will be normal sized (01-85) or giant (86-00).

Vipers encountered will be medium (01-60), large (61-90) or huge (91-00).

Normal sized constrictors are generally not aggressive against beings larger than Small size. Giant constrictors are quite aggressive. Vipers tend to only hunt prey smaller than themselves but are also aggressive if threatened or surprised.

All snake encounters are with a single snake.

* Constrictor Snake: CR 2; Medium animal; HD 3D8+6; hp 19; Init +3; Spd 20 ft, climb 20 ft, swim 20 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +5 melee (1D3+4, bite); SA constrict 1D3+4, improved grab; SQ scent; AL N; SV Fort +4, Ref +6, Will +2, Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2. Length 8 ft.

Skills and Feats: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11; Alertness, Toughness.

Special Attacks: Constrict (Ex): On a successful grapple check, a constrictor snake deals 1D3+4 points of damage.

Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

* Giant Constrictor Snake: CR 5; Huge animal; HD 11D8+14; hp 63; Init +3; Spd 20 ft, climb 20 ft, swim 20 ft; Space 15 ft; Reach 10 ft; AC 15 (touch 11, flat-footed 12); Atk +13 melee (1D8+10, bite); SA constrict 1D8+10, improved grab; SQ scent; AL N; SV Fort +8, Ref +10, Will +4, Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2. Length 25 ft.

Skills and Feats: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16; Alertness, Endurance, Skill Focus (hide), Toughness.

Special Attacks: Constrict (Ex): On a successful grapple check, a giant constrictor snake deals 1D8+10 points of damage.

Improved Grab (Ex): To use this ability, a giant constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

* Medium Viper Snake: CR 1; Medium animal; HD 2D8; hp 9; Init +3; Spd 20 ft, climb 20 ft, swim 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +4 melee (1D4-1 plus poison, bite); SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +1, Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2. Length 5 ft.

Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7; Weapon Finesse.

Special Attacks: Poison (Ex): Fortitude save DC 11, 1D6 Con initial and secondary damage.

* Large Viper Snake: CR 2; Large animal; HD 3D8; hp 13; Init +7; Spd 20 ft, climb 20 ft, swim 20 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +4 melee (1D4 plus poison, bite); SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +2, Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2. Length 10 ft.

Skills and Feats: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8; Improved Initiative, Weapon Finesse.

Special Attacks: Poison (Ex): Fortitude save DC 11, 1D6 Con initial and secondary damage.

* Huge Viper Snake: CR 3; Huge animal; HD 6D8+6; hp 33; Init +6; Spd 20 ft, climb 20 ft, swim 20 ft; Space 15 ft; Reach 10 ft; AC 15 (touch 10, flat-footed 15); Atk +6 melee (1D6+4 plus poison, bite); SA poison; SQ scent; AL N; SV Fort +6, Ref +7, Will +3, Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2. Length 20 ft.

Skills and Feats: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11; Improved Initiative, Run, Weapon Focus (bite).

Special Attacks: Poison (Ex): Fortitude save DC 14, 1D6 Con initial and secondary damage.

Spider:

These vermin haunt the forests of the region. While spiders can also be encountered under the Vermin entry, they are also represented by this entry. All such spiders encountered are of the web-spinning variety.

Encounters will be with Small spiders (01-50), Medium spiders (51-80), Large spiders (81-95) or a Huge spider (96-00).

* Small Monstrous Spider (1-20): CR 1/2; Small vermin; HD 1D8; hp 4; Init +3; Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 14, flat-footed 11); Atk +4 melee (1D4-2 plus poison, bite); SA poison, web; SQ vermin; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2. Diameter 3 ft.

Skills and Feats: Climb +11, Hide +11*, Jump -2, Move Silently +3*, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 10), initial and secondary damage 1D3 temporary Strength.

Web (Ex): A spider can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 12) or burst the web with a successful Strength check (DC 14), both of which require full-round actions. The web has 4 hit points and takes double damage from fire.

Spiders can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects.

* +8 competency bonus to Hide and Move Silently checks while on webs. 

* Medium Monstrous Spider (2-8): CR 1; Medium vermin; HD 2D8+2; hp 11; Init +3; Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 5 ft.

Skills and Feats: Climb +11, Hide +7*, Jump +0, Spot +4; Weapon Finesse (bite).

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 12), initial and secondary damage 1D4 temporary Strength.

Web (Ex): A spider can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 12) or burst the web with a successful Strength check (DC 16), both of which require full-round actions. The web has 6 hit points and takes double damage from fire.

Spiders can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects.

* +8 competency bonus to Hide and Move Silently checks while on webs.  

* Large Monstrous Spider (2-5): CR 2; Large vermin; HD 4D8+4; hp 22; Init +3; Spd 30 ft, climb 20 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 11); Atk +4 melee (1D8+3 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 10 ft.

Skills and Feats: Climb +11, Hide +3*, Jump +2, Spot +4.

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 13), initial and secondary damage 1D6 temporary Strength.

Web (Ex): A spider can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 13) or burst the web with a successful Strength check (DC 17), both of which require full-round actions. The web has 12 hit points and takes double damage from fire.

Spiders can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects.

* +8 competency bonus to Hide and Move Silently checks while on webs. 

* Huge Monstrous Spider: CR 5; Huge vermin; HD 8D8+16; hp 52; Init +3; Spd 30 ft, climb 20 ft; Space 15 ft; Reach 10 ft; AC 16 (touch 11, flat-footed 13); Atk +9 melee (2D6+6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2. Diameter 10 ft.

Skills and Feats: Climb +12, Hide -1*, Jump +4, Spot +4.

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1D8 temporary Strength.

Web (Ex): A spider can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 16) or burst the web with a successful Strength check (DC 20), both of which require full-round actions. The web has 14 hit points and takes double damage from fire.

Spiders can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects.

* +8 competency bonus to Hide and Move Silently checks while on webs. 

Stone Giant:

These giants are peaceful unless bothered. When encountered during the day, they are usually heading to worship at The Targ. They will not give away any secrets or information about the enigma.

When encountered at night, they will often be throwing rocks at one another, and an errant rock might head the party's way.

The stone giants will react warily to strangers, preferring to be left alone. But if threatened of treated badly, they will attack remorselessly.

* Stone Giant (1-3): CR 8; Large giant (earth); HD 14D8+56; hp 119; Init +2; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 25 (touch 11, flat-footed 23); Atk +17/+12 melee (2D8+12, large greatclub) or +11 ranged (2D8+12, rock); SA rock throwing; SQ rock catching; AL N; SV Fort +13, Ref +6, Will +7; Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11. Height 12 ft.

Skills and Feats: Climb +11, Hide +6*, Jump +11, Spot +12; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot.

Special Attacks: Rock Throwing (Ex): 40 to 50 pound rock up to 5 range increments (180 ft each).

Special Qualities: Rock Catching (Ex): Catch small, medium, or large rocks (or other size projectile) once per round. If the giant would normally be hit, may make a Ref save (with a +4 racial bonus) to catch it as a free action. DC is 15 for a small rock, 20 for a medium rock, and 25 for a large rock. Magical bonuses to attack increase the DC by that amount. The giant must be ready and aware of the attack.

Possessions: large greatclub, giant's sack, rocks (7), knife, candles (6), sewing needle, boots, tinderbox, steel and flint, dice, hemp rope (200 ft), 4D100 gp, 10D100 sp.

* +8 racial bonus to Hide checks in stony terrain. 

Vermin:

This is a catch-all for various giant insects that roam the area.

Roll 2D4 and consult the table below:

2 = Monstrous Centipede, Large
3 = Monstrous Scorpion, Medium
4 = Monstrous Centipede, Medium
5 = Giant Fire Beetle
6 = Monstrous Spider, Small
7 = Monstrous Spider, Medium
8 = Monstrous Scorpion, Large

Centipedes are aggressive hunters and will tend to attack. Scorpions and spiders will attack 50% of the time. All spiders encountered outside of forests are the non-web spinning variety known as hunting spiders and these try to attack from ambush. They bear an almost fur-like shag over their bodies. All spiders encountered in forests are the web-spinning variety. Fire beetles are only aggressive if attacked, though this is often the case as their glowing glands are prized. From a distance, these glands might appear as lanterns or torches or perhaps even feral eyes.

* Large Monstrous Centipede (1-6): CR 1; Large vermin; HD 3D8; hp 13; Init +2; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 12); Atk +3 melee (1D8+1 plus poison, bite); SA poison; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2. Length 15 ft.

Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Bite, Fortitude Save (DC 11); initial and secondary damage of 1D4 points of temporary Dexterity damage.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects. 

* Medium Monstrous Scorpion (1-4): CR 1; Medium vermin; HD 2D8+4; hp 13; Init +0; Spd 40 ft; Space 5ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +2 melee (1D4+1 [x2], claws) and -3 melee (1D4 plus poison, sting); SA improved grab, constrict, poison; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2. Length 6 ft.

Skills and Feats: Climb +5, Hide +4, Spot +4.

Special Attacks: Poison (Ex): Sting, Fortitude Save (DC 13); initial and secondary damage of 1D3 points of temporary Constitution damage.

Improved Grab (Ex): Usable if the scorpion hits with a claw attack. May use its Str or Dex modifier for grapple checks, whichever is better.

Constrict (Ex): Deals automatic claw damage on a successful grapple check.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects. 

* Medium Monstrous Centipede (1-6): CR 1/2 ; Medium vermin; HD 1D8; hp 5; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +2 melee (1D6-1 plus poison, bite); SA poison; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2. Length 8 ft.

Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Bite, Fortitude Save (DC 10); initial and secondary damage of 1D3 points of temporary Dexterity damage.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects. 

* Giant Fire Beetle (1-12): CR 1/3; Small vermin; HD 1D8; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 16); Atk +1 melee (2D4, bite); SQ darkvision 60 ft, vermin traits; AL N; SV Fort +2, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int -, Wis 10, Cha 7. Length 2 ft.

Skills and Feats: none.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects. 

* Small Monstrous Hunting Spider (1-12): CR 1/2; Small vermin; HD 1D8; hp 5; Init +3; Spd 40 ft, climb 20 ft; AC 14 (touch 14, flat-footed 11); Atk +4 melee (1D4-2 and poison, bite); SA poison; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2. Diameter 3 ft.

Skills and Feats: Climb +11, Hide +7, Jump +10, Spot +12; Weapon Finesse.

Special Attacks: Poison (Ex): Bite, Fortitude Save (DC 10); initial and secondary damage of 1D3 points of temporary Strength damage.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects. 

* Small Monstrous Web Spider (1-12): CR 1/2; Small vermin; HD 1D8; hp 4; Init +3; Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 14, flat-footed 11); Atk +4 melee (1D4-2 plus poison, bite); SA poison, web; SQ vermin; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2. Diameter 3 ft.

Skills and Feats: Climb +11, Hide +11*, Jump -2, Move Silently +3*, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 10), initial and secondary damage 1D3 temporary Strength.

Web (Ex): A spider can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 12) or burst the web with a successful Strength check (DC 14), both of which require full-round actions. The web has 4 hit points and takes double damage from fire.

Spiders can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects.

* +8 competency bonus to Hide and Move Silently checks while on webs. 

* Medium Monstrous Hunting Spider (1-12): CR 1; Medium vermin; HD 2D8+2; hp 11 each; Init +3; Spd 40 ft, climb 20 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6 plus poison, bite); SA poison; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 5 ft.

Skills and Feats: Climb +11, Hide +7, Jump +10, Spot +12; Weapon Finesse.

Special Attacks: Poison (Ex): Bite, Fortitude Save (DC 12); initial and secondary damage of 1D4 points of temporary Strength damage.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects. 

* Medium Monstrous Web Spider (1-8): CR 1; Medium vermin; HD 2D8+2; hp 11; Init +3; Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 5 ft.

Skills and Feats: Climb +11, Hide +7*, Jump +0, Spot +4; Weapon Finesse (bite).

Special Attacks: Poison (Ex): Bite, Fortitude save (DC 12), initial and secondary damage 1D4 temporary Strength.

Web (Ex): A spider can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity.

An entangled creature can escape with a successful Escape Artist check (DC 12) or burst the web with a successful Strength check (DC 16), both of which require full-round actions. The web has 6 hit points and takes double damage from fire.

Spiders can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects.

* +8 competency bonus to Hide and Move Silently checks while on webs.  

* Large Monstrous Scorpion (1-2): CR 2; Large vermin; HD 5D8+10; hp 32; Init +0; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 16 (touch 9, flat-footed 16); Atk +6 melee (1D6+4 [x2], claws) and +1 melee (1D6+2 plus poison, sting); SA improved grab, constrict, poison; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +6, Ref +1, Will +1; Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2. Length 10 ft.

Skills and Feats: Climb +8, Hide +0, Spot +4.

Special Attacks: Poison (Ex): Sting, Fortitude Save (DC 14); initial and secondary damage of 1D4 points of temporary Constitution damage.

Improved Grab (Ex): Usable if the scorpion hits with a claw attack. May use its Str or Dex modifier for grapple checks, whichever is better.

Constrict (Ex): Deals automatic claw damage on a successful grapple check.

Special Qualities: Vermin: No Intelligence score, and therefore immune to all mind-influencing effects. 

Weasel:

Encounters will be with a weasel (01-80) or a dire weasel (81-00). The former will generally only hunt rodents and Tiny familiars. The dire weasels are aggressive and opportunistic hunters.

* Weasel: CR 1/4; Tiny animal; HD 1/2D8; hp 2; Init +2; Spd 20 ft, climb 20 ft; Space 2.5 ft; Reach 0 ft; AC 14 (touch 14, flat-footed 12); Atk +4 melee (1D3-4, bite); SA attach; SQ improved evasion, low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5. Length 1 ft.

Skills and Feats: Balance +10, Climb +10, Concentration +2, Diplomacy -1, Hide +11, Intimidate -1, Listen +2, Move Silently +8, Spellcraft +0, Spot +3; Weapon Finesse.

Special Attacks: Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel has an AC of 12.

* Dire Weasel: CR 2; Medium animal; HD 3D8; hp 16; Init +4; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 14, flat-footed 12); Atk +6 melee (1D6+3, bite); SA attach, drain blood; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11. Length 8 ft.

Skills and Feats: Hide +8, Listen +3, Move Silently +8, Spot +5; Alertness, Stealthy, Weapon Finesse.

Special Abilities: Attach (Ex): If the bite attack hits, the weasel latches onto its opponent with its jaws. An attached weasel loses its Dex bonus to AC.

An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A dire weasel drains blood for 1D4 points of temporary Con damage each round it remains attached.

Wolf:

Several types of wolves roam these mountains. Roll a D6 and refer to the table below.

1-3 = Wolf
4-5 = Worg
6 = Dire Wolf

Normal wolves are not likely to be aggressive against normal humanoids unless they come upon a lone individual or a wounded foe. They will be potentially dangerous to animals, familiars, or beasts of burden.

Worgs and dire wolves are very aggressive predators and the former relish attacking sentient beings. Worgs will attack all of the time unless they are obviously outnumbered. Dire wolves will attack half of the time.

* Wolf (1-12): CR 1; Medium animal; HD 2D8+4; hp 13; Init +2, Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +3 melee (1D6+1, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 4 ft 6 in.

Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite).

Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

* +4 racial bonus to Survival checks when tracking by scent. 

* Worg (1-6): CR 2; Medium magical beast; HD 4D10+8; hp 30; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +7 melee (1D6+4, bite); SA trip; SQ darkvision 60 ft, low-light vision, scent; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Length 5 ft 3 in.

Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*; Alertness, Track.

Special Attack: Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.

* +4 racial bonus to Survival checks when tracking by scent. 

* Dire Wolf (1-2): CR 3; Large animal; HD 6D8+18; hp 45; Init +2; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 12); Atk +10 melee (1D8+10, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Length 9 ft.

Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*.

Special Attack: Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

* +4 racial bonus to Survival checks when tracking by scent. 

Wolverine:

These ornery creatures are territorial even in their natural size, tending to attack creatures much large than they. The dire version is even meaner and more ornery.

Encounters will be with normal wolverines (01-85) or a dire wolverine (86-00).

* Wolverine (1-2): CR 2; Medium-sized animal; HD 3D8+15; hp 28; Init +2; Spd 30 ft, burrow 10 ft, climb 10 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +4 melee (1D4+2 [x2], claws) and -1 melee (1D6+1, bite); SA rage; SQ low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2; Str 14, Dex 15, Con 19, Int 1, Wis 12, Cha 10. Length 4 ft.

Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness, Track.

Special Attacks: Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until it or its opponent is dead or out of sight. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

* Dire Wolverine: CR 4; Large animal; 5D8+23; hp 45; Init +3; Spd 30 ft, climb 10 ft; Space 10 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 13); Atk +8 melee (1D6+6 [x2], claws) and +3 melee (1D8+3, bite); SA rage; SQ low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +5; Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10. Length 12 ft.

Skills and Feats: Climb +14, Listen +7, Spot +7, Alertness, Toughness, Track.

Special Attacks: Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until it or its opponent is dead or out of sight. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Part One - Setting Out:

The premise of this scenario is that the PCs, for whatever reason, are determined to break the orcish blockade around the dwarven cities. Without an army at their behest, the only real way to accomplish this is to kill the orc leader who has united the tribes. Without his presence, the orc forces will, hopefully, fall apart and return to their homes.

In the historical campaign, the PCs determined that Mercur was benefiting inordinately from the iron shortage and was convinced that they were behind the orc uprising. Therefore, they wished to end the uprising in order to foil Mercur's power play.

The PCs should have no idea that the drow are behind any of this. In fact, there is little in the scenario that will lead the party to that conclusion or that the orcs are in league with Mercur, for the drow are very careful about leaving any clue of their involvement, and being masters of intrigue and manipulation, they do that very very well.

What the PCs can accomplish in this scenario is to break the orcish blockade prematurely, before it is broken naturally (likely by the Antorian Legions marching into the mountains to break the blockades). Given the desire of Mercur to maintain the blockade for at least another six months, and preferably a year or two, breaking the blockade will have a profound effect on the fortunes of Mercur and Riverine in the future.

The journey to Hammon's Creche can be as eventful or uneventful as the DM likes. There will be no orc encounters here however.

If the party has become acquainted with Aristole, the ranger from the scenario "A Bit of Blood", the DM can have them run across him near Feyintar. He won't be of much help, and certainly won't accompany the party, but he can say that rumours from the kobolds he hunts say that a dragon seems to be active in the mountains near Nirzumbil. He doesn't know if the dragon is hostile to or friendly to the orcs.

Aristole will tell the party that he has heard of no caravan making it through the blockade in many months. He thinks it likely a small party of stealthy folk could run the blockade off the road, especially if they stay to the more rugged and inaccessible routes.

In all, it is a 14-16 day journey from Dwillingir to Hammon's Creche if the part has a base speed of 20 ft. and a 9-day journey at a base speed of 30 ft. These rates factor in some days of rain due to the season.

Hammon's Creche:

The scenario assumes the PCs have made their way to Hammon's Creche, the last settlement of any size in the Far Coast before entering the mountains and land unclaimed or at least unwarded by the Empire.

Refer to the "Traveller's Guide to the Far Coast" for details on Hammon's Creche. The village is somewhat prosperous and not at all short of supplies, as the orcs rarely come down far enough to bother the inhabitants. But the village is suffering from the lack of revenues and livelihoods provided by caravans passing through to and from Nirzumbil. The village inn is fairly empty, and the village market rather pathetic and hardly lively.

The PCs will be welcome in the village, their coin eagerly sought at the inn, and the innkeeper and tavern wenches will fall all over themselves to accommodate the PCs and gain their currency.

Rumours are fairly standard in the village. If the PCs want to Gather Information, they can. The DM can roll the below rumours randomly, or administer them as he deems fit. The DCs refer to the Gather Information check made. If a rumour is rolled that has a DC greater than the check, then either reroll or teat as no rumours heard. Each rumour is also labeled as True or False.

1. Terraf the Hero will come with an Imperial Army any day now and smash them orcs! (DC 0) [False]

2. Been fewer goblins in the region since the orcs come. That's a silver lining at least. I guess them orcs have chased 'em all away into their hidey holes. (DC 5) [True, they have taken many local goblins as slaves or fodder]

3. Been some strange folk passing through of late. I seen a man in a cloak pass nearby headin' up into the mountains and his cloak changed colours to match his surroundings! (DC 10) [True, this is Farystur, who is scouting the orcs out for an eventual Imperial strike]

4. After the orcs have starved out them dwarves, they'll be turning round and heading for us! (DC 0) [False]

5. The leader of the orcs is a bloke named Garizmul Throatslasher (DC 15) [True]

6. I hear that there's a dragon up there helping the orcs! (DC 10) [False]

7. I hear that there's a dragon up there killing the orcs! (DC 20) [True]

8. The orcs stole a sacred axe from the Thaneeri ruins nearby, and that's what stirred up the local spirits of the ruins (DC 15) [False, in the historical campaign, the PCs stole a magical axe from the ruins, and that is what has stirred up the undead]

9. Been strange stirrings in the ruins nearby since the orcs been uppity (DC 10) [True, but not because of the orcs…see rumour 8 above]

10. Some Thaneeri been helping the orcs against the dwarves, since them dwarves had a bounty on the scalp of them barbarians (DC 5) [False, the dwarves do have a bounty on the scalps of Thaneeri from a certain clan, but the Thaneeri are not helping the orcs in any way]

11. Some merchants are going to try to force the blockade. It is said they are coming in armoured wagons pulled by griffons. (DC 0) [False]

12. Hegzeril is going to be attacked directly and once it falls, the orcs from that blockade will join the orcs at Nirzumbil and they will assault the place. That's what they are waiting for. (DC 10) [False]

Part Two - Rumours of Copper:

As the party sets out from Hammon's Creche, there will be nothing unusual for several miles. However, as the roadway winds up into the mountains, a few outlying homesteads will be seen to be abandoned or burnt down.

Here and there, on or just off the roadway, can be seen the debris of sacked caravans, a bone or two, some charred wood, pieces of weapons or armour, broken arrow shafts, et al. It is clear that a great many caravans tried to run the blockade, and a great many of them were destroyed or turned back.

Still, the 160-mile journey from Hammon's Creche to Nirzumbil will be quite placid at first. The whole journey should take approximately two weeks at a base speed of 20 ft. and 10 days at a base speed of 30 ft. This factors in a few days of rain during the spring.

After about 100 miles of journey (9 or 6 days depending on movement rate), the PCs will begin to see orcish tokens and orc signs all around. These will include many orcish footprints, a lot of wanton hacking of plant life, orcish graffiti scrawled on rocks in blood or chalk, dwarf and human heads stuck on poles, piles of skulls, etc.

Now would be a good time for the party to leave the road.

Should the party eschew the road entirely from Hammon's Creche, then the DM should adjust the travel times accordingly and should certainly throw in a wandering encounter or two between Hammon's Creche and the 100-mile point. Two suggested off-road encounters are presented below.

Wolves:

It has been a tough winter for wolves of the region. Winter is always a difficult time anyways, but the masses of orcs in the region have used up or chased much of the scarce winter game, forcing the wolves to hunt farther afield and become desperate. This particular pack has cubs to feed, and they are desperate enough to attack anything…or at least give it a go.

As such, these will stalk the party for a time, gathering up their numbers, and then attack. Since they are seeking a meal, they will swarm over a beast of burden if one is present, preferably an unridden one, but otherwise a mount.

If no such beast is present, then the wolves will try to swarm and take down one party member.

The wolves' strategy is to bring down one meal and then drive away the rest of the party, so that they can feast in leisure and bring food back to their cubs. They are led by a tougher pack leader.

* Wolves (12): CR 1; Medium animal; HD 2D8+4; hp 13; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +3 melee (1D6+1, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 4 ft.

Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite).

Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

* +4 racial bonus on Survival checks when tracking by scent. 

* Pack Leader: CR 2; Medium animal; HD 3D8+12; hp 20; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +5 melee (1D6+2, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 4 ft.

Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +2*; Dodge, Track, Weapon Focus (bite).

Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

* +4 racial bonus on Survival checks when tracking by scent. 

Enraged Brown Bear:

The party will at first hear sounds of a mewling yelp and the harsh sounds of laughter. The former is made by a brown bear cub, the latter by some orcs. The orcs have had to come further down slope to hunt, having depleted much of the game in the area where they are encamped. As a result, a group of orcs has come upon a brown bear cub that has become separated from its mother. The vicious instinct of the orcs has taken over, and they are now tormenting the poor beast.

The orcs will torment the cub for a good two minutes. This is not enough time for the PCs to make it to the site, unless they have a very fast means of transportation. After that time, the mewling will stop, and the orcs will set to tearing the cub apart to feast upon it.

Another 30 seconds later, a great below will be heard as the enraged mother bear bursts into the clearing. It will take her a mere three rounds to kill three of the orcs. The other 6 orcs flee, right towards the PCs, with the mother bear in hot pursuit.

The party will first encounter the orcs, which will be only interested in fleeing. The mother bear will arrive a few rounds later (2D4 rounds). Even if the rocs are slain or outrun, the mother bear will have caught wind of the PCs' scent and, still enraged, will come after them. Unless the PCs can tirelessly outdistance the mother bear, they are in for a fight.

Light sensitivity will not be a problem off road, as the terrain is well forested and there is enough shade beneath the pines and spruces to block out sunlight.

* Fleeing Orcs (6): CR 1/2; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft (10 ft with long spear); AC 13 (touch 10, flat-footed 13); Atk +4 melee (1D8+3, battleaxe) or +4 melee (1D8+4, longspear) or +1 ranged (1D8, longbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen +1, Spot +1; Alertness.

Possessions: battleaxe, longspear, longbow, arrows (20), studded leather, dagger, belt pouch, 10 cp, 14 sp. 

* Enraged Mother Brown Bear: CR 4; Large animal; HD 6D8+24; hp 51 (-6 damage from wounds); Init +1; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +11 melee (1D8+8 [x2], claws) and +6 melee (2D6+4, bite); SA improved grab; SQ low-light vision, scent; AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. Height 9 ft.

Skills and Feats: Listen +4, Spot +7, Swim +12; Endurance, Run, Track.

Special Attacks: Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. 

The mother bear will attack until killed or disabled or for at least another 3-4 hours until her rage subsides.

Planned Encounters:

Staying on the Road:

If the party is staying to the road, then they will be ambushed by an orc warparty engaged in blockading the roadway. This will be a strong warparty, as the road is the natural path into and out of the region, and the blockade is meant to be effective against even well armed caravans.

These orcs are spoiling for a good scrape, with no caravans having passed this way in some time, and they are a bit cocky and over-eager. As such, though the archers will target spellcasters and hobble mounts, the rest of the troupe will simply wade into combat howling gleefully and thanking Gruumsh for the fine sport at hand. Nonetheless, Alderag will invoke his amulet at the first opportunity. However, the Raider Leader will not imbibe his expensive potion of Prayer unless the battle begins badly.

If the orcs are defeated, they will certainly flee the field, though not likely until Alderag and the leader have fallen, and even then the elite orcs will drive the lesser ones one if the PCs seem about to break or fall.

Light sensitivity will be an issue on the roadway, though the DM can roll for weather, with a 25% chance that cloud cover is enough to negate the orcish sensitivity.

Orc Road Raiders:

* Orc Archers (12): CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +4 melee (1D6+3, handaxe) or +2 melee (1D6+3, handaxe) and +2 melee (1D6+1, handaxe) or +6 ranged (1D8, longbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +2, Will -1; Str 17, Dex 15, Con 12, Int 8, Wis 9, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen +0, Spot +0; Two-Weapon Fighting.

Possessions: handaxes (2), longbow, arrows (20), studded leather, dagger, belt pouch, 10 cp, 14 sp. 

* Orc Warriors (12): CR ½; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +4 melee (2D4+4, falchion) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen +1, Spot +1; Alertness.

Possessions: falchion, javelins (3), studded leather, dagger, belt pouch, 10 cp, 14 sp. 

* Orcish Elite Raiders (4): Male orc Barbarian 3/Fighter 1; CR 4; Medium humanoid (orc); HD 3D12+9 plus 1D10+3; hp 39; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 16); Atk +9 melee (1D8+6, orc double axe) or +7 melee (1D8+4, orc double axe) and +7 melee (1D8+2, orc double axe) or +7 ranged (1D6+4, handaxe); SA rage 1/day; SQ darkvision 60 ft, fast movement, light sensitivity, trap sense +1, uncanny dodge; AL CE; SV Fort +9, Ref +3, Will +0, Str 19, Dex 15, Con 18, Int 10, Wis 9, Cha 9. Height 6 ft 5 in.

Skills and Feats: Climb +6, Intimidate +2 (+7 using Str), Jump +6, Listen +32, Swim +6, Survival +3; Daylight Adaption, Exotic Weapon Proficiency (orc double axe), Two-Weapon Fighting

Possessions: orc double axe, chain shirt, handaxes (3), belt pouch, ivory unholy symbol to Gruumsh, bone and ivory jewelry (orcish in appearance, worth 15 gp), 44 cp, 27 sp, 16 gp, 3 pp. 

* Alderag the Ogre: Male ogre Barbarian 1; CR 4; Large giant; HD 4D8+12 plus 1D12+3; hp 41; Init +0; Spd 50 ft; Space 10 ft; Reach 10 ft; AC 20 (touch 9, flat-footed 20); Atk +8 melee (2D8+7, large heavy flail); SA rage 1/day; SQ darkvision 60 ft, fast movement, illiteracy, low-light vision; AL CE; SV Fort, Ref, Will; Str 21, Dex 11, Con 16, Int 6, Wis 10, Cha 7. Height 10 ft 3 in.

Skills and Feats: Climb +5, Listen +3, Spot +3; Improved Sunder, Power Attack.

Possessions: chain shirt, large heavy flail, amulet of grisly aid, small cloth sack, 200 sp, 140 gp. 

* Amulet of Grisly Aid: These magical tokens are crafted by orcish adepts. They provide the wearer with an aid spell once per day as if cast by a 3rd level caster, but before an amulet may be activated, the wearer must slay a sentient creature. The creature slain must be slain while the wearer is wearing the amulet, and the amulet activates if "Gruumsh aid me!" is yelled in Orcish while the slaying occurs. Each amulet may be activated no more than once in a 24-hour period, regardless of how many different beings wear the amulet.

Faint enchantment; CL 3; Craft Wondrous Item, aid; 1,600 gp; XP 67. 



* Orc Raider Commander: Male orc Barbarian 1/Adept 1/Fighter 5; CR 6; Medium humanoid (orc); HD 1D12+4 plus 1D6+4 plus 5D10+20; hp 72; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 12, flat-footed 18); Atk +12/+7 melee (1D8+4, masterwork battleaxe) or +10/+5 ranged (1D8+2, composite longbow [+2 Str]); SA rage 1/day; SQ darkvision 60 ft, fast movement, light sensitivity; AL CE; SV Fort +10, Ref +3, Will +6; Str 19, Dex 14, Con 18, Int 10, Wis 12, Cha 10. Height 6 ft 3 in.

Skills and Feats: Climb +7, Concentration +5, Intimidate +9 (+13 using Str), Jump +7, Listen +5, Spellcraft +1, Survival +5, Swim +7; Cleave, Daylight Adaption, Dodge, Improved Sunder, Iron Will, Weapon Focus (battleaxe).

Spells Prepared (3/2): 0 - dawn, guidance, touch of fatigue; 1 - bless, protection from good. Base DC = 11 + spell level

Possessions: masterwork battleaxe, +1 light fortification chainmail (vitals covered with iron plates carved with demonic heads that animate when struck), composite longbow (+2 Str), heavy steel shield, potion of Cure Moderate Wounds at 3rd level, potion of Prayer at 5th level, dagger, unholy symbol to Gruumsh (dried elf eye on a thong), gold nose ring with gold chain attached to a silver and garnet earring (worth 25 gp and 5 gp and 50 gp respectively), belt pouch, 20 cp, 16 sp, 79 gp, 43 pp, seven small star sapphires worth 160 gp each. 

If the PCs still intend to travel on the roadway, then the DM should throw more and more orc encounters at them, some of lesser power than above, but eventually, word will get out and an overwhelming force (of several hundred orcs) will march down the roadway looking for the PCs to keep them from reaching Nirzumbil. In the end, the PCs will either leave the road or be overwhelmed (or defeat the orc armies single-handedly!).

Staying Off the Road:

If, after the 100 mile mark, the party travels off road, then they can avoid a major attack by the orcs…at least initially. Instead, the PCs will note more and more orc signs and will finally come across an orc camp.

The orc camp is quite large, and nestled in a sheltered valley that gives it shade from the sun. There are well over a hundred orcish warriors there, led by a strong warleader (Warrior 6) and a holy priest of Gruumsh (Adept 7).

However, the PCs can hear sounds of orcish revelry and activity from quite a distance, and if they exhibit even a modicum of caution they can successfully sneak up upon two orcish sentries.

These sentries will be having a conversation in Orcish. Even if the listeners in the party cannot speak Orcish, they will make out one word over and over again: "simagul", the word for dragon. They seem to be talking about a "ferrosh simagul" or a copper dragon, and an "udon simagul" or a red dragon.

If the listeners can understand Orcish, they can glean a lot more from the conversation:

ORC 1: You here about any more dragon sightings?

ORC 2: Nah! And that's just right by me. Yeah I been achin' for a bit o' action and some dwarf flesh, but I ain't in this ta fight me no dragons.

ORC 1: I hear tell this dragon been fixing on Merroshti's boys, meltin' 'em with his breath and such. Them copper dragons ain't nothing ta fool with if ya ask me.

ORC 2: I didn't ask ya, but yer true anyways. I hear in fact dem copper dragons has two breaths, but I don't know what the other one is.

ORC 1: Ya mean they got two heads?

ORC 2: Did I say two heads idiot? I says two breaths…outta one head. Copper dragon's choice what ta breathe on ya….how to go about fixin' ya as it were.

ORC 1: One breath is more'n enough says I!

ORC 2: I drinks ta that. An' I hear something else that you don't know.

ORC 1: I know about it already. Hah. I know everything ya does. Um…what is it?

ORC 2: Har! Ya don't know. But I'll tell ya anyways since ya givin' me some o' yer ale. The Big Man has gotten real tired of that ole copper dragon flyin' over the camps and causin' havoc. So I hear tell he made all nicey nice to a red dragon who lives on top o' a mountain to the north. They promise him all sorts o' shinies and stuff if this red dragon'll come on down to our neck o' the woods and finish that copper dragon but good.

ORC 1: How many breaths a red dragon got?

ORC 2: One.

ORC 1: One? Is that all? Seems like the red dragon's got the short end of that spear!

ORC 2: Garn yer dense! Did yer mother screw a goblin? It's only got one breath, but it's all fire. Really hot. And copper melts don't it? Pretty easy too. Heh.

ORC 1: When's the big fight then?

ORC 2: Not sure. I hear the red dragon is a comin' soon and they know that the ole copper dragon is living in the hills south o' Mount Barakhir which be south a bit from the dwarves. I think some ogres are gonna go in ta stomp up a bit and help out…probably so that the Big Man can claim some o' the copper dragon's treasure.

ORC 1: Da Big Man is a smart one for sucha badass.

ORC 2: I'd watch yer tongue. The Big Man don't brook no backtalk in his armies. He ain't called Throatslasher for nothing.

After that, the two orcs will commence to lewd tales of exploits with she-orcs and eventually drink themselves into a snooze after an hour or two.

These orcs can be attacked. They will attempt to sound their horns if they spot intruders, but otherwise will likely flee from powerful-seeming opposition.

* Orc Sentries: CR ½; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +4 melee (2D4+4, falchion) or +1 ranged (1D6, shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen +1, Spot +1; Alertness.

Possessions: falchion, shortbow, arrows (20), studded leather, dagger, hunting horn, belt pouch, 10 cp, 14 sp. 

If an alarm is sounded, the orcs in the encampment will form up and at least half their number will head out to hunt down the trouble. The adept will be with them, though likely the warleader will not. Statistics for the adept and warleader, elite orcs, and treasure are left to the DM, as it is not contemplated that the PCs will wish to stay and fight so many orcs.

If the PCs have taken part in the scenario "Strike Back", then they will likely have met the copper dragon who is causing all of the trouble for the orcs. This is Magreffix, a young copper dragon who dwells in the hills south of Mount Barakhir. The copper dragon is completely unaware of his impending danger, and so it is left to the PCs to warn the youth of what is to come.

Even if the PCs have never met the copper dragon before, this is certainly a chance that should not be passed up. This copper dragon is causing much damage to the orcs, and he could prove an invaluable ally against the orcs. As such, the PCs should be encouraged to find the dragon.

If the PCs seem unwilling, the DM can have the PCs come upon examples of the dragon's attacks against the orcs…corpses melted by acid, ogres chomped in half, gouge marks through wargs, etc. Let it be clear that this dragon is a major factor in this part of the orcish blockade.

In any event, the PCs will run across Yargogg the hill giant a few hours after encountering the orc encampment. Yargogg came along with the orcs to smash dwarves and rob humans, but he is rather surly of late due to the lack of anything to smash or eat except for orcs and goblins.

Yargogg's claim to fame in the region was his ambush of a dwarven hero named Rilik Thrammun, whom he caught sleeping. The dwarf hero had sallied forth specifically to do battle with the giants who had sided with the orcs against the dwarves, for he was an expert giant slayer. However, Yargogg came upon him and fought the dwarf without any armour, and got very lucky, and managed to slay the hero, whose skull he carries around with him in his bag.

The dwarves of Nirzumbil know the hammer carried by the hero (and now by Yargogg) by sight, and they will demand its return as an heirloom of the city. If returned voluntarily, the dwarves will gladly pay half of its value initially, and can be bargained up to its full value. They will also pay for the return of the shield (though they will not demand that be returned) and of the circlet and the skull itself (the price of the latter is negotiable).

Yargogg knows the hammer is magic, for it hurt him severely when the dwarf hero smashed his ankle, and even now he still walks with a slight limp and sports a hammer-sized bruise that will likely never heal. But he is afraid to wield it for fear that he will turn into a dwarf (this is an absolutely unreasonable proposition, but Yargogg is not exactly bright). He wants to find a magician or shaman to fix the hammer so that he can wield it against other giants and become their ruler.

To this end, Yargogg will go out of his way not to kill priests and spellcasters, instead trying to capture them and coerce them into "uncursing" the hammer. Such captured victims could use this as a way to bargain out of a tight spot.

Otherwise, if Yargogg sees the party approaching, he will scramble to a high spot, gather rocks around him, and rain them down on the PCs, mostly for sport. When he is out of rocks, if it looks like he hurt some of them, he might climb down and attack.

He is fond of horseflesh and may target mounts with his rocks in the hopes of downing one and then chasing the PCs away so that he can roast it up and have a feast.

* Yargogg: CR 7; Large giant; HD 12D8+48; hp 102; Init -1; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 20 (touch 8, flat-footed 20); Atk +16/+11 melee (2D8+10, large greatclub) or +15 melee (1D4+7 [x2], slams) or +8 ranged (2D6+7, rock); SA rock throwing; SQ low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7. Height 11 ft.

Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub).

Special Attacks: Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a hill giant's thrown rocks.

Special Qualities: Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Possessions: large greatclub, large sack, rocks (12), hide armour, ratty fur clothing, +1 giant bane warhammer, +1 small steel shield, a dwarf skull with a silver circlet upon it (worth 400 gp), a bunch of wolf teeth, a small keg of dwarven ale. 

Part Three - A Friend in Need:

This section assumes the PCs are heading to warn the copper dragon of the impending attack upon him. If the PCs did not gain this intelligence from the orc sentries in Part Two, then the DM can simply reintroduce the sentries as a small hunting party also conversing. If that fails, the DM can, in a pinch, have the PCs discover a dead orc with a note clutched in his hand. The orc was slain at night by marauding troglodytes, his body pierced with javelins. He managed to escape and stagger to his present location before dying. The troglodytes never found him.

In fact, even if the PCs are already heading to warn the copper dragon, the DM can have them find the body as a bit of added atmosphere and to fill in some details of the orcs' plan. In the historical campaign, the PCs did indeed find the note.

The note is in a surprisingly graceful hand, and reads in Common:

Oh Great Vermifex, Scion of Udonfirril the Great:

I, Garizmul Throatslasher, ask you to come and aid us against a copper bastard of your race who even now attacks my troops without reason or provocation. We orcs are unworthy to combat even a lowly copper dragon of your kin, but we know you, with your fiery breath and impenatrable red hide, could defeat him easily. We have found this bastard's lair, and we will gladly tell you of the location if you will agree to come and destroy him. All that he has is, of course, yours by right of combat. As well, we have taken treasure from the dwarves and we will pay you many gold coin's worth as well. Perhaps you will even join us in our work against the dwarves?

I am sending five messengers with this message, to make sure you receive this O great one. I ask that you allow the first messenger that reaches you to return with your answer. The laggards who arrive after the first are yours to consume or enslave as you wish.

Signed,

Garizmul Throatslasher
Commander in Chief and Warlord of the Orcish Armies against the Dwarves.
 

As the PCs near the area where the dragon dwells, they will see more and more signs of the destruction the dragon has wrought upon the orcs. Orc bones and equipment, much of it melted, are here and there, along with trees and bushes also subjected to the acid breath. Even great rocks have streaks across them, gouges made by the acid line from the dragon.

The DM can introduce another orc encounter as the PCs approach Mount Barakhir, just to keep up the impression that the orcs currently have overrun this area or to provide a chance for the PCs to capture an orc or goblin and question him about the dragon's whereabouts. This encounter will be with a foraging/hunting party, and should not be too tough for the PCs to overcome.

* Orcish Hunters (8): Male orc Ranger 1/Warrior 1; CR 1; Medium humanoid (orc); HD 1D8+1 plus 1D8+1; hp 12; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +5 melee (1D6+3, handaxe) or +3 melee (1D6+3, handaxe) and +3 melee (1D6+1, handaxe) or +7 ranged (1D8, longbow); SA favoured enemy (dwarves +2), SQ darkvision 60 ft, light sensitivity, wild empathy; AL CE; SV Fort +5, Ref +4, Will +1; Str 17, Dex 15, Con 12, Int 8, Wis 12, Cha 6. Height 6 ft 2 in.

Skills and Feats: Climb +4, Listen +2, Spot +2, Swim +4, Survival +4; Two-Weapon Fighting, Track.

Possessions: handaxes (2), longbow, arrows (20), studded leather, dagger, belt pouch, 20 cp, 28 sp. 

* Goblin Hunting Slaves (12): CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +2 melee (1D6, small morningstar) or +3 ranged (1D4, small javelin); SQ darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. Height 3 ft 3 in.

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness.

Possessions: small morningstar, small javelins (4), leather armour, light wooden shield. 

Finding the Dragon:

If the PCs overheard the conversation between the two orc sentries and understood what they were saying, then they have a good idea where to start looking for the copper dragon.

On the other hand, if the PCs could not understand the sentries, or are relying solely on Garizmul's note, then they won't have much of an idea where to look.

However, all of the orcs of the region know there is a dragon afoot, and they know that the dragon's attacks started over to the south of Nirzumbil, near Mount Barakhir. Of course, as the orcs have shied away from the area, the dragon has gone further and further afield to make his attacks. Nonetheless, capturing or duping an orc (such as the hunters mentioned above) can lead the PCs to the general area.

Once in the area, dragon signs will be found more commonly as the party approaches the south side of the mountain. Eventually, these will lead the PCs into the hills south of Barakhir.

Encounters in the Region:

The maps and encounter table presented below are from the scenario entitled "Strike Back". The descriptions of the red-lettered keyed areas on the DM's map are not reproduced here. If the PCs wish to explore these areas, the DM should refer to the descriptions in "Strike Back", with adjustments made for the happenings of that scenario (for example, Shandril the druid will no longer be present and the Druid's Grove will be crumbled and destroyed).

Player's Map (from "Strike Back", if the PCs did not participate in that scenario, then it is unlikely they have this map):

DM's Map:

Random Encounters:

When the PCs are travelling in the region denoted by the map above, the following encounter table (slightly modified from the scenario "Strike Back") can be used. Random encounters should be checked for every hour. Allow an 8% chance of an encounter. If an encounter is determined for that hour, check again at a 4% chance to see if an additional encounter occurs in that hour. Keep checking until the chance is not made. Multiple encounters can either be combined into a large encounter or spaced apart within the hour.

If the party is encamped, check for encounters only every 4 hours assuming the party takes cover and makes an effort to hide its campfire. Otherwise, check every hour as normal (and good luck getting a good night's sleep!).

You will notice that the encounter table includes an entry called KEYED ENCOUNTER TYPE. If this result is called for, the DM should check if a keyed encounter is relatively nearby (say, within 3 miles). If so, the encounter will be with the type of creature mentioned in the keyed encounter. If no keyed encounter is within 3 miles, then reroll until an encounter results. If more than one keyed encounter is within 3 miles, roll randomly to determine which keyed encounter area will define the encounter. Keyed encounters are detailed in the scenario "Strike Back". If the DM does not have access to that scenario, then reroll the keyed encounter result.

3D6 

Result 

Number 

3 
Griffon/Hippogriff 

1/1-2 

4 
Dwarf 

Varies 

5 
Bear 

1 

6 
Wolf 

Varies 

7 
Krenshar 

2-8 

8 
Goblin 

3-12 

9 
Orc 

2-16

10 
Bat/Hawk/Stirge 

Varies 

11 
Deer 

Varies 

12 
Boar 

Varies 

13 
Keyed Encounter Type 

Varies 

14 
Badger/Mountain Lion 

Varies 

15 
Eagle/Owl 

Varies 

16 
Ogre 

1-3 

17
Troglodyte 

3-12 

18 
Displacer Beast/Owlbear 

1-2 

Descriptions of the Encounters follow:

Badger/Mountain Lion:

Encounter will be with 1-4 badgers (01-50), 1-4 dire badgers (51-60), or 1-2 mountain lions (61-00).

Normal badgers will defend their den and strike at anyone approaching within 20 feet. Dire badgers are also very territorial and will attack anyone coming within 50 feet. Mountain lions are as likely to attack (often from hiding and leaping from rocks above) as to ignore or avoid a group of humanoids.

* Badger: CR ½; Small animal; HD 1D8+2; hp 6; Init +3; Spd 20 ft, burrow 10 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 14, flat-footed 12); Atk +4 melee (1D2-1 [x2], claws) and -1 melee (1D3-1, bite); SA rage; SQ low-light visions, scent; AL N; SV Fort +4, Ref +5, Will +1; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Length 3 ft.

Skills and Feats: Escape Artist +7, Listen +3, Spot +3; Track, Weapon Finesse.

Special Attacks: Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to strength and constitution and -2 to AC. The animal cannot end its rage voluntarily. 

* Dire Badger: CR 2; Medium animal; HD 3D8+15; hp 28; Init +3; Spd 30 ft, burrow 10 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +4 melee (1D4+2 [x2], claws) and -1 melee (1D6+1, bite); SA rage; SQ low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10. Length 6 ft.

Skills and Feats: Listen +6, Spot +6; Alertness, Toughness, Track.

Special Attacks: Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to strength and constitution and -2 to AC. The animal cannot end its rage voluntarily. 

* Mountain Lion: CR 3; Large animal; HD 5D8+10; hp 32; Init +3; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +7 melee (1D4+5 [x2], claws) and +2 melee (1D8+2, bite); SA pounce, improved grab, rake 1D4+2; SQ low-light vision, scent; AL N; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Length 5 ft.

Skills and Feats: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5; Alertness, Run.

Special Attacks: Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): to use this ability, a lion must hit with its bite attack, it can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): attack bonus +7 melee, damage 1D4+2. 

* in areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Bat/Hawk/Stirge:

Encounters during daylight will be with 1-2 hawks (01-85) or 5-8 stirges (86-00).

Encounters at night will be with 10-40 bats (01-75), 1-4 dire bats (76-90) or 5-8 stirges (91-00).

Bats are generally non-aggressive (though they disturb and scare easily), while dire bats are another story entirely and will seek to slay or drive off creatures they encounter. Stirges are perpetually hungry and will attack warm-blooded creatures.

Hawks are only a danger to tiny or diminutive familiars and animal companions.

* Bat: CR 1/10; Diminutive animal; HD 1/4D8; hp 1; Init +2; Spd 5 ft, fly 40 ft (good); Space 1 ft; Reach 0 ft; AC 16 (touch 16, flat-footed 14); Atk +0 melee (no damage, touch); SQ blindsense 20 ft, low-light vision; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4. Length 1 ft.

Skills and Feats: Hide +14, Listen +8*, Move Silently +6, Spot +8*; Alertness.

Special Qualities: Blindsense (Ex): A bat notices creatures within 20 ft. Opponents still have 100% cover against a creature with blindsense.

* includes +4 bonus which is lost if blindsense is negated. 

* Dire Bat: CR 2; Large animal; HD 4D8+12; hp 30; Init +6; Spd 20 ft, fly 40 ft (good); Space 10 ft; Reach 5 ft; AC 20 (touch 15, flat-footed 14); Atk +5 melee (1D8+4, bite); SQ blindsense 40 ft; AL N; SV Fort +7, Ref +10, Will +6; Str 17. Dex 22, Con 17, Int 2, Wis 14, Cha 6. Wingspan 15 ft.

Skills and Feats: Hide +4, Listen +12*, Move Silently +11, Spot +8*; Alertness, Stealthy.

Special Qualities: Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 ft. Opponents still have total concealment against the bat unless it can actually see them.

* includes +4 bonus which is lost if blindsense is negated. 

* Hawk: CR 1/3; Tiny animal; HD 1D8; hp 4; Init +3; Spd 10 ft, fly 60 ft (average); Space 2.5 ft; Reach 0 ft; AC 17 (touch 15, flat-footed 14); Atk +5 melee (1D4-2, talon); SQ low-light vision; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6. Length 2 ft.

Skills and Feats: Listen +2, Spot +14; Weapon Finesse. 

* Stirge: CR ½; Tiny magical beast; HD 1D10; hp 5; Init +4; Spd 10 ft, fly 40 ft (average); Space 2.5 ft; Reach 0 ft; AC 16 (touch 16, flat-footed 12); Atk +7 melee touch (attach, bite); SA attach, blood drain; SQ darkvision 60 ft, low-light vision; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. Length 1 ft.

Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse.

Special Attacks: Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge is effectively grappling its prey. The stirge loses its dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks when attached (resulting in a modified grapple check of +1).

An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Drain (Ex): A stirge drains blood, dealing 1D4 points of constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target. 

Bear:

Encounter will be with either a black bear (01-75) or a brown bear (76-00). These will have 1D4 cubs in tow 25% of the time (cubs are non-combatants). Black bears will only attack if startled, harassed, or their cubs are approached. Brown bears are very aggressive and are 50% likely to attack.

* Black Bear: CR 2; Medium animal; HD 3D8+6; hp 19; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 11, flat-footed 12); Atk +6 melee (1D4+4 [x2], claws) and +1 melee (1D6+2, bite); SQ low-light vision, scent; AL N; SV Fort +5, Ref +4, Will +2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. Length 5 ft.

Skills and Feats: Climb +4, Listen +4, Spot +4, Swim +8; Endurance, Run. 

* Brown Bear: CR 4; Large animal; HD 6D8+24; hp 51; Init +1; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +11 melee (1D8+8 [x2], claws) and +6 melee (2D6+4, bite); SA improved grab; SQ low-light vision, scent; AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. Length 9 ft.

Skills and Feats: Listen +4, Spot +7, Swim +12; Endurance, Run, Track. 

Boar:

Encounters will be with 1-4 boars (01-85) or 1-2 dire boar (86-00). If a single normal boar is encountered, here is a 25% chance it is a sow with 1D6 piglets nearby.

Normal boars are bad tempered and will likely charge anyone approaching within 80 feet or so. Dire boars are extremely aggressive and likely to attack anyone within 120 feet.

* Boar: CR 2; Medium animal; HD 3D8+12; hp 25; Init +0; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +4 melee (1D8+3, gore); SA ferocity; SQ low-light vision, scent; AL N; SV Fort +6, Ref +3, Will +2; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4. Length 4 ft.

Skills and Feats: Listen +7, Spot +5; Alertness, Toughness.

Special Attacks: Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even when disabled or dying. 

* Dire Boar: CR 4; Large animal; HD 7D8+21; hp 52; Init +0; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 9, flat-footed 15); Atk +12 melee (1D8+12, gore); SA ferocity; SQ low-light vision, scent; AL N; SV Fort +8, Ref +5, Will +8; Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8. Length 12 ft.

Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will.

Special Attacks: Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even when disabled or dying. 

Deer:

This result includes basically all sorts of harmless animals of medium or large size. This includes deer, elk, rams, mountain goats, etc.

No statistics have been provided.

Displacer Beast/Owlbear:

These are some of the most fearsome hunters of the region, though thankfully rare due to the orcs and dwarves, who drive them off. Nevertheless, the recent battles and orcish activity have lured a few of these creatures to the area, seeking easy pickings. Encounter will be with a 1-2 displacer beasts (01-50) or 1-2 owlbears (51-00). Both are aggressive and fearless hunters, though the displacer beast is intelligent enough to come up with clever tactics and might even parley with a very strong opponent.

* Displacer Beast: CR 4; Large magical beast; HD 6D10+18; hp 51; Init +2; Spd 40 ft; Space 10 ft; Reach 5 ft (10 ft with tentacles); AC 16 (touch 11, flat-footed 14); Atk +9 melee (1D6+4 [x2], tentacles) and +4 melee (1D8+2, bite); SQ darkvision 60 ft, displacement, low-light vision, resistance to ranged attacks; AL LE; SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8. Length 9 ft.

Skills and Feats: Hide +10, Listen +5, Move Silently +7, Spot +5; Alertness, Dodge, Stealthy.

Special Qualities: Displacement (Su): A light-bending glamer continually surrounds a displacer beats, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A True Seeing effect allows the user to see the beast's position, but See Invisibility has no effect.

Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks). 

* Owlbear: CR 4; Large magical beast; HD 5D10+25; hp 52; Init +1; Spd 30 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +9 melee (1D6+5 [x2], claws) and +4 melee (1D8+2, bite); SA improved grab; SQ scent; AL N; SV Fort +9, Ref +5, Will +2; Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10. Height 8 ft.

Skills and Feats: Listen +8, Spot +8; Alertness, Track.

Special Attacks: Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. 

Dwarf:

Dwarves found in this wilderness, especially during these troubled times, are likely to be either lone prospectors or small groups of warriors out scouting the region for large troop buildups.

Assume the encounter will be with a single dwarf (01-50) or a scouting band (51-00).

A lone dwarf will generally be a level 3 Expert. He will often have a mule accompanying him. These are suspicious types, wary of claim jumpers and racial enemies. Nonetheless, friendly faces are welcome in this wilderness these days and such a person might wish to accompany the party or share a campfire. Prospectors may have information on local landmarks at the DM's discretion. They will certainly know of the abandoned mine (Area J).

* Dwarven Prospector: Male dwarf Expert 3; CR 2; Medium humanoid (dwarf); HD 3D6+9; hp 20; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +5 melee (1D8+2, heavy pick) or +2 ranged (1D8, light crossbow); SQ dwarf traits; AL N; SV Fort +4, Ref +1, Will +5; Str 14, Dex 10, Con 17, Int 11, Wis 14, Cha 8. Height 4 ft 4 in.

Skills and Feats: Appraise +5, Bluff +3, Climb +4, Handle Animal +1, Jump +3, Listen +6, Profession (miner) +7, Search +5, Spot +7, Survival +5, Use Rope +2; Alertness, Weapon Focus (heavy pick).

Special Qualities: Dwarf Traits: darkvision 60 ft, stonecunning, stability (+4 to resist bullrush and trip attacks when on the ground), +2 to saves against poison, +2 to saves against spells and spell-like abilities, +1 attack bonus against orcs and goblinoids, +4 dodge bonus to AC against giant type creatures, +2 on Appraise checks related to stone or metal, +2 to Craft checks related to stone or metal.

Possessions: chain shirt, heavy pick, light crossbow, crossbow bolts (20), 50 ft of silk rope, backpack, bedroll, hooded lantern, 4 pints of oil, chalk, explorer's outfit, belt pouch, 3D6 sp, 2D6 gp.  

* Mule: CR 1; Large animal; HD 3D8+9; hp 22; Init +1; Spd 30 ft; Space 10 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 12); Atk +4 melee (1D4+3, hoof); SQ low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +1; Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6. Length 7 ft.

Skills and Feats: Listen +6, Spot +6; Alertness, Endurance.

Possessions: bit and bridle, saddlebags, rations, feed, waterskins (4). 

A scouting warband will consist of 1D8+6 dwarven scouts. These will be led by a sergeant. These will question strangers, though they may have heard of the PCs by way of their previous deeds, but they are unlikely to accompany the party or share a camp with them.

* Dwarven Scout: Male dwarf Ranger 1/Fighter 1; CR 2; Medium humanoid (dwarf); HD 1D8+3 plus 1D10 +3; hp 16; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +5 melee (1D10+2, waraxe) or +3 ranged (1D8, light crossbow); SQ dwarf traits, favoured enemy (humanoid [orc]) +2, wild empathy; AL LG; SV Fort +4, Ref +2, Will +0; Str 15, Dex 12, Con 16, Int 11, Wis 12, Cha 9. Height 4 ft 5 in.

Skills and Feats: Climb +3, Hide +6, Knowledge (nature) +5, Jump +3, Listen +8, Spot +8, Survival +6, Swim +3; Alertness, Track, Weapon Focus (waraxe).

Special Qualities: Dwarf Traits: darkvision 60 ft, stonecunning, stability (+4 to resist bullrush and trip attacks when on the ground), +2 to saves against poison, +2 to saves against spells and spell-like abilities, +1 attack bonus against orcs and goblinoids, +4 dodge bonus to AC against giant type creatures, +2 on Appraise checks related to stone or metal, +2 to Craft checks related to stone or metal.

Possessions: banded mail, light steel shield, dwarven waraxe, light crossbow, crossbow bolts (20), backpack, bedroll, 50 ft of silk rope, torches (3), traveler's outfit, whetstone, rations, water skin, belt pouch. 

* Dwarven Sergeant: Male dwarf Ranger 1/Fighter 3; CR 4; HD 1D8+3 plus 3D10+9; hp 34; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +8 melee (1D10+2, waraxe) or +5 ranged (1D8, light crossbow); SQ dwarf traits; AL LG; SV Fort +5, Ref +3, Will +1; Str 15, Dex 13, Con 17, Int 12, Wis 13, Cha 11. Height 4 ft 6 in.

Skills and Feats: Climb +5, Intimidate +5, Jump +5, Knowledge (geography) +5, Knowledge (nature) +6, Listen +6, Search +3, Spot +8, Survival +8, Swim +4; Alertness, Cleave, Power Attack, Track, Weapon Focus (waraxe).

Special Qualities: Dwarf Traits: darkvision 60 ft, stonecunning, stability (+4 to resist bullrush and trip attacks when on the ground), +2 to saves against poison, +2 to saves against spells and spell-like abilities, +1 attack bonus against orcs and goblinoids, +4 dodge bonus to AC against giant type creatures, +2 on Appraise checks related to stone or metal, +2 to Craft checks related to stone or metal.

Possessions: masterwork dwarven waraxe, banded mail, light steel shield, light crossbow, crossbow bolts (20), potion of Cure Light Wounds at 1st level, backpack, bedroll, 50 ft of silk rope, torches (3), traveler's outfit, whetstone, rations, water skin, belt pouch. 

Eagle/Owl:

Encounters during daylight will be with 1-2 eagles (01-90) or 1-2 giant eagles (91-00).

Encounters at night will be with an owl (01-90) or 1-2 giant owls (91-00).

Eagles are a danger only to small familiars or animals, such as cats, rats, toads, etc. They will only attack humanoids if they or their nests are threatened. Giant eagles are intelligent and good-aligned, and are likely to possibly join in an attack against orcs, whom they hate. The DM can have giant eagles who are contacted peacefully have spotted the group of orcs the party seeks.

Owls are also a danger only to small animals. Giant owls will react much as giant eagles.

* Eagle: CR ½; Small animal; HD 1D8+1; hp 5; Init +2; Spd 10 ft, fly 80 ft (average); Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 12); Atk +3 melee (1D4 [x2], talons) and -2 melee (1D4, bite); SQ low-light vision; AL N; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6. Length 3 ft.

Skills and Feats: Listen +2, Spot +14; Weapon Finesse. 

* Owl: CR ¼; Tiny animal; HD 1D8; 4 hp; Init +3; Spd 10 ft, fly 40 ft (average); Space 2.5 ft; Reach 0 ft; AC 17 (touch 15, flat-footed 14); Atk +5 melee (1D4-3, talon); SQ low-light vision; AL N; SV Fort +2, Ref +5, Will +2; Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4. Length 2 feet.

Skills and Feats: Listen +14, Move Silently +17, Spot +6*; Weapon Finesse.

* +8 bonus to Spot checks in areas of shadowy illumination. 

* Giant Eagle: CR 3; Large magical beast; HD 4D10+4; hp 26; Init +3; Spd 10 ft, fly 80 ft (average); Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +7 melee (1D6+4 [x2], claws) and +2 melee (1D8+2, bite); SQ low-light vision, evasion; AL NG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10. Height 10 ft.

Skills and Feats: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; Alertness, Flyby Attack.

Special Qualities: Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage. 

* Giant Owl: CR 3; Large magical beast; HD 4D10+4; hp 26; Init +3; Spd 10 ft, fly 70 ft (average); Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +7 melee (1D6+4 [x2], claws) and +2 melee (1D8+2, bite); SQ superior low-light vision; AL NG; SV Fort +5, Ref +17, Will +3; Str 18, Dex 17, Con 10, Int 10, Wis 14, Cha 10. Height 9 ft.

Skills and Feats: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10; Alertness, Wingover.

Special Qualities: Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.

* when in flight, giant owls gain a +8 bonus on Move Silently checks. 

Goblin:

Goblins encountered here are hunting or scouting troops that are likely to attack well-armed groups via missile attacks, only closing if their attack seems relatively effective. They will generally not attack during daylight, instead sleeping or camping in a shaded spot. If pressed in melee, they will tend to flee.

* Goblin: Male goblin Warrior 1; CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 5; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +2 melee (1D6, morningstar) or +3 ranged (1D4, javelin); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. Height 3 ft 4 in.

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness.

Possessions: small leather armour, light wooden shield, small morningstar, small javelins (3), small dagger. 

Any group of 7 or more will be led by a leader.

* Goblin Leader: Male goblin Rogue 1/Fighter 1; CR 2; Small humanoid (goblin); HD 1D10+1 plus 1D6+1; hp 15; Init +7; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 14, flat-footed 14); Atk +2 melee (1D6, flail) or +5 ranged (1D4, javelin); SA sneak attack +1D6; SQ darkvision 60 ft, trapsense; AL NE; SV Fort +2, Ref +4, Will +1; Str 11, Dex 17, Con 12, Int 12, Wis 10, Cha 8. Height 3 ft 7 in.

Skills and Feats: Bluff +4, Climb +3, Hide +7, Jump +5, Listen +4, Move Silently +11, Ride +8, Sleight of Hand +7, Spot +4, Tumble +8; Dodge, Improved Initiative.

Possessions: small flail, leather armour, light wooden shield, small javelins (3), belt pouch, small dagger, 2D6 sp, 1D6 gp. 

Griffon/Hippogriff:

The encounter will be with a single griffon (01-50) or hippogriffs (51-00). The former will certainly attack any party with mules or horses or other pack animals. Otherwise, the creature will act normally. The latter will likely attempt to drive intruders from their territory, but will not usually pursue those who flee the area.

* Griffon: CR 4; Large magical beast; HD 7D0+21; hp 59; Init +2; Spd 30 ft, fly 80 ft (average); Space 10 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 15); Atk +11 melee (2D6+4, bite) and +8 melee (1D4+2 [x2], claws); SA pounce, rake 1D6+2; SQ darkvision 60 ft, low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8. Length 8 ft.

Skills and Feats: Jump +8, Listen +6, Spot +10; Iron Will, Multiattack, Weapon Focus (bite).

Special Attacks: Pounce (Ex): If a griffon dives upon or charges a foe it can make a full attack including two rake attacks.

Rake (Ex): Attack bonus +8 melee, damage 1D6+2, requires either pounce or grapple. 

* Hippogriff: CR 2; Large magical beast; HD 3D10+9; hp 25; Init +2; Spd 50 ft, fly 100 ft (average); Space 10 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 13); Atk +6 melee (1D4+4 [x2], claws) and +1 melee (1D8+2, bite); SQ darkvision 60 ft, low-light vision, scent; AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8. Length 9 ft.

Skills and Feats: Listen +4, Spot +8; Dodge, Wingover. 

Keyed Encounter Type:

Refer to the appropriate nearby keyed encounter, or reroll if no keyed encounter is nearby.

Krenshar:

These creatures hunt in packs, using their scare ability to scatter opponents and then choosing one to gang up on.

* Krenshar: CR 1; Medium magical beast; HD 2D10; hp 11; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +2 melee (1D6, bite) and +0 melee (1D4 [x2], claws); SA scare; SQ darkvision 60 ft, low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13. Length 5 ft.

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track.

Special Attacks: Scare (Ex or Su): As a standard action, a Krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Combining this scare ability with a loud screech produces an unsettling effect that works like a Scare spell from a 3rd level caster (DC 13). A creature that saves cannot be affected again by the same krenshar for 24 hours. The shriek does not affect other krenshars. It is a supernatural, sonic, mind-affecting fear effect.  

Ogre:

These brutes hunt the mountains, seeking to kill and eat what they can and bully those who don't make a good meal. They are not used to running from anything smaller than they, so they will tend to fight to the death, though a really determined resistance could eventually drive them off.

* Ogre: CR 3; Large giant; HD 4D8+11; hp 29; Init -1; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 16 (touch 8, flat-footed 16); Atk +8 melee (2D8+7, greatclub) or +1 ranged (1D8+5, javelin); SQ darkvision 60 ft, low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 9 ft 6 in.

Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub).

Possessions: large greatclub, large javelins (3), belt pouch, large hide armour, 3D6 cp, 3D6 sp, 2D6 gp. 

Orc:

These are bands of marauding orcs looking for easy prey. They will attack any groups they outnumber, otherwise possibly tracking the party for a time and then running ahead to summon aid (bringing their numbers up to 16 plus a leader). They will attack even in the daylight, though they suffer for it.

* Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +4 melee (2D4+3, falchion) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen +1, Spot +1; Alertness.

Possessions: studded leather, falchion, javelins (3), belt pouch. 

* Orc Leader: Male orc Warrior 3; CR 2; Medium humanoid (orc); HD 3D8+6; hp 20; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +5 melee (2D4+3, falchion) or +3 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +5, Ref +1, Will +0; Str 17, Dex 11, Con 14, Int 9, Wis 9, Cha 8. Height 6 ft 4 in.

Skills and Feats: Jump +5, Listen +0, Spot +0; Monkey Grip, Weapon Focus (falchion).

Possessions: falchion, chain shirt, heavy wooden shield, javelins (3), belt pouch. 

Troglodyte:

These evil brutes emerge from their caves to raid dwarves and orcs alike. They are not usually common to the surface, but the recent orc activity has stirred them up and they have a lair deep within some caves just to the south of this region.

Those encountered will be raiding bands numbering 1D6+5, seeking captives to bring back to their lairs to sacrifice and eat. Any band will also have 1-2 monitor lizards as "hounds" 25% of the time.

* Troglodyte: CR 1; Medium humanoid (reptilian); HD 2D8+4; hp 13; Init -1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 9, flat-footed 15); Atk +1 melee (1D6, club) or +1 melee (1D4, claw) or +1 ranged (1D6, javelin); SA stench; SQ darkvision 90 ft; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10. Height 5 ft.

Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin).

Special Attacks: Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 ft of an angry or frightened troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A Delay Poison or Neutralize Poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Possessions: javelins (3), club, leather harness, belt pouch.

* the skin of a troglodyte changes colour somewhat, allowing it to blend in with its surroundings like a chameleon. In rocky or underground settings they gain a +4 bonus to Hide checks. 

* Monitor Lizard: CR 2; Medium animal; HD 3D8+9; hp 22; Init +2; Spd 30 ft, swim 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +5 melee (1D8+4, bite); SQ low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2. Length 5 ft.

Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11; Alertness, Great Fortitude.

Wolf:

Encounters with wolves will involve 1-20 normal wolves (01-75), 1-6 worgs (76-90) or 1-2 dire wolves (91-00).

Normal wolves will generally not attack unless famished or provoked, though they might take on a lone person who seems wounded or a straggling mount or familiar.

Worgs are bred by goblins and orcs of these mountains and are thoroughly evil and likely to attack if they feel confident of their chances.

Dire wolves are not malign like worgs, but are extremely aggressive and will often attack humanoids without fear.

* Wolf: CR 1; Medium animal; HD 2D8+4; hp 13; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +3 melee (1D6+1, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 5 ft.

Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite).

Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

* +4 racial bonus on Survival checks when tracking by scent. 

* Worg: CR 2; Medium magical beast; HD 4D10+8; hp 30; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +7 melee (1D6+4, bite); SA trip; SQ low-light vision, scent, darkvision 60 ft; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Length 5 ft 3 in.

Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*, Track.

Special Attacks: Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.

* +4 racial bonus on Survival checks when tracking by scent. 

* Dire Wolf: CR 3; Large animal; HD 6D8+18; hp 45; Init +2; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 12); Atk +11 melee (1D8+10, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Length 9 ft.

Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*; Alertness, Run, Track, Weapon Focus (bite).

Special Attacks: Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

* +4 racial bonus on Survival checks when tracking by scent. 

It is quite possible for the DM to have Magreffix make his appearance as a sudden ally, swooping out of the sky to aid the PCs in the throes of a particularly tough wandering monster fight.

Meeting Magreffix:

Once the PCs enter the hill region, they will eventually be spotted by Magreffix, likely as he watches in hiding from atop on of the crowns of the higher hills in the area. The dragon will observe the PCs for a time, and then swoop in closer to get a look at them. Assuming they don't look like orcs, the dragon will cautiously approach and question the PCs.

If any of the PCs met Magreffix before during "Strike Back", then he will recognize them after a low fly over and gleefully land and meet with the PCs.

* Magreffix the Copper Dragon: CR 7; Medium dragon (earth); HD 11D12+22; hp 93; Init +0; Spd 40 ft, fly 150 ft (poor); Space 5 ft; Reach 5 ft; AC 20 (touch 10, flat-footed 20); Atk +13 melee (1D8+2, bite) and +11 melee (1D6+1 [x2], claws) and +11 melee (1D4+1 [x2], wings); SA breath weapon, spells; SQ blindsense 60 ft, darkvision 120 ft, immunity to acid, immunity to Sleep, immunity to paralysis, low-light vision, spider climb; AL CG; SV Fort +9, Ref +7, Will +9; Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14. Length 7 ft.

Skills and Feats: Bluff +10, Concentration +13, Diplomacy +6, Intimidate +4, Jump +17, Knowledge (geography) +10, Knowledge (nature) +9, Listen +13, Perform (oratory) +11, Search +13, Sense Motive +13, Spellcraft +13, Spot +13, Use Magic Device +14; Combat Expertise, Hover, Multiattack, Wingover.

Special Attacks: Breath Weapon (Su): 60 ft line, damage 6D4 acid, Reflex DC 17 half; or 30 ft cone, slow 1D6+3 rounds, Fortitude DC 17 negates.

Spells: As 1st level sorcerer.

Special Qualities: Spider Climb (Ex): Can use spider climb (as the spell) on stone surfaces.

Spells Known (5/4): 0 - dancing lights, daze, detect magic, ghost sound; 1 - command, grease. Base DC = 12 + spell level.  



Magreffix will take the news of a red dragon coming to attack him with great concern. He thinks he may know of the dragon, but will want to check to be certain. The copper will be most concerned about this development, especially if the PCs understood the conversation between the orc sentries and alert him to the fact that a group of ogres will be coming with the dragon. He will thank the PCs for their information, but he will also ask what they are doing in these parts. If the PCs divulge that they are working against the orcs, the dragon will inform them that they share a common cause. He will then ask the party if they will aid him in defeating the approaching attack...for he does not think he can handle a red dragon by himself. If the PCs are reluctant to fight against a red dragon of indeterminant power, Magreffix can inform them that he believes the dragon who is coming is not older than he, perhaps a quarter century or a bit less, and is probably only somewhat larger in size than he.

In return, Magreffix will offer to aid the PCs in their quest in return, for he realizes that his attacks upon the orcs, though certainly damaging, are unfocused and random and overall are mere pin pricks against the forces assailed against the dwarves. He would welcome a more focused and damaging (to the orcs) direction to his efforts.

If the PCs refuse, Magreffix will be sad, but will thank them for the information and inform the PCs that he had best flee the area and will likely not return. With that he will quickly return to his lair, gather up his belongings, and leave, never to return.

On the other hand, if the PCs agree to help him, he will lead them to his lair, requesting that they swear to never divulge its location to anyone. Even if the PCs refuse to so swear, he will be desperate enough to let them accompany him anyways.

No matter what the outcome of the coming fight, Magreffix knows his lair has been compromised and that he will have to find a new one. However, he needs time to find a suitable location and to move his goods and treasure to the new location. In addition, he feels that with the PCs at his side, he can turn an ambush by the red dragon into a counter-ambush by him and the party.

The Dragon's Lair:

When the metallic dragons went to fight the Deceiver, under the guidance of Bahamut, a matron copper dragon, known to be a friend to the dwarves of Nirzumbil, flew off to the battle. She never returned, and the dwarves assumed that was the end of any friendly draconic presence in the area. They were wrong, for the matron left behind a youngling, unwilling to take the babe with her into fearsome battle, and unwilling to forego the call of Bahamut, she wove protective spells and spells of concealment about her lair and left the wyrmling to the trust of fate and the gods.

The wyrmling survived, and eventually ate through the supply of food left by the matron. Now, a young dragon, it has begun to leave its lair in short journeys to learn of the world it lives in. Certainly, the orc uprising in the area has piqued its curiousity, but it soon learned to despise the orcs, for it saw how they treated the animals of the area and how they shot arrows at him and how they attacked the dwarves, whom his mother had told him, through the writings she had left behind, were friends.

The lair is in a cave nestled between two spurs of a great hill south of Mount Barakhir. The entrance to the cave is warded by a permanent image spell at 13th level cast from a scroll by the dragon's mother. The illusion covers the cave opening, making the hillside appear complete and unbroken. The orcs discovered the lair entirely by accident, some orcs happening to observe the dragon emerging from the out of the illusionary hillside.

Refer to the Dragon's Lair Map.

Copper dragons owe a distant allegience to both Flupnir and Ringkol, and are innate tricksters, though rarely of a sadistic or malicious bent. Their lairs almost always contain a maze designed to confound and confuse foes. This is one reason minotaurs are often used to assault copper dragon lairs.

This lair was built by Magreffix' mother. It consists merely of two portions, a maze and a living chamber.

The Maze:

These passages are hewn out of solid stone, with the help of the dragon's acid breath. They are strangely smooth, though not even, as if formed by running water over aeons. This is actually a result of years of acid breathing and digging by the matron dragon. The passages are twenty feet tall, and tend to descend in wide, worn steps as they move away from the main entrance. The passages are uniformally empty.

The Living Chamber:

The living chamber is a large cave some 150 feet wide by 100 feet long and the ceiling vaults to over 40 feet high. The vaulted ceiling is supported by three natural stone columns, and both it and the floor are clear of obstructing mineral formations. Nonetheless, it is clear that, unlike the tunnels of the Maze, this cavern was formed naturally and without copious use of acid breath.

The entrance to the Living Chamber is warded by several spells.

First, a permanent Alarm spell at 9th level has been cast over the entrance. This is an audible alarm.

Second, a glyph of warding at 9th level has been cast over the entrance. This glyph is designed to trigger against anyone but Magreffix or his mother.

* Glyph of Warding Trap: CR 5; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 9th level cleric, 4D8 acid, DC 15 Reflex save for half damage); multiple targets (all targets within 5 ft); Search DC 28; Disable Device DC 28. 

To the east sits a pool some 30 feet in diameter. This pool is fed by water filtering down from the hills and mountains from rain and runoff snow, and the pool itself drains through tiny cracks in the bottom and from evaporation and from the drinking of the dragon. The pool contains fresh, potable water and is 20 feet deep.

In the area between the three stone columns is the treasure and bed of Magreffix. Although he inherited the treasure of his mother, she had to spend a great deal of her treasure to secure the cave and prepare it to protect her offspring. As such, the treasure that remains is smaller than would be expected from an adult copper dragon. As is the wont of dragons, the treasure is piled into a bed. It includes:

To the south is a strange object. It is a mass of crystals, too large to be natural, that forms a roughly ovoid shape some 30 feet wide by 10 feet deep by 15 feet tall. Various crystalline structures emanate out of the mass, forming a vaguely spiny whole. This device was what the mother dragon spent most of her treasure on. It is a magical means of storing knowledge, so that it could be passed on to her offspring in her absence. The device radiates strong divination magic. The mother dragon knew it likely she would not survive the assault on Mordasht. So (almost like in the first Superman movie) she paid a great price to have the dwarves of Nirzumbil and some kindly wizards fashion this item over the course of a year. The item is integral to its location and cannot be moved without destroying it. Basically, the item works by pressing on the crystalline spines. Simply pressing one of the outer spines will activate the youngest items...all spoken in Draconic. An image of the mother dragon appears hovering over the device and she speaks in Draconic. The youngest items are messages of love, infantile jokes and humourous songs, lessons on speaking Draconic, basic mathematics, and tidbits of obvious advice such as "eat all of your daily ore, but don't over eat!" or "never leave the cave, the world outside is dangerous for a young one such as you!" There are clues in some of the younger messages that allow a maturing dragon to press some of the inner spines and outer ones in ever increasing complex combinations to impart more mature and complex advice from the matron dragon. The intent was to allow Magreffix to basically learn and mature all the way through Young Adulthood by way of this device. The crystal device is of no real benefit to the PCs; it's only function is to teach and comfort a young dragon who has been left alone.

To the west are piles of iron ore and other raw metals. Copper dragons can eat such items, and the matron purchased enough of these from the dwarves to ensure her baby would have enough to eat until he was able to hunt on his own. The piles are what is still left uneaten.

The Attack:

The attack force consists of a half dozen orcs, six ogres, and the red dragon Vermifex.

* Orc Warriors (6): Male orc Warrior 2; CR 1; Medium humanoid (orc); HD 2D8+4; hp 14; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 10, flat-footed 19); Atk +4 melee (1D6+3, scimitar) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +5, Ref +0, Will +0; Str 17, Dex 10, Con 14, Int 10, Wis 10, Cha 8. Height 6 ft 1 in.

Skills and Feats: Climb +4, Intimidate +3, Jump +4, Listen +1, Spot +1, Swim +4; Weapon Focus (scimitar).

Possessions: chainmail, tower shield, scimitar, dagger, javelins (4), orc outfit, belt pouch, 16 sp, 32 gp.

* Ogres (6): CR 3; Large giant; HD 4D8+11; hp 31; Init -1; Spd 30 ft; Space 10 ft; Reach 10 ft (20 ft with longspear); AC 16 (touch 8, flat-footed 16); Atk +8 melee (2D6+7, large longspear) or +7 melee (2D6+7, large heavy mace) or +1 ranged (1D8+5, large javelin); SQ darkvision 60 ft, low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 9 ft 6 in.

Skills and Feats: Climb +5, Listen +2, Spot +2; Weapon Focus (longspear).

Possessions: hide armour, large longspear, large javelins (6), large heavy mace, belt pouch, 60 sp, 57 gp, 4 pp.

* Vermifex: CR 7; Large dragon (fire); HD 13D12+39; hp 123; Init +0; Spd 40 ft, fly 150 ft (average); Space 10 ft; Reach 5 ft (10 ft with bite); AC 21 (touch 9, flat-footed 21); Atk +19 melee (2D6+7, bite) and +14 melee (1D8+3 [x2], claws) and +14 melee (1D6+3 [x2], wings) and +14 melee (1D8+10, tail slap); SA breath weapon, spells; SQ blindsense 60 ft, darkvision 120 ft, immunity to fire and magic sleep effects and paralysis, low-light vision, vulnerability to cold; SR 13; AL CE; SV Fort +11, Ref +8, Will +9; Str 25, Dex 10, Con 17, Int 12, Wis 13, Cha 12. Length 11 ft.

Skills and Feats: Bluff +7, Concentration +16, Diplomacy +10, Hide -4, Intimidate +16, Jump +24, Knowledge (arcana) +14, Listen +14, Search +14, Spellcraft +7, Spot +14, Awaken Spell Resistance, Flyby Attack, Hover, Improved Maneuverability, Wingover.

Special Attacks: Breath Weapon (Su): 40 ft cone, 6D10 fire, Reflex DC 19 half.

Spells: As 1st level sorcerer.

Spells Known (5/4): 0 - arcane mark, detect magic, ray of frost, resistance; 1 - protection from good, shield. Base DC = 11 + spell level.

Vermifex is quite confident, and as such will not initially be overly wary. While, of course, any fight against another dragon is nothing to sneeze at, Vermifex is inbred with the arrogancy of his race, and he knows that he is larger, stronger, and his breath more awesome than that of the copper dragon he faces. In addition, Vermifex' confidence is bolstered by the presence of the ogres, whom he intends to use as fodder. In fact, as he does not wish to share any treasure, he will certainly arrange to be the only survivor of this combat.

Nonetheless, the red dragon has no reason to believe that the copper dragon even knows he is coming, and even less reason than that to presume a party of capable PCs is now bent on aiding his quarry. It is in this element of surprise that the red dragon may be defeated.

The red dragon and his minions will have a plan. They do not wish to fight the copper in his lair. Therefore, the orcs and ogres will appear right at Magreffix' doorstep and will challenge the dragon, hooting and hollaring and calling him all sorts of vile names, mostly in languages he cannot understand (i.e. Orcish and Giantish). If the dragon is not forthcoming, the orcs will then enter the lair, with the orders to find the dragon, throw javelins, and then run, leading the beast back out of the entrance.

All the while, the red dragon will wait perched on a ledge 30 feet above the opening of the copper dragon's lair. It hopes to draw the copper out, breath and then leap down from above, blocking it from retreating back into its cave.

In any event, should the copper not emerge in, say, a matter of ten minutes, then the red dragon and his minions will simply form up and enter the lair, bent on bringing down the copper in its own bed if necessary.

Vermifex is no fool, but he is young and arrogant, and he will be unlikely to flee from a fight, even if surprised by the presence of the PCs, until it is certain he must flee or die. In this case, he will indeed flee back to his lair, to brood and, incidentially, to prepare for the PCs and Magreffix to come looking to take the fight to him. However, since there is no way of the PCs finding his lair, such an assault is beyond the scope of this scenario and must be adjudicated by the DM if such an attack is to take place.

After the Battle:

Once the red dragon and his minions have been slain or driven off, Magreffix can be convinced to aid the PCs in their quest, both as a matter of thanks for saving his life, and to better strike a blow at the orcs. Magreffix will first request the help of the PCs in relocating and hiding his treasure, and he will bequeath to the PCs his wand, his arrows, his scroll, and his potions. The dragon will choose to bury his treasure a mile or so from his lair. He will sadly say goodbye to the wondrous teaching device left to him by his mother, lamenting that he had so much more to learn from her but that he'd rather destroy the thing than see it fall under the sway of the orcs. With that, he will smash the thing to bits with his claws and tail. He will then tell the PCs that should he fall in battle, they may take his treasure from where it is buried, but they must promise to give a quarter of it to the dwarves of Nirzumbil and another quarter to charitable causes (including the Church of Flupnir). He will then be ready to serve the PCs.

The remainder of this scenario assumes the PCs have Magreffix with them. If not, then the DM should adjudicate each situation accordingly.

Part Four - The Stonewych:

Garizmul Throatslasher lairs in an old goblin lair some 45 miles to the northwest of Nirzumbil. The exact location of his lair is not known to most of the orcs under his command, for like most orcish leaders, Garizmul is wary of treachery from his own race. As such, Garizmul is known personally only to those who share his camp and a few hand-picked lieutenants, each of whom then commands their own selected underlings, and so forth down to the individual chiefs and war leaders. Almost all orcs know Garizmul is their leader and that he dwells somewhere to the north of Nirzumbil. Rumours amongst the orcs tell that he is a half-giant, a demi-god, a son of Gruumsh, a demon in orc's clothing, et al. Most cannot name the majority of lieutentants and higher-ups in Throatslasher's hierarchy, but do know a few. None has any inkling whatsoever that there are forces to whom Throatslasher reports.

It should be easy for the PCs to determine that their search should take them to the north of Nirzumbil. Capturing and questioning a single orc can accomplish that, but that is also quite a vague clue to begin searching, for not only is the term "north" rather indeterminate, but how far north?

However, there is someone outside of the orcish hierarchy that knows where the orc leader dwells. What's more, she knows of a means to take the leader by surprise. However, she is not easily approachable and the orcs have a unique hold on her...a hold that the PCs must break.

The PCs should head north. Should they attempt to break their way into Nirzumbil, the orcs will attack them (the DM is encouraged to throw more and more orcs at them, for they guard all approaches to the city). Should they make their way to the city despite the orcs, the dwarves will not let them into even the marketplace, but should they even gain the marketplace, the dwarves will have little to say to aid them, as they are constantly harried by assaults from above and below. The PCs may be allowed to rest for a time within the marketplace under heavy guard, but no further aid will they get from the dwarves.

Clues and Portents:

There are several planned encounters the DM can use to get the PCs interested in locating the Stonewych. DMs should feel free to use some or all as necessary to get the PCs heading in the right direction. These can generally take place to the north of Nirzumbil, likely in the Broken Valley or Needle Forest area.

Encounter One - The Weeping Stone:

The PCs hear a low, rumbling moan...one that seems to course and vibrate more through the stones than the air and one that seems to hold immense sadness.

Following the sound, the PCs come upon a stone giant. He is doubled over and sobbing, and up through his back sprouts a massive sharpened piece of flint, blood sprouting from the wound in a flower-like pattern and running down his back.

This is Gur-hyrim-thil, a stone giant warrior who has just committed ritual suicide. He was distraught over the binding oath the Stonewych placed over her people, and he felt torn between the oath that prevented him from aiding the Stonewych and his desire to wreak vengeance upon the orcs. When the orcs slew his wife and children, he tried to break the oathbinding to take his revenge, but was not strong enough to do so. Instead, in despair, he fashioned a jurymzmil (a ritual flint sword) and stabbed himself through the stomach.

Gur-hyrim-thil is beyond help. His wound is mortal, and anything short of magic than can raise the dead will fail.

However, just as a PC comes into view, he will, with his last breath, look up, smile, and say in Common:

It is as the Stonewych said. I did not believe. Our salvation comes from the lands by the sea from whence the folk of the river shall free us. Please, avenge my family as I was unable to do. Release us from her oathbind!

With that he will expire.

Nearby (within view of) the clearing with the dead giant is a large cave opening. Within is the lair of Gur-hyrim-thil. There is no map provided. The lair is spartan and filled with giant-sized stone furnishings, but it should be clear that there are chambers for several child stone giants and a large stone crib for an infant as well as a married couple of adults. A statue frieze carved in the common chamber shows two stone giant adults, one male and one female, with two children and a babe. Signs of an orc attack are prevalent herein, as well as blood and several orc skulls set into a pile.

In a far room are three graves dug into solid stone and covered with rocks in a cairn-like fashion. Carved into the wall over the graves is written in Giantish:

Here have I, Gur-hyrim-thil, buried my stone mate Quri-ban-jiril and my children Ciri and Fetir. They were slain by orcs. My babe Wasur is gone. I cannot find him. The orcs have taken him. He is likely dead by now.

I renounce my oathbind, bonded by the Stonewych of our people. May the curse of the bind fall upon my head alone. May the Stonewych forgive me for forsaking her oath, and may her son not suffer the same fate as mine. May the orcs perish for what they have done. May the Stonewych be freed of her servitude and strike down from the peak of Mount Gur-am-hiri. May the great purple rock once again shine in the setting sun untainted by the blood of orcs.

There is nothing of value within the lair. Gur-hyrim-thil destroyed all he had before attempting to break his oath bind.

Encounter Two - The Bladder Banter:

The PCs come across a hunting party of six orcs. Two of them are butchering a large elk pierced with arrows while the other four rest from the hunt, drinking orc wine from waterskins.

If the PCs come upon the unwary orcs unawares, they can observe them and eavesdrop for a time. The two orcs working on the elk seem to be trying to dissect something within it. As they do, they talk to each other in Orcish:

ORC 1: Careful there! Be have ta get the bladder intact and attached to the innards. If ya pierce this one, it'll be the fourth one you've ruined in a row and then maybe we see if the witch can do her visions with yer bladder and innards instead!

ORC 2: Garn ya! It ain't my fault! We told them bow happy boys to shoot for the forepart of the beastie. Is it my fault their arrows are all over this thing's rump?

ORC 1: I don't care fer yer excuses. I don't like this duty anyways. Why can't we be attackin' the dwarves insteada always hunting for this and that ta bring to the witch for her gobbledy-gook?

ORC 2: Da Big Boss says that we are ta get the witch whatever she wants...whatever Comghurin sez she wants anywize.

ORC 1: Why's she so important anyways?

ORC 2: I dunno. Since when have them stonies ever been important? But I hear da Boss sends for her some times for her magic.

ORC 1: Probably da Boss sends for her ta wrestle in bed iff'n ya knows what I mean.

ORC 2: I do know what ya mean, but think about it for a second. The size is all wrong. It just don't work. Like us tryin' ta shag a kobold.

ORC 1: Don't knock it til ya tried it says I!

ORC 2: Then ya sez too much. Now quit yer yappin' and concentrate on gettin' these entrails out. Sooner we get 'em to Comghurin, the sooner he gets 'em to the witch and we can get back home.

* Orcish Hunters (6): Male orc Ranger 1/Warrior 1; CR 1; Medium humanoid (orc); HD 1D8+1 plus 1D8+1; hp 12; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +5 melee (1D6+3, handaxe) or +3 melee (1D6+3, handaxe) and +3 melee (1D6+1, handaxe) or +4 ranged (1D8, longbow); SA favoured enemy (dwarves +2), SQ darkvision 60 ft, light sensitivity, wild empathy; AL CE; SV Fort +5, Ref +4, Will +1; Str 17, Dex 15, Con 12, Int 8, Wis 12, Cha 6. Height 6 ft 2 in.

Skills and Feats: Climb +4, Listen +2, Spot +2, Swim +4, Survival +4; Two-Weapon Fighting, Track.

Possessions: handaxes (2), longbow, arrows (20), studded leather, dagger, belt pouch, 20 cp, 28 sp. 

Finding the Stonewych:

There are several ways to find the Stonewych from the planned encounters given above. The first is to search for a purple rock shining in the setting sun. This is not entirely easy, but the rock can be seen some 20 miles away, so it is quite possible for the PCs to witness it and thereby track it to its source. Similarly, most dwarves in the area know of the mountain with the shining purple rock. It is a peak they call Cirdinyarn, and they tell that the mountain is believed to hold some mysterious power at its peak.

In addition, the orcs procuring the elk bladder can be followed. They will eventually return to their encampment and present their catch to Comghurin, who will then leave with his entourage to head to the Stonewych. The PCs can then either follow Comghurin or can attack him and gain his map from him.

Comghurin:

The orc encampment to which the hunters belong is some 15 miles from the site of the elk slaying. The camp holds some 150 male orcs, with a third of that number of females (who are non-combatants). The camp is formed of fur tents and small dens dug into the ground in an area shaded by high trees from the worst of the sun. This encampment favours hunters, and the DM can, if necessary, assume that 75 of the males are hunters and 65 are normal male warriors. Of the 75 hunters, assume 25 are out hunting (including the six encountered in Planned Encounter #2). There are 10 leaders present as well. Comghurin rules the camp, but he and his entourage are presented separately. If the PCs attack the encampment while Comghurin is present, include him and his entourage within the camp forces.

* Orcish Hunters: Male orc Ranger 1/Warrior 1; CR 1; Medium humanoid (orc); HD 1D8+1 plus 1D8+1; hp 12; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +5 melee (1D6+3, handaxe) or +3 melee (1D6+3, handaxe) and +3 melee (1D6+1, handaxe) or +7 ranged (1D8, longbow); SA favoured enemy (dwarves +2), SQ darkvision 60 ft, light sensitivity, wild empathy; AL CE; SV Fort +5, Ref +4, Will +1; Str 17, Dex 15, Con 12, Int 8, Wis 12, Cha 6. Height 6 ft 2 in.

Skills and Feats: Climb +4, Listen +2, Spot +2, Swim +4, Survival +4; Two-Weapon Fighting, Track.

Possessions: handaxes (2), longbow, arrows (20), studded leather, dagger, belt pouch, 20 cp, 28 sp. 

* Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +4 melee (2D4+3, falchion) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen +1, Spot +1; Alertness.

Possessions: falchion, javelins (3), belt pouch. 

* Orc Leader: Male orc Warrior 3; CR 2; Medium humanoid (orc); HD 3D8+6; hp 20; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +5 melee (2D4+3, falchion) or +3 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +5, Ref +1, Will +0; Str 17, Dex 11, Con 14, Int 9, Wis 9, Cha 8. Height 6 ft 4 in.

Skills and Feats: Jump +5, Listen +0, Spot +0; Monkey Grip, Weapon Focus (falchion).

Possessions: falchion, chain shirt, heavy wooden shield, javelins (3), belt pouch. 

Comghurin is responsible for gathering the material components the Stonewych needs to perform her oracles for Garizmul Throatslasher. He and his orcs have had to range far afield to gather game, with the scarcity caused by the orc armies.

Once the proper items are procured (and even if the PCs slay the orcs they encountered in Planned Encounter #2, some other hunting party will eventually return with the proper items), Comghurin will gather up his entourage and travel to Mount Gur-Am-Hiri, by way of Lake Landezil and thence up the course of River Manzinmul to the orc encampment astride the river, before turning northeast to approach Mount Gur-Am-Hiri from the south.

Entourage:

The goblin slaves are the personal property of Comghurin. They do not fight and have no weapons. They carry the Wych's materials, comprised of bladders and pots of blood and other exotic and mundane material components, in tied fur bundles atop wooden platforms hoisted by four goblins each on two poles. There are six such platforms. There are no statistics prepared for the goblins, since they will not fight. If needed, use the standard goblin statistics from the Monster Manual, but with no armour or weapons.

The entourage travels by night and camps in a shaded spot by day. Three scouts generally precede the entourage by 3D6 x 10 ft, scouting the route ahead and to the flanks.

* Orc Scouts (6): Male orc Ranger 2; CR 2; Medium humanoid (orc); HD 2D8+2; hp 14; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +5 melee (1D8+3, flail) or +3 ranged (1D8, longbow); SA favoured enemy (dwarves +2); SQ darkvision 60 ft, light sensitivity, wild empathy; AL NE; SV Fort +4, Ref +4, Will +1; Str 17, Dex 13, Con 12, Int 8, Wis 12, Cha 8. Height 6 ft 2 in.

Skills and Feats: Climb +4, Jump +4, Hide +4, Listen +8, Move Silently +5, Spot +8, Survival +6, Swim +4; Alertness, Rapid Shot, Track.

Possessions: longbow, arrows (20), flail, dagger, studded leather, heavy wooden shield, belt pouch, 2D10 cp, 2D8 sp, 1D8 gp.

* Orc Soldiers (6): Male orc Fighter 2; CR 2; Medium humanoid (orc); 2D10+9; hp 22; Init +2; Spd 20 ft; Space 5 ft; reach 5 ft; AC 18 (touch 10, flat-footed 18); Atk +7 melee (1D6+4, scimitar) or +2 ranged (1D6+4, javelin); SQ darkvision 60 ft, light sensitvity; AL CE; SV Fort +5, Ref +0, Will -1; Str 18, Dex 11, Con 14, Int 8, Wis 8, Cha 8. height 6 ft 4 in.

Skills and Feats: Jump +4, Listen +0, Spot +2; Blooded, Power Attack, Weapon Focus (scimitar).

Possessions: scimitar, splintmail, heavy wooden shield, javelins (3), belt pouch, 2D10 cp, 2D8 sp, 1D8 gp.

* Urlghrum: Male orc Barbarian 4; CR 4; Medium humanoid (orc); 4D12+12; hp 38; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +8 melee (2D4+6, falchion) or +5 ranged (1D6+4, javelin); SA fast movement, rage 2/day; SQ illiteracy, trap sense +1, uncanny dodge; AL CE; SV Fort +7, Ref +2, Will +0; Str 19, Dex 13, Con 16, Int 8, Wis 9, Cha 7. Height 6 ft 6 in.

Skills and Feats: Climb +6, Intimidate +0 (+6 with Str), Jump +6, Listen +5, Spot +1, Survival +2, Swim +6; Furious Charge, Intimidating Rage.

Possessions: falchion, chain shirt, javelins (3), slaver's whip, potion of Cure Light Wounds at 1st level, potion of Cat's Grace at 3rd level, belt pouch, 4D10 cp, 4D8 sp, 3D8 gp.

* Comghurin: Male orc Barbarian 1/Adept 3/Cleric 3 (Gruumsh); CR 6; Medium humanoid (orc); HD 1D12+1 plus 3D6+3 plus 3D8+3; hp 53; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 11, flat-footed 18); Atk +8 melee (1D8+3, masterwork battleaxe) and (1D8+2, composite longbow); SA fast movement, rage 1/day, rebuke undead (3/day); SQ darkvision 60 ft, light sensitivity; AL NE; SV Fort +7, Ref +3, Will +9; Str 17, Dex 13, Con 12, Int 11, Wis 14, Cha 10. Height 6 ft 4 in.

Skills and Feats: Bluff +3, Climb +4, Concentration +4, Handle Animal +1, Heal +3, Intimidate +2 (+5 with Str), Jump +4, Knowledge (religion) +3, Listen +5, Spellcraft +4, Spot +4, Survival +5, Swim +4

Adept Spells Prepared (3/3): 0 - cure minor wounds, detect magic, touch of fatigue; 1 - burning hands, hawkeye, sleep. Base DC = 11 + spell level.

Cleric Spells Prepared (4/3/2): 0 - cure minor wounds, resistance, silver sword, thunderthump; 1 - cure light wounds, shield of faith, summon undead I; 2 - cure moderate wounds, silence, vile darkbolt. Base DC = 11 + spell level. Domains: Orc (smite 1/day for +3 damage), Hatred (+2 profane bonus on attacks, saves, and AC against one opponent 1/day for 1 minute). Domain Spells (1/1): 1 - doom; 2 - produce flame.

Possessions: +1 chain shirt, +1 heavy wooden shield, masterwork battleaxe, compsite longbow (+2 Str), spell component pouch, iron unholy symbol to Gruumsh, minor amulet of animate dead, potion of Aid at 3rd level, scroll of Spell Shield at 3rd level, charm of bones, belt pouch, polished amber (150 gp), 3 peridots (25 gp), 40 cp, 15 sp, 10 gp.

* Minor Amulet of Animate Dead: This amulet is crafted by evil priests. It is made of obsidian and jade crafted into a vaguely disturbing image of talons and claws grappling each other. The amulet, when worn, allows the wearer to animate dead 1/day. In addition, the amulet can control 6 HD worth of either skeletons or zombies. Animating undead does not require any material components (other than the body or skeleton to animate).

These undead are technically controlled by the amulet, and therefore do not count against any limit of undead controllable by the caster. The undead instead obey the commands of whomever is wearing the amulet at the time.

If these undead are ever taken more than 300 ft from the amulet (or vice versa), they are immediately destroyed.

Faint necromancy; CL 5; Craft Wondrous Item, animate dead; Price 5000 gp; XP 200.

* Charm of Bones: This wristband is made of bone, carved with runes of necromancy and undeath. Dangling from the wristband are two charms, one made of stone in the shape of a skull, and the other made of obsidian in the shape of a skeletal finger tipped by a sharp, clawlike fingernail.

The charm augments any undead controlled by the wearer, imbuing them with the effects of a stone bones spell and a bone spikes spell as long as they remain under the control of the wearer. The former grants undead a +3 enhancement bonus to natural armour, while the latter grants a +1D6 damage bonus to slam or claw attacks made by skeletons or zombies.

These effects will function on undead that are controlled by a magic item that is worn by the wielder of the charm, such as someone who wears a minor amulet of animate dead.

Moderate necromancy; CL 3; Craft Wondrous Item, stone bones, bone spikes; Price 9000 gp; XP 360.

* Comghurin's Snake Familiar: CR 1/3; Tiny animal; HD 1/4D8 (7 HD for most purposes); hp 26; Init +3; Spd 15 ft, climb 15 ft, swim 15 ft; AC 19 (touch 15, flat-footed 16); Atk +7 melee (1 plus poison, bite); SA poison; SQ deliver touch spells, empathic link, improved evasion, scent, share spells; AL N; SV Fort +6, Ref +5, Will +8; Str 4, Dex 17, Con 11, Int 7, Wis 12, Cha 2. Length 2 ft.

Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; Weapon Finesse.

* Comghurin's Orc Skeletons (6): CR 1/3; Medium Undead; HD 1D12; hp 6; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +3 melee (1D6+3+1D6, claw); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +0; Str 17, Dex 13, Con -, Int -, Wis 10, Cha 1. Height 6 ft.

Skills and Feats: Improved Initiative.

Possessions: heavy wooden shield.

Notes: Under the effects of stone bones and bone spikes spells from the charm of bones (already figured in the statistics).

Mount Gur-Am-Hiri:

This mountain is a formidable spire, formed of a tall main peak and a smaller companion peak that thrusts up to the southwest of the main body. The peaks are quite rocky and very steep, punctuated by sharp spires and tall cliffs.

The Hall of the Stonewych is located near the top of the main peak, set upon a substantial ledge several thousand feet above the floor of the valley. It is fairly inaccessible by any means except flight and by way of the Great Hidden Stairs. Of course, an expert mountain climber could attempt the climb, but the DM should make such attempts extraordinarily strenuous, time-consuming, and dangerous.

The orcish entourage will pass into the neck of the peaks, between the main mount and the companion mount. There, they will head to a well-hidden vale, at the bottom of which is an opening 10 feet wide by 15 feet tall that seems, initially, to be a tunnel heading into the base of the mountain. However, after perhaps 100 feet, this tunnel emerges at the base of a set of massive stone stairs that follow a gorge that winds its way up the mountain to the Hall of the Stonewych. Stone plinths flanking the base of the stairway proclaim this, in Giantish, as the Great Hidden Stairs.

The stairs are stone giant-sized. That is, they are 30 feet wide and each step is 15 feet deep and 5 feet tall. The stairs follow a gorge that slices up the mountainside like a great wound in the mountain, perhaps formed by an ancient river or perhaps from a lave flow. The gorge walls are 30 feet tall, and the stairway itself has been cunningly placed so that, while open to the sky, it wends its way through passes and vales in the mountainside that tend to be sheltered by ridges so that the stairway is hidden from view unless viewed from close to directly overhead.

When the entourage arrives, they will be met by four gargoyles. These will pair up, two to a bundle, and fly them up to the Hall. Thus, it will take the gargoyles three trips to haul up the entire load of material components. Once this is done, the orc entourage will leave, returning to the orc encampment.

Negotiating the stairway is a formidable task for Medium creatures. Each step must be clambered up, and there are over a thousand such steps. It would take most PCs several days to clamber up the steps.

There are six gargoyles that patrol the stairway and the approaches to the Hall. Two of these are always stationed at the top of the stairs, flanking the entryway to the Hall. The other four generally patrol the approaches to the Hall and keep watch on the stairway and for flying creatures. As such, it is very likely the PCs will be spotted making their way to the Hall and will be attacked by four gargoyles. However, when the PCs are spotted, one gargoyle will alert one of its two fellows remaining at the entryway to the Hall, and that one will warn the orcs inside of intruders approaching.

* Gargoyles (6): CR 4; Medium monstrous humanoid (earth); HD 4D8+19; hp 37; Init +2; Spd 40 ft, fly 60 ft (average); Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +6 melee (1D4+2 [x2], claws) and +4 melee (1D6+1, bite) and +4 melee (1D6+1, gore); SQ DR 10/magic, darkvision 60 ft, freeze; AL CE; SV Fort +5, Ref +6, Will +4; Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7. Height 5 ft 6 in.

Skills and Feats: Hide +7*, Listen +4, Spot +4; Multiattack, Toughness.

Special Qualities: Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

* Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

Aside from the four gargoyles, there will be no further attacks on the stairway.

At the Top:

The top of the stairway ends at a large ledge, some 100 feet in diameter and surmounted by steep cliffs rising up from it to the top of the peak and steep cliffs and slopes below falling away to the base of the mountain. Set atop this ledge is a massive stone structure, roughly square, some 50 feet wide and deep and tall. The structure is clearly set into the rising cliffside, so that perhaps the inside reaches into the mountainside. The structure is wondrously worked stone, massive granite blocks set tightly into place with precise masonry and engineering without any use of mortar. The structure is decorated with bas reliefs displaying stone giants and all sorts of fantastic creatures, including dragons and large bird-like creatures, some with multiple heads. Many of these images, surrounded by whirls and vortices and intricate designs worked into the stone, have an organic look about them, as if shaped by magic rather than chisel.

In the center of the structure face that faces the stairway is an opening, measuring 30 feet wide by 30 feet tall. Two massive stone doors can block this opening, but these are currently thrust inward and open. Massive, giant-sized steps lead up to the opening, set 10 feet above the ground level of the ledge. Set over the lintel of the opening is stone scrollwork engraved with the following words in Giantish:

Enter Ye into the Weave of Fate and her Servant.

Two gargoyles flank the entrance, perched amidst the stone carvings so that they blend into the surroundings and can take advantage of both their freeze ability and their Hide bonus. These gargoyles will attack intruders, presumably from surprise.

Refer to the Hall of the Stonewych maps for details. There are two such maps, the Upper Level, and the Lower Level.

Unless stated otherwise, all passages and rooms are 30 feet tall and are dimly lit by giant-sized stone braziers filled with reddish coals that cast a flickering, blood-stained light on the walls of the Hall. The ceilings and walls are all decorated with bas reliefs or mosaics displaying stone giants in battle or domestic scenes, and some seem to show ancient stone giant history and great deeds by stone giant heroes. A few show a stone giantess sitting at a massive and intricate loom sending weavings out into nearby scenes of great deeds.

Upper Level:

1. Entry Chamber:

The ceiling in this chamber is 40 feet tall. The floor seems to be made of some sort of polished marble shot through with green veins of mineral that seems to form leaf-like and tree-like patterns in the marble. The ceiling is of a single polished blue stone, the colour of a clear noon sky. To the east are bronze double doors carved with engravings of wavy lines resembling tangled threads enwrapping the sun on one door and the two moons on the other.

A group of orcs is encamped here. They serve Ragjnir who dwells with the infant on the Lower Level, and are here primarily to act as an early warning should any trouble occur and to possibly assist the gargoyles should a fight develop outside. The leader will try to take the time to envenom some of his arrows.

* Orc Archers (8): Male orc Fighter 3; CR 3; HD 3D10+6; hp 25; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +6 melee (1D6+3, handaxe) or +6 ranged (1D6+3, composite shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +5, Ref +3, Will +0; Str 16, Dex 15, Con 14, Int 9, Wis 8, Cha 8. Height 6 ft 3 in.

Skills and Feats: Climb +4, Jump +4, Swim +5; Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite shortbow).

Possessions: studded leather, handaxe, composite shortbow (+3 Str), arrows (20), dagger, belt pouch, 3D10 cp, 3D8 sp, 1D8 gp.

* Orc Archer Leader: Male orc Fighter 5; CR 5; HD 5D10+15; hp 45; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +8 melee (1D8+3, battleaxe) or +8 ranged (1D8+3, composite longbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +7, Ref +3, Will +0; Str 17, Dex 15, Con 16, Int 10, Wis 9, Cha 11. Height 6 ft 5 in.

Skills and Feats: Climb +4, Intimidate +2, Jump +4, Listen +2, Spot +2; Dodge, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow).

Possessions: composite longbow (+3 str), chain shirt, battleaxe, dagger, potion of Cure Light Wounds at 1st level, potion of Cat's Grace at 3rd level, arrows (20), +1 arrows (8), belt pouch, large scorpion venom (2 vials), DC 18, 1D6 Str/1D6 Str), 23 cp, 13 sp, 45 gp, 16 pp.

Set against the north and south walls are fur pallets, sacks, barrels of water and dwarvish ale, and partially consumed game.

2. Chamber of the Pool:

Giant-sized steps lead down from the bronze valves between area 1 and this chamber. The ceiling is 50 feet overhead and made of an intricate mosaic of coloured and polished stones that portrays a stone giantess standing atop a peak with clouds forming a halo around her head and her hands raised in a sort of saintly blessing. The floor is marble, shot through with silver veins, and in the center of this room is a pool set within a slightly raised stone lip that is carved with Giantish runes of blessing, fate, and power. The water withinn is calm and placid-seeming.

The pool is 5 feet deep and half empty. A bit of greenish scum has begun to build up around the inside of the pool, where it has started to fall into neglect. The pool serves, normally, as a ritual bath for those coming to see the Stonewych.

As the PCs enter this chamber, they will see a shadowy figure bathed in the red light of the braziers standing in the archway leading into area 3. The figure is large, and it is possible that the PCs might think this is a Stonewych or another stone giant. However, it is not. It is a guardian daemon summoned by the orcs to guard against anyone coming to interact with the Stonewych unbidden.

The daemon will step forth and challenge the PCs telepathically as intruders, warning them to leave or perish.

The daemon is bound to the area, and cannot leave the ledge upon which the Hall is set. It is also, by way of the ritual summoning it, bound to this plane and thus becomes the equivalent of a native outsider. That means that while it is an outsider, it cannot be banished or dismissed and is not hedged out by protection spells. In essence, the area it is guarding becomes its home plane.

The demon will attack any who do not flee. It is smart enough to distinguish orcs and gargoyles from the PCs and will not attack them. It will, however, not allow anyone but Ragjnir or Garizmul Throatslasher or the adept that summoned it to enter into area 3, so the PCs will not be able to simply pose as orcs and bluff their way past the daemon. The daemon appears as a hulking humanoid with large bat wings, cloven hooves, and immense clawed hands. It's skin is a rusty red and a vestiges of a mane crown its head and neck. Flames flicker and dance in its crimson eyes.

* Guardian Daemon: CR 7; Large outsider (fire); HD 8D8+24; hp 64; Init +1; Spd 30 ft, fly 60 ft (average); Space 10 ft; Reach 10 ft; AC 21 (touch 10, flat-footed 20); Atk +11 melee (4D4+4, bite) and +9 melee (1D6+2 [x2], claws); SA breath weapon; SQ DR 10/magic, immunity to mind-influencing effects and spells, sleep, hold, polymorph and fire, telepathy; AL N; SV Fort +9, Ref +7, Will +8; Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 14. Height 12 ft.

Skills and Feats: Bluff +7, Gather Information +11, Hide +8, Listen +10, Move Silently +10, Search +9, Sense Motive +12, Spot +10, Survival +6; Blind-Fight, Multiattack, Power Attack.

Special Attack: Breath Weapon (Su): Once every 1D4 rounds, cone of fire, 30 ft; 5D6 points of fire damage, Reflex save (DC 16) halves.

Special Qualilties: Telepathy (Sp): The guardian demon can communicate with any creature within 100 ft that has a language.

3. Inner Chamber:

This is a massive chamber with intricate bas reliefs covering the walls in the form of ivy and vines hanging thick and leafy along all of the wall. A large fire pit sits in the center of the chamber, being some 15 feet in diameter and 8 feet deep. It is piled with logs and other pieces of wood and burns currently with low embers. A set of Giantish runes of fate and divination are carved into the floor around the pit. Standing next to the pit is a cauldron of aromatic oil and a barrel of incense, along with several giant-sized iron scoops for both. A stone frame surmounts the pit, and it holds halfway up its 10 foot height a large steel pan that is approximately 10 feet in diameter. The ceiling here is smoke stained and some 50 feet above the floor.

The firepit is used by the Stonewych to perform some of her divinations and oracles. Entrails and other components are often burned on the pan.

Along the east wall is a giant-sized stone dais upon which is a large stone throne shaped like flame on the right side and frost on the left side. Evidence of precious stones having been pried out is easily seen.

To the north is a thick cavebear fur curtain that covers an archway that leads into area 4.

The secret doors to the south require a DC 25 Search check to locate, and the switch requires a DC 30 Search check to locate and is 15 feet above the level of the floor.

When the daemon is slain, the Stonewych will emerge from area 4. She will regard the PCs and inquire as to why they have come. She already knows, and before the PCs can really answer, she will begin to speak in Common.

Never mind. I know why you have come. It has been revealed to me. Indeed, for some time have I awaited your arrival, for the threads of my concern were interwoven with the threads of yours.

Sit, and allow me to rest my stone bones on my seat, so long denied me. [she sits on her throne].

I am the Stonewych. That is my title and my name, for I have left my old name behind, and the weave of time has hidden it from me, as it should.

You have come to bring down the Orc Warlord Garizmul Throatslasher. This have I foreseen. And this is something I wish as well. Yes. So perhaps I shall help you?

As I have said, I am the Stonewych. In ancient times, my people were a wondrous race, and we worked mighty magicks. But as our power and lore grew so did our arrogance, and we became a decadent and wicked race, like many of our Giantish kin. But a great hero recognized our vile ways and he blamed our practice of magic for our downfall, for it, he said, corrupted our souls.

And so a great purge was undertaken, and all of our race who displayed magic ability were slain. And our race became as you no doubt know us...strong of muscle and tied to the earth.

Indeed it has been so now for many millenia. But still, every so often, a glimmer of our old prowess emerges in our bloodlines and merges with our earthy natures, and a stone giant with some earthly powers is born. These we called "Gramnir" or "Elder" in your tongue. These Elders are precious indeed, and they have or develop powers of the earth and are once again regarded as holy and sacred by our race, for we no longer believe that magic is evil, but merely a tool to be determined by its wielder the worth of its use.

And some of our kind have even stronger ties to our ancient bloodline, and these are rarer still than the Elders, for they can actually work sorcery and wield arcane powers.

But rarer and more precious than all of these is a bloodline that fully melds and amplifies the two. This is almost always present in the females of our kind, and they are both Elders and sorcerers and are called Stonewyches and sevrve as sybils and mystics of our race.

I was determined to try to send my people on the road to restore their former glory. And so I chose my mates carefully, and eventually, recently in fact, I had a male child who was both an Elder and a sorcerer! A male of such power has not been seen amongst us for years uncountable!

Alas, when the orcs first invaded we stone giants were determined to remain aloof, for what care have we if orcs and dwarves kill each other? But too soon the orcs and my folk began to conflict, and when this happened, Garizmul Throatslasher determined to keep the stone giants from this war. So he learned of me and my son, and with his adept Ragjnir he managed to assault this place by surprise and take my son hostage.

My precious son! He is the hope of my people, precious beyond all measure. And the orc warlord used the babe to hobble me. Worse, he forced me to bind my people in an Oathbind, a ritual of fate designed to enforce obedience to a vow, lest fate turn against us. And so my people were bound to raise no hand or aggression of any kind against any orc in order to save my child, for as long as Garimzul and I shall live.

Since then, Garizmul has come on occasion to force me to make oracles for him, and I have done so truthfully, though I must say that I often require the orcs to procure and bring ridiculous material components that I certainly do not need. These onerous requirements at least keep his visits infrequent and limit the amount of useful information I have to depart to that beast of an orc!

And now you have come. And so with you the salvation of my people. You seek the warlord. I wish him to fall, for the Oathbind did I word in such a way that upon the warlord's death, the Oathbind is unraveled.

I know where the warlord dwells. But more than that, I know of a way, a secret way, to get into his lair without interference from his armies. I could get you in and you could slay Garizmul and then retreat before the orc hordes would even know something was awry!

I will show you this way, for once Garizmul is slain and the Oathbind unraveled, I will muster the stone giants, and we will pierce the orc armies and reach the dwarves, and will muster the dwarves for a final assault to drive the now leaderless orcs from the field.

But, there is a crack in this stone. For the orcs have my child. And I cannot act while he is so held, for there may never be another male child with such potency for millenia, if ever. Were I to show you the secret way to the warlord and were you to fail, then the orcs would trace your route and know that I sent you, and my babe would likely perish for it.

My child lies in this Hall, in the lower level. He is warded by Ragjnir, a powerful adept, and likely some of his minions. Find my child and bring him to me alive and I shall tell you of the secret way to the warlord.

The PCs may have some questions. Below are some, and the Stonewych's answers:

Why don't you go rescue your child yourself? Because the Oathbind binds me, and were I to break that, fate would bring calamity upon me and my people. In addition, I am watched closely, and were I to fail, my child would be slain.

If we rescue your child, will you come with us to attack the orc warlord? Alas, I cannot. For even with my child, the Oathbind still is in effect as long as the warlord and I live. If absolutely necessary I could slay myself and unravel the bind in that manner, but I am the only Stonewych of my people, and they would suffer greatly without me.

How do we get to the lower level? Along the south wall are secret double doors. Set 15 feet up some 6 inches to the left of the left door is a stone leaf that can be pivoted, unlocking the secret doors. Beyond will you see steps descending into the lower level.

How powerful is this Ragjnir? It was he who summoned and bound the daemon warding me. He is quite a capable magician.

The Stonewych will request that the PCs make all due haste to rescue the babe. She is worried that, should Ragjnir learn who has prevailed above, her babe might be forefeit.

* The Stonewych: Female elder stone giant Sorcerer 6/Cleric 2/Sybil 5; CR 22; HD 14D8+56 plus 6D4+24 plus 2D8+8 plus 5D4+20; hp 213; Init +2; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 25 (touch 11, flat-footed 23); Atk +25 melee (1D8+14, large +2 quarterstaff); SA rock throwing; SQ darkvision 60 ft, divine insight 5, lesser geas (1/day as 7th level cleric), low-light vision, mysterious lore +9, reclusive insight, riddle - mystery, rock catching, spell-like abilities, turn undead 6/day (+2 synergy bonus); AL N; SV Fort +21, Ref +11, Will +23; Str 27, Dex 15, Con 19, Int 18, Wis 15 (10 for Wis checks), Cha 17. Height 11 ft 6 in.

Skills and Feats: Climb +11, Concentration +18, Craft (masonry) +12, Diplomacy +15, Gather Information +8, Heal +4, Hide +6*, Jump +11, Knowledge (arcana) +16, Knowledge (history) +5, Knowledge (religion) +10, Listen +10, Sense Motive +16, Spellcraft +21, Spot +13; Combat Expertise, Combat Reflexes, Empower Spell-Like Ability, Energy Affinity, Iron Will, Magic in the Blood, Node Sensitive, Point Blank Shot, Power Attack, Precise Shot.

Special Attacks: Rock Throwing (Ex): 40 to 50 pound rock up to 5 range increments (180 ft each).

Special Qualities: Divine Insight (Su): +5 to Wisdom when determining bonus spells or save DCs when casting divine spells or using divine spell-like abilities.

-5 to Wisdom when making any other checks or saves involving Wisdom alone.

+5 to Wisdom 1/day when making a check or save.

Mysterious Lore (Ex): As bardic knowledge, but if the check is failed, the sybil must spend 24 hours in solitude to regain the ability.

Reclusive Insight (Su): By spending 24 hours in complete solitude, the sybil gains +5 to Intelligence when making checks that depends on Intelligence and suffers -5 to Intelligence to determine bonus spells or save DCs when casting arcane spells or using arcane spell-like abilities.

Riddle (Sp): Conundrum - augury 5/day (failure suffers 1 point of ability damage); Mystery - divination 5/day (failure suffers 2 points of ability damage)

Rock Catching (Ex): Catch small, medium, or large rocks (or other size projectile) once per round. If the giant would normally be hit, may make a Ref save (with a +4 racial bonus) to catch it as a free action. DC is 15 for a small rock, 20 for a medium rock, and 25 for a large rock. Magical bonuses to attack increase the DC by that amount. The giant must be ready and aware of the attack.

Spell-Like Abilities: 3/day as 10th level sorcerer - stone shape, stone tell, transmute rock to mud or transmute mud to rock. DC 13 + spell level.

Sorcerer Spells Known (cast 6/7/6/4): 0 - detect magic, disrupt undead, light, mage hand, ray of frost, read magic, unnerving gaze; 1 - hail of stones, lesser electric orb, protection from chaos/evil/ good/law, shield; 2 - detect thoughts, scorching ray; 3 - acid breath. Base DC = 13 + spell level.

Cleric Spells Prepared (4/4): 0 - dancing bandages, guidance, physical prowess, thunderthump; 1 - discern aura, remove fear, sanctuary, symbol of fate. Base DC = 15 + spell level. Deity: special; Domains: Earth (turn air creature or rebuke earth creatures 6/day), Oracle (divination spells cast at +1 caster level and last 1 additional round/minute/hour). Domain Spells (1): 1 - true strike.

Possessions: +2 large quarterstaff, large amulet of natural armour +3, ring of elemental command (earth) [activated], large robe of resistance +2, large silver diadem mounted with a large jacinth (2500 gp), large golden earrings in the shape of a vortex (worth 200 gp), key to the earth node portal in the shape of a rune-covered polished fist-sized stone.

* +8 racial bonus to Hide checks in stony terrain. 

4. Wych's Room:

This large chamber, whose ceiling is 50 feet high, is the dwelling chamber of the Stonewych. It includes a stone bed with cave bear furs, a large privy, a stone washbasin filled with water, a large stone toilet, stone shelves with a variety of giant-sized utensils and personal items, most of them made of metal or stone. A massive stone brazier holds coals and embers.

A niche in the north wall serves as her treasure cache, but there is no way to access it normally, as the cache has to door leading to it. Instead, it requires a stone shape or other spell to access the cache. Hidden within are the following items:

5. Stairway:

A massive giant-sized stairway descends into the lower level.

Lower Level:

1. Antechamber:

This large chamber is devoid of any furnishings except for a 10 foot silver mirror placed horizontally on a square stone pedestal some 6 feet high. The mirror is used for scrying rituals, and provides +1 caster level and a +5 to the DC of any scrying spell cast while gazing into the mirror. The mirror radiates moderate divination magic.

Ragjnir has animated several undead and placed them here as guards. They will attack anyone passing the mirror, and they normally stand out of sight, in the hallway between area 1 and area 2 and in the hallway heading east from area 1 in niches carved into the halls that used to hold statuary before the orcs took over. The ogre zombies lair to the north, and the troglodyte zombies lair to the east. They will not pursue past the stairway.

* Ogre Zombies (4): CR 3; Large undead; 8D12+3; hp 55; Init -2; Spd 40 ft (cannot run); Space 10 ft; Reach 10 ft; AC 15 (touch 7, flat-footed 15); Atk +9 melee (3D6+9, large greataxe) or +1 ranged (1D8+6, large javelin); SQ single actions only, DR 5/slashing, darkvision 60 ft, undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1. Height 10 ft 3 in.

Skills and Feats: Toughness.

Possessions: large greataxe, large javelins (4).

* Troglodyte Zombies (8): CR 1; Medium undead; HD 4D12+3; hp 29; Init -2; Spd 30 ft (cannot run); Space 5 ft; Reach 5 ft; AC 16 (touch 8, flat-footed 16); Atk +3 melee (1D8+1, stone battleaxe) or +0 ranged (1D6+1, flint javelin); SQ single actions only, DR 5/slashing, darkvision 60 ft, undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1. Height 5 ft 3 in.

Skills and Feats: Toughness.

Possessions: stone battleaxe, flint javelins (3).

2. Quarry Room:

This chamber is used by the Stonewych to practice her craft making statuary and other stone items, usually using her stone shape ability. Stone workbenches and shelves line the walls, and raw rocks of various sizes quarried from the mountain lie here and there. Statues and other items partially crafted are present, showing signs of adequate brilliance, and also clearly having been formed by magic.

3. Crypt:

This large chamber serves as a crypt, ostensibly for past Stonewych's. Built into the walls of the chamber are crypts, marble slabs measuring 5 ft square. Not every space in the wall is taken up by a slab. In fact, most of the walls remain intact, indicating, perhaps, the long lifespan of stone giant and/or the rarrity of Stonewych's.

As is stone giant custom, there are no memorials or markings of any sort on the crypt slabs. Each slab is melded into the stone of the walls by magic, and so to break into a given crypt would require smashing through the slab or some stone-affecting magic. Within each crypt is simply a large linen burial shroud and a skeleton of a stone giant (interestingly enough, the bones of such are made of stone, as if petrified). All of these skeletons have been treated with the burial blessing spell.

A section of the wall to the northeast has four slabs that are false, meaning there is a wall behind them, not crypts. These slabs do not appear to be melded into the walls, but rather attached more traditionally (Search DC 10 to notice this). In addition, these slabs are the only ones with markings. Each bears a single rune in Giantish carved upon it. However, the wall behind them is, itself a secret door. The door can be noticed with a Search check (DC 30). The door is activated by pressing on the slabs in a specific order. The slabs are as follows, with the translation of the Giantish rune given:

Fate  

Hope
     

Fortune
 

Destiny

The DM can draw the slabs out for the PCs his he likes, but he should then provide made-up runes unless the PCs can translate them from Giantish.

The key to opening the door is to depress the slabs in order from least to greatest determination. A Knowledge (arcana) or Knowledge (religion) check can be given at DC 20 if a player specifically asks if they can determine any sort of mystical order to the words. The order proceeds from the least certain future to the most certain. Fate is considered less certain than destiny because destiny is believed to have been locked into place at birth or even sooner, while fate is regarded as the accumulation of events and circumstances that have arisen to make a thing inevitable. Thus, the proper order is:

HOPE - FORTUNE - FATE - DESTINY

If the improper combination of slabs is depressed, a magic trap will be activated. If a single slab is pressed or less than four slabs are pressed, nothing will happen. Only if four slabs are pressed and they are incorrect will the trap activate. When a slab is pressed, it pushes in flush with the wall and remains inset until the fourth slab is pressed or until 10 minutes pass with no slabs being pushed, at which time all of the slabs redeploy. If the proper sequence of slabs is pressed, the slabs will reset and the secret door will swing open. If the magical trap is activated. the slabs will immediately reset. The slabs are quite difficult to push, and require the contact of living hands to depress. Means of attempting to push them with constructs or devices will fail.

* Hail of Stones Trap: CR 7; magic device; touch trigger; automatic reset; spell effect (hail of stones, 7th level sorcerer, 5D4 damage, Atk +10 ranged); multiple targets (5 ft radius and 40 ft high cylinder centers on the four 5 ft squares in front of the slabs); Search DC 30; Disable Device DC 30.

Beyond the secret door is a 10 foot square passage that leads to another secret door (search DC 30).

4. Well Room:

This room serves to provide water for the Stonewych. A 10 foot well in the center of the chamber forms a cylindrical shaft some 150 feet deep. From the ceiling water drops in thin streams out of four 1 inch diameter holes into the well, which is about half filled with fresh, potable water. When the well fills up too much, the Stonewych can use her stone shape ability to close off one or more holes. A stone arm crooks up from the edge of the well and arcs out over the center. The hand of the arm holds a very long, stout iron chain and a large iron bucket. A steel crank at the elbow of the arm, which is 8 feet off of the ground, can be turned to raise or lower the bucket. Several stones have been stacked beneath the crank to allow several Medium creatures to turn it.

5. Storeroom:

A storeroom for the Stonewych, this chamber contains many stone-made crates and barrels holding a variety of foodstuffs, including dried fruit, salt, nuts, etc. The barrels hold beer and stonewyne (this a potent brew that tastes like dirt to non-stone giants). The orcs have taken over this room a bit, and hanging from hooks pounded into the wall and from chains strung between them are various meats drying and curing, including venison, a small black bear, and several vague humanoid figures that may be small orcs, dwarves, or goblins.

6. Vestibul:

This chamber served the Stonewych as a vestibul, where she would don her sacred garments and douse herself with oil and unguents before entering area 7. The place now holds Ragjnir's guardian, Thurgasht, a two-headed troll who is the adept's personal bodyguard.

* Thurgasht the Two-Headed Troll: CR 6; Large giant; HD 10D8+40; hp 85; Init +0; Spd 20 ft; Space 10 ft; Reach 10 ft; AC 19 (touch 9, flat-footed 19); Atk +12/+7 (2D6+6, large longsword) and +12/+7 melee (1D8+6, large club) or +12 melee (1D6+6 [x2], claws) and +5 melee (1D6+3 [x2], bites); SA superior two-weapon fighting, rend 2D6+9; SQ darkvision 90 ft, fast healing 1; AL CE; SV Fort +11, Ref +3, Will +5; Str 22, Dex 11, Con 19, Int 9, Wis 10, Cha 6. Height 10 ft.

Skills and Feats: Listen +7, Search +4, Spot +7; Cleave, Iron Will, Power Attack.

Special Attacks: Superior Two-Weapon Fighting (Ex): Because each of its two heads controls an arm, a two-headed troll does not suffer an attack or damage penalty for attacking with two weapons if it chooses to wield weapons in combat.

Rend (Ex): If a two-headed troll hits with both of its claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2D6+9 points of damage.

Possessions: large longsword, large club, large hide armour, golden hoop earring (25 gp), silver pyramid earring (35 gp).

A noisome pile of ratty furs, mostly from grizzly bears, serves as the creature's bed, and the once pristine vestments of the Stonewych are mixed with the bedding. Bones and gibbets of flesh are everywhere. The stone hooks once used to hold garments now hold the corpses of impaled animals, awaiting consumption by the troll.

7. Chapel:

This chamber is adorned with once wondrous stone shaped bas reliefs depicting all sorts of landscapes and creatures and godly tales, but apparently Thurgasht has worked his own "artistry" upon these with his club and sword. Most are hacked and chipped and battered.

A large stone altar stands to the north, some 15 feet wide by 5 feet long by 6 feet tall. It, too, was once ornately decorated, and likely studded with precious stones as evidenced by the pried out portions. Behind the altar is a mosaic depicting a blind stone giantess with her hands upraised and threads spinning out from her upthrust palms.

To the east is a stone shelf some 5 feet high and 15 feet long that contains a fur pallet and some personal effects of the adept, as well as a small stone shrine to Gruumsh spattered with blood and topped by a large single eye made of ivory, mother-of-pearl, and inset with jet and carnelian (worth 1200 gp).

Laying on the altar in swadling is a stone giant infant. The babe is 4 feet long and it's limbs are bound by cord into its swadling, so that it cannot escape or wander. This is the infant stone giant.

* Infant Stone Giant: CR 1/4; Small giant; HD 1D8+1; hp 6; Init +0; Spd 10 ft; Space 5 ft; Reach 5 ft; AC 11 (touch 9, flat-footed 9); Atk n/a; AL N; SV Fort +3, Ref +0, Will +0; Str 6, Dex 8, Con 13, Int 3, Wis 10, Cha 6. Height 4 ft.

Skills and Feats: none.

Ragjnir is here, he being one of the top lieutenants of the warlord. Ragjnir knows where Garizmul lairs, but he is otherwise unaware of the earth node or the portal thereby. Fearless in combat, Ragjnir will fight to the death.

* Ragjnir: Male orc Fighter 1/Adept 9; CR 9; HD 1D10+2 plus 9D6+18; hp 63; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 12, flat-footed 17); Atk +8 melee (1D8+3+1D4+1D6 fire, +1 flaming scimitar) or +7 ranged (1D8, light crossbow); SQ darkvision 60 ft, light sensitivity; AL NE; SV Fort +7, Ref +5, Will +10; Str 17, Dex 14, Con 14, Int 13, Wis 18, Cha 12. Height 6 ft 2 in.

Skills and Feats: Concentration +10, Heal +4, Knowledge (arcana) +6, Knowledge (religion) +3, Spellcraft +6, Survival +7; Combat Casting, Dirty Fighting, Dodge, Extra Slot, Improved Counterspell.

Spells Prepared (3/4/4/2): 0 - cure minor wounds, detect magic, guidance, touch of fatigue; 1 - burning hands, cause fear, cure light wounds, sleep; 2 - cure moderate wounds, mirror image, resist energy, scorching ray; 3 - bestow curse, lightning bolt. Base DC = 14 + spell level.

Possessions: +1 flaming scimitar, masterwork chainmail, heavy steel shield, wand of Choke at 3rd level with 39 charges, robe of minor fire resistance, potion of Cure Moderate Wounds at 3rd level, potion of invisibility at 3rd level, spell component pouch, belt pouch, silver unholy symbol to Gruumsh, 16 gp.

The secret door to the west is well hidden (Search DC 30).

8. Secret Passage:

The secret door leading to this passage is difficult to find (Search DC 30). It opens by way of a hidden switch (Search DC 25) located some 6 feet up at the end of the north wall. Behind is a passageway that quickly slopes down and starts to curve around on itself. After several hundred yards, passages begin to open off of it and increasingly regular intervals. After several miles of twisting descent, the passage eventually ends in a single natural chamber approximately 40 feet in diameter. Within the chamber, in the center of the floor, is large mass of purplish crystals some 8 feet high and 10 feet wide. The crystals throb with a vague glow and as one enters the room, a palpable sense of power washes over the person.

This area is a very magical one, the very heart of the mountain. The mass of crystals is infused with earth power (which has the same effects as faerzress in Faerun). In addition, it serves as a Class 1 earthnode. Finally, if the portal key held by the Stonewych is brought within the chamber, a portal will appear in place of the crystals, allowing the holder of the key to pass through as well as anyone who enters the portal while the holder is in the chamber. This node grants access to the spell darkness.

The portal is a two-way keyed portal that is only keyed from this side. Anything may pass through the other side. The portal leads to a cave under Mount Gallduln.

A portal drake haunts this portal, one of several it keeps a watch on. It will likely investigate and threaten any who enter the chamber.

* Portal Drake: CR 5; Small dragon; HD 5d12+5; hp 37; Init +6; Spd 40 ft, burrow 20 ft, fly 90 ft (average); Space 5 ft; Reach 5 ft; AC 18 (touch 13, flat-footed 16); Atk +7 melee (1D6+1, bite) and +2 melee (1D4 [x2], claws); SA breath weapon, spell-like abilities; SQ darkvision 60 ft, immunity to sleep and paralysis, low-light vision, portal jump, portal sight; AL NE; SV Fort +5, Ref +6, Will +4; Str 13, Dex 14, Con 12, Int 15, Wis 11, Cha 14. Length 4 ft.

Skills and Feats: Bluff +10, Concentration +9, Disguise +2 (+4 acting), Hide +18, Intimidate +4, Listen +8, Move Silently +14, Spellcraft +10, Spot +8, Use Magic Device +10; Improved Intiative, Portal Sensitive, Quicken Spell-Like Ability (portal jump).

Special Attacks: Breath Weapon (Su): 40 ft cone of poisonous gas, once every 1D4 rounds (but not more than 5/day); initial damage 1D4 Str, secondary damage unconsciousness, Fort DC 13 negates.

Spell-Like Abilities: At will - detect magic; 1/day - blur, mirror image. All as 5th level caster.

Special Qualities: Portal Jump (Sp): 4/day, a portal drake can enter any portal and emerge from any other portal through which it has travelled.

Portal Sight (Sp): A portal drake can look through any portal and see out of any other portal through which it has travelled. This effect does not change perceptions or properties of the portal on the other side. A portal drake cannot cast spells through a portal.

The drake lairs in a hidden cavern far away. It commonly watches the half a dozen portals it has travelled through, and will observe the PCs enter the chamber. The drake will suddenly appear and claim the portal, demanding a toll for passing through it. Should the PCs agree, the drake will demand 100 gp per person passing through, though this can be bargained as low as 25gp per person. It will accept magic in lieu of coins or other wealth. If the PCs refuse, the drake will breathe and then begin to hit and run on the PCs through the portal, whether on this side or the other side. Nonetheless, the drake has no reason to fight to the death, and it can be driven off if seriously hurt. The drake knows what is on the other end of the portal, and can be bribed to tell the PCs what lies there.

Defense of the Hall:

Ragjnir and Thurgasht are far enough removed from the first two areas of the Upper Level that it will be difficult for them to hear any combat or distrubance unless the noise level is exceptional. Even if they do know something is amiss, Ragjnir will not seek to ascend to the Upper Level, for he will wish to leave the intruders to the daemon, and he does not wish to leave the presence of the babe. Instead, if he becomes aware of trouble above, he will possibly be ready with protective measures such as mirror image or invisibility. Ragjnir will also likely command Thurgasht to take up the babe and then Ragjnir will warn the PCs that he will slay the babe unless they depart at once. Of course, he is bluffing, for if he slew the child, the stone giant oathbind would unravel. If the PCs do not withdraw, he will command Thurgasht to lay down the babe and will attack.

Rescuing the Babe:

If the PCs return the babe to the Stonewych, she will be ecstatic and relieved. She will explain that her oathbind is still active, for it lasts as long as both she and Garizmul survive. However, she is now free to give the PCs a chance to come upon the orc warlord unawares. She will explain to the PCs that a portal lies beneath the Hall, and that the portal can be activated by her key. She will offer her portal key to the PCs, and will inform them of the secret door and hidden switch that leads to area 8 of the Lower Level. She will explain that the portal leads to a cave in the heart of the mountain where Garizmul makes his lair, in a goblin lair he has taken over. This is the PCs' chance to bypass Garizmul's armies and strike at him. The PCs could then use the same portal to escape.

She will also grant the PCs, as a boon of thanks as to help them accomplish their goal, her chain shirt, amulet, gloves, and rod from area 4. These are for the PCs to keep for their own.

The Stonewych will state that once Garizmul is slain, the oathbind will unravel. The PCs should then return to her, for she will be able to aid them then.

The Stonewych will welcome the PCs to rest for a day or two before entering the portal. She will caution against waiting longer, for word of what has happened may reach Garizmul.

Part Five - The Final Confrontation:

The Gallduln Portal:

The portal from Mount Gur-Am-Hiri exits into an obglong cavern from 60 feet long by 30 feet wide by 20 feet tall. Stalactites and stalagmites grow profusely, and a shallow pool is present in the center of the cavern, its edge limned with a greenish phosphorescence. This pool is 10 feet in diameter and only a foot or two deep. The portal emerges in the center of the pool. From this direction, the portal can be entered and passage made back to Mount Gur-Am-Hiri even without the portal key.

A single passage, naturally formed, exits the west end of the cavern.

A cluster of piercers dwells here, disguised as stalactites, and they will drop on unsuspecting victims. The piercers are grouped in a 10 foot area before the exit.

* Piercers (10): CR 1/6; Tiny vermin; HD 1D8; hp 4; Init -3; Spd 5 ft, climb 5 ft; Space 2.5 ft; Reach 0 ft; AC 16 (touch 9, flat-footed 16); Atk +2 melee (1D6, slam); SA improved critical, acid; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +2, Ref -3, Will +0. Length 1 ft.

Skills and Feats: Hide +4*, Listen +13, Spot +3.

Special Attacks: Improved Critical (Ex): A piercer threatens a critical on an attack roll of 19 or 20.

Acid (Ex): The piercer's soft underbelly is coated with a corrosive acid that deals 1D6 damage if it contacts exposed flesh.

* +15 racial bonus to Hide checks when against a background of natural stone.

The passageway out of the cavern wends its way upward, passing side passages that worm their way through the heart of the mountain. The main passage twists and turns for perhaps half a mile before entering a region of what appears to be goblin mines. At this point, the tunnel often shrinks to as low as 4 feet. Shafts and tunnels show signs of picks and chipping or the stone walls, and chunks of rock are omnipresent. A few rusty ore carts of goblin size can also be seen.

Eventually, the PCs will come across goblin skeletons and signs of conflict. These casualties were suffered when the orcs first came into the area and attacked the goblins to claim these tunnels as their initial base of operations.

Shortly after entering the upper mines, the PCs will espy a shadowy figure who seems to be trailing them. This is the goblin Merkku. Merkku is the only member of his tribe to not have been enslaved or slain by the orcs. Completely cut off from fleeing by the orcs ensconced in the goblin tunnels above, and unaware of the portal below, Merkku has been leading a tenuous existence in the mines, feeding on bugs and small rodents and edible fungus and drinking from subterranean pools. He very much hates the orcs, and when he spotted the PCs he was quite intrigued. He will, if approached, be very skittish, but can be captured or coerced or bribed into a parley. Merkku speaks Orcish and Goblin. He does not speak Common. He is quite eager to see harm come to the orcs, and will be very much in favour of the PCs' goal to slay Garizmul Throatslasher. The goblin will offer to give directions to the PCs to get to the tunnels where Garizmul dwells. He will even guide them near to it.

* Merkku the Goblin: CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 7; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +2 melee (1D6, small morningstar) or +3 ranged (1D4, small javelin); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +1, Will +1; Str 11, Dex 13, Con 12, Int 14, Wis 14, Cha 9. Height 3 ft.

Skills and Feats: Hide +7, Listen +6, Move Silently +7, Ride +4, Spot +4; Alertness.

Possessions: small morningstar, small javelins (2), leather armour, light wooden shield.

If the PCs choose not to parley with Merkku, then the DM should feel free to let them wander around the mines for a bit before finding Garizmul's area. In this case, a wandering encounter or two might be appropriate.

Confrontation with Garizmul:

Eventually, the PCs will make their way into the area where Garizmul dwells. This area is considered by the orcs to be the most removed from access, and that is a correct assessment when looked at from the point of view of invaders attacking from the main entrances into the goblin tunnels. However, the area is actually the first and most easily accessible from the magic portal below. Thus, the PCs will be able to confront Garizmul without having to sneak or fight their way past most of the warlord's armies.

Refer to the Goblin Tunnels map.

Unless otherwise stated, all locations and passages are 7-8 feet tall and unlit.

1. Iron Door:

The goblins had an iron door set into the passageway at this point, to secure their own tunnels from intruders that might wander up from the tunnels below. The door is cunningly wrought, in usual goblin fashion, and is set flush with the passageway, which has been smoothed and formed into an arch to receive the door. The lintel of the arch proclaims, in Goblin:

The Kingdom of Crugyril, Goblinking of the Bloody Teats Tribe.

The door is barred from the other side by an iron bar (DC 30 to break) and is a bit rusty, as the orcs have not maintained it in the couple of years since they kicked out the goblins. Even if the bar is removed (via a Knock spell for example), the door remains stuck, requiring a DC 28 check to budge.

2. Guard Cave:

This cave is some 400 feet down the passageway from the iron door. While the orcs do not expect any intruders to come from below, especially with the presence of the iron door, Garimzul still keeps a small watch here, simply as a matter of precaution. The orcs within are all family members of Garizmul, so that he can trust them a tiny bit more than most. If the PCs make loud noises banging on the iron door, there is a chance the sound will be heard by these orcs. The base DC to hear each attempt to burst the door or the bar is -5. At 400 feet with the distance modifier halved because of the closed nature of the tunnels and the echoes therefrom, the DC is 15.

The orcs will likely not worry about a single thump or two on the door. That happens occasionally as something wanders by from below and gives the door a try before departing. But for each attempt that the orcs hear after the second, allow a 5% cumulative chance (i.e. 5% the first time, 10% the second, and so forth) that the orcs will become concerned.

If the orcs become concerned, they will send one of their number into area 7 to warn Garizmul. He will then be ready with an attack and will have begun to summon his forces (refer to Summoning the Hordes below). These orcs will then tip over their table and use it for cover as they ready their missile weapons.

Some half dozen orcs are here. Just enough to provide warning and a delay for Garizmul, but not enough to ever pose him a threat. These orcs are all kin of the warlord, and so about as loyal as any orc can be (which isn't much). They will not break and run, knowing that they would be tortured horribly by Garizmul should he survive, and fully confident in his ability to handle any situation.

A stout wooden table, sized for goblins but propped up on stones to orc height, occupies the center of the cave. The table is 5 feet wide and 15 feet long. Stones have been used for seats. Fur pallets along the walls provide sleeping for the six orcs, and beyond that there is a cut-up deer and valuless personal effects.

* Orc Guards (6): Male orc Fighter 2; CR 2; Medium humanoid (orc); HD 2D10+4; hp 18; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft (10 ft with guisarmes); AC 19 (touch 10, flat-footed 19) or AC 17 (touch 10, flat-footed 17); Atk +6 melee (1D6+4, scimitar) or +6 melee (2D4+6, guisarme) or +2 ranged (1D8, light crossbow); SQ darkvision 60 ft, lightsensitivity; AL NE; SV Fort +5, Ref +0, Will +2. Str 18, Dex 10, Con 14, Int 9, Wis 10, Cha 8. Height 6 ft 4 in.

Skills and Feats: Intimidate +3, Jump +5; Combat Reflexes, Iron Will, Power Attack

Possessions: guisarme, scimitar, light crossbow, bolts (20), half plate, heavy steel shield, belt pouch, 2D10 sp, 2D4 gp.

If the orcs are alerted, three will crouch behind the tipped over table and fire their crossbows, usually at spellcasters. The other three will move to the sides of the table and ready their guisarmes. When their foes close, the crossbowmen will unlimer shields and draw scimitars and move to the fore while the guisarmes stand in rank behind them and attack over their shoulders.

The guisarme-armed orcs will make prodigious use of trip attacks with the hooks of their polearms.

3. Slave Quarters:

This cavern is smelly and messy, home to Garizmul's slaves. The warlord uses these for servants, sport, and sometimes even food.

There are a dozen goblin slaves and six kobold slaves here. They are unarmed and not expected to fight, and, in fact, won't unless somehow forced to do so.

* Goblin Slaves (12): CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 5; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 12 (touch 12, flat-footed 11); Atk +2 melee (1D2 nonlethal, unarmed strike); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. Height 3 ft.

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness.

Possessions: slave rags.

* Kobold Slaves (6): CR 1/4; Small humanoid (reptilian); HD 1D8; hp 4; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 12, flat-footed 12); Atk +1 melee (1D2-1 nonlethal, unarmed strike); SQ darkvision 60 ft, light sensitivity; AL LE; SV Fort +2, Ref +1, Will -1; Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8. Height 2 ft 4 in.

Skills and Feats: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2; Alertness.

Possessions: slave rags.

The cavern itself is littered with fur pallets, bits of bone, puddles of urine and splotched of blood, and piles of dung.

4. Pet's Den:

In this chamber dwells Garizmul's pet, given to him by the drow. It is a stone flyer, and it serves as Garizmul's steed, both to soar through the air high above the battlefield and to soar through the earth to report to his drowish masters and to master the underground battlefields in the dwarvish mines of Nirzumbil.

The pet lairs here with few needs, just the large haunch of a cave bear to chew upon and a wooden trough filled with water. The creature's dung is not to be found, as it is deposited in the solid stone beneath its lair.

The beast will attack anyone it doesn't know, as well as respond to its master's command.

* Stone Flyer: CR 3; Large magical beast (earth, extraplanar); HD 5D10+15; hp 42; Init +1; Spd 50 ft, fly 60 ft (average); Space 10 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 15); Atk +10 melee (1D8+7, bite); SQ DR 5/bludgeoning, darkvision 60 ft, earth glide, earth glide rider, low-light vision, tremorsense; SR 13; AL NE; SV Fort +7, Ref +5, Will +1; Str 21, Dex 13, Con 16, Int 5, Wis 10; Cha 8. Length 12 ft.

Skills and Feats: Listen +6, Spot +6; Alertness, Weapon Focus (bite).

5. Concubines' Quarters:

This chamber holds Garizmul's concubines. These are 4 orc females and his favoured, a half orc female of some prowess who, although she technically lairs here, most often shares his bed. The other orcish concubines resent her.

* Orc Concubines (4): CR 1/2; Medium humanoid (orc); HD 1D4; hp 2; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +2 melee (1D4+2, dagger) or +0 ranged (1D4+2, dagger); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +0, Ref +0, Will +1; Str 15, Dex 11, Con 10, Int 9, Wis 8, Cha 8. Height 5 ft 11 in.

Skills and Feats: Listen +1, Profession (concubine) +3, Spot +1; Skill Focus (profession [concubine]).

Possessions: daggers (2).

* Half Orc Concubine: Female half-orc Rogue 3/Cleric 1 (Gruumsh); CR 4; Medium humanoid (orc); HD 3D6+3 plus 1D8+1; hp 22; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +4 melee (1D6+2, scimitar) or +5 ranged (1D4+2, dagger); SA sneak attack +2D6, rebuke undead 4/day, SQ evasion, trapfinding, trap sense +1; AL NE; SV Fort +4, Ref +6, Will +5; Str 14, Dex 17, Con 13, Int 12, Wis 14, Cha 10. Height 6 ft.

Skills and Feats: Balance +8, Bluff +6, Climb +4, Escape Artist +6, Hide +6, Jump +7, Knowledge (religion) +3, Listen +6, Move Silently +5, Search +6, Sense Motive +6, Sleight of Hand +8, Spellcraft +2, Spot +6, Tumble +8; Combat Expertise, Improved Feint.

Spells Prepared (3/2): 0 - detect magic, physical prowess, resistance; 1 - command, doom. Base DC = 12 + spell level. Deity: Gruumsh; Domains: Orc (smite 1/day for +1 damage [+5 vs dwarves or elves]) and Evil (cast evil spells at +1 caster level); Domain Spells (1): 1 - protection from good.

Possessions: leather armour, scimitar, masterwork daggers (3), spell component pouch, wooden unholy symbol to Gruumsh, ivory and amber necklace (275 gp), silver skull ring with ruby eyes (225 gp), belt pouch, 15 sp, 6 gp.

The chamber is lined by a stone shelf 3 feet tall and 3 feet wide. Various furs are set on the shelf, to serve as sleeping pallets for the concubines. A wooden table and chairs is in the center of the place, sized for orcs, and several empty bottles of wine show where the concubines have recently indulged in some booty from a raided caravan.

6. Warlord's Chamber:

Natural stone steps lead down to this chamber, which is 15 feet tall. The place is cluttered with various items. There is a stone shelf to the rear of the cave that holds piles and piles of furs. Skulls of dwarves, goblins, and humans have been spiked along the rim of the shelf, and many of these have candles burning within, giving the place an eerie, macabre glow.

A niche to the southeast holds a large iron chamber pot and a unique orcish delight called a "Blood Bath". This is an oval tub, like a bathtub, but with a harness to hold a victim's head and neck over the rim of the bath. As used, various victims are attached to the harness one at a time and their throats are cut, spilling their warm blood into the bath. The orc luxuriates as the warm red liquid washes over his skin.

In the center of the chamber is a large wooden table and wooden benches, along with a large stone chair at its head, clearly reserved for the warlord. The walls of the place are decorated with various trophies, including several stone giant heads, a hill giant skin flayed and spiked into the wall, several krenshar heads, many dwarf and human heads, etc. Often arms and shields are mounted below the heads, and some have names and dates and descriptions written in blood in Orcish on the walls (e.g. Dwarf warcaptain slain on top of hill, 22nd year of the Fall).

Upon the table are various utensils, some of the fine, some plain, no doubt plundered from dwarves or caravans. A vellum map of flayed dwarf skin is rolled out and shows the immediate area around Nirzumbil (including a notation showing the location of this lair) and a map of the undermines of Nirzumbil. In Orcish, orc forces are noted, including names of chieftains, numbers of orcs, notes on their performance, etc. One intriguing notation is noted in the undermines map and is called "meeting place of the low ones".

Along the west wall are iron shackles and bindings, clearly for imprisoning victims, and nearby is a stone bin full of hot coals, which provides warmth for the room and leaves the various iron pokers and knives set along the edge red hot and ready to use to interrogate or sadistically torture prisoners.

Under the furs in the stone shelf a 3 foot deep and 2 foot square niche has been cut into the top of the shelf. The niche is closed by a wooden lid with a small iron pull ring. This has been trapped by the orc warleader with a set of three blades that scythe across the opening when something touches some trip strings set across the middle of the niche.

* Multiple Scything Blades Trap: CR5; mechanical; location trigger; automatic reset; Atk +15 melee (1D8+1 [x3 critical] [3 attacks]); Search DC 27; Disable Device DC 26.

Within the niche are three small chests made of wood and iron, and a large sack.

The chests are locked (Open Locks DC 26), and hold 600 pp, 1600 gp, and 33 assorted gems worth an average of 100 gp each. These are split relatively equally amongst the three chests.

The sack is tied by a stout cord and holds Valarde's harp (Magic of Faerun), a set of tongs of the armourer (Magic of Faerun), and a sealed scroll tube stamped with Dwarvish runes that contains a scroll of Raise Dead, Break Enchantment, and Revivify at 9th level.

7. Garizmul's Grand Hall:

This massive chamber was the audience chamber of the goblin king, and now serves as Garimzul's grand hall. The ceiling is 15 feet hiigh, and is supported by several stone columns carved from stalagmites and stalactites into eerie, twisted designs. Carvings along the walls show goblins fighting and defeating dwarves, kobolds, and other larger native creatures as well as bowing before a great winged goblin wielding a fiery axe (the Maug Maglubiyet). At some places, where close inspection reveals remnants of reliefs of goblins defeating or humiliating orcs, the scenes have been smashed away or defaced.

The remnants of several stone statues are also present, likely smashed to bits by the orcs. Only the feet remain.

To the north is a stone dais, three steps high upon which is set a large stone throne mounted with skulls and grisly body parts of fallen foes. The throne is orc sized, and is made of stone that looks different than the dais, as if it were brought here and placed on the dais. In fact, evidence around the dais suggests that a smaller goblin throne was removed. Hanging behind the throne is a hide of some large creature upon which has been encribed the symbols of 24 different orc tribes, all surrounding a larger single eye set into the center of the design. A Glyph of Warding has been set around the five 5 ft squares as shown on the map. This glyph is set to discharge unless the person entering the warded area is the Bodyguard Captain (who set the ward), Garizmul Throatslasher, or anyone touched by Garizmul Throatslasher.

* Glyph of Warding Trap: CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [spell - monster summoning III, 1D3 fiendish medium monstrous scorpions], 5th level cleric); Search DC 28; Disable Device DC 28.

* Fiendish Medium Monstrous Scorpion: CR 1; Medium magical beast (extraplanar); HD 2D8+4; hp 13; Init + 0; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +2 melee (1D4+1 [x2], claws) and -3 melee (1D4 plus poison, sting); SA constrict 1D4+1, improved grab, poison, smite good 1/day; SQ darkvision 60 ft, resistance to cold 5 and fire 5, tremorsense 60 ft, vermin traits; AL CE; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2. Length 5 ft.

Skills and Feats: Climb +5, Hide +4, Spot +4.

Special Attacks: Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): Sting, Fort DC 13, 1D3 Con initial and secondary damage.

Smite Good (Su): Attack deals +2 damage against a good foe.

A dozen fur pallets are pushed against the wall. These belong to the warleader's elite bodyguard.

Garizmul's bodyguard will always be found in this hall, along with the guard captain's undead.

The Combatants:

Garimzul will be found in this area. He is usually either in his quarters (area 6) or the grand hall (area 7). In the former he will be asleep, eating, or dallying with a concubine, or even taking a blood bath. In the latter he will be planning strategy, or possibly conferring with an underling or even pronouncing doom upon a prisoner or subordinate. The DM can, if desired, either assign Garizmul to a location and a task, or determine randomly. If rolling, assume he will be in his quarters on a roll of 01-25 or in his hall on a roll of 26-00.

Garimzul is always with his bodyguard of elite orcs, sworn to serve him unto death and about as loyal as an orc can be due to long kin ties.

* Garizmul Throatslasher: Male orc Barbarian 3/Fighter 4/Orc Warlord 5; CR 12; Medium humanoid (orc); HD 3D12+12 plus 4D10+16 plus 5D12+20; hp 130; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 24 (touch 14, flat-footed 20); Atk +19/+14/+9 melee (1D8+8, Gutslicer) or +16/+11/+6 ranged (1D6, shortbow); SA final rage, inspire courage, rage 1/day; SQ darkvision 60 ft, DR 1/-, gather horde, light sensitivity, trap sense +1, uncanny dodge; AL NE; SV Fort +15, Ref +5, Will +9; Str 20, Dex 15, Con 18, Int 14, Wis 12, Cha 13. Height 6 ft 6 in.

Skills and Feats: Bluff +6, Climb +11, Diplomacy +5, Intimidate +13, Jump +10, Knowledge (dungeoneering) +3, Listen +6, Ride +11, Sense Motive +9, Spot +10, Survival +6, Swim +10; Battlefield Inspiration, Blood of the Warlord, Combat Expertise, Daylight Adaption, Iron Will, Leadership, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)

Possessions: +2 adamantium chain shirt, bracers of natural armour +2, Gutslicer (+1 domineering battleaxe), masterwork shortbow, arrows (20), silver arrows (6), +1 arrows (8), +2 heavy steel shield, potion of Cure Serious Wounds at 5th level, potion of Cat's Grace at 3rd level, necklace of the black touch (5 fingers), belt pouch, thin platinum crown set with an emerald worth 2500 gp.

* Necklace of the Black Touch: This necklace is crafted by the drow. It appears as a black metal chain from which hang 1D6 desiccated fingers. When looked at closely, the fingers seem to throb and writhe of their own accord. Each finger can be pulled from the necklace and thrown at a target. Once pulled, a finger must be thrown within 3 rounds or it loses its potency.

If a finger is thrown and the target is struck with a ranged touch attack (10 foot range increment), the target suffers a negative level and, after 24 hours, must make a Fortitude save (DC 15) or suffer a permanent level loss.

When all of the fingers are removed, the remaining necklace is worthless.

Moderate Necromancy; CL 5, Craft Wondrous Item, desiccating bubble, vampiric touch; Base Price 6000 gp; XP 240

* Elite Bodyguards (11): Male orc Fighter 4; CR 4; Medium humanoid (orc); HD 4D10+12; hp 40; Init +2; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 15); Atk +8 melee (1D8+4, masterwork orc double axe) and +8 melee (1D8+2, masterwork orc double axe) or +6 ranged (1D6+4, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +7, Ref +3, Will +0, Str 18, Dex 14, Con 16, Int 9, Wis 8, Cha 8. Height 6 ft 5 in.

Skills and Feats: Intimidate +6; Combat Reflexes, Dodge, Exotic Weapon Proficiency (orc double axe), Power Attack, Two-Weapon Fighting, Weapon Focus (orc double axe).

Possessions: masterwork orc double axe, chainmail, javelins (4), dagger, belt pouch, 16 sp, 34 gp, 10 pp.

* Elite Bodyguard Captain: Male orc Fighter 3/Cleric 5 (Gruumsh); CR 8; Medium humanoid (orc); HD 3D10+6 plus 5D8+10; hp 62; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 10, flat-footed 19); Atk +10 melee (1D8+3+1 fire +1 electricity, masterwork hizagkuur heavy mace) or +6 ranged (1D8, light crossbow); SA rebuke undead (4/day); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +9, Ref +2, Will +7; Str 16, Dex 10, Con 16, Int 10, Wis 15, Cha 12. Height 6 ft 2 in.

Skills and Feats: Climb +6, Concentrate +6, Intimidate +7, Knowledge (religion) +1, Spellcraft +5, Swim +6; Distracting Attack, Divine Vigor, Shieldmate, Spell Girding.

Spells Prepared (5/4/3/1): 0 - cure minor wounds, detect magic, physical prowess, resistance, slash tongue; 1 - bless, cure light wounds, doom, protection from good; 2 - aura of darkness, cure moderate wounds, hold person; 3 - dispel magic. Base DC = 12 + spell level. Deity: Gruumsh; Domains: Orc (smite 1/day for +1 damage [+5 vs dwarves or elves]) and Evil (cast evil spells at +1 caster level); Domain Spells (1/1/1): 1 - cause fear; 2 - produce flame; 3 - prayer.

Possessions: half plate armour, heavy steel shield, masterwork hizagkuur heavy mace, light crossbow, bolts (20), silver unholy symbol to Gruumsh, scroll of Owl's Wisdom at 3rd level, scroll of Lesser Restoration at 3rd level, scroll of Ghost Armour at 5th level, scroll of Weapon of Impact at 5th level, potion belt, potion of Cure Moderate Wounds at 3rd level, potion of Aid at 3rd level, potion of Shield of Faith at 1st level, spell component pouch, belt pouch, golden necklace studded with garnet and jasper worth 570 gp, silver ring with amethyst Eye of Gruumsh worth 65 gp, 32 sp, 25 gp, 12 pp.

The following undead were created by the Bodyguard Captain using the Animate Dead spell.

* Human and Dwarf Zombies (5): CR 1/2; Medium undead; HD 2D12+3; hp 16; Init -1; Spd 30 ft (cannot run); Space 5 ft; Reach 5 ft; AC 11 (touch 9, flat-footed 11); Atk +2 melee (1D6+1, slam); SQ single actions only, DR 5/slashing, darkvision 60 ft, undead traits; AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int - Wis 10, Cha 1. Height 6 ft or 4 ft.

Skills and Feats: Toughness.

* Wolf Skeletons (5): CR 1; Medium undead; HD 2D12; hp 13; Init +7; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +2 melee (1D6+1, bite); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int - Wis 10, Cha 1. Length 4 ft 6 in.

Skills and Feats: Improved Initiative.

Summoning the Hordes:

A battle or alert will cause the orc hordes in the vicinity to begin to descend upon the area, eventually in massive numbers. The full statistics of these hordes are not detailed out. Instead they are given in terms of the statistics presented on the D&D miniature boxed sets. DMs without access to the miniature cards can generate statistics using the levels given.

Yells and the loud sounds of battle will rouse the nearest orcs to the Grand Hall (area 7). They will, in turn, rouse others nearby and so on as the alert spreads throughout the entire mountain. There are literally several thousand orcs within the mountain and encamped on its slopes, so for all intents and purposes their numbers can be considered unlimited as compared to the capabilities of the PCs.

When the alert is first raised, it will take 3D6 rounds before anything happens. This represents the time for the nearest orcs to wake up or hear the alert, discuss it briefly, rally, grab arms and armour, and sound their alarm horns. It will then take another 1D6 rounds for the reinforcements to arrive. Thererafter, the DM should roll a D20, and that is how many rounds before another batch of reinforcements arrives.

The listing below gives the name of the miniature card, the set and number in brackets, and the classes and levels in parentheses. Any changes to the cards are noted last.

Each batch of reinforcements will be as follows:

Roll

Result

01-10
1D6 Half Orc Fighters [Harbinger 48/80] (Fighter 2). These are orcs, not half-orcs. 

11-15
1 Cleric of Gruumsh [Harbinger 59/80] (Cleric 4). 2D4 Orc Warriors [Harbinger 75/80] (Warrior 1).

16-20
1 Half-Orc Assassin [Harbinger 65/80] (Rogue 5/ Assassin 1). These are orcs, not half-orcs. They are AC 16 and have normal studded leather. 2 Orc Raiders [Archfiends 56/60] (Rogue 2/Barbarian 1). AC 15 with no magic leather or magic shield. 

21-30
1D3 Ogres [Harbinger 71/80]. 

31-44
3D4 Orc Archers [Harbinger 72/80] (Warrior 2). 

45-59
2D4 Orc Berserkers [Harbinger 73/80] (Barbarian 1). 

60-73
1D10 Orc Spearfighters [Harbinger 74/80] (Fighter 2). 

74-88
2D8 Orc Warriors [Harbinger 75/80] (Warrior 1). 

89-90
1 Eye of Gruumsh [Dragoneye 51/60] (Barbarian 6/Eye of Gruumsh 2). 

91-00
1D6 Orc Raiders [Archfiends 56/60] (Rogue 2/Barbarian 1). AC 15 with no magic leather or magic shield. 

The Battle Royale:

As the battle begins to rage in the Grand Hall, suddenly four figures will teleport into the chamber. The origin of these interlopers depends on whether the DM is running a historical campaign.

In the historical campaign, the wizard Alguillish was hired by Halavarn to scry Pike. Halavarn was convinced that Pike was in league with Garimzul, and he wanted to use Pike to lead him to Garizmul and then, when the two were together, teleport in and slay them both. About 2-3 rounds into the battle with Garizmul, assuming the wizard's 9 minutes of scrying is still active, Alguillish will teleport into the vicitnity of the fight, along with Halavarn, Sir Yistamnir, and Javis. The wizard will then repair to a corner to stay out of the fight (he was hired only to teleport the others, not to fight) and will only use his spells to protect himself. Halavarn will pronounce, gleefully, that he has caught Pike in the act of consorting with the orc warlord, and will pronounce doom upon both, crying out the name of his slain wife and children as a battlecry. Halavarn and the others will then begin to fight both the orcs and the PCs.

If not running a historical campaign, then Alguillish and his companions will still teleport into the chamber. In this case Halavarn is simply coming after Garimzul and is not acquainted with the PCs at all. However, he will initially assume that the PCs are enemies in alliance with the orcs until their actions prove otherwise.

Introduction of the interlopers is important to the scenario. Garizmul and his nearby minions are likely more than a match for the PCs, and the DM can use the interlopers to absorb much of Garizmul's attacks while the PCs fight his minions. The whole is designed for the historical situation, where there is a three-way free-for-all, so that the PCs have to deal with a portion of Garizmul and the orcs and a portion of Halavarn and his companions. The exact portion of each devoted against the PCs (as opposed to each other) is up to the DM as disctated by game balance.

Where the interlopers fight alongside the PCs, the battle may be too difficult for Garizmul to put up much of a fight. In this case, the DM can accelerate the reinforcements. It is recommended that the first wave arrive in 1D8 rounds and each additional wave arrive in 1D10 rounds thereafter.

* Halavarn Ingerrion: Male human Ranger 5/Cleric (Firlott) 3/Foe Hunter 2; CR 10; Medium humanoid (human); HD 5D8+10 plus 3D8+6 plus 2D10+4; hp 72; Init +7; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 14, flat-footed 16); Atk +11/+6 melee (1D8+2, +1 keen orc bane longsword) or +9/+4 melee (1D8+2, +1 keen orc bane longsword) and +8 melee (1D6, masterwork shortsword) or +11/+6 ranged (1D8+1, long composite bow); SA favoured enemies (orcs +4, giants +2), hated enemy (orcs), rancor +2D6; SQ hated enemy DR 3/-, wild empathy (+2 bonus), turn undead (3/day); AL CG; SV Fort +13, Ref +12, Will +6; Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 10. Height 6 ft 1 in.

Skills and Feats: Climb +3, Concentration +4, Heal +5, Hide +6, Intimidate +6, Jump +6, Knowledge (nature) +6, Knowledge (geography) +3, Knowledge (religion) +4, Listen +11, Move Silently +6, Ride +4, Spellcraft +4, Spot +13, Survival +12, Swim +3, Use Rope +4; Alertness, Blooded, Endurance, Favoured Critical (orcs), Track, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (longsword)

Special Attacks: Rancor (Su): The foe hunter can deliver a powerful blow to his hated enemy. Once per round, on his action, he can designate one of his attacks against a hated enemy as a rancor attack before the attack roll is made. A successful rancor attack does +2D6 extra damage. This damage is not multiplied by a critical hit, though the rancor damage applies even to hated enemies that are immune to critical hits.

Special Qualities: Hated Enemy Damage Reduction (Ex): The foe hunter can shrug off 3 points of damager from each successful attack by his hated enemy. This DR does not stack with any other DR.

Cleric Spells Prepared (4/3/1): 0 - detect magic, light, purify food and drink, resistance; 1 - divine favour, entropic shield, obscuring mist; 2 - aid. Deity: Firlott; Domains: Travel (3 rounds/day may act normally regardless of effects that impede movement), Celerity (+2 to Dex, +10 ft movement in light armour, +2 to initiative); Domain Spells (1/1): 1 - longstrider; 2 - cat's grace. Base DC = 11 + spell level.

Ranger Spells Prepared (2): 1 - entangle, guided arrow. Base DC = 11 + spell level.

Possessions: Orcbane (+1 keen orc bane longsword), +1 chain shirt, masterwork shortsword, ring of protection +1, cloak of resistance +1, composite longbow (+1 Str bonus), arrows (20), silver arrows (6), +1 arrows (6), explorer's outfit, belt pouch, spell component pouch, potion of Cure Moderate Wounds at 3rd level, tanglefoot bags (3), backpack, bedroll, flint and steel, whetstone, hooded lantern, oil (3), silver holy symbol to Firlott, holy water (2), 10 gems worth 100 gp each, 160 gp in coins.

Languages: Common, Orcish.

Animal Companion:

* Eagle: CR 1/2; Small animal; HD 1D8+1; hp 5; Init +2; Spd 10 ft, fly 80 ft (average); Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 12); Atk +3 melee (1D4 [x2], talons) and -2 melee (1D4, bite); SQ low-light vision; SQ link, share spells; AL N; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6. Length 3 ft.

Skills and Feats: Listen +2, Spot +14; Weapon Finesse.

Tricks Learned: Attack, Come, Defend, Down, Heel, Seek, Stay 

Halavarn Ingerrion is a ranger-priest of Firlott who has dedicated his life to fighting orcs. In the process he has become a member of the foe hunter prestige class. Halavarn dwelt in a frontier area of northeastern Jaggarth and his village was always exposed to danger from marauding orc tribes of the Aynayjor Mountains. Taught the ways of hunting by his father, Halavarn was with his father on a hunting trip when a band of orcs waylaid them. halavarn's father sold his life so that his son could escape, and that incident drove Halavarn to learn the ways of fighting and to hunt orcs.

Eventually, Halavarn befriended an elderly priest of Firlott, who thought Halavarn's simmering rage could be better focused in worship of the God of the Hunt. Halavarn learned to deal with his hatred of orcs and settled into the priesthood and back into the hunting ways of his father. After a time he married and fathered twins.

It was upon returning from a hunt that Halavarn came upon the burnt-out remains of his cabin. He read the signs correctly and knew that orcs had ranged far from their normal hunting lands and had attacked his home. He tracked the orcs to their lair and slaughtered them all, but not before seeing his children dead upon an altar to Gruumsh and his wife dying, having been ravaged repeatedly by the orcs. To his dying wife he swore that as long as he drew breath, he would hunt orcs and would never rest until he died and rejoined his family in the afterlife.

Since then, Halavarn has hunted orcs ceaselessly. Some of the orc tribes of the northwestern Aynayjor Mountains call him "The Shadow of Death", and many orcs in those tribes know of him and fear him.

In one such raid, Halavarn came upon a human male whom he at first thought was a slave of an orc band the male was accompanying, but to his surprise, the human seemed to actually be a member of the tribe. This betrayal of race was unbearable to Halavarn, for his human family had been slaughtered by orcs and the only thing that proved to be more hated in Halavarn's mind than an orc was a human who had joined the orcs and lived as an orc.

Halavarn attacked the human's orc tribe and advanced on the human. But in a freak turn of fate, the human slashed him a wicked cut across the face and managed to escape. Most of the rest of the orc tribe fell to Halavarn and his band of warriors, but Halavarn was determined to avenge his family and his face upon the human.

Questioning of the few orcish survivors determined that the human's name was Pike. For several years Halavarn searched for Pike, eventually finding him taking refuge in a druid's grove. Halavarn demanded that the druids turn over Pike, and when they refused, he stormed the grove. Pike fled, this time across the mountains, until he was picked up by a Riverine caravan and adopted into the employ of House Riverine.

Now, Halavarn as heard tales of the orc uprising in the eastern Aynayjors. Further, he knows Pike fled in that direction. To Halavarn's one-track mind, there can only be one answer...Pike has roused the orcs and caused the current disturbance. He must be stopped. He must be slain. For the good of humanity. For the souls of his wife and his children.

* Sir Yistamnir: Male human Paladin 7; CR 7; Medium humanoid (human); HD 7D10+14; hp 68; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 22 (touch 10, flat-footed 22); Atk +11/+6 melee (1D8+3, +1 cold iron longsword); SA smite evil 2/day (+3 attack roll, +7 damage), turn undead (6/day, +2 synergy bonus); SQ aura of good, detect evil, divine grace, lay on hands (21 hp), aura of courage, divine health, special mount, remove disease 1/wk; AL LG; SV Fort +10, Ref +5, Will +7; Str 14, Dex 10, Con 15, Int 10, Wis 14, Cha 17. Height 6 ft 2 in.

Skills and Feats: Concentration +6, Diplomacy +7, Heal +4, Knowledge (nobility and royalty) +2, Knowledge (religion) +5, Ride +8, Spellcraft +1, Sense Motive +5; Daunting Presence, Extra Smiting, Faster Healing, Power Attack.

Spells Prepared (2): 1 - bless, protection from evil.

Possessions: +1 cold iron longsword, +1 full plate armour, +1 heavy steel shield, amulet of daylight, potions of Cure Light Wounds at 1st level (2), golden holy symbol to Meredros, spell component pouch, belt pouch.

Languages: Common

* Amulet of Daylight: Created by priests of Ularinn, this amulet is made of gold in the shape of a sunburst. The wearer may cast a daylight spell as if by a 5th level cleric 3/day.

Faint evocation; CL 5; Craft Wondrous Item, daylight; Base Price 24000 gp; XP 960.

Sir Yistamnir is a devoted paladin of Meredros, headquartered in the main temple to the deity in Jaggarth. He is stern in his pursuit of evil, and believes that the minions of the Deceiver are trying to somehow cause the god to escape from Slumber. He is a bit paranoid in this regard, seeing conspiracies everywhere in this regard. Nonetheless, he is an exemplary paladin, and will not suffer any injustice, even in the face of his supposed conspiracies.

* Jayvis: Male half-elf Rogue 5/Fighter 2; CR 7; Medium humanoid (elf); HD 5D6 plus 2D10; hp 37; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 14, flat-footed 14); Atk +7 melee (1D4+1, masterwork kukri) or +5 melee (1D4+1, masterwork kukri) and +5 melee (1D4+1, masterwork kukri) or +9 ranged (1D8, longbow); SA sneak attack +3D6; SQ evasion, uncanny dodge, trapfinding, trap sense +1, immunity to sleep spells, +2 bonus on saves against enchantments, low-light vision; AL CN; SV Fort +4, Ref +8, Will +2; Str 12, Dex 19, Con 11, Int 15, Wis 12, Cha 13. Height 5 ft 6 in.

Skills and Feats: Balance +11, Bluff +6, Climb +5, Diplomacy +12, Escape Artist +9, Gather Information +3, Hide +8, Intimidate +6, Jump +7, Listen +6, Move Silently +7, Open Lock +6, Ride +12, Search +8, Sense Motive +6, Sleight of Hand +11, Spot +7, Tumble +12, Use Magic Device +8; Combat Expertise, Improved Feint, Two-Weapon Defense, Two-Weapon Fighting.

Possessions: masterwork kukris (2), longbow, arrows (20), masterwork chain shirt, masterwork thieves' tools, tanglefoot bags (2), potion of Cure Moderate Wounds at 3rd level, potion of Bull's Strength at 3rd level, wand of Cure Light Wounds at 1st level with 36 charges, belt pouch, traveller's outfit.

Languages: Common, Elvish, Sylvan

Jayvis is a roguish mercenary who specializes in political intrigue and acting as a hired heavy. He usually works with muscle, and likes to flank opponents and sneak attack with his kukris. He is hardly bloodthirsty, but loves action and adventure and is apt to laugh at danger and place himself in sticky situations just so that he can wriggle out of them.

* Alguillish: Male human Wizard 10; CR 10; Medium humanoid (human); HD 10D4+10; hp 42; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 13, flat-footed 16); Atk +5 melee (1D6, staff of abjuration) or +6 ranged (ranged touch attack); SQ alertness (when familiar present), share spells, empathic link; AL N; SV Fort +5, Ref +5, Will +9; Str 10, Dex 13, Con 12, Int 18, Wis 13, Cha 10. Height 5 ft 8 in.

Skills and Feats: Appraise +6, Concentration +14, Craft (alchemy) +12, Decipher Script +17, Knowledge (arcana) + 17, Knowledge (geography) +17, Search +8, Spellcraft +19; Combat Expertise, Craft Wand, Improved Counterspell, Improved Initiative, Reactive Counterspell, Scribe Scroll, Spell Girding, Sudden Extend.

Spells Prepared (4/5/5/4/4/2): 0 - acid splash, detect magic, light, ray of frost; 1 - expeditious retreat, magic missile, precise vision, protection from evil, reduce person, shield, true strike; 2 - acid arrow, aura of lightning, create miasma, see invisibility, web; 3 - befuddle, clairvoyance/clairaudience, dispel magic, summon monster III; 4 - dimension door, energy sphere, phantasmal killer, scrying; 5 - teleport (2). Base DC = 14 + spell level.

Spellbook (20/17/17/11/10/7): 0 - acid splash, arcane mark, cleanliness, daze, detect magic, disrupt undead, flame on, flare, light, mage hand, mending, mental alarm, message, open/close, prestidigiation, quill, ray of frost, read magic, resistance, summarize; 1 - alarm, arcane pointer, charm person, comprehend languages, endure elements, expeditious retreat, feather fall, hold portal, magic missile, obscuring mist, protection from chaos/evil/good/law, shield, sleep, summon monster I, true strike, unseen servant, webwalking; 2 - acid arrow, aura of lightning, cloudy thoughts, create miasma, darkvision, electric loop, familiar pocket, glitterdust, knock, mirror image, protection from arrows, resist energy, see invisibility, shatter, speak to allies, summon monster II, web; 3 - amanuensis, befuddle, clairvoyance/clairaudience, dispel magic, fireball, gaseous form, haste, protection from energy, slow, summon monster III, tiny hut; 4 - charm monster, dimensional anchor, dimension door, energy sphere, fear, ice storm, phantasmal killer, polymorph, scrying, summon monster IV; 5 - ball lightning, cloudkill, feeblemind, summon monster V, symbol of sleep, telekinesis, teleport.

Possessions: staff of abjuration with 29 charges, bracers of armour +4, ring of protection +2, cloak of resistance +1, scroll organizer, masterwork potion belt, scroll of Lightning Bolt at 5th level, scroll of Resiliant Sphere at 7th level, scroll of Invisibility at 3rd level, scroll of Flashburst at 5th level, scroll of Gust of Wind at 3rd level, scroll of Detect Thoughts at 3rd level, potion of Cure Light Wounds at 1st level, potion of Spider Climb at 3rd level, potion of Levitate at 3rd level, vial of acid, alchemist's fire (2), spell component pouch, belt pouch, scholar's outfit, spellbooks (2).

Languages: Common, Draconic, High Imperial, Amorian, Elvish

Alguillish is an accomplished mage who dwells in northern Vosh-gerr. He runs a small select school of wizardry, taking on a half-dozen students, usually the scions of the wealthy, to teach them the basics of wizardry. With this he gains funds which he uses to pursure his true passion, the study of lost lands and accounts of distant lands overseas from Jerranq. He intends to build a grand ocean vessel to one day sail to "discover" one of these lands, with grand dreams of perhaps founding and ruling an "enlightened" empire.

Win, Lose, or Draw:

Garzimul is not inclined to flee from even a tough combat. He knows that time is on his side as his hordes are summoned, and so if it appears that he cannot defeat his opponents, he will likely use his combat expertise and any other means to try to slow down the combat. Fleeing would cause him to lose much respect from his orc hordes, and could endanger the entire uprising. Should that happen, the warlord knows he could be subject to a horrid fate at the hand of his now angry drow masters. He would, in fact, prefer to die in combat than to spend years being tortured by the drow and sacrificed to some demon to have his soul devoured.

The PCs have a way to flee the situation if it gets out of hand. They can travel back down to the portal and travel back to the Stonewych. In this case, it is likely that they will be pursued, especially if Halavarn and his companions have been dealt with. Otherwise, the PCs could use Halavarn and the other interlopers as cover while the PCs get away. In any event, Garzimul, should he live, will eventually trace the portal back to the Stonewych. He will take the portal key if possible, otherwise setting a strong guard on his end of the portal.

Should Garizmul be defeated, then Halavarn and the interlopers will likely enter a standoff (see below).

If the PCs are defeated, any survivors will be captured. They will be questioned by the orc warlord, and possibly tortured. It is up to the DM to determine what happens next to the PCs.

If Garizmul is slain, it is likely that the orc hordes will be demoralized for a short time, until some other leader leaps in to try to take control. Remaining orcs will likely attempt to retreat away from the PCs, returning en masse a short while later when rallied by a new leader.

Standoff:

Should the orc warlord be defeated, Halavarn will then deal with the PCs. In a non-historical situation, assuming the PCs have proven their bona fides by having helped the interlopers slaw Garizmul, then Halavarn will be friendly towards the PCs. He will briefly question them, including asking how they got here, and assuming the portal to the Stonewych is divulged, he will suggest they withdraw back to the Stonewych before the orc hordes rally and return in great numbers.

If Pike is present, then Halavarn will immediately attack him. However, should circumstances have shown the PCs to potentially not be aligned with the orcs, then Sir Yistamnir will demand that Halavarn stand down. A tense situation will develop, with Halavarn pleading his case and telling of Pike's past. The paladin will demand that Pike surrender to him and drop his weapons. He will assure Pike that the truth of the situation will be determined and that he will not allow Pike to be harmed while in his custody until the truth is determined. Halavarn will request support from Jayvis and Alguillish, but both will merely shrug their shoulders.

Sir Yastamnir will then suggest that a trial be held at the Stonewych's Hall.

If Pike refuses to surrender or the PCs act in a hostile or threatening manner, then the paladin will side with Halavarn and the PCs will have to fight the interlopers, though Alguillish will not intervene unless he is attacked or threatened. The paladin, if he is alive, will not allow any PCs who are defeated to be slain, even Pike, though Halavarn will need to be restrained from doing so.

Part Six - Aftermath:

Returning to the Stonewych:

The PCs, once they return to the Stonewych, will be greeted. If they have slain Garizmul, the Stonewych will know of it, and she will be overjoyed. She will grant the PCs the non-monetary items in her hidden treasure cache as gifts of thanks. She will then invite the PCs to rest and recouperate, while she sends word out to her people that they are free of the oathbind and can now muster to take revenge upon the orcs. She will state that it will take a week or so to muster the folk.

The Trial:

If there is a trial for Pike, it will be conducted during the week of stone giant mustering. The Stonewych will be present, even during the mustering, and she will agree to act as an impartial arbiter. The DM can handle the trial as he deems fit, but the paladin will run it fairly, and Pike should be acquitted of any involvement in the orc uprising, though his past may become general knowledge amongst the PCs. Halavarn will state that the matter is not settled, and that he will seek Pike out at some later time to avenge the deaths of his family. It should be clear, even to the other interlopers, that Halavarn is not entirely rational.

Battles to Come:

After the stone giants have mustered (over a hundred of them), they will announce their intention to march straight to Nirzumbil. They hope, but news of Garizmul's death and by display of giantish force, to convince the dwarves to send out an army to destroy the orc hordes once and for all. The PCs are welcome to accompany the giants.

The march of the stone giants will be awe-inspiring and effective. The orcs, with their figurative head cut off, will not be able to rally effectively. Of course, there will be fighting and battle. The DM can set up orcish forces to fight if he wants to run some battles for the PCs.

Eventually, the giants will arrive at Nirzumbil. The dwarves will be amazed and their leaders will emerge to question the giants (and the PCs). The dwarves will agree to muster and within 24 hours a large dwarf army will form, and with the giants march towards Garizmul's hideout, seeking to engage the heart of the orcish forces. The PCs can take part in these battles if they wish, and the DM can even run them as miniatures skirmishes if desired.

The orcs, leaderless, cannot stand up to the combined might of the stone giants and the Stonewych and angry dwarves.

Over the course of the next few months the dwarves and giants will roust all of the orc strongholds in the area, driving the orcs back into their traditional holes and homelands.

Consequences:

If Garizmul is slain and the orcs rousted, House Mercur's scheme will come to a halt. Of course, they have already benefited from the long term contracts they have negotiated, but their plans for truly cornering the market is gone. The dwarves will muster and, with some stone giants, march south to relieve the siege of Hegzeril. Within two months, that city will also be relieved. Thereafter, full trade between the dwarves and the lowlands will resume (incidentally with a spike in demand by the dwarves of lowland foods and goods).

The dwarves will be quite happy that the PCs have helped to relieve their problems. They will likely gift the PCs with several minor magic items, possibly on the order of a +1 light crossbow and/or an ioun stone of some sort.

If Garizmul survived and still leads the orcs, then the siege will remain until the Emperor sends his armies to relieve the situation....likely well after House Mercur has secured a stranglehold on much of the ore trade.

Experience:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

There are no specific story bonuses for this scenario.

 

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