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Summary:
The party travels to Nirzumbil with a dwarf to claim their reward for rescuing him. On the way, the encounter an orcish uprising against the dwarves of Nirzumbil and encounter the sinister orchestrations of the powers at work in the Far Coast.
Assumptions:
The party is in the service of House Riverine.
Location:
The Far Coast near the border with Thaneer.
Historical Date:
21 N.S. (5535 A.D.), Mid Summer
GM's Introduction:
This scenario follows right on the heels of the scenario entitled "The Ring of Truth". In that scenario, the party rescues a dwarf named Reridikil from some giant beetles and helps to regain his magic ring from the clutches of a cursed hermit.
As thanks for the party's service, Reridikil has promised to escort the party from Dwillingir to Nirzumbil, where he intends to give them 500 gp in gems.
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* Reridikil: Male dwarf Fighter 1/Expert 2; CR 2; Medium-sized humanoid (dwarf); HD 1D10+1 plus 2D6+2; hp 17; Init +0; Spd 20 ft; AC 12 (touch 10, flat-footed 12); Atk +3 melee (1D6+1, hand axe); 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 LN; SV Fort +3, Ref +0, Will +3; Str 13, Dex 10, Con 13, Int 12, Wis 10, Cha 12. Height 4 ft 3 in. Skills and Feats: Appraise +7, Bluff +4, Climb +3, Craft (armourer) +9, Craft (blacksmith) +11, Craft (weaponsmith) +9, Hide +1, Listen +2, Search +3, Sense Motive +2, Spot +2; Blind-fight, Endurance, Skill Focus (craft [blacksmith]). 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: handaxe, leather armour, backpack, bedroll, iron pot, hooded lantern, flasks of lamp oil (4), flint and steel, whetstone, belt pouch, hammer, beard grooming kit, traveller's outfit, artisan's outfit, 10 cp, 45 sp, 13 gp. |
If the DM is not running this scenario as a follow up to "The Ring of Truth" then he should simply have the party traveling to Nirzumbil to collect 500 gp as service from some previous task or perhaps be offered employment at Nirzumbil leading to a future scenario.
The remainder of the scenario assumes the party is accompanying Reridikil to get their reward.
Part One - Travelling:
This section is divided into travel days. At the end of each day is a possible encounter or encounters. The DM is free to place, replace, or ignore these possible encounters depending upon the desired pace of the session.
The journey below assumes that the party travels along the road at a base rate of 16 miles per day. This is walking speed with a wagon or cart, a person moving at 20 ft, or a laden mule or donkey (with 94-280 lbs). Given that Reridikil is with the party, this speed is very likely. In some cases it is assumed the party hustles for 1 hour per day to make certain inns or villages by nightfall or just after. This means, technically, the party can traverse 18 miles per day. Any further than that involves either a forced march or additional hustling, all of which can cause subdual damage (see the Player's Handbook).
The journey to Nirzumbil is some 350 miles as the traveler walks, and a good 200 miles of this journey is in the mountains (which cuts overland movement to 3/4th). It will take a total of 25 days to travel from Dwillingir to Nirzumbil at this rate.
Should the party travel at a 30 ft rate, then they will basically cut 8 days total travel time from the trip, arriving in 17 days. However, this will mean camping out of doors on some nights, as the inns and villages are stationed at intervals designed to accommodate merchant caravans and dwarven movement rates.
Day One:
It being early summer, the weather is just fine, with a slight breeze wafting off of the ocean to the east and the temperature in the mid-70 degrees F.
Reridikil is a pleasant sort to be traveling with, he whistles a lot, tells good dwarvish tales, can sing a verse or two without offending, and likes to make friends especially friends of some repute in Dwillingir who can help him start his blacksmithing business there when he returns to the coast with the party.
The party travels the Imperial Roadway west out of Dwillingir. This is a well-maintained affair, cobbled and set upon a rise a good 6-10 ft above the level of the surrounding lands, allowing good drainage even in the wet season. Travel is pleasant and easy and the road is well traveled by farmers, merchants, peasants, hunters, and the like. Imperial patrols move up and down the road, mainly watching for beasts and Thaneeri raiders.
The first day ends with the welcoming lights of Indolle's Dawn Inn and Wayrest, a large walled affair consisting of the large tavern and inn, several outbuildings and dwellings for the staff, and a small barracks for the dozen Imperial soldiers stationed here. This inn is actually a bit beyond a normal day's leisurely travel, but if the party hustles for 1 hour they can gain the extra 2 miles required to make the inn.
Possible Encounters:
1. A caravan of dwarves passes by, all of them very wary and a few showing bandages and wounds. Reridikil will talk with them a bit and will report that they were attacked by orcs in the mountains. The caravan carries iron ore, uncut gems, and coal.
Day Two:
The second day's journey ends, after another bit of extra travel and hustle, with the lights of the hamlet of Negelton showing down in a valley set between several small rises. Negelton looks to be an unwalled hamlet of about 200 souls, and the door to the Flapping Crow Inn by the roadway is open and light and music and the sounds of revelry pour out. If the party was here before, during the happenings of the scenario "The Ring of Truth", then the folk are likely to remember them and welcome them according to the party's interaction before.
If the party restored Fendthil from his accursed state, then the talk will be that the party slew the hermit and/or undead haunting the Wayward Woods and many a story will be demanded of them, now minor celebrities.
Possible Encounters:
1. A caravan from House Mercur passes by on the way towards Dwillingir. They are comprised of 2 wagons, with 2 drovers and half a dozen guards.
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* Mercur Merchants (2): Male human Expert 1; CR 1/2; Medium-size humanoid (human); HD 1D6+3; hp 9 each; Init +0; Spd 30 ft; AC 10 (touch 10, flat-footed 10); Atk +1 melee (1D6+1, quarterstaff), +0 ranged (1D4, sling bullet); AL LN, SV Fort +0, Ref +0, Will +1; Str 12, Dex 10, Con 11, Int 12, Wis 8, Cha 13. Height 5 ft. 8 in. Skills and Feats: Appraise +5, Bluff +5, Handle Animal +5, Intuit Direction +3, Knowledge (local) +5, Listen +4, Profession (trader) +3, Spot +4, Wilderness Lore +1; Alertness, Toughness. Possessions: quarterstaff, sling, 20 bullets, traveler's outfit, belt pouch, 10 cp, 14 sp, 1 gp. |
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* Mercur Soldiers (6): Male human Fighter CR 1; Medium-size humanoid (human); HD 1D10+2; hp 12 each; Init +4; Spd 20 ft; AC 16 (touch 10, flat-footed 16); Atk +3 melee (1D8+1, longsword), +1 ranged (1D6+1, javelin); AL LN, SV Fort +4, Ref +0, Will +0; Str 12, Dex 11, Con 14, Int 10, Wis 10, Cha 9. Height 5 ft. 10 in. Skills and Feats: Jump +3, Intimidate +1, Listen +1, Spot +1, Swim +3; Improved Initiative, Weapon Focus (longsword). Possessions: scale, longsword, 2 javelins, large steel shield, traveler's outfit, belt pouch. |
The wagons contain dried fish from Southbank, flax and wool from the highland steads, and dwarven ale from Nirzumbil.
Assuming the party is not wearing the insignia of House Riverine, then the caravan will not be particularly wary, knowing they are in well-patrolled lands and near to home.
Day Three:
Another fine day, the party will travel the same road, passing with the eaves of the Wayward Woods to the south of them.
Towards night, the party will come to Lester's Inn and House of Merriment, where a troupe of jongleurs is performing.
Possible Encounters:
1. Meritha, a performer at Lester's, will take to rich-seeming men and try to bed them and then steal a few gold coins. She is not interested in murder or a fight, and will only melee to defend herself. She will use her cantrips to try to escape a foe and to help grab coins.
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* Meritha: Female human Rogue 1/Bard 1; CR 2; Medium-sized humanoid (human); HD 2D6; hp 10; Init +3; Spd 30 ft; AC 13 (touch 13, flat-footed 10); Atk -1 melee (1D4-1, dagger) or +3 ranged (1D4, dagger); SQ bardic music 1/day (inspire courage, countersong, fascinate), bardic knowledge +3, sneak attack +1D6; AL CN; SV Fort +0, Ref +7, Will +3; Str 8, Dex 17, Con 10, Int 14, Wis 13, Cha 18. Height 5 ft 5 in. Skills and Feats: Appraise +3, Bluff +9, Climb +1, Escape Artist +6, Hide +6, Innuendo +5, Listen +3, Move Silently +6, Open Lock +6, Perform (singing, juggling, dancing, flute, chant) +9, Pick Pocket +10, Profession (jongleur) +4, Search +6, Sense Motive +3, Spot +3, Tumble +7; Dodge, Skill Focus (pick pocket). Possessions: daggers (3), artisan's outfit, silver bracelet (15 gp), copper earrings with jade (50 gp). Spells Known (cast 3): 0 - daze, mage hand, open/close, prestidigitation. Base DC = 14 + spell level. |
Day Four:
Another pleasant day, as the woods recede to the south. Towards the end of the day, the party will arrive at Jubal's Inn. Here the party can listen to a minstrel tell the tale of the Heroes of the Gem and their battle against the Essence of Evil in the Woods of Terror.
Possible Encounters:
None.
Day Five:
By nightfall, after another bit of hustling, the party will espy the unwalled village of Wayward, set at an important crossroads and home to approximately 900 souls. Many inns seem to cluster around the crossroads, and in the middle of the intersection is set a large shrine to Indolle, being comprised of a large statue to the God of Travel with a small building holding a chapel and a priest and two acolytes.
Inns here of all sorts may be found, from relatively luxurious and expensive to ramshackle and cheap. Almost all taverns and inns here have furnishings and rooms that are dwarven-sized and which décor caters to dwarven tastes.
Asking around the inns of the dwarves will possibly turn up merchants complaining about increased orcish banditry along the trade route.
Possible Encounters:
1. A merchant in Wayward is seeking to sell his slave, he being in desperate need of money to pay off certain loan makers in Dwillingir. He will say she is a fine domestic as well as a willing bed partner. The merchant will offer the slave, a Thaneeri female, initially for 500 gp but can be bargained all the way down to 150 gp.
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* Janeetra the Slave: Female human Commoner 1; CR 1/2; Medium-sized humanoid (human); HD 1D4+1; hp 5; Init +2; Spd 30 ft; Atk +0 melee or +2 ranged; AL N; SV Fort +1, Ref +2, Will -1; Str 10, Dex 15, Con 12, Int 10, Wis 9, Cha 13. Height 5 ft 6 in. Skills and Feats: Listen +1, Profession (domestic) +3, Spot +1, Swim +2; Dodge. Possessions: peasant's outfit, slave collar. |
Janeetra is docile, having been born into slavery by her slave mother. She does not speak Thaneeri at all and seems to be somewhere in her early twenties in age. She has long raven tresses and pale skin and dark green eyes. She will accept her new master with resignation, and although her current master does not beat her, he also treats her as property and shows no genuine affection for her.
Day Six:
Shortly after leaving Wayward, the party will see the vast expanse of the Feyindir Forest spread out ahead of them. The road runs directly into the forest.
Merchants and other travel are fewer under the eaves, though trade still comes from Hammon's Creche and Nirzumbil, so merchant caravans are still to be seen. In addition, patrols of Imperial soldiers will be encountered, usually riding upon fast horses and lightly armed as skirmishers with short bows and spears.
Towards sundown the party will arrive at a walled compound just off of the road. A short ways away, upon a small rise, sits a stone tower and keep surrounded by a curtain wall which houses the Imperial garrison of some 50 soldiers who are responsible for patrolling the road between Wayward and Feyintar.
The compound holds the Last Homely Inn, which is the last inn to be found before Feyintar. The inn shows many signs of honour to Yimik and Galasiria, the deities of animals and forests respectively. At least four unarmoured young men, with longbows and hunting horns, patrol the walls.
There is a 1 sp per foot fee to enter the compound. Within the inn are mostly merchants, many of whom are dwarves, and a few woodcutters, trappers, and forest rangers. These can all tell of the orcish raids on dwarven caravans of late.
Possible Encounters:
1. A wounded dire wolf crashes out of the undergrowth and, enraged, attacks the party. Sticking out of it are two wicked looking shafts with curved feathers and, upon close examination, small runes carved in them. The runes are not magical but anyone who speaks Orcish or knows about orc society can identify the runes and the arrows as orcish.
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* Dire Wolf: CR 3; Large animal; HD 6D8+18; hp 45 (currently wounded for 8 points of damage); Init +2; Spd 50 ft; AC 14 (touch 11, flat-footed 12); Atk +10 melee (1D8+10, bite); SA trip, SQ scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Length 8 ft. Skills and Feats: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1 (+5 when tracking by scent). Special Attacks: Trip (Ex): dire wolf that hits with a bite attack can attempt to trip an 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. |
The dire wolf will spend its first round, even with surprise, running into the midst of the party and baying in anger. If the party hears it coming, they will not be surprised and can possibly shoot at it as it approaches.
2. The party will overtake a caravan of 4 mules and 2 merchants. They are sitting along the side of the road arguing amongst themselves. As the party approaches, they will stand up, raise their staves, and threaten the party, pretending to be powerful mages and working their hands in gestures while intoning nonsense words and tossing dirt into the air. Anyone who makes a Spellcraft check (against their Bluff check) will be able to see through their chicanery.
If their bluff is called, or if peaceful contact is made, they will tell their story. They were part of a caravan of 8 mules and 4 merchants of House Portage on their way to trade with Nirzumbil with a company of four Portage house guards and another eight hired mercenaries. Apparently, the mercenaries were ne'er do wells, for they turned upon the caravan the night before as they camped some miles ahead. In the confusion that followed, only these two managed to escape with some mules. They do not know what happened to their comrades.
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* Portage Merchants (2): Male human Expert 1; CR 1/2; Medium-size humanoid (human); HD 1D6+3; hp 9; Init +0; Spd 30 ft; AC 10 (touch 10, flat-footed 10); Atk +1 melee (1D6+1, quarterstaff), +0 ranged (1D4, sling bullet); AL LN, SV Fort +0, Ref +0, Will +1; Str 12, Dex 10, Con 11, Int 12, Wis 8, Cha 13. Height 5 ft. 8 in. Skills and Feats: Appraise +5, Bluff +5, Handle Animal +5, Intuit Direction +3, Knowledge (local) +5, Listen +4, Profession (trader) +3, Spot +4, Wilderness Lore +1; Alertness, Toughness. Possessions: quarterstaff, sling, 20 bullets, traveler's outfit, belt pouch, 10 cp, 15 sp, 5 gp. |
The two merchants will request the party escort them to the Last Homely Inn, where they can regroup and send for aid. If the party is willing, they will offer them 2 gp for their escort.
3. The party will come across the stripped body of a human male with a vicious sword slash across his stomach. If the two Portage merchants are with the party, they will identify him as one of their fellows.
Day Seven:
There is no inn at the end of this day's trek, so the party will have to make a camp. The forest continues on unabated and, early in the day, the ground begins to rise and grow rugged under the eaves.
Patrols are still to be seen, as are other travelers, but less than before.
Possible Encounters:
1. None
Day Eight:
At the end of the day, as the sun sets behind the mountains and past the canopy of trees, the party will see, set in a clearing atop a low rise, the hamlet of Feyintar. The place is warded by earthen ramparts surmounted by wooden palisades. At four corners are wooden watch towers with local militia within armed with short bows. The gates are closed, and as the party approaches, they will be observed and questioned from a postern gate. A tax of 1 cp per head is charged by the gate guard to enter the village.
Within is a community of hardy woodcutters, trappers, and hunters for the most part. Approximately 300 souls dwell here, and there are several taverns (Brega's Pub, The Wooden Harlequin, and Beaver's) and two inns (The Hammer and Nail, and The Inn of the Ghostly Trees).
If the party took part in the scenario "A Bit of Blood" then they might look up the ranger Aristole. Folks hereabouts are well-acquainted with the ranger and have only good things to say about him. He comes into the hamlet about once a month with furs to trade, but otherwise he lives in the forests and hills and is known to hunt evil humanoids for sport.
Of course, locals here can tell of the recent troubles with orcs raiding caravans, and some talk says that the orcs are being allowed to raid by the druids of Feyindir to get back at the Imperium for foresting the place.
Possible Encounters:
1. A drunken woodsman in Feyintar will accost a party member in a tavern or inn. He lost his wife and son to orcs several weeks ago, his cabin burned to the ground, and is drowning his sorrows in beer and ale. Anything will set him off, from a wrong glance at him by a party member to his bumping into the party or vice versa. The man will attack with lethal force, using his axe, but the barkeep and others will urge him to put down his weapon and to not join his wife and child in this fashion. A Calm Emotions spell or other such can calm him, but little else will.
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* Garver the Woodsman: Male human Expert 2; CR 1; Medium-sized humanoid (human); HD 2D6+4; hp 15; Init +1; Spd 30 ft; AC 13 (touch 11, flat-footed 12); Atk +3 melee (1D6+1, handaxe); SQ drunk; AL N; SV Fort +2, Ref +1, Will +3; Str 13, Dex 12, Con 15, Int 10, Wis 11, Cha 8. Height 6 ft. Skills and Feats: Balance +4, Climbing +5, Heal +2, Intuit Direction +4, Listen +4, Profession (woodcutting) +5, Spot +3, Swim +4, Use Rope +3, Wilderness Lore +5; Power Attack, Weapon Focus (handaxe). Special Qualities: Drunk (Ex): this woodcutter is currently quite drunk, resulting in a +4 circumstance bonus to Con (+4 hp, +2 Fort save) and a -4 penalty to wisdom (-2 Will save, -2 to Wis based skill checks) and -4 penalty to Dex (-2 Reflex save, -2 to Dex based skill checks, -2 to AC and touch AC). Possessions: handaxe, leather armour, traveller's outfit, knife, belt pouch, 12 cp, 3 sp. |
Should the party slay Garver, they will be legally within their rights, as he attacked them with a weapon. However, given that the hamlet folk know Garver's tragic circumstances and his drunken state, they will look badly upon the party and will try to send them on their way as soon as possible. The party will find no inns open to them and will not get a welcome in Feyintar for many years, if ever.
Day Nine:
Leaving Feyintar, the party will continue its trek under the forest eaves. The slope is steeper here, and the trees are more pine and spruce, with needles littering the forest floor. The road winds and switches back on itself more often, decreasing the overall travel rate of the party. There is no inn here, and the party will have to camp in the wild. Signs of older campsites can be seen off of the roadway.
Possible Encounters:
1. Across the road, ahead of the party, a man will suddenly burst out of the foliage, up the road, and then crouch and observe the party, as if suddenly noticing them. As the party gets closer, the man will wait warily. Eventually, he will be seen as a youngish man with long blond hair.
If the party has participated in the scenario "A Bit of Blood", they will recognize the man as Aristole, a ranger.
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* Aristole: Male human Ranger 2; CR 2; Medium-size humanoid (human); HD 2D10+2; hp 18; Init +1; Spd 30 ft; AC 13 (touch 11, flat-footed 12); Atk +2/+2 melee (1D8+2, longsword; 1D4+1, dagger), +4 ranged (1D8, longbow arrow); SQ two-weapon fighting, favoured enemy (kobolds +1); AL NG, SV Fort +5, Ref +1, Will +1; Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 11. Height 6 ft. 1 in. Skills and Feats: Animal Empathy +2, Climb +4, Handle Animal +2, Heal +4, Hide +5, Intuit Direction +3, Jump +4, Knowledge (nature) +3, Listen +3, Move Silently +3, Spot +3, Wilderness Lore +3; Alertness, Track, Weapon Focus (longbow). Possessions: leather armour, longsword, dagger, longbow, 12 arrows, explorer's outfit, belt pouch. |
If Aristole recognizes the party, he will hail them and greet them warmly, thanking them once again for rescuing him and his charge Harrin. He will then inquire as to the party's business.
If Aristole does not know the party, he will approach warily and inquire as to whether they have seen any sign of orcs hereabouts.
In either case, Aristole will explain that in recent weeks the orcs of the mountains have come down in some numbers and have been raiding caravans along the trade road. Interestingly, Aristole will say that these orcs are of many different tribes, some from fairly distant peaks, and a few have insignia he's never seen and seem unfamiliar with the ways of the forest, as if they'd come from underground.
Aristole cannot explain why the orcs are aroused, but he will say that he is currently tracking a band that just hit a caravan a few days ago near Hammon's Creche. Aristole believes there are perhaps a dozen orcs in the group he is following, and he is hoping to espy their lair and then return to Feyintar and roust a militia.
However, Aristole will remark that perhaps Firlott has blessed him this day, and will invite the party to aid him in his orc hunt. Aristole will offer the party an equal share of booty plus equal cast lots for any enchantments. If a priest of Indolle is present, he will entice her into accompanying him by mentioning that these orcs are attacking trade caravans on a trade road. If the party seems nervous, Aristole will suggest that they track the orcs to their lair, determine their strength, and if it is too great, they can return to Feyintar to gather reinforcements.
Aristole is not far behind the orcs (perhaps 2 hours), but the party can aid his tracking if they like. After a chase of perhaps 4 hours to the south of the road, punctuated by trees hacked wantonly by orc blades, the party will come upon the orc encampment.
The orc encampment is a temporary affair, for the orcs have just arrived into the region from the high mountains. These orcs belong to the Ghastly Hand tribe, their emblem being a withered, clawed hand.
The encampment is a small clearing dominated by a large boulder atop a small rise. Several smaller boulders are in the clearing, which is about 100 ft in diameter. A small forest creek runs south of the clearing, about 200 ft from the edge.
The orcs have bedrolls spread throughout the clearing, and a large fur lean-to has been thrown against one face of the tall boulder, forming a tent. Several deer carcasses hang from ropes from tree branches and bones and carrion are tossed about the clearing.
There are twenty orcs in the encampment, including four females. They are led by a fierce orog. The orcs have been forced, due to the fact that caravans are on the roads during daytime, to alter their activity cycle. As such, they are active and hunting during daylight hours and are asleep at night. However, they keep a watch of four males at all times. The orog sleeps in the lean-to with one of the females.
The females will fight fiercely if threatened, but will otherwise stay out of the fight, leaving combat to the males. Once the males are defeated, they will likely attempt to flee back to the mountains.
Aristole will urge the party to join him in an immediate ambush of the orc encampment, emphasizing that they may have prisoners. Only if the party insists will Aristole reluctantly agree to round up some reinforcements from Feyintar.
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* Orc Male Warriors (16): CR 1/2; Medium-sized humanoid (orc); HD 1D8; hp 5 each; Init +0; Spd 30 ft; AC 14 (touch 10, flat-footed 14); Atk +3 melee (1D8+2, battleaxe) or +1 ranged (1D6, shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. Height 6 ft. Skills and Feats: Listen +2, Spot +2; Alertness. Possessions: leather and fur armour, large wooden shield, battleaxe, shortbow, 20 arrows, belt pouch, 1D10 cp, 1D6 sp, 1D4 gp. |
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* Orc Females (4): CR 1/2; Medium-sized humanoid (orc); HD 1D8; hp 4 each; Init +0; Spd 30 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 9, Wis 8, Cha 8. Height 6 ft. Skills and Feats: Listen +2, Spot +2; Alertness. Possessions: dagger. |
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* Orog Leader: Male orog Ranger 1; CR 2; Medium-sized humanoid (orc and ogre); HD 3D8+6 plus 1D10+2; hp 33; Init +0; Spd 30 ft; AC 14 (touch 10, flat-footed 14); Atk +7 melee (or +3 melee if fighting with two weapons) (1D8+3, battleaxe) and +3 melee (1D8+2, battleaxe) or +3 ranged (1D6+3, javelin); SQ darkvision 60 ft, two-weapon fighting, favoured enemy (dwarf +1); AL LE; SV Fort +7, Ref +1, Will+1; Str 16, Dex 10, Con 14, Int 10, Wis 8, Cha 8. Height 7 ft 1 in. Skills and Feats: Listen +4, Spot +5, Wilderness Lore +4; Alertness, Weapon Focus (battleaxe), Track. Possessions: orcish charm of power [shaped like a small withered talon on a leather thong] (+1 luck bonus to Will saves), battleaxes (2), javelins (3), chain shirt, belt pouch, 34 sp, 25 gp. |
Within the camp are stashes of booty from a few dwarf caravans raided. The loot includes:
· 100 pounds of copper
ingot (equivalent to 4000 cp)
· 25 pounds of silver ingot (equivalent to 1000 sp)
· 8 pounds of gold ingot (320 gp)
· 200 pounds of iron, tin, and bronze ingots (worth a total
of 300 gp)
· 4 tuns of dwarven ale
· 6 boxes of dried mushrooms
· A masterwork shortsword
· 16 silver crossbow bolts in a case engraved with the
symbol of Aghorrit in gold (case worth 35 gp)
· 8 large bottles of stone glue
· A suit of masterwork banded mail (human sized)
· 4 silvered daggers
Once the orcs are defeated, Aristole will take his share of the booty and thank the party for their aid, inviting them back to visit him during calmer times.
2. If the party does not accompany Aristole, then you can have them attacked by the orcish warparty. Use 12 male orc warriors and the orog. They will not use much subtlety, instead simply crashing out of the underbrush and charging the party.
Day Ten:
About halfway through the day the party will emerge from the thinning forest canopy and into the highlands of the Aynayjor Mountains. The road is now a mountain road proper, winding between the surrounding peaks as it climbs higher and higher into the thin air. Looking back, the party can see the forest, a swaying sea of green, fade below them down into the mists of the coastal plains.
There are still a few brave caravans coming down from Hammon's Creche, though interestingly, none of these are dwarven. The human merchants tell of no trouble between here and Hammon's Creche. The patrols of Imperial soldiery emanating from The Creche also seem wary but not overly concerned.
There are no inns along the way, though a few natural turnouts and large, shallow caves show signs of frequent encampment.
Possible Encounters:
1. The party will espy, crossing the roadway, a large brown bear. The bear turns, sees the party, and rears up, giving a great roar and swiping the air with a massive paw. Should the party immediately back off, the bear will growl a bit more and then, after a minute or two, leave the road and head into the mountains. However, if the party advances, the bear will charge immediately. If the party remains still, the bear will continue to growl and lope in the party's direction on two legs. If the party does not back off after about a minute of this, the bear will suddenly charge.
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* Brown Bear: CR 4; HD 6D8+24; hp 51; Init +1; Spd 40 ft; AC 15 (touch 10, flat-footed 14); Atk +11/+6 melee (1D8+8 [x2], claws; 2D8+4, bite); SA improved grab; SQ scent; AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. Length 6 ft (Height 12 ft). Skills and Feats: Listen +4, Spot +7, Swim +14. Special Attacks: Improved Grab (Ex): if claw hits, may attempt to start a grapple as a free action. No initial touch attack is required. May suffer a -20 penalty to grapple checks and only use the body part it hit with to hold the opponent, in which case it is not itself grappled and does not lose Dex bonus to AC, still threatens an area, and can attack other opponents. A successful hold does not deal extra damage, but each successful grapple check after a hold is established deals attack damage. |
2. As the party seeks a place to camp, they will note a twinkle of a fire coming from a cave just a bit off of the road. Investigation will show a group of men from Hammon's Creche, farmers and miners for the most part, brining their wares down to Wayward to sell to one of the merchant houses. They have a party of 6 men and no guards, with 4 laden mules. The men will be wary at first, but can be persuaded to share their lair and fire for company. They can tell some legends of Hammon's Creche to the party if chatted up. Refer to the "Traveller's Guide to the Far Coast" for details.
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* Creche Men (6): Male human Commoner 2; CR 1; Medium-sized humanoid (human); HD 2D4+2; hp 9 ea; Init +0; Spd 30 ft; AC 12 (touch 10, flat-footed 12); Atk +2 melee (1D6+1, quarterstaff) or +1 ranged (1D4, sling); AL NG; SV Fort +2, Ref +0, Will +1; Str 13, Dex 10, Con 12, Int 10, Wis 12, Cha 11. Height 5 ft 8 in. Skills and Feats: Handle Animal +5, Listen +5, Profession (farmer or miner) +5, Ride +2, Spot +5, Swim +3, Wilderness Lore +3; Alertness, Survivor. Possessions: quarterstaff, sling, 10 bullets, 5 silver bullets, hooded lantern, flask of lamp oil (4), backpack, bedroll, flint and steel, traveller's outfit, belt pouch, wooden holy symbol to Indolle, 2D10 cp, 1D10 sp, 1D3 gp. |
The items on the mules are normal commodities and if the party insists on robbing these men, the DM can value their cargo accordingly.
Day Eleven:
Higher the party climbs, now over 6000 ft above sea level. The weather is still mild, though clouds tend to gather in the stead of the seaward side of the mountains.
Towards late afternoon, the party will arrive at the bridge over Creche Creek. The creek is no major obstacle, except that here it tumbles down a steep slope, at times forming a thin waterfall. The water is no more than 20 ft wide, with rocks and small stones exposed in its midst, and no more than a foot to three feet deep. The water is fresh and very cold.
The bridge is an arch that vaults over the creek and is supported by several stout stone pillars. At the far end of the bridge, something has been mounted on a stick or pole. As the party nears the far side, it will be apparent that a head is stuck upon a pole. When the pole is reached, the head will prove to be that of a dwarf male, freshly killed. Tracks can be found leading down into the creek and then are lost.
Possible Encounters:
1. None
Day Twelve:
About 3 hours after noon, the party will arrive at Hammon's Creche. The village is preceded by some outlying steads, these all bounded by thick stone walls topped by wooden stakes.
The village itself is bounded by a stone wall and pierced with stone towers mounted by Imperial soldiery. The solid wooden gates, reinforced by iron banding, are thrust open during the daylight hours, but a guard of a half dozen soldiers watches all who enter warily.
Off to the side of the village are stone ruins, overgrown with creepers and tall grass. These are the remains of the Thaneeri temple that warded the tomb of Hammon. High atop a hill that shadows the village are menhirs that mark the location of the tomb of Hammon.
Within is a bustling community of 800 persons. A few dwarves are here as well, some native but many actually stuck here, having safely arrived with caravans but now afraid to go forward or to turn back. The marketplace of Hammon's Creche is, in fact, bustling with poor beleaguered dwarven merchants selling their wares to some lucky and opportunistic human merchants who are willing to brave the road, on the opinion that the orcs are only attacking dwarves (if the party was attacked on the road by the orog and orcs then they can attempt to disabuse the merchants of this notion). The humans are commanding bargain prices from the dwarves, especially for perishable items.
There are 4 good inns in Hammon's Creche, and all of them are filled with stranded merchants (for even many humans are afraid to leave). However, if the party has gold they can have some merchants who are living on credit kicked out of their rooms.
Possible Encounters:
1. A dwarven merchant named Barakanbil offers the party 10 gp a head if they will escort him and his mule laden with masterwork artisan tools (useful for bowmaking, blacksmithing, weaponmaking, carpentry, and masonry) to Dwillingir. Assuming the party first wishes to continue on to Nirzumbil, Barakanbil requests that the party look him up on their return through Hammon's Creche. It is up to the DM if the dwarf is still here upon the party's return.
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* Barakanbil: Male dwarf Expert 3; CR 2; Medium-sized humanoid (dwarf); HD 3D6+3; hp 18; Init +0; Spd 20 ft; AC 14 (touch 10, flat-footed 14); Atk +3 melee (1D6+1, hand axe) 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 +2, Ref +0, Will +5; Str 13, Dex 8, Con 13, Int 14, Wis 11, Cha 11. Height 4 ft 4 in. Skills and Feats: Appraise +7, Bluff +5, Craft (toolmaker) +9, Diplomacy +6, Gather Information +2, Handle Animal +4, Listen +2, Profession (merchant) +7, Search +6, Spot +3; Expertise, Iron Will. 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: hand axe, chain shirt, light crossbow, 20 crossbow bolts, traveller's outfit, belt pouch, backpack, hooded lantern, flasks of oil (4), flint and steel, silver holy symbol to Malaktum, 150 cp, 250 sp, 60 gp, 10 pp. |
2. A young man approaches the party, especially if a cleric or paladin is amongst them, and asks for help. The lad says:
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Me father is a respected man about the village good sirs and ladies, and he is often a-helpin' those who need it. Well he meets this merchant named Ghanagher in the Dog's Tongue and Ghanagher gives me father, who is down on his luck as they say, a few extra coins to buy him some drink, and this even though Ghanagher is a-sufferin' along with the rest of the merchants hereabouts. Well my dad doesn't forget a kindness, and the next night, as we is walking home, we hears Ghanagher crying out for help. His voice were heavy with pain and were a-callin' us from the tall grass near to the Grinnin' Tower. Well, me dad ain't no fool dontcha know, but he's a kind man as I've already said. And he don't forget who pays him his drink, and so he tells me to bide myself a bit while he goes to help poor Ghanagher, who probably stumbled lost a bit and has turned his ankle. Well my dad goes off into the tall grass. And I wait .and I wait .but he nern't come back. And I am getting' nervous as I've waited for what seems like more than an hour, but I hears nothin'! So I start a-callin', and I hears my dad's voice all calm a-callin' me to come forward and help him lift poor Ghanagher. I...I don't know why .but for some reason I know I dursn't go to that voice. I can't explain it to you proper, but it just doesn't seem right, and the little hairs on my neck are a-standin' straight up. So I call to my dad to first come back and talk to me face to face and then I'll come with him. But my dad says he can't, that he's hurt himself too alongside Ghanagher. Well I ain't no fool. And for p'raps another hour I tongue tussle with the voice, him tellin' me to come and me tellin' him to come. Then dawn pokes up over the mounts and the voice doesn't speak no more. When the sun comes up well I screw myself up and go into the grass, but there ain't nothing no dad and no Ghanagher. And I don't dare go no closer to the Grinnin' Tower. So I start askin' for help hereabouts, but most refuse, sayin' my dad's a fool for going where he know'd he shouldn't go. Or others want payment, and I got no coin. So, I hear tell there's a priest(ess) in town in tow with some warriors and here I come to beg you to help my dad and perhaps old Ghanagher too. Will you? |
The lad's name is Thalap Hostwell. His father's name is Helimon Hostwell. The lad has no other family, his mother and baby sister taken by the shakes years ago. He can describe his dad, a smallish man with grey short hair and a short grey beard and blue eyes. He has never met Ghanagher, but asking around will turn up a description of a thin, tall, bearded man with brown hair speckled with silver.
The Grinning Tower is a tower ruin set nearest to the village. It is perhaps 300 yards from the village walls, surrounded by tall grass that ranges up to 4 ft tall. Brush and scrub surround the tower, which wards the way into the rest of the ruins. The tower is so named because of a smile-shaped crack that faces the village.
The tower broken at the top, and there is no saying how tall it used to be. The remains are jagged, perhaps 25-35 ft tall. The remains of a single window pokes near the top of a jagged piece of wall.
Entry into the tower is by way of a gaping hole in the wall that may have once held a door or doors. The hole is 5 ft tall and 8 ft wide. The tower itself is 30 ft in diameter.
A successful Track check (DC 16) in the grass will show that someone(s) moved from the road outside of the village through the high grass. There are then signs of dragging from that spot towards the tower opening.
Within the tower is a jumble of stone blocks that may have come from the collapsed top of the tower. The tower is open to the sky. A Track check (DC 10) will notice recent activity in the tower interior and even blood drops on one of the stones.
A successful Search check (DC 20) will show that one stone is actually a thin plate of granite that seems to be covering an opening in the ground. If the slate is removed (it weighs 50 pounds), a rusted iron trapdoor in the ancient stone floor will be seen. The trapdoor is openable by a pull on a rusted iron ring. Within are stone stairs leading into the darkness.
The stairs lead down 25 ft horizontally and 10 ft vertically to a dusty cellar. Marks in the dust on the stairs show footprints and drag marks and smears of blood.
At the bottom of the stairs is the cellar, a room that is square, roughly 30 ft per wall. The corners of the room are steeped in cobwebs and a gloom seems to roil from a dark hole in the wall opposite the stairs. The hole looks as if it was dug from the other side into the chamber. It is 5 ft square. The room is otherwise empty, though the dust on the floor seems recently disturbed.
The hole leads to a 5 ft square passageway that heads northwest for 15 ft before opening into another chamber. This is 40 ft square and steps descend 5 ft to the floor, which is choked with rubble and shadowy forms that might be unmoving bodies. There are at least half a dozen such forms.
Two of the forms are the bodies of Helimon Hostwell and Ghanagher. Both are towards the far side of the chamber, sprawled on the ground. Dried blood stains ink the floor beneath their bodies. A strange pale green mist wisps in small serpentine whips around the chamber.
The walls of the chamber are adorned with Thaneeri runes and faded frescoes of Thaneeri interring a deceased royal.
The other four forms are undead. Three are zombies while the fourth is a dread warrior. When party members have fully entered the room and are investigating the bodies of Helimon and Ghanagher, the four undead will arise and attack. Until they arise, the zombies will appear as long dead but not fully rotted Thaneeri in rotted and corroded Thaneeri gear. They appear almost mummified. The dread warrior wields a rune-encarved battleaxe.
As the zombies arise, a lesser shadow that has been hiding in the previous chamber will emerge and attack the party from behind.
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* Zombies (3): CR 1/2; Medium-sized undead; HD 2D12+3; hp 16 each; Init -1; Spd 30 ft; AC 11 (touch 9, flat-footed 11); Atk +2 melee (1D6+1, slam); SQ undead, partial actions only; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con -, Int -, Wis 10, Cha 1. Height 6 ft. Skills and Feats: Toughness. |
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* Dread Warrior: CR 3; Medium-sized undead; HD 4D12; hp 26; Init +0; Speed 20 ft; AC 15 (touch 10, flat-footed 15); Atk +6 melee (1D8+5, battleaxe +1); SQ undead, missile weapons at +0 attack bonus; AL NE; SV Fort +1, Ref +1, Will +4; Str 16, Dex 11, Con -, Int 5, Wis 11, Cha 6. Height 6 ft 2 in. Skills and Feats: Climb +10, Jump +10, Spot +9; Power Attack. Possessions: +1 battleaxe, hide armour, large steel shield. |
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* Lesser Shadow: CR 1; Medium-sized undead (incorporeal); HD 1D12; hp 8; Init +2; Spd 30 ft, fly 40 ft (good); AC 13 (touch 13, flat-footed 11); Atk +2 incorporeal melee (1 temporary Str, incorporeal touch); SA strength damage; SQ undead, partially incorporeal, +1 turn resistance, shadow blend; AL CE; SV Fort +0, Ref +2, Will +2; Str -, Dex 15, Con -, Int 5, Wis 10, Cha 10. Height 5 ft 8 in. Skills and Feats: Listen +4, Spot +4; Dodge. Special Attacks: Strength Damage (Su): touch deals 1 point of temporary Strength damage. A creature drained to Strength 0 dies. Special Qualities: Partially Incorporeal (Ex): lesser shadows can be hit by non-magical silvered weapons, with a 50% chance to ignore any damage from a corporeal source. Shadow Blend (Ex): in any light less than daylight, lesser shadows blend into the shadows. In torch light or a Light spell they receive ½ cover; less than this they receive 9/10 cover. Daylight or a Daylight spell negates this ability. |
The dread warrior leads these undead, for he was the divine champion of the Thaneeri death cult here and his spirit lingers in malevolence against the Imperials. It was he who mimicked the voice of Ghanagher, after capturing the unfortunate merchant, who wandered too close to the ruins at night while tipsy at the behest of the voice of a maiden requesting his aid. The dread warrior was experienced at mimicry in his life, and he carried this ability beyond death. He then mimicked Ghanagher's voice to lure Helimon, though it is pure happenstance that it was Helimon who happened to be out and about when the ruse was attempted.
Helimon's body is hacked to pieces and organs have been devoured. He carries no valuables, but carries a dagger.
Ghanagher's body has a belt pouch holding 25 sp, 4 gp, and 4 amethysts worth 25 gp each.
There is a secret door built into the far wall of this chamber (DC 30) that leads into the main temple ruins proper. The DM is free to develop the rest of the ruins, should the party prove overly curious, but as the ruins are not the focus of this adventure, the DM may want to discourage further exploration at this time by either not letting the party find the secret door or by scaring them off with more horrible undead.
If the party recovers the bodies of Helimon and Ghanagher, Thalap will see that either or both receive a proper burial and interral so that their souls are laid to rest.
Day Thirteen through Day Twenty Four:
For the first several days, the road follows the headwaters of the Urgramm River, and the party can observe cut logs, many bundled, being floated down the river towards Hammon's Creche. By Day 18 the party is at an altitude of almost 8000 ft above sea level and the roadway often is flanked by a sheer cliff side towering above them to one side and a sheer and deadly drop on the other.
There is little traffic on the road, only a few caravans warily coming down from Nirzumbil. These are heavily guarded, often by dwarven mercenaries.
Possible Encounters:
1. Wolves can be heard howling in the distance one night during camp. The howls are distant, but are answered by others that are closer.
2. A stone giant will be seen standing directly in the road as the party rounds a bend in the cliff. The stone giant has a hand shielding his eyes from the sunlight, as if searching for something distant.
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* Vrochtoloch: CR 8; Large giant (earth); HD 14D8+56; hp 121; Init +2; Spd 40 ft; AC 25 (touch 11, flat-footed 23); Atk +17/+12 melee (2D6+12, huge great club) or +12/+7 ranged (2D8+8, rock); SA rock throwing; SQ rock catching; AL N; SV Fort +13, Ref +6, Will +4; Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 11. Height 12 ft. Skills and Feats: Climb +10, Hide +0*, Jump +10, Spot +3; Combat Reflexes, 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: great club giant's sack, rocks (7), knife, candles (6), sewing needle, boots, tinderbox, steel and flint, dice, hemp rope (200 ft), 200 gp, 400 sp. * +8 racial bonus to Hide checks in stony terrain. |
Vrochtoloch can be approached carefully. He has decent relations with the dwarves and is wary but not hostile to humans. He is searching for orcs, for a group of them attacked his son and, although they did not slay him, Vrochtoloch is very angry and looking to slay some orcs as reprisal. He will ask if the party has seen any orcs nearby.
3. A grizzly bear's carcass lies in the road. It has been pierced by feathered shafts and its fearsome head chopped off. The arrows bear Orcish runes carved into them. These bear no magic but are commonly carved into orc arrows as blessings.
4. A rock slide has collapsed here, blocking less than half of the road, that 15 ft portion nearest the cliff face that runs above the road. An orcish hand is thrust out of the pile of rocks. Buried within are 2 orcish soldiers. Their equipment is ruined by the rock slide.
5. A roadside shrine to Indolle, in the form of a niche carved into the rock face alongside the road which holds a statue of Indolle and a stone bowl decorated with scenes of caravans. The shrine has been battered by blunt instruments and runes honouring Gruumsh have been carved into the idol and the bowl.
6. The party will encounter a dwarvish patrol of a dozen platemail wearing dwarves (Ftr 1 led by a Ftr 2) with dwarven war axes and small steel shields. The dwarves will question the party carefully in Common before continuing on their way.
Day Twenty Five:
At about noon, the party will espy Nirzumbil. The place is set upon a high shelf that thrusts out from the side of the mountain before sloping in a mess of bushes, occasional trees, and boulders and scree. The shelf is some 300 ft in width and extends out from the mountainside some 200 ft.
There is a stout stone wall that encompasses almost all of the shelf area. The wall extends out to within 30 ft of the edge of the shelf and the wall extends from one end of the shelf to the other, forming a protected enclave within that has the mountainside protecting its north face and the stone wall protecting its other faces.
The wall is very well engineered. It is some 15 ft tall and quite smooth on both sides (treat as superior masonry [hardness 8, hp 180, Break DC 35, Climb DC 20]). On the inside of the walls, the bottom 5 ft is buttressed so that the inside of the wall flanges out into the interior to provide extra support. As such, the walls are 15 ft thick at the bottom 5 ft and narrow to 10 ft thick at the top 10ft. The very top of the walls are battlemented with crenellations, the merlons of which rise to a height of 5 ft. These provide full cover if a person simply wishes to hide, half cover to anyone shooting missiles except for crossbows, and 3/4th cover for anyone shooting a crossbow or wand or casting a spell.
The walls are very stable, as they extend well into the ground, some 30 ft in fact.
Stone steps run up to the walls at various points, and the walls are supported by bastions, round widenings in the wall that form open-topped towers of sorts, spaced about every 50 ft.
Facing the road are two massive iron gates, these carved with images of dwarves slaying fire-breathing dragons and mining gems from beneath the earth.
At least a dozen dwarf guards can be seen patrolling the walls, and some four stand above the gates, which are always closed.
Set upon iron stakes set into the ground flanking the gate are many heads. At least a dozen of these are orc heads, but another dozen or so are human heads. The humans are Menelon Thaneeri.
As the party approaches, a dwarf in armour standing above the gate will hail the party in Common and ask them their names, business, and affiliations. If Reridikil is with the party, he will step forth and address the dwarf guard by name and will vouch for the party, recounting their good deed in rescuing him and returning his ring and announcing that they are his guests and recipients of gems of gratitude. Normally a tax of 1 sp per leg is required for non-dwarves to pass the gates, but Reridikil offers to pay on the party's behalf.
The massive gates will open and the party will enter the area bounded by the stone wall.
Part Two - The Defense
The Market:
The area bounded by the stone wall forms the foreign marketplace of Nirzumbil. It is here that most non-dwarves are quartered during their stay here and it is here that trade with Nirzumbil is conducted.
Cut into the mountainside that forms the north face of the market are two massive iron doors engraved with large figures of dwarven warriors with dead foes underfoot. These works are limned in precious metals and studded with gems of all sizes and values. These doors lead into Nirzumbil proper and include a postern door (actually double doors) to allow dwarves to pass through. Six dwarves guard this doorway and will not allow non-dwarves to pass without special dispensation from their masters. The party has no such dispensation, and so the interior of Nirzumbil is not dealt with here.
The market itself has no real permanent structures, but is more of a tent village, with human merchants and their caravans here selling items to dwarven buyers or negotiating deals with dwarven merchants. Similarly, dwarven merchants are here in portable wooden booths selling wares to human buyers.
The market sells almost anything that dwarves might make. This includes:
· Weapons that dwarves
would be familiar with
· Metal armour of all sorts
· Masterwork versions of the above
· Alchemical items
· Gems and jewelry of all types
· Precious metals
· Iron ore and other useful minerals
· Ale and beer
There seem to be some 150 or so humans here, many caravan guards, mercenaries or house guards from the look of them, and others merchants. There also seem to be about 100 dwarves here, half selling wares and the other half browsing the goods and shopping.
Two patrols each of six armoured dwarven warriors walks the crowded grounds keeping order and watching for thieves.
Signs posted around the market read, in Common:
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BOUNTY FOR THE HEADS OF HUMANS OF THE MENELON CLAN. FIVE gold coins for each brought to Nirzumbil. |
The Reward:
Reridikil will explain that non-dwarves cannot enter Nirzumbil proper. He will invite the party to browse the market while he goes and gets his gems and tells his tale to his family. Nirzumbil estimates he will be back with the gems before nightfall. The party can then spend the night within the walls and leave the next day, with Reridikil in tow, back to Dwillingir.
The party can shop for a few hours or simply rest. There are a few dwarven merchants with small tents serving up ale and food that serve as taverns of a sort, and on the whole the place is somewhat cheery, with dwarven musicians standing on stones playing music. But listening to the talk around the marketplace bespeaks of growing danger on the road, orc attacks and rumours of orcs, and wondering amongst the humans if the trip to Nirzumbil is worth the risk or the added cost of guards any longer.
The Alert:
At some point in the afternoon, the wall gates will open and two dusty and haggard dwarves will run in, speak with the captain of the gate guard briefly, and then he will run the two through the market and into the postern doors in the mountainside.
Rumours will buzz through the market at this occurrence, but just as the talk is dying down a few minutes later, a deep rumbling horn will sound from within the mountainside. At its sounding every dwarf in the market will suddenly turn and leave for the postern door. This will include merchants, who gather up their wares quickly and hastily depart, leaving their empty booths still standing. Every one of the wall guards will also leave for the postern doors and head into the mountainside. Finally, the guards to the mountainside doors themselves will head inside, and shortly after, the sound of massive locks and bars being engaged from within can be heard.
As confusion and consternation sets in amongst the humans, the postern doors will open and out will step a very tough looking armoured dwarf. He is accompanied by 48 dwarven soldiers and a be-robed dwarf who might be a priest of some sort.
The lead dwarf calls out in Common:
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Listen up ye humans, for I've short time. Hearken me now! We have been attacked in the mines below. An orc army has assaulted us, and our forces now struggle against the foe in the depths below. That is of no concern to you. However, our scouts have told us that there is a force of orcs up top here that is approaching this area, and although we dwarves would have little to fear from such a force behind our great doors, we still have a care for this market and you folk. I have been allowed four companies of dwarves to run the defense of this area. Why the orcs are attacking us at all I don't know. Why they are bothering to attack this marketplace, except as a diversion to draw off strength from below, I also know not. Those of you who do not wish to fight and defend this market; you have five minutes to leave. After that time, you will be pressed into service in defense of this market. If you do not leave you are expected to serve. If you stay and do not serve, you can be punished, including executed on the spot. Those who stay and fight, if we are victorious, will be paid standard mercenary wages and guaranteed a proper burial should it come to that. Those who are leaving, leave now! |
He will then wait five minutes, while speaking to his men quietly. A few merchants and their guards leave (approximately 30 people in total), the dwarves opening the gates for them. After five minutes, assuming the party has remained, the commander will speak again:
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Very well. You are all now drafted into the army of Nirzumbil for the duration of this fight. There is not time enough to drill you in proper dwarf tactics, so it is probably best if we array you all in the same companies you arrived, that way you are fighting with those you trust and know. Each group of you will be given a section of wall to defend. You are not to retreat from that wall section unless you are instructed to do so. None of you will be allowed inside the mountain, and the doors will not be opened for the duration of this conflict, so there is really nowhere to retreat anyways. Each group of you will be assigned two dwarves as commanders. You are to obey them in all things. It will take two of my companies to so command all of the wall sections. The remaining two companies will be held in the middle of the market as a reserve to bolster any sagging defenses. Now, are there any humans here who practice the corrupting arts? Yes? Are any of you masters enough to cast balls of fire or take out hordes of orcs with a few spells? No? Garn! There's never a wizard of power around when they can be useful and always a dozen around when you least want them. Very well. Any questions? |
Assuming there are none, the commander will then begin to assign various groups to various wall sections. Even merchants are expected to man the walls and help as best they can.
The party is directed to its wall section, about halfway between the wall gate and the mountainside. Its section is 50 ft wide and includes two bastions, which are jointly the responsibility of the party and the adjacent group. There are two sets of stone steps for each wall section that lead down to the marketplace. These are spaced 30 ft apart.
The Battle:
Wall Sections:
There are 13 sections of wall to defend. This means an average of 10 humans per wall section plus two dwarves per wall section.
During the course of the battle, the DM will only play out the PC's portion of the wall defense. The other wall sections will be represented by an abstract system. The DM can forego the abstract and simply decide who wins. Alternatively, the DM can use the system and either "play" it out in the open as a sort of mini-game, or can play it off stage and simply describe how the battle is going round by round.
The wall sections are numbered, clockwise from the east, 1 through 13. Sections 7 and 8 flank the wall gate. The party will be in section 4.
For each section but the party's, a status number will be applied. This number ranges from 1-10. 10 means the wall is not pressed at all. 5 means the issue is in doubt, and 1 means the defense has almost entirely collapsed.
The DM should take 12 D12s and place them with 10 showing. Each of the D20s represents the status of one wall section. The DM is encouraged to draw 12 boxes on a piece of paper, number them 1-3 and 5-13, and then to place each D20 in one of the boxes. In this way the status of each wall section can be monitored during the battle.
At the end of each round of combat, the DM should roll a D6 for each wall section. On a 1-2 the status of that section drops by 1, on a 3-4 it remains the same, and on a 5-6 it increases by 1.
A section that drops below 1 is defeated and orcs will begin to pour through. For each section that falls, the adjacent wall sections will be subject to a -1 penalty to the D6 roll to determine the status shift. That means if both adjacent walls have fallen there is a -2, which means at best that wall can only hold its current status without help. Once a fallen wall section is not adjacent to any unfallen wall sections, then the orcs assigned to that section can now move into the market and attack any wall section. This causes a -1 penalty to the status check die roll starting the next round. Once a fallen section is allocated to attack another section, it cannot withdraw and be reallocated until the new wall section it is attacking falls.
Status can never be higher than 10. However, after the first 10 rounds of combat, if a status is at 10 and it increases, the DM should increase the D12 by 1 anyways. If the D12 goes to 13, then that wall section is completely secured. However, even though the dice shows a value higher than 10, the value is still considered to be 10. Thus, if the end of round check results in a shift downward, then the status drops to 9 immediately, even if it was at 12.
If a wall section is completely secured, its forces can aid adjacent sections, resulting in a +1 to further end of round status shift checks. If a secured section is not adjacent to any unsecured sections, then it may be sent to bolster any unsecured section, giving a +1 to the status check of that section. An unsecured section may not bolster another section in the same round it became both unsecured and non-adjacent to any other unsecured section. Once a section is committed to bolstering a section, it may not be withdrawn and moved to bolster another section until the current section is secured.
The dwarven reserve units can be unleashed to bolster a defense. The dwarven units can be parceled out in four groups (consisting of 6 dwarves in the first 3 groups and 5 in the last). Each group increases the status of a section by 4 (but cannot raise it above 10). Once a reserve is committed, it cannot be recalled.
The dwarven commander can also be thrown into the fray. He raises the status of a section by 2 (but not more than 10).
The dwarven runecaster can be thrown into the fray. He raises the status of a section by 2 (but not more than 10).
The party can aid wall sections adjacent to them in a variety of ways (casting spells, fighting, etc.). If the contribution is indirect (i.e. casting a sleep spell into the adjacent wall section), then the DM should determine the status shift resulting for that aid. If the contribution is direct (i.e. a party member goes into melee combat in another section of the wall), then the DM should run combat only for those orcs the PC is attacking or being attacked by, and the status of the wall should be adjusted depending upon his success or lack thereof.
The battle will last for 100 rounds (10 minutes) or until it is impossible to make any further headway (per the mini-system). Once there are enough secured walls so that the defenders give a +2 status check bonus to every unsecured wall, then no progress can be made by the orcs and the battle cannot be won.
The party is considered to have secured its wall by defeating all of the opponents thrown against it.
The Party:
The party will be subjected to a roster of enemies being thrown at their wall section. For them the combat will last until they are defeated, retreat, or their enemies are destroyed. These will be detailed below. The party can be the recipient of dwarven reserves, the commander, and the runecaster, and for this reason their statistics are presented below.
If the wall sections adjacent to the party fall, the DM should have extra enemies pour into them from adjacent sections and from below. If any wall section falls, orcs will enter the market and begin to attack other wall sections from behind, so the DM can have orcs shoot at the party from within the market or scale the steps up to the parapet.
The party is commanded by Andarik, a budding dwarven war priest who is favoured of Thelikuk, and Wudzil, a dwarven warrior.
Climbing the Walls:
Orcs will be using ladders to scale the walls. The ladders are 20 ft tall and, when set against the wall, the base is 5 ft from the wall. These ladders have their tops coated with a distillation made from mimic glue. This substance sticks the ladder tops to the top of the wall and can only be broken with a full-round action and a successful Strength check (DC 16).
Even once the glue is broken, the ladder must still be tipped over. This normally requires a Strength check (DC 10). There are four positions on each ladder, bottom, 2 middle, and the top. For each orc at the top, the DC increases by 4. For each orc in the middle, the DC increases by 2. For each orc at the bottom, the DC increases by 1.
The ladders are easily to climb (DC 0) and so there is no need to make checks. Orcs that take damage must make a Climb check (DC 5) to stay on, but if they fall they can catch themselves with a Climb check (DC 10), taking a full round action to regain their footing.
It takes an orc 1 full round to ascend the ladder (at the standard half movement rate for climbing). While climbing, the orcs gain no Dexterity bonuses to AC, are considered flat-footed, and cannot use their shields. Opponents also get a +2 to hit them as well as another +1 for height advantage.
A ladder can hold up to 4 orcs, and the top orc can move onto the wall next round with a 5 ft adjustment. The next two orcs can reach the top with a half move, and the bottom orc can reach the top with a full move. Only 1 orc can be on the top at any one time.
If the orcs are having trouble, they will endeavour to time their actions so that they end their turn halfway up the ladder. Then, on their next turn, they can make a half move to the top and then either leap onto the parapet or attack.
Orcs can attack with melee weapons from the top of the ladder. They suffer a -2 penalty to their attack roll due to their precarious position.
The Attack:
The attack will commence some 15 minutes after the last humans leave the market grounds. It will commence with the sound of an orcish horn resounding and echoing off the mountainside. Then, a gruff orc voice will be heard. This will lead to a brief parley in Common between the dwarf commander and the orc commander. This brief exchange is as follows:
ORC COMMANDER:
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I am Urgashk, spear of Gruumsh and scourge of dwarven runts! We have come to conquer and to rend dwarves. Humans! This is an unfortunate time for you, for you are caught between two armies in a war not of your own choosing. We orcs have no quarrel with your humans. This is not a human affair and you should not be forced to defend ground that is not your own. So I, Urgashk, will grant you safe passage out of here, so you can go back to your hearths and homes and see your mates and children once again. I swear by the bloody eye of Gruumsh himself, that any humans who leave now, before the battle begins, will be given safe passage through our lines. But, once the fighting starts, there will be no forgiveness, and you shall suffer the fate of the dwarves this day! The dwarf cause is hopeless humans. The all seeing eye of Gruumsh has looked down upon your puny defenses and he has counted your numbers. We are five times that amount. You have no chance. Flee now. If the dwarves will not open the gates to let you go, then toss down ropes or jump from the walls. I cannot hold back my horde for long! |
DWARF COMMANDER:
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Urgashk shut your mouth! And you humans do not one of you think about stirring or leaving. You were given your chance to leave and chose to stay. You are drafted into the army of Nirzumbil and that army brooks no desertions. Any humans attempting to leave will be shot by my own men. And that'll be a favour to ye too, for any here who trust the word of an orc for safe passage is a fool. Even an orc who swears upon his crippled god's name, for their god would laugh at having his name besmeared, as long as fountains of warm human blood were given in sacrifice soon after! Urgashk, you son of a kobold, your god is blind even in his one eye. But we dwarves are children of the earth and it retches at the vile touch of your feet. It also tells us how many of those feet bespoil the ground, and even if every orc amongst you were crippled like your god and hopped around on one foot, you'd still not have five times our number, so save your faerie tales for your whelps whom you will never return home to see again! Your troops will be as a light mist upon our solid walls, breaking apart in the face of our strength. Most of you will be meeting your gods tonight, and in failure. And it is told he is none too forgiving of such failure. Ah if I could only hear the spirit screams of your horde as they are taken by their own god and riven for eternity! |
(In the paused that follows, no humans attempt to leave the walls as the dwarven reserves in the marketplace heft loaded crossbows just in case)
ORC COMMANDER:
| Very well humans! You have made your choice. It would have been better to brave a dwarven bolt in your backs and even the jump below than what awaits you now. Here are your fellows, the craven dogs. Their blood will grease the gates of Nirzumbil and their bodies will be animated by our priests to serve us for ever! |
(And with that the mangled bodies of some of the humans who fled the market earlier will be tossed into the clear space between the wall gate and the slope).
During the parley, no orcs are visible. They are staying well down the slope out of sight of the defenses (a strong ogre tossed the human remains out towards the gate).
Now the orcish horn blows again and orc archers creep into position. While creeping, they have full cover and cannot be seen, though they may be heard. These will nock bows and at the sound of another horn blast, they will fire.
While shooting, the archers have to rise up a bit and so only have ½ cover. Assume these attacks are mostly ineffectual, since most of the defenders are taking full cover behind the battlements. Ask the party what they are doing. Range is 35 ft laterally plus a height differential that equates to a total range of 45 ft. The party can certainly try to pick off orc archers. A few others on other wall sections are brave enough to do the same.
Assume there are 12 orc archers shooting at the party's wall section. They will not be replaced. They will fire once per round for 6 rounds. This fire is designed primarily to keep the defenders' heads down in preparation for the main assault.
In order to accomplish their goal, the archers will ready an action at their initiative to shoot anyone who is on their opposing wall section and doesn't have complete cover. No more than 2 archers will fire at any single target.
These rounds of volley fire do not count as combat rounds for purposes of wall section status. However, if using the mini-combat system described above, roll for each section and on a roll of 1, the status is lowered by 1. It remains the same on a 2-6. While the other defenders could keep their heads down and take complete cover, they elect to keep some watch on the battlefield, even exposing themselves a bit, in order to know when the main assault is coming.
On the seventh round, the assault will begin, with the first orc wave bringing ladders up to the walls. There are six orcs to each ladder, though four are needed to carry each ladder and place it. It takes 1 round to move to the wall and place the ladder. If 2-3 orcs are carrying the ladder, then it takes a full round to move the ladder and another full round to place it. A single orc can only drag a ladder slowly.
The ladders are stout logs with hand holds pegged into each side. Mimic glue extract has been smeared on the top.
There will be three ladders in the first wave. Once a ladder is secured, the orcs will climb it the next round. Shooting straight down at orcs against the wall causes the shooter to only gain 1/4th cover.
The second wave will attack 6 rounds after the first wave. They will have at their option 3 ladders to add to the other three or they can drop their own ladders and use any that still stand.
The third wave will attack 6 rounds later and will have another 3 ladders if necessary.
The final assault can come at any time.
During the fight, the twelve orc archers will still attack, trying to shoot opponents of opportunity. They will not shoot through their own fellows, but will otherwise shoot into melee at the standard -4 attack penalty.
Each wave consists of 18 orcs. Each is led by one wave leader and, if indicated, a special troop.
The final assault consists of an ogre and an orc witch doctor (a wizard/cleric). The adept will cast an Expeditious Retreat and Jump spell on the ogre, who will then make a running jump up to the top of the wall (or he will at least be able to grab onto the top
The Dwarven Runecaster can help the party by healing wounds if necessary, though the DM should do this sparingly unless the Runecaster has been fully committed to the party's wall section, since there are a lot of wounded to go around and his resources are likely to be spread thin.
Battle Roster - The Dwarves:
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* Dwarven Reserves (24): Male dwarf Fighter 1; CR 1; Medium-sized humanoid (dwarf); HD 1D10+2; hp 12 each; Init +0; Spd 15 ft; AC 18 (touch 10, flat-footed 18); Atk +5 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; Exotic Weapon Proficiency (dwarven waraxe), 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, masterwork dwarven waraxe, light crossbow, 20 crossbow bolts. |
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* Thelikuk, Dwarven Runecaster: Male dwarf Cleric 5 (Neengrum)/Runecaster 3; CR 8; Medium-sized humanoid (dwarf); HD 5D8+5 plus 3D8+3; hp 55; Init +1; Spd 20 ft; AC 15 (touch 11, flat-footed 14); Atk +7 melee (1D8+2, warhammer +1); 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, turn undead 8/day, rune craft +1, rune power +1, improved runecasting; AL LG; SV Fort +10, Ref +3, Will +10; Str 13, Dex 12, Con 12, Int 14, Wis 16, Cha 12. Height 4 ft 2 in. Skills and Feats: Concentration +7, Craft (gemcutting) +10, Craft (stonecarving) + 12, Diplomacy +3, Heal +5, Knowledge (arcana) +6, Knowledge (religion) +8, Spellcraft +10; Blind-fighting, Combat Casting, Extra Turning, Great Fortitude, Inscribe Rune. 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. Rune Craft: +1 to checks to Craft runes. Rune Power: +1 to DC of all saves and attempts to erase, dispel, or disable runes created by the runecaster and to caster level checks to overcome spell resistance. Improved Runecasting: may create runes that trigger when read or passed and/or have charges. Possessions: +1 warhammer, chain shirt, cleric's vestments, spell component pouch, belt pouch, amethyst with rune of cure light wounds at 1st level with 43 charges, garnet with rune of bull's strength at 3rd level with 10 charges, scroll of deeper darkness at 5th level, potion of cure moderate wounds at 3rd level, silver holy symbol. Spells Prepared (6/5/4/4/2): 0 - detect magic (2), guidance (2), resistance (2); 1 - bless, entropic shield, magic weapon, protection from evil, sanctuary; 2 - aid, hold person, shield other, spiritual weapon; 3 - daylight, dispel magic, prayer, summon monster III; 4 - recitation, summon monster IV. Deity: Neengrum. Domains: Darkness (free Blind-fighting feat), Dwarf (free Great Fortitude feat). Domain Spells Prepared (1/1/1/1): 1 - obscuring mist; 2 - endurance; 3 - blacklight; 4 - greater magic weapon. DC = 13 + spell level. |
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* Ralzakark, Dwarven Commander: Male dwarf Fighter 5; CR 5; Medium-sized humanoid (dwarf); CR 5; HD 5D10+10; hp 49; Init +0; Spd 15 ft; AC 19 (touch 10, flat-footed 19); Atk +8 melee (1D10+4, dwarven waraxe); 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 LN; SV Fort +6, Ref +1, Will +1; Str 15, Dex 10, Con 14, Int 13, Wis 11, Cha 12. Height 4 ft 6 in. Skills and Feats: Intimidate +4, Listen +2, Search +3, Sense Motive +3, Spot +3; Cleave, Exotic Weapon Proficiency (dwarven waraxe), Power Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe). Possessions: masterwork dwarven waraxe, full plate armour, small steel shield. |
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* Andarik: Male dwarf Fighter 1/Cleric 1 (Weshta-grum); Medium-sized humanoid (dwarf); CR 2; HD 1D10+1 plus 1D8+1; hp 20; Init +0; Spd 15 ft; AC 17 (touch 10, flat-footed 17); Atk +4 melee (1D8+1, battleaxe); 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, turn undead 8/day; AL LG; SV Fort +6, Ref +0, Will +4; Str 15, Dex 11, Con 12, Int 10, Wis 14, Cha 12. Height 4 ft 1 in. Skills and Feats: Heal +3, Knowledge (religion) +1, Listen +4, Spot +4; Extra Turning, Martial Weapon Proficiency (battleaxe), Power Attack, Weapon Focus (battleaxe). 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: battleaxe, banded mail, small steel shield, spell component pouch, silver holy symbol. Spells Prepared (3/2): 0 - detect magic, guidance, resistance; 1 - bless, shield of faith. Deity: Weshta-grum. Domains: Protection (generate protective ward 1/day for 1 hour), War (Martial Weapon Proficiency [battleaxe] and Weapon Focus [battleaxe]). Domain Spells Prepared (1): 1 - magic weapon. DC = 12 + spell level. |
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* Wudzil: Male dwarf Fighter 1; CR 1; Medium-sized humanoid (dwarf); HD 1D10+3; hp 13; Init +0; Spd 15; AC 17 (touch 10, flat-footed 17); Atk +3 melee (1D8+2, 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 +5, Ref +0, Will +0; Str 14, Dex 10, Con 16, Int 11, Wis 10, Cha 8. Height 4 ft 3 in. Skills and Feats: Listen +2, Spot +2; Cleave, Power Attack. Possessions: battleaxe, banded mail, small steel shield, light crossbow, 20 crossbow bolts. |
Battle Roster - The Orcs:
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* Orcish Archers (12): CR 1/2; Medium-sized humanoid (orc); HD 1D8; hp 5 each; Init +1, Spd 30 ft; AC 12 (touch 10, flat-footed 12); Atk +2 melee (1D6+1 handaxe) or +2 ranged (1D6, shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +2, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 9, Wis 8, Cha 8. Height 6 ft 3 in. Skills and Feats: Listen +2, Spot +2; Alertness. Possessions: shortbow, 20 arrows, handaxe, leather armour, belt pouch, 1D6 cp, 1D8 sp, 1D4 gp. |
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* Orcish Troopers (54): CR 1/2; Medium-sized humanoid (orc); HD 1D8; hp 5 each; Init +0, Spd 20 ft; AC 15 (touch 10, flat-footed 15); Atk +3 melee (1D8+2, battleaxe); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. Height 6 ft 4 in. Skills and Feats: Listen +2, Spot +2; Alertness. Possessions: battleaxe, scale mail, small steel shield, belt pouch, 1D6 cp, 1D8 sp, 1D4 gp. |
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* Orcish Wave Leaders (3): Male orc Warrior 3; CR 2; Medium-sized humanoid (orc); HD 3D8+6; hp 22 each; Init +0; Spd 20 ft; AC 14 (touch 10, flat-footed 14); Atk +6 melee (1D8+3, orc double axe) or +4/+0 melee (1D8+3 and 1D8+2, orc double axe); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +5, Ref +1, Will +1; Str 15, Dex 11, Con 14, Int 10, Wis 10, Cha 10. Height 6 ft 5 in. Skills and Feats: Climb +4, Intimidate +4, Jump +6, Swim +4; Exotic Weapon Proficiency (orc double axe), Two-Weapon Fighting. Possessions: orc double axe, scale mail, belt pouch, 2D10 cp, 2D8 sp, 1D6 gp. |
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* Ogre: CR 2; Large giant; HD 4D8+8; hp 28; Init -1; Spd 30 ft; AC 16 (touch 8, flat-footed 16); Atk +7 melee (2D6+7, huge greatclub); AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 10 ft. Skills and Feats: Climb +4, Jump +7, Listen +2, Spot +2; Run. Possessions: hides, huge greatclub, belt pouch, 4D6 cp, 2D6 sp, 1D6 gp. |
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* Witch Doctor of Gruumsh: Male orc Wizard 1/Cleric 1 (Gruumsh); CR 2; Medium-sized humanoid (orc); HD 1D4+1 plus 1D8+1; hp 11; Init +1; Spd 30 ft; AC 13 (touch 11, flat-footed 12); Atk +1 melee (1D6+1, quarterstaff); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +1, Will +6; Str 13, Dex 12, Con 12, Int 14, Wis 15, Cha 12. Height 6 ft 3 in. Skills and Feats: Concentration +4, Intimidation +3, Knowledge (arcana) +4, Knowledge (religion) +4, Sense Motive +4, Spellcraft +5; Combat Casting, Scribe Scroll. Possessions: scroll of shield at 1st level, scroll of spirit worm at 1st level, quarterstaff, leather armour, spellbook, spell component pouch, belt pouch, 18 cp, 24 sp, 16 gp. Wizard Spells Prepared (3/2): 0 - acid splash, electric bolt, resistance; 1 - expeditious retreat, jump. DC = 12 + spell level. Cleric Spells Prepared (3/2): 0 - detect magic, guidance, resistance; 1 - cause fear, entropic shield. Deity: Gruumsh. Domains: Evil (evil spells at +1 caster level), Strength (enhance Strength +1 for 1 round 1/day). Domain Spells Prepared (1): 1 - protection from good. DC = 12 + spell level. Spellbook (16/5): 0 - acid splash, arcane mark, conjurer's toolbelt, daze, detect magic, detect poison, disrupt undead, electric jolt, flare, ghost sound, mage hand, mending, prestidigitation, ray of frost, read magic, resistance; 1 - colour spray, expeditious retreat, jump, mantle of shadows, ray of enfeeblement. |
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* Ogrillon: CR 1; Medium-sized humanoid (orc, ogre); HD 2D8+4; hp 17; Init +0; Spd 30 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, 10 cp, 14 sp, 2 gp. |
It can be noted that these orcs wear insignia belonging to a variety of orcish tribes. Apparently, they have united in a manner not seen in these parts since the days of the Deceiver.
Urgashk will not take part in the assault, remaining down the slope and out of sight and relying on updates from his escorts who crouch amongst the archers and report on the battle.
Resolution:
This attack was merely a diversion and designed to frighten the human merchants and show them that Nirzumbil is not a safe place to trade. Thus, the orcs certainly are not interested in dying to the last orc here. If the battle looks to be going badly, Urgashk will sound his horn and the orcs will retreat as well as they can.
Assuming the dwarves are victorious, the party will be paid 2 gp plus a bonus of 3 gp. The orcs have some booty on them, which the dwarves will allow the humans to loot.
After the battle, Reridikil will emerge and be thankful the party is alive (at least those who survived). There is a dwarf priest capable of raising the dead here, but he is far too busy helping his own people and will not be willing to raise any humans from the dead at all (even over a week later). Reridikil will give the party 500 gp in gems and report that the battle below was fierce, but the dwarves beat the orcs back and sent them howling into the depths. That's about all he knows.
After excusing himself for an hour to pack up, Reridikil will join the party for its return to Dwillingir. If the party has other business with the dwarves of Nirzumbil, it will have to wait for a day or two for the place to get back to normal. The party can stay in the market until then.
Part Three - Heading Home:
The journey back can be as eventful or uneventful as the DM desires. The orcs are still patrolling the roads, so an orc attack against the party is not out of the question. Some other human caravans in Nirzumbil, having seen the party's prowess in battle, may want to pay them to escort their caravans home. No Riverine caravans are currently in Nirzumbil.
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:
· The party recovers the
body of Helimon Hostwell: +50 XP
· The party recovers the body of Ghanagher: +25 XP
· Garver the Woodcutter is not slain: +25 XP
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