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Raiders of Relum
A Therran Scenario for 6 PCs of level 4

 

Summary:

The PCs rescue some elves from a band of orcs

Assumptions:

The PCs are travelling through the Forest of Relum.

Location:

Forest of Relum, Onlor

Historical Date:

N.S. 31, Month of Bloom (spring)

DM's Introduction:

This is a mini-scenario, more of a side-trek than a full blown adventure, although its imploementation can take a full gaming session or two. Historically, the scenario took place as the PCs returned from the conclusion of the scenario entitled Sins of the Brother. Nevertheless, this scenario is easily transplanted to any campaign, as it merely requires a forest that is home to elves.

In general, the Great Forest of Relum is as safe as any large and deep forest can be in Therra. Of course, the deep fastness of any forest can be dangerous or at least unfriendly to outsiders, but rare are the evil creatures that actually dwell in the forest. Indeed, even incursions of evil from other places is quite rare, due to the lack of such creatures on Onlor in general. Nonetheless, occasionally the humanoids from the central mountains will gather and mount a raid into the Great Forest in order to plunder, murder, and take back slaves and booty.

In this case, a band of orcs under a chieftain named Urgakikk has decided to enter the Great Forest. Urgakikk wishes to unite his tribe with another nearby tribe in the Mountains of Onlor, but to do so he must defeat the chieftain of that tribe. That chieftain, however, will not even agree to fight Urhakikk until he proves his worth. And so Urgakikk has gathered many of his warriors to him in order to raid the Great Forest and return with slaves, heads, and wealth.

So far the orcs have been successful, as they are somewhat capably led and have been cautious in their activities. Urgakikk also chose a clever route into the Forest, skirting the well patrolled forest highlands to the north and west and instead coming down at night along the dale between the Relarth River and the forest eaves. After leaving the foothills there they risked two nights of marching down the vale in open terrain and then turned east into the forest, passing Little One Lake to the south and coming towards the Eridruil River. So far they have managed to slay a few elves, and have been careful not to leave signs of their passing (such as hacked up trees and burned undergrowth) so as not to be tracked and followed. That said, Urgakikk knows that eventually the forest will spread word of the intrusion to the elves and they will have to flee the forest.

The orcs camp by day and travel by night, even under the eaves of the forest. Just the day before the orcs came upon the small dwelling of an elven family and managed to slay some and take the rest captive. Unfortunately, one of their number escaped has just recently escaped from their current encampment, and the orcs have sent a party to find and capture or slay the elf so that she cannot warn others.

The PCs, returning home from or passing through the forest happen upon the scene as the orcs catch up with the hapless elf.

Part One - Forest Rescue (EL 7)

As the PCs travel through the fastness of the forest they hear a cry in Elven saying "Stay away from me! Go back to your holes!" Listening a bit more will reveal low, guttural laughs and tauntings in Orc such as "Come little morsel...we can take you back alive or as food for the next meal".

If the PCs immediately proceed to the scene of the cry, they will be able to attack the orcs. If not, then they will heara shriek as the elf lass is recaptured and guttural laughter as the orcs grab her. The troop will then return to their camp. The PCs can follow the troop easily by simply proceeding some distance behind the orcs, otherwise they can attempt to track the creatures. If this happens, then the PCs have the option of attacking the troop en route to the camp, or waiting and taking on the entire camp, including the troop (see Part Two).

The entire area from the scene of the recapture to the camp is considered dense forest. The DM can feel free to draw out an area of various types and sizes of trees and light undergrowth. There is little in the way of heavy undergrowth here, as the thick canopy tends to keep the undergrowth small.

Creatures: There are 10 orcs in the troop sent after the elf. The elf lass is a young adolescent, the human equivalent of 13 years old, and is a Commoner 1.

ORC RAIDERS (10) CR 1
Male orc Barbarian 1/Warrior 1
CE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft; Listen +3, Spot +3
Languages Orc

AC 14, touch 11, flat-footed 13
hp 16 (2 HD)
Weakness light sensitivity
Fort +6, Ref +1, Will +0

Spd 40 ft (8 squares); fast movement
Melee falchion +6 (2D4+6)
Ranged javelin +3 (1D6+4)
Ranged longbow +3 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Special Actions rage 1/day for 7 rounds (+4 Str and Con, +2 will saves, -2 AC)
Combat Gear falchion, javelins (4), longbow, arrows (20)

Abilities Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 6
Feats Alertness
Skills
Listen +3, Spot +3, Survival +2
Possessions combat gear plus studded leather, belt pouch, 10 cp, 6 sp, 16 gp (all of Elven mint)

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Tactics: These orcs will tend to howl and attack, as without their leader present they do not possess much in the way of an organized approach to combat. That said, at least a few will hold back and shoot at casters should any show themselves, even readying actions so as to disrupt spells. These orcs will not flee, as they have been instructed in case they contact elven warriors or patrols not to lead the elves back to the main body.

Developments: The elven lass' name is Y'querril and she will tell the PCs that orcs fell on their home last night and that two of their number were slain and the rest were taken captive. She does not know how to speak Orc, but she believes they were debating whether to leave the forest with their current loot and captives or to penetrate deeper into the forest. She thinks the big orc with the scary armour was the head of those who wanted to leave, and he slew one of the orcs who disagreed with them and they hacked up and ate its body raw.

Y'querril will agree to take the PCs to the place where the orcs are currently encamped. If asked, she will say there were a total of about 30 orcs in the camp, and with these 10 gone, that would leave about a score left. If the PCs want to go get help, she will despair of it, saying that if the orcs leave, she will never see her family again. They will be dragged into the mountains and enslaved or sacrificed to foul gods. She will then plead with the PCs to do something as soon as possible.

Part Two - the Encampment

The orc encampment is a temporary one about 10 minutes walk from the site of the recapture attempt. It is simply a secluded spot near a small creek where the orcs have camped for the day, waiting for the patrol to return with the escaped elf. They will wait until midnight for the patrol to return, after which time they will assume the patrol ran afoul of elves or got lost and the rest will simply pack up and head west towards the edge of the forest and thence north into the mountains.

The orcs sleep on the hard ground, with only their ratty cloaks to use as covering. Slabs of meat and some bladders of foul beer are their provisions.

There is no map of the camp. The DM should simply draw an appopriately sized set of bedrolls, a small creek, and various trees and areas of light undergrowth (with some heavier growth near the creek). The forest canopy prevents the orcs from suffering from their light sensitivity from the sun.

Creatures: The remaining orcs are comprised of 12 raiders, 6 scouts, Urgakikk, and a war priest. DMs should note that Urgakikk is fatigued (which is reflected in his statistics) due to the fact that he has been sleeping in his heavy armour. The captives include 5 elves, four of which are female (or varying ages) and one of which is a male child. All are non-combatants, being treetenders and gardners and craftspeople. They are, when encamped, kept bound by the wrists and ankles with stout hemp rope and gagged in a huddle in the center of the encampment. All show signs of bruising and abrasions.

ORC RAIDERS (10) CR 1
Male orc Barbarian 1/Warrior 1
CE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft; Listen +3, Spot +3
Languages Orc

AC 14, touch 11, flat-footed 13
hp 16 (2 HD)
Weakness light sensitivity
Fort +6, Ref +1, Will +0

Spd 40 ft (8 squares); fast movement
Melee falchion +6 (2D4+6)
Ranged javelin +3 (1D6+4)
Ranged longbow +3 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Special Actions rage 1/day for 7 rounds (+4 Str and Con, +2 will saves, -2 AC)
Combat Gear falchion, javelins (4), longbow, arrows (20)

Abilities Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 6
Feats Alertness
Skills
Listen +3, Spot +3, Survival +2
Possessions combat gear plus studded leather, belt pouch, 10 cp, 6 sp, 16 gp (all of elven mint)

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

ORC SCOUTS (6) CR 2
Male orc Ranger 2
CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft, Track; Listen +5, Spot +5
Languages Orc

AC 14, touch 12, flat-footed 12
hp 10 (2 HD)
Weakness light sensitivity
Fort +4, Ref +5, Will +2

Spd 30 ft (6 squares)
Melee falchion +5 (2D4+4)
Ranged longbow +4 (1D8)
Ranged longbow +2/+2 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options favoured enemy (+2 humanoid [elf])
Combat Gear falchion, longbow, arrows (20)

Abilities Str 17, Dex 14, Con 12, Int 8, Wis 14, Cha 6
SQ combat style (archery), favoured enemy (+2 humanoid [elf]), wild empathy +0
Feats Alertness, Rapid Shot
Skills
Climb +6, Heal +4, Hide +6, Listen +5, Move Silently +6, Search +3, Spot +5, Survival +7
Possessions combat gear plus leather armour, belt pouch, 10 cp, 6 sp, 16 gp (all of elven mint), hunting horn

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

URGAKIKK CR 5
Male orc Fighter 4/Ranger 1
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft, Track; Listen +4, Spot +4
Languages Orc

AC 19, touch 10, flat-footed 19; -1 armour check penalty
hp 42 (5 HD)
Immune fear
Weakness light sensitivity
Fort +9, Ref +3, Will +2

Spd 30 ft (6 squares)
Melee mwk falchion +10 (2D4+6)
Ranged javelin +5 (1D6+4)
Ranged composite longbow +5 (1D8+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +9
Atk Options favoured enemy (+2 humanoid [elf]), Power Attack
Special Actions Combat Reflexes
Combat Gear masterwork falchion, javelins (4), composite longbow (+3 Str bonus), arrows (20), potions of cure moderate wounds (2) (CL 3), potion of shield of faith +2 (CL 1)

Abilities Str 20 (18), Dex 13 (11), Con 16, Int 10, Wis 12, Cha 12
SQ favoured enemy (+2 humanoid [elf]), wild empathy +2
Feats Alertness, Combat Reflexes, Fearless, Heavy Armour Proficiency, Power Attack, Track
Skills
Climb +6, Jump +5, Intimidate +8, Listen +4, Spot +4, Survival +7
Possessions combat gear plus spiked full plate armour, masterwork potion belt, gold hoop earring (50 gp), silver and iron bracers (35 gp each), leather and copper belt studded with jade (150 gp), belt pouch, 100 cp, 120 sp, 75 gp (all of elven mint), iron key to the booty chest (see below)

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

WAR PRIEST CR 4
Male orc Cleric (Gruumsh) 4
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft; Listen +3, Spot +3
Aura evil
Languages Orc

AC 16, touch 10, flat-footed 16
hp 26 (4 HD)
Weakness light sensitivity
Fort +6, Ref +1, Will +6

Spd 30 ft (6 squares)
Melee spear +7 (1D8+3)
Ranged javelin +3 (1D6+3)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Special Actions rebuke undead (5/day, +2 bonus)
Combat Gear heavy mace, javelins (4), wand of sound burst (30 charges, CL 3), unholy water (3)
Cleric Spells Prepared (CL 4 [5 evil spells], melee touch +6, ranged touch +3):
2nd - cure moderate wounds, elation, spiritual weapon
(d), summon monster II
1st - bless, cause fear (DC 14), cure light wounds, protection from good
(d), shield of faith
0 - cure minor wounds, no light, resistance, slash tongue (DC 13), touch of fatigue (DC 13)
Domains Evil (+1 CL on evil spells), War (Weapon Focus [spear])

Abilities Str 17, Dex 11, Con 14, Int 11, Wis 16, Cha 14
Feats Combat Casting, Divine Vigour, Weapon Focus (spear)
Skills
Concentration +7, Heal +5, Knowledge (religion) +5, Spellcraft +2
Possessions combat gear plus chain shirt, heavy wooden shield, belt pouch, iron unholy symbol to Gruumsh, spell compoment pouch, shrunken elf head with amethyst eyes (25 gp each), gold armband engraved with crashing waves (85 gp), 100 cp, 40 sp, 55 gp (all of elven mint)

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Tactics: The orcs always have a watch, consisting of 4 orcs patrolling in a circle at a radius of 60 ft out from the camp. This watch always includes 2 scouts, and all of the watch have hunting horns (raiders borrow them from the scouts). These scouts attempt to be somewhat sneaky, but they aren't very good at it. At the first sign of trouble, the watch blows their horn, alerting the camp.

If the camp is aroused, Urgakikk will quickly take control. He sleeps in his armour, and is the only member of the orc troop not in light armour, so all of them will be fully armoured should a battle begin.

Urgakikk is a canny leader, and he has fought spellcasters before, so he knows both to disperse his troops and to swarm spellcasters. He will organize his scouts into an archery unit to harry spellcasters. Meanwhile, he will proceed to melee with the most formidable fighter amongst the enemy, after quaffing his potion of shield of faith. The orc leader is somewhat arrogant and sure of himself, and believes he can best any single non-orc warrior in melee combat.

The war priest will cast spells to aid the troop, such as elation and bless before joining the fray by first casting spiritual hammer and then summon monster II before resorting to his wand. Of course, if the enemy bunches up, he may turn to his wand first. The war priest will be guarded by a raider assigned to his protection.

The DM should always remember that Urgakikk is a battle-tested veteran, and will adjust his tactics and strategy as the situation warrants.

Developments: After midnight, the troop will march. The PCs are certainly able to try to attack them en route, or at any number of other campsites along the way. If attacked on the march, the orcs will be in a double file line, with the war priest in the middle and Urgakikk near the front. The scouts will all be placed around the column, with two to the front and rear and one to each flank about 60 ft from the column. The prisoners will all be bound by the hands and gagged and led by chain leashes strapped to their necks by leather gorgets.

Eventually, should the troop make the Mountains of Onlor, they will arrive at their home and the PCs will likely find the cause hopeless, and their caves are well guarded and populated by an entire tribe of 200 adult male orcs (and an equal number of females and about half that of young).

If the PCs engage in hit-and-run tactics against the marching orc column, eventually Urgakikk will begin to devise ways to counter the PCs, inclduing possibly preparing counter ambushes of his own. The exact details are left to the DM, but remember that Urgakikk is of decent intelligent and is an experienced and clever warleader. He will not simply allow his troop to be whittled away into nothingness on the march.

These orcs are not fanatical, and if the battle goes badly and their leader falls, they are not above breaking and running howling from the battlefield. Being chaotic, they are likely to break and flee individually, and they are not above sacrificing their fellows to save themselves.

As far as the captives are concerned, the orcs will try to keep them alive as long as possible, as a living elf is more valuable, enjoyable, and prestigious to the orcs than are dead ones. Nevertheless, if the fight against the PCs begins to look hopeless or if the captives look to be getting away, the orcs would rather kill them than see them escape their grasp.

Notes: The PCs will have a very rough time overcoming these orcs in a straight head-to-head battle. If they are going to succeed, they will need to use surprise and cleverness, including possibly hit-and-run tactics and ruses. None of these orcs is particularly intelligent, though the leaders are clever and somewhat wise.

Additionally, the PCs can instead simply devise a means to rescue the prisoners rather than fight the whole bunch of orcs. While there are always orcs awake and alert in the encampment, and two raiders are always assigned to watch the prisoners, a stealthy PC or PCs with some magical aid might be able to rescue the prisoners. The DM should reward good planning.

The general purpose of this scenario is to test the players' ability to devise a plan to succeed where a straightforward head-to-head assault is very likely to fail or result in PC casualties.

Treasure: The orcs have managed a little plunder, both from the dwelling they sacked the night before and from some other attacks of opportunity previously. These are held in a large wooden chest set with a decent lock (Open LockDC 30, key on Urgakikk) and include 600 cp, 1500 sp, 55 gp, 10 pp, a silver ring shaped like leaves worth 25 gp, a set of copper tree-trunk earrings worth 30 gp, a gold and amber ring worth 120 gp, a pair of copper bracers engraved with crossed arrows worth 65 gp, a plain silver anklet worth 15 gp, an ivory and silver comb studded with agate worth 75 gp, an arcane scroll of obscuring mist (CL 1), a scroll written in Elf that is a letter of commendation from some elven noble for growing beautiful flowers, 6 flight arrows, 2 signal arrows, and 4 swiftwing arrows.

Denoument:

Should the elves be rescued, they will ask for escort to a nearby elven village. There, they will tell their tale to the elders of the village. The elders will be very grateful to the PCs, naming them elf friends and offering them each a masterwork shortbow, a quiver of 20 masterwork arrows, and either the choice of a forestwarden shroud or a thistledown suit.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

 

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