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Let it Be
A Therran 3rd Edition Scenario
For 4-8 Characters of Level 3-4

 

Summary:

The party is returning to Dwillingir from Nirzumbil and is attacked by orcs. They eventually locate the orc lair, in an abandoned copper mine, but all is not what it seems.

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 Autumn

GM's Introduction:

The orc uprising around Nirzumbil is proceeding apace. On orders from their masters, the orcs are attempting to choke off trade between Nirzumbil and the Far Coast.

One band of orcs, a small warband of the Flayed Nose tribe, is stationed south of the main trade road in the Aynayjor Mountains, several days out from Nirzumbil, and has set up a base in an abandoned copper mine about 5 miles from the road.

Unfortunately for the orcs, they have just found out why the copper mine is abandoned.

The copper mine was dug by humans some 50 years ago who wished to establish their own source of precious metals in order to avoid paying the fees charged by Nirzumbil. The mine was relatively productive, turning up a fairly rich vein of copper, but shortly into their venture, the miners broke into a passageway that ran perpendicular to the shaft they were digging.

The miners were immediately concerned, and when investigation teams were sent out, some never returned. Those that did found evidence of Underdark activity that confirmed that they had stumbled upon a passage that connected with the Underdark. These miners were no fools, and they had no desire to deal with the mostly evil denizens of the Underdark that might emerge into their mines, so they collapsed the shaft leading into the Underdark passageway, abandoned the mine, and went elsewhere.

And so the mine lay dormant, perhaps serving as an occasional lair by various beasts of the mountains.

When the orc band arrived, they stumbled upon the entrance to the mines and were delighted. They set up shop and used the mines as a base from which to raid and as a place to store their booty. The orcs are only recently arrived at the site, perhaps a month or two ago, and so have not made many improvements.

They did, however, note the collapsed shaft and eventually decided that they wanted to determine what was beyond the collapse, for it might hide treasure.

So the orcs cleared the passageway over the course of several days' digging. Unfortunately, the noise of their labour attracted the notice of a group of hook horrors that had taken up lair on the other side of the collapse. As the first orcs dug through to the other side, the hook horrors attacked.

All this happens a mere hour or two before the party arrives at the mines. The hook horrors are now moving through the mines, attacking the orcs.

GM's Note:

This scenario assumes the party is returning from Nirzumbil after having completed the events in the scenarios "The Ring of Truth", "A Gem in the Hand" and "The Tower of Tharikthiril". Specifically, it assumes the party has some mules and is hauling their honey and other goods back to Dwillingir.

This scenario intends for the party to become motivated to find the mine site and explore it. As such, the scenario presents three different chances for the party to do so.

First, the party is subjected to a raid by the orcs of the mines. Should any orcs flee, or should the party track the orcs, they should be able to locate the mine. It is then that they might decide to explore the mines, either to oust the orcs or to perhaps find treasure within.

Second, assuming the party chooses, after the orc raid, to simply continue along the trade road, the scenario introduces a victim of another recent raid by the same orcs. This victim tells the party that the orcs dragged off several of her traveling companions alive and she will beg the party for aid. Again, tracking the orcs, or simply following the direction the orcs took the captives, will turn up the mines. In this case, the party's incentive to enter the mines is to rescue the captives.

Finally, if the party refuses to rescue the captives, someone will recommend, after seeing evidence of further orc attacks along the trade road, that the party would be safer traveling off road. In this case, the DM can have the part simply stumble across the mine entrance. The party would then be incentivized to explore the mines out of curiousity or perhaps orcs come out of the mines and attack them.

Part One - The Raid:

The party heads out from Nirzumbil, the dwarves cheering them and wishing them well for the services they have performed. For several days the party has been toasted and feted by the dwarves, for their valuable service during the battle with the orc armies, and for destroying Tharikthiril and recovering the lost axe of the dwarven prince.

The party's mules are laden with red stripe giant bee honey, as well as a precious measure of red stripe mead brewed by the dwarves. Any other items or goods they have picked up are also tied to the mules.

The party is not alone however, unless they choose to be, for several merchants were stuck in the market at Nirzumbil, afraid to brave the trade road on their own due to the frequent orc raids occurring. But now that a proven band of tough warriors and capable magicians is heading back to the lowlands, some of the merchants are eager form a caravan with the party and travel in hopeful safety.

Who exactly accompanies the party is up to the DM. A reasonable assumption is that some 2D6 merchants (Experts of level 1-3) along with a like number of mules, seek to accompany the party, along with 2D6 caravan guards (Warriors of level 1-2). Many of these merchants are not closely affiliated with any Merchant House in the Far Coast, though a couple might buck this trend and belong to a House in an official capacity. Merchants will be willing to pay to accompany the party, though grudgingly. Assume each merchant will pay a maximum of 50 gp per level to accompany the party. This is an exorbitant price, but they are desperate.

Their mules contain trade goods, either items brought with them that they could not manage to sell to the dwarves, or items purchased from the dwarves for sale in the lowlands. Should it matter, the DM can decide what comprises the contents of each mule's packs and what value to assign to it.

* Low Ranking Expert: Expert 1; CR 1/2; Medium humanoid (human); HD 1D6; hp 6; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 12 (touch 10, flat-footed 12); Atk +0 melee (1D6, quarterstaff); AL N; SV Fort +0, Ref +0, Will +3; Str 10, Dex 11, Con 11, Int 14, Wis 12, Cha 14. Height 5 ft 6 in.

Skills and Feats: Appraise + 6, Bluff +6, Diplomacy +6, Gather Information +6, Handle Animal +6, Knowledge (local) +6, Listen +5, Profession (trader) +8, Sense Motive +5, Spot +5; Alertness, Skill Focus (profession [trader]).

Possessions: quarterstaff, traveller's outfit, belt pouch, bedroll, backpack, dagger, 2D10 gp, 4D10 sp, 4D10 cp. 

* Mid Ranking Expert: Expert 2; CR 1; Medium humanoid (human); HD 2D6; hp 10; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 12 (touch 10, flat-footed 12); Atk +1 melee (1D6, quarterstaff); AL N; SV Fort +0, Ref +0, Will +4; Str 10, Dex 11, Con 11, Int 14, Wis 12, Cha 14. Height 5 ft 6 in.

Skills and Feats: Appraise + 7, Bluff +7, Diplomacy +11, Gather Information +9, Handle Animal +7, Intimidate +4, Knowledge (local) +7, Listen +6, Profession (trader) +9, Ride +2, Sense Motive +6, Sleight of Hand +2, Spot +5; Alertness, Skill Focus (profession [trader]).

Possessions: quarterstaff, traveller's outfit, belt pouch, bedroll, backpack, dagger, 3D10 gp, 5D10 sp, 4D10 cp. 

* High Ranking Expert: Expert 3; CR 2; Medium humanoid (human); HD 3D6; hp 13; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 12 (touch 10, flat-footed 12); Atk +2 melee (1D6, quarterstaff); AL N; SV Fort +1, Ref +1, Will +5; Str 10, Dex 11, Con 11, Int 14, Wis 12, Cha 14. Height 5 ft 6 in.

Skills and Feats: Appraise + 8, Bluff +8, Diplomacy +12, Gather Information +10, Handle Animal +8, Intimidate +4, Knowledge (local) +8, Listen +6, Profession (trader) +10, Ride +2, Sense Motive +7, Sleight of Hand +2, Spot +6; Alertness, Skill Focus (profession [trader]).

Possessions: quarterstaff, traveller's outfit, belt pouch, bedroll, backpack, dagger, 4D10 gp, 6D10 sp, 4D10 cp. 

* Low Ranking Guard: Warrior 1; CR 1/2; Medium-sized humanoid (human); HD 1D8+2; hp 10; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +4 melee (1D8+2, longsword) or +3 ranged (1D8, light crossbow); AL N; SV Fort +4, Ref +1, Will +0; Str 15, Dex 12, Con 14, Int 11, Wis 10, Cha 10. Height 5 ft 10 in.

Skills and Feats: Intimidate +4, Jump +5, Listen +1, Spot +1, Swim +3; Alertness, Weapon Focus (longsword).

Possessions: longsword, traveller's outfit, belt pouch, bedroll, backpack, dagger, light crossbow, crossbow bolts (20), studded leather, large wooden shield, 1D10 gp, 2D10 sp, 2D10 cp. 

* High Ranking Guard: Warrior 2; CR 1; Medium humanoid (human); HD 2D8+4; hp 19; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +5 melee (1D8+2, longsword) or +4 ranged (1D8, light crossbow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, Dex 12, Con 14, Int 11, Wis 10, Cha 10. Height 5 ft 10 in.

Skills and Feats: Intimidate +5, Jump +5, Listen +1, Spot +2, Swim +3; Alertness, Weapon Focus (longsword).

Possessions: longsword, traveller's outfit, belt pouch, bedroll, backpack, dagger, light crossbow, crossbow bolts (20), studded leather, large wooden shield, 2D10 gp, 2D10 sp, 2D10 cp. 

* Mule: CR 1; Large animal; HD 3D8+9; hp 22; Init +1; Spd 30 ft; Face 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 6 ft.

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

Possessions: saddlebags, bit and bridle. 

The party will pass a few signs of orc activity along the road, especially once more than half a day's travel from Nirzumbil. Wandering encounters can be devised for the travel here, and all along the rest of the journey, though no such table is presented here. If the DM wants to roll for wandering encounters, he should devise a table accordingly.

The party should arrange for watches and describe any precautions they take with regard to campsites and whether or not they prepare a fire.

A few days out from Nirzumbil, the party will pass a shrine to Indolle carved into a niche in the face of the rock cliff that bounds the left side of the road. The shrine 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 (even if the party had cleaned up this shrine on the way to Nirzumbil, it has been defaced again).

In addition, Gruumsh priests have trapped the shrine with a Glyph of Warding. If any non-orc touches the shrine the glyph activates. The glyph, shaped like a striking snake, casts Summon Monster III and summons 1D3 fiendish snakes, medium vipers. These snakes will attack for 5 rounds and appear as one-eyed snakes with spiky horns down their spines and a yellow haze surrounding them.

* Glyph of Warding (spell): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [summon monster III], 5th level cleric); Search DC 28; Disable Device DC 28. 

* Fiendish Monstrous Snake: Medium Viper: CR 1 (included in the glyph CR); Medium magical beast (extraplanar); 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, smite good; SQ darkvision 60 ft, resistance to cold and fire 5, scent; SR 7; AL CE; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 3, 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): DC 11 Fortitude save, initial and secondary damage 1D6 Con.

Smite Good (Su): One per day the snake may attack with +2 damage against a good foe. 



On the third day out from Nirzumbil, towards late afternoon when the sun is already behind the top of the mountains and most of the area is in shadow, the orcs will attack (there will be enough shadow to avoid being dazzled by their light sensitivity).

The orc band will be comprised of 24 orcs. These are normal orcs in all respects. They are led by a war leader and two toughs, who are above average in prowess.

These orcs will open with a volley of arrows. Then, eight of their number will remain to fire arrows while the rest leap howling towards the caravan with axes flashing. The orcs don't mind taking captives, for they love to enslave them, torment them, eat them, and sacrifice them to their god the Maug Gruumsh. As such, they will not tend to finish off downed opponents and will certainly try to grab and run off with any merchants they can grab. However, their main goal is to disrupt trade, and that means they will try drive away or disable the caravan guards (including the party) and then capture the mules and bring them back to the mines. Failing that, they will attempt to kill the mules and grab whatever packs they can.

These orcs bear the insignia of a hacked-up dwarf nose on their shields.

* Orcs (24): Male orc Warrior 1; CR 1/2; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0, Spd 30 ft; Face 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); +4 melee (1D6+3, scimitar) 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: scimitar, heavy wooden shield, studded leather, belt pouch, shortbow, arrows (20), dagger, 1D6 gp, 1D8 sp.  

* Orc Toughs (2): Male orc Warrior 2/Rogue 1; CR 2; Medium humanoid (orc); HD 2D8+4 plus 1D6+2; hp 24, 22; Init +1; Spd 30 ft; Face 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 16); Atk +7 melee (1D6+4, scimitar) or +3 ranged (1D6+4, javelin); SQ sneak attack +1D6, trapfinding, darkvision 60 ft, light sensitivity; AL CE; SV Fort +4, Ref +3, Will +0; Str 19, Dex 12, Con 14, Int 9, Wis 10, Cha 8. Height 6 ft 4 in.

Skills and Feats: Balance +3, Bluff +4, Diplomacy +1, Intimidate +1, Jump +4, Listen +1, Sleight of Hand +3, Spot +1, Tumble +6; Alertness, Weapon Focus (scimitar).

Possessions: scimitar, chain shirt, heavy wooden shield, javelins (3), belt pouch, 3D6 gp, 3D6 sp. 

* Orc Warleader: Male orc Warrior 4; CR 3; Medium humanoid (orc); 4D8+12; hp 35; Init +2, Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +8 melee (1D6+3, scimitar) or +6 ranged (1D6, shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +7, Ref +3, Will +2; Str 17, Dex 14, Con 16, Int 11, Wis 12, Cha 12. Height 6 ft 4 in.

Skills and Feats: Climb +4, Jump +4, Listen +3, Spot +3, Survival +3; Combat Reflexes, Weapon Focus (scimitar).

Possessions: scimitar, chain shirt, heavy wooden shield, shortbow, arrows (20), belt pouch, 5D6 sp, 5D6 gp. 

If the orcs are sorely pressed, and especially if the leader and two toughs are down and half the normal orcs are as well, they will likely break and flee back to the mines.

These orcs are not aware of the recent happenings at the mine, specifically of the capture of prisoners, the breaking through of the sealed passage, and the emergence of the hook horrors.

The orcs know of their fellows at the mine, including their shaman and their chieftain. They do not know who is behind the orc uprising in general. They will only say that their shaman received a dream from Gruumsh that told them to unite with other orc tribes and attack trade coming to and from Nirzumbil.

Part Two - The Plea:

Several hours after the orc attack, the party will come upon the faintly moving form of a female human. She is caked in dirt and blood and struggling to push her face out of the dirt. As the party approaches, she will be seen to be a young adult, with long blond hair and dressed in traveling clothes. A dagger is clutched in her hand.

This is Faress Hil, the wife and daughter of two of her fellow caravaners who were assaulted by the same orcs that attacked the party.

If she is brought back to health, she can tell her story. She was traveling with her husband and her father, both of whom are caravaners for House Caravansary, bringing goods to the dwarves in the mountains from the south. They had heard the rumours of orc attacks along the road, but they had a dozen tough mercenaries and believed the risk was worth the potential profits.

Alas, the orcs attacked, with two ogres in tow, and they decimated the caravan. She was struck my an arrow in the arm and then took a glancing blow to the head by an ogre. Dazed, her father pushed her out of the way and told her to run. As she stumbled into the woods near the battle, she turned and saw the orcs trussing up those of her fellows who were alive and then they took the captives, the corpses, and the wagons southwest towards a high ridge that can be seen from her location. She then collapsed and remembered further until now. She has no idea how much time has passed, but with questioning it can be determined that she was out for 2 days.

Faress is currently at -7 hit points. She was brought to 0 hit points by the ogre and then went to -1 after running into the woods. She stabilized at -3 hit points and then lost another 2 hit points before regaining consciousness. She then spent the next two days failing to begin to recover hit points naturally.

When rescued, she will thank her rescuers and then, assuming they are still in the general area, will plead with them to rescue her caravan mates, especially her husband and father. Faress is quite beautiful and very convincing. She assures the party that House Caravansary will offer a reward for their safe return to Hammon's Creche. If asked she estimates that of the twenty members of her caravan, possibly a dozen were dragged off alive.

*Faress Hil: Female human Expert 2; CR 1; Medium humanoid (human); HD 2D6+2; hp 12; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 11); Atk +1 melee (1D4, dagger); AL NG; SV Fort +1, Ref +2, Will +3; Str 10, Dex 15, Con 12, Int 14, Wis 10, Cha 16. Height 5 ft 4 in.

Skills and Feats: Appraise +7, Bluff +8, Diplomacy +14, Gather Information +8, Handle Animal +5, Intimidate +5, Knowledge (geography) +5, Listen +7, Profession (merchant) +5, Sense Motive +7, Sleight of Hand +4, Spot +7; Alertness, Negotiator.

Possessions: dagger, traveller's outfit, belt pouch, 10 gp, 13 sp, 15 cp. 

If the party refuses to rescue her caravan mates, then she will be quite forlorn, but will accompany the party to Hammon's Creche, where she will leave the group to try and recruit rescuers.

If the party agrees to attempt a rescue, then Faress will do whatever the party requests. The merchants in the party's caravan will not enter the mines or even approach closely to them, and at best no more than a couple of guards will accompany (and this would require a Diplomacy check). Faress will go or stay as ordered.

If the party has already dealt with the mines, then Faress should react appropriately, as adjudicated by the DM.

Part Three - The Mines:

The mines are approximately two miles off of the main road. The exact location is not set, as the party may encounter it in either of three instances as outlined previously. In all cases, the mines will be two miles away from the location that the party first decides to head towards them.

As the party approaches the mines, they will emerge from a wooded area of pines into a clearing. The clearing is some 200 ft in diameter, and at its south end is a tall rock slope with the mine entrance at its base.

The clearing contains several bloody lumps in it. The first, in the middle of the clearing, is of an orc male with its torso literally gouged out as if by a great bite. The thing's innards are spilled out on the ground next to it, and flies buzz around the mess. The body is very fresh, and warmth still rises from the open cavity.

Nearer the mine entrance is another orc body. This is also male and the body has a single hole, some 6 inches in diameter, straight through its chest. This kill is also fresh and pink, frothy blood oozes out of the wound.

Both orcs are, of course, victims of the rampaging hook horrors. These were sorely wounded, fled out to the clearing, and then died of their wounds.

The Mines:

Refer to the Orc Mines Map for detail. Unless otherwise stated, all locations are 10 feet high and shored every 20 feet for so by stout timbers reinforced by iron braces. All orcs in the mines with shields have the tribal insignia of a hacked-up dwarf nose painted on their shields.

1. Entrance

The entrance to the mines is framed by wooden supports and a stout crossbeam that bears the faded words carved into it:

Halashir's Mine 

The word "Halashir's" has been gouged out and a much more recent "Flayed Nose Tribe's" has been gouged freshly into the wood above that in Orcish.

Once inside the entrance, if the party is silent, they can possibly (Listen DC 25) hear the sounds of combat, along with an occasional high-pitched screech, in the distance within the mines. The actual direction of the sounds cannot be determined.

Halfway down the corridor towards Room 2 is another male orc body, this torn in twain. Fresh, wet puddles of blood still surround the body parts, and the orc still has a falchion clutched in its death grip.

2. Guard Room

This cavern contains a few stalactites hanging from above. Some of these have been smacked off, their jagged stumps still emerging from the ceiling, with the shattered bits scattered upon the floor.

Blood splotches dot the floor, and the bodies of two male orcs are sprawled awkwardly, both having been punctured by some sort of large spear or other piercing weapon.

Hiding in the back of the room, in the shadows behind some piles of furs that were likely used as bedding, is an orc. This orc is completely scared out of his wits and is now rabid with fear. He will attack anyone who spots him or reacts to him in any way, though if he is not spotted he will be content to remain hidden. Once he attacks, with eyes bugging out and froth from his mouth, he will be difficult to reason with.

Assume this orc has rolled a 10 for his Hide check.

* Orc: Male orc Warrior 1; CR 1/2; Medium humanoid (orc); HD 1D8+1; hp 6 each; Init +0, Spd 30 ft; Face 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); +4 melee (1D6+3, scimitar) 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: scimitar, heavy wooden shield, studded leather, belt pouch, shortbow, arrows (20), dagger, 1D6 gp, 1D8 sp.  

If somehow calmed and contacted (i.e. with Calm Emotions or Charm Person), the orc, who does not speak Common, will relate that he and his fellows were attacked by a hulking creature with a bird's beak, a hard beetle-like shell, and two massive bony hooks for arms.

3. Nexus Cavern

This largish cavern is some 20 feet high at its center. Several large stalactites hang down from the ceiling, with a few broken off at the tips.

The bodies of half a dozen orc males lie here, all freshly killed by the hook horror that lies dead in the middle of the chamber. The thing has half of its shell missing, and its body is oozing blood. Its head is half severed at the neck.

From here, sounds of combat and high-pitched shrieks can be heard easily from the direction of Room 6-8 and from Room 9.

Aside from the orc and hook horror bodies, this chamber contains the bodies of half a dozen members of Faress' caravan, none of which are he father or husband. These bodies appear to have been killed by orc weaponry. All are stripped to their loin cloths.

A few bones lie strewn here and there as well, remnants of previous prey killed and eaten by the orcs along with a number of fur palettes which have been tossed around the chamber or ripped into shreds.

4. Larder and Booty

This chamber is used as a storeroom by the orcs. There are skinned corpses of venison, boars, and bears stacked here, some of it rotting and buzzing with flies and maggots. Four freshly killed mule corpses (from the caravan) are also present. A few barrels are here as well, taken from caravans, and these contain wine, ale, and beer, much of the latter good dwarvish make. Some crates hold various trade goods, none of it particularly valuable, and there are some now-soiled bolts of cloth, Gerilongi silk, several dozen iron spikes, and several wheels of cheese wrapped in cheese cloth.

Much of this stuff is stacked high to the northwest, concealing a small niche in the rear of the cave. It will require a Spot check (DC 15) to casually notice that there is a space behind the stacked goods.

This space holds some of the more valuable booty taken by the orcs, including four suits of masterwork chainmail, three masterwork throwing axes, and three heavy steel shields.

5. Kennel

This chamber is some 15 feet tall and the floor of it is covered with ripped up furs. A great iron chain has been bolted into the west wall, and its 15 feet length is coiled around and attached to the unmoving form of a dire wolf at its iron collar. The once great beast has been gouged with great furrows through its bloody fur and a good portion of its back and spine is gone in a large "V" bitten into it.

Next to the thing's dead fangs is a great arm of a hook horror, ripped off at the shoulder by the wolf before it was killed.

6. Armory

This tunnel was obviously simply a mining tunnel that ended. The orcs now use it as an armory. Stacked within, in a jumbled mess on the floor as if some weapons were hastily pulled out of here, are 12 scimitars, 6 suits of studded leather, 8 heavy wooden shields painted with the tribal insignia, 10 quivers of arrows (each full of a score of shafts), 4 shortbows, 12 daggers, 8 javelins, and 3 handaxes. In addition, four coils of hemp rope (50 ft per coil) lie here.

7. Collapsed Area

This area is where the original miners dug into the Underdark. They collapsed the area, and later the orcs dug through it. The area is obviously unstable-appearing, and a proper Knowledge check can evaluate that the area is indeed unstable.

Rocks and detritus dot the floor, and there is a path through the rubble that once blocked the way some 6 feet in diameter. This has been shored up by stout logs, and if even one log were to be moved (preferably by rope or other remote means), the collapse would resume, blocking off the way once again.

If the party were to take this passage into the Underdark, they would possibly stumble upon the hook horror's lair, with a female hook horror guarding a clutch of 4 eggs. Further on, the DM would have to devise Underdark encounters and scenarios.

8. Chapel

As the party heads into this passageway, they will hear another of the high-pitched shrieks, this time coming clearly from down the passage.

Halfway down the passage leading to this chamber, where it turns south, the party will come face to face with one of the hook horrors. This is the same that killed the dire wolf in Room 5, and it is missing its left arm, which means it is unable to conduct its fearsome rending bite attack. The thing also has three orcish arrows buried into it to the feathers and great rips where the dire wolf wounded it. The thing is staggering, wounded, but is still angry and quite dangerous.

* Wounded Hook Horror: CR 3 (adjusted for wounds and loss of arm); Large aberration; HD 10D8+20; hp 65 (has taken 40 points of damage); Init +3; Spd 20 ft, climb 20 ft; Space 10 ft; Reach 10 ft; AC 22 (touch 12, flat-footed 19); Atk +13 melee (1D6+7, claw) and +8 melee (2D6+3, bite); SA power sunder; SQ blindsense 60 ft, light sensitivity; AL N; SV Fort +5, Ref +6, Will +8; Str 24, Dex 17, Con 14, Int 7, Wis 12, Cha 9. Height 9 ft.

Skills and Feats: Climb +16, Hide +3*, Jump +11, Listen +8; Cleave, Improved Trip, Power Attack, Skill Focus (listen).

Special Attacks: Power Sunder (Ex): A hook horror attempting to strike a foe's weapon or shield does not incur an attack of opportunity. On a successful power sunder attack, a hook horror deals double damage.

Special Qualities: Blindsense 60 ft (Ex): A hook horror emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures.

Light Sensitivity (Ex): Exposure to bright light such as sunlight or a Daylight spell imposes a -2 penalty on a hook horror's attack rolls.

* A hook horror receives a +8 racial bonus on Hide checks when in subterranean areas. 

Beyond the hook horror, the tunnel ends in a small widening. Within the widening is set an altar of stones, spattered with blood. The flayed and gutted corpse of one of the caravaners is sprawled across the altar, which bears above it a stone pillar set with quartz and a large pearl to resemble a single eye. The pearl is worth 500 gp.

Hanging from the altar are several sacrificial knives and grotesque ripping tools, all attached to leather thongs and hanging from an iron spike driven into the altar.

9. Common Chamber

This was the living area for most of the orcs lairing in this complex. The place is relatively clear of mineral structures and many fur palettes litter the area, along with tools and utensils of orcish make and other crude personal effects.

Several female orcs have been slain here, and many of the effects of the place are in disarray and smashed or broken.

Sounds of a great battle can be heard in Room 12, with the bellowing of an ogre and the screeching of a hook horror.

The orcs in Room 11 are mustering to attack the hook horror, and they will be quite surprised to see the party arrive. However, they will not attack the party, but will emerge from Room 11 when the party enters and run yelling and bellowing into Room 12 to attack the hook horror.

10. Prisoners

The orc prisoners are here, bound by strong hemp ropes and roped to each other. Each has a blindfold and gag as well. There are 8 prisoners here, including the husband and father of Faress Hil. All are willing to take up arms against the orcs if commanded to by their rescuers, though they are just as willing to flee the place if that becomes the party's plans. Assume half of the prisoners are mid ranking experts and the other half low ranking guards.

* Mid Ranking Expert: Expert 2; CR 1; Medium humanoid (human); HD 2D6; hp 10; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +1 melee; AL N; SV Fort +0, Ref +0, Will +4; Str 10, Dex 11, Con 11, Int 14, Wis 12, Cha 14. Height 5 ft 6 in.

Skills and Feats: Appraise + 7, Bluff +7, Diplomacy +11, Gather Information +9, Handle Animal +7, Intimidate +4, Knowledge (local) +7, Listen +6, Profession (trader) +9, Ride +2, Sense Motive +6, Sleight of Hand +2, Spot +5; Alertness, Skill Focus (profession [trader]).

Possessions: none. 

* Low Ranking Guard: Warrior 1; CR 1/2; Medium-sized humanoid (human); HD 1D8+2; hp 10; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 11 (touch 11, flat-footed 10); Atk +3 melee or +3 ranged; AL N; SV Fort +4, Ref +1, Will +0; Str 15, Dex 12, Con 14, Int 11, Wis 10, Cha 10. Height 5 ft 10 in.

Skills and Feats: Intimidate +4, Jump +5, Listen +1, Spot +1, Swim +3; Alertness, Weapon Focus (longsword).

Possessions: none. 

These are warded by six female orcs, herded here for safety, and overseen by a single male orc.

* Female Orcs (6): Female orc Commoner 1; CR 1/2; Medium humanoid (orc); HD 1D4+1; hp 4; Init +0, Spd 30 ft; Face 5 ft; Reach 5 ft; AC 11 (touch 11, flat-footed 10); +2 melee (1D4+2, dagger); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +1, Ref +1, Will -2; Str 14, Dex 12, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

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

Possessions: dagger.  

* Orc: Male orc Warrior 1; CR 1/2; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0, Spd 30 ft; Face 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); +4 melee (1D6+3, scimitar) 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: scimitar, heavy wooden shield, studded leather, belt pouch, shortbow, arrows (20), dagger, 1D6 gp, 1D8 sp.  

11. Ogre's Quarters

This noisesome chamber is the lair of the ogre who dwells with these orcs. The ogre is currently squaring off against the hook horror in Room 12, protecting the orc chieftain.

There is a ratty bear fur palette shoved onto a stone shelf to the south, along with bones, some ogre dung and urine in a small hole, and various strange ogrish trophies including skulls, antlers, teeth, and paws of various indigenous creatures. Two flayed dwarf skins hang from the walls, driven into the stone with iron spikes.

The remaining orcs are hidden here, gathering the courage and forming a plan to take the fight to the hook horror in Room 12. They had a bit of a debate as to whether they should help at all, for the ogre is the chief's personal enforcer, and there was some discussion about letting the ogre and hook horror fight it out, then slaying the hopefully horribly wounded hook horror and then possibly assassinating the chieftain. However, eventually it was decided "better the devil you know" and the orcs became afraid that if they did nothing and the ogre defeated the hook horror, they would be next on the menu.

There are six orcs here, rallied by the adept whose chapel is in Room 8. He is a particularly sadistic orc who would love to eliminate the chieftain and turn this tribe into a theocracy. If, during a battle, the adept sees a sure means to slay the chieftain, he will likely do so.

These orcs will be quite nonplussed at the arrival of the party, but they have more pressing concerns at the moment…mainly the rampaging hook horror in the next room. As such, when they see the party approaching they will simply roar their battle cries (possibly spooking the party into thinking the orcs are charging at them!) and head into Room 12 to fight.

* Orcs (6): Male orc Warrior 1; CR 1/2; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0, Spd 30 ft; Face 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); +4 melee (1D6+3, scimitar) 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: scimitar, heavy wooden shield, studded leather, belt pouch, shortbow, arrows (20), dagger, 1D6 gp, 1D8 sp. 

* Orc Adept: Male orc Adept 3; CR 2; Medium humanoid (orc); HD 2D6+2; hp 12; Init +0, Spd 30 ft; Face 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); +4 melee (1D8+3, morningstar); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +2, Ref +1, Will +5; Str 17, Dex 11, Con 12, Int 12, Wis 14, Cha 10. Height 6 ft 2 in.

Skills and Feats: Concentration +5, Heal +4, Knowledge (nature) +3, Knowledge (religion) +3, Listen +5, Spellcraft +4, Spot +5, Survival +5; Alertness, Dodge.

Possessions: morningstar, heavy wooden shield, studded leather, belt pouch, dagger, 1D6 gp, 1D8 sp.

Spells Prepared (3/3): 0 - detect magic, guidance, touch of fatigue; 1 - bless, burning hands, cure light wounds. Base DC = 12 + spell level. 

12. Battle Royale

Normally the living space of the warleader of the tribe (see Part One), this place is in a shambles, with bedding and utensils scattered and smashed about.

Within, an ogre is squared off against a hook horror. The ogre has a marked gash across its face and chest, and blood drips into a puddle at its feet.

These two will continue to fight, with the orcs from Room 11 joining in.

* Ogre: CR 3; Large giant; HD 4D8+11; hp 34 (has taken 10 hit points of damage) ; Init -1; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 16 (touch 8, flat-footed 16); Atk +8 melee (1D8+7, greatclub); 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 10 ft.

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

Possessions: large hide armour, large greatclub, belt pouch, 100 sp, 44 gp. 

* Hook Horror: CR 6; Large aberration; HD 10D8+20; hp 65; Init +3; Spd 20 ft, climb 20 ft; Space 10 ft; Reach 10 ft; AC 22 (touch 12, flat-footed 19); Atk +13 melee (1D6+7 [x2], claws) and +8 melee (2D6+3, bite); SA improved grab, power sunder, rending bite; SQ blindsense 60 ft, light sensitivity; AL N; SV Fort +5, Ref +6, Will +8; Str 24, Dex 17, Con 14, Int 7, Wis 12, Cha 9. Height 9 ft.

Skills and Feats: Climb +16, Hide +3*, Jump +11, Listen +8; Cleave, Improved Trip, Power Attack, Skill Focus (listen).

Special Attacks: Power Sunder (Ex): A hook horror attempting to strike a foe's weapon or shield does not incur an attack of opportunity. On a successful power sunder attack, a hook horror deals double damage.

Improved Grab (Ex): If a hook horror hits an opponent that is at least one size category smaller than itself with both claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +18). If it gets a hold, it automatically hits with its rending bite attack on the same round (this replaces its normal bite attack for that round). Thereafter, the hook horror has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 on grapple check, but the hook horror is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage for both claws and a rending bite.

Rending Bite (Ex): A hook horror can automatically bite a grabbed foe for 3D6+10 points of damage.

Special Qualities: Blindsense 60 ft (Ex): A hook horror emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures.

Light Sensitivity (Ex): Exposure to bright light such as sunlight or a Daylight spell imposes a -2 penalty on a hook horror's attack rolls.

* A hook horror receives a +8 racial bonus on Hide checks when in subterranean areas. 

A search of the chamber after the battle (DC 15) will turn up 100 cp, 45 sp, 32 gp, and a garnet set into an ivory wristband worth 100 gp.

13. Chieftain's Quarters

In this chamber dwells the leader of the tribe. He is currently putting on his armour, at first thinking that the fighting was a rebellion amongst his subjects but now realizing that the hook horrors are afoot. He knows he must emerge to aid in the battle or be accused of cowardice, but he is content to sacrifice his ogre to preserve himself, for he knows that if he is severely injured, then even in defeat of the hook horror, he may lose his life to his own orcs.

He will emerge into Room 12 to do battle in 4 rounds, fully armed and armoured.

* Orc Chieftain: Male orc Barbarian 1/Warrior 4; CR 4; HD 1D12+3 plus 4D8+12; hp 41; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 17); Atk +9 melee (1D8+3, battleaxe) or +6 ranged (1D6+3, javelin); SA rage; SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +10, Ref +3, Will +2; Str 17, Dex 13, Con 16, Int 10, Wis 11, Cha 12. Height 6 ft 4 in.

Skills and Feats: Climb +8, Intimidate +5, Jump +5, Listen +4, Spot +2, Survival +3, Swim +5; Combat Reflexes, Weapon Focus (battleaxe).

Possessions: battleaxe, chain shirt, heavy wooden shield, javelins (4), amulet of the favoured gaze, potion of Cure Moderate Wounds at 3rd level, belt pouch, 16 pp, 34 gp, 20 sp. 

 * Amulet of the Favoured Gaze: This amulet is fashioned by adepts of Gruumsh and given to favoured chieftains and warleaders. It is usually set in a thong of braided dwarf or elf hair and is made of agate polished and etched with an eye design surrounded by orcish runes. The wearer of the amulet gains a +1 luck bonus to AC and saves. These amulets are known and hated by most dwarves and elves, and those wearing them are similarly disposed.

Faint abjuration; CL 7; Craft Wondrous Item, bless, protection from good; Price 9,000 gp.

The room contains plush wolf and bear furs set on a stone shelf. Trophies of recent catches hang from the walls, including dwarf heads, bear furs, a boar's head, etc. Hanging below one behelmed dwarf head is a silvered battle axe.

Stretched on a standing wooden frame is a deer hide which has been scraped and is being used as a map. It contains a crude map of the area, including the Trade Road.

Part Four - After the Horror

The party is likely to find itself inadvertent allies of the orcs, at least as long as they both fight the hook horrors. Of course, the party has several options, including staying out of the fighting altogether and waiting to pick off the winner, or attacking the orcs and the hook horrors indiscriminately.

Should the party aid the orcs and end up in a position of obvious power (i.e. the ogre and chieftain are seriously wounded or dead and the adept is wounded or out of spells and the party is in good shape) then the orcs will likely offer to let them and the prisoners leave intact (though it would not be out of character for them to rest and heal up and possibly go after the party on the road). However, in other circumstances, the party may find itself in conflict with the remaining orcs, or might be allowed to leave, but not with the prisoners. This could provide some interesting negotiating and role playing as the orcs try to preserve their loot and prisoners and not show weakness to the party.

Once the party is ready to leave, Faress Hil and the surviving prisoners will request escort by the party as far as Hammon's Creche, where they can regroup and recouperate.

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 rescues Faress Hil's husband and father: +25 XP for each.
· The party collapses the tunnel leading into the Underdark: +100 XP.

Note: Don't forget that the XP for the hook horror in Room 12 should be divided amongst not only the party members, but any orcs and ogres that took part in the battle against it. The hook horrors are very dangerous opponents at this level of play, but the party is given considerable potential assistance by way of the ogre and the orcs and so the XP should be adjusted accordingly.

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