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Strike Back
A Therran 3rd Edition Scenario
For 3-5 Characters of Levels 3-5


Introduction:

The party seeks to thwart a party of orcs instrumental in fomenting the orcish uprising. Along the way they encounter some potential allies.

Location:

The Aynayjor Mountains in and around Nirzumbil.

Time:

N.S. 21, Mid Autumn.

Assumption:

The party is in the service of House Riverine.

DM's Background:

The orc warlord Garizmul Throatslasher is the main fomenter of the recent orcish uprising against the trade of Nirzumbil. Although the details regarding for whom the warlord is working are not yet revealed, Garizmul is working feverishly to keep his rabble-coalition together. After all, orc tribes would as soon slit the throats of rival orc tribes than attack dwarves.

To maintain the cohesiveness of his forces, Garizmul sends emissary groups to the various encampments and orc bands operating in the region. While termed "emissaries", these are actually enforcer bands designed to exact tribute, keep the tribes in line, and knock some heads together.

One of these bands is headed by the orc warrior Hargurr Meatrender and his band of warriors, accompanied by an adept of Gruumsh. These are charged with keeping the bands based to the south and southwest of Nirzumbil in line.

Player's Background:

Note: This background assumes that one of the PCs has previously scouted the area for a few days, seeking information on the uprising. In the historic campaign, this scout was raised by orcs and so had insight into orcish tactics and could speak the language. If the DM wants, he can print out the Scout's Background and hand it to that player specifically. Or, he can read the background aloud to the assembled.

You have returned from almost a week of scouting out the orc activity to the south and southwest of the dwarven city. Using your stealth, wilderness acumen, and keen senses, you were able to pinpoint the location of the major orcish encampments in the region, and have drawn a map detailing what you have found.

You have scouted a few of these encampments, listening in on the guttural conversations of guards and even capturing and questioning a couple of goblin slaves. As a result, you have learned the following:

The orcs are definitely united under a master.

This master seems to be a charismatic warlord called Garizmul Throatslasher, who is regarded as a powerful warrior who is rumoured to be a scion of the now slumbering Maug Gruumsh.

The orcs are charged with attacking any and all traffic traveling to and from Nirzumbil, whether this traffic is dwarven or other-raced.

The orcs are also charged with attacking dwarves around Nirzumbil.

You could not locate or gather any news about the orc tribe with which you were raised.

However, the most significant piece of information you came across was that an important lieutenant of Garizmul is due to arrive at the orc encampments. This seems to be an occasion of anxiety and fear amongst the encampments, for apparently this lieutenant, named Hargurr Meatrender, and his bully boys engage in rampant rapine, extortion, random killings, etc. and punish those orc groups who have not been successful enough in raiding the dwarves or the caravan traffic.

Apparently, Hargurr is due to arrive any day now. And it is likely that if Hargurr and his minions can be prevented to from making his rounds, a great blow would be struck against the orcish armies, and possibly the orc tribes in the area would begin to fight amongst themselves or perhaps choose to flee back to their homes.

But you will have to act quickly if you wish to catch Hargurr on the trail. You probably have time to return to Nirzumbil and quickly gather up those of your companions who are available. You know that Hargurr is based somewhere to the north of the area mapped, west of Nirzumbil, but you have no idea if he has already entered the region or where he might be or to which orc camp he will be heading first. 

Part One - The Region:

Hand to the players (or to the player of the Scout) the Scout's Map. Meanwhile, the DM should refer to the DM's Regional Map, which is basically the Scout's Map with some key numbers printed on it in red.

Scout Map:

DM's Map:

The scout has no additional information beyond what is contained on the map, as he did not investigate the sites or even approach any but the orc lairs, with the following exceptions.

The orc camp to the west is composed of hide and fur tents, so it is likely these are orcs from the War Plains west across the mountains. Such orcs often ride worgs or dire wolves in order to compete with the Wolf Riders who dwell in the lands nearby. The scout did not see any such beasts in camp, but did note spoor of large lupine beasts in the area. There are perhaps fifty orcs in this camp, and they seem to be members of the Crushing Paw Tribe.

The orc camp to the southwest is located on the verge of an abandoned mine, which sits high above the camp on the mountainside. The orcs here have built a crude village of wigwams and mud huts with some stone shoring. There is no wall surrounding the village. There are perhaps 75 to 100 orcs here, and they seem to be members of the Rusted Axe Tribe, which is native to these mountains, though their holdings are normally further to the west and a bit south of here towards Hegzeril.

The orc camp to the south is built upon a tor and looks to be well fortified. It consists of a wooden palisade set upon earthen ramparts surrounding the bottom of the hill. At the crown of the hill is another palisade that surrounds an ancient bailey that has apparently been rebuilt by the orcs to some extent. It is likely that this group of orcs dwelt here before the uprising began. There are approximately 100 orcs here and they display a standard showing a severed tongue skewered on a knife.

Help in Nirzumbil:

If the party is undermanned, they may think to seek help in Nirzumbil. The dwarves will be willing to listen to the party's plans if they have previously aided the dwarves or if they are able to convince the dwarven commander of the market to heed them (requiring at the least some good roleplaying and a Diplomacy check).

The dwarves cannot spare much, as they are constantly being attacked by orcs deep within their mines. In addition, they must maintain enough of a force to man the marketplace walls should another orc assault be launched against it.

However, the market commander will spare two dwarves to assist the party.

Haguffin is a middle aged dwarven veteran who has hunted many orcs in his lifetime. He speaks Orcish and Goblinoid in addition to Dwarvish and Common. He is staunch and fearless, but gruff and not exactly subtle or intelligent. His tendency is to charge opponents while bellowing a war cry and worry about tactics later. He can, however, be directed by a strong commander.

Haguffin: Male dwarf Fighter 4; CR 4; Medium humanoid (dwarf); HD 4D10+12; hp 40; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 10, flat-footed 19); Atk +9 melee (1D10+5, waraxe) or +4 ranged (1D10, heavy crossbow); SQ dwarf traits; AL NG; SV Fort +7, Ref +1, Will +2; Str 17, Dex 10, Con 16, Int 10, Wis 9, Cha 9. Height 4 ft 7 in.

Skills and Feats: Intimidate +6, Jump +10; Cleave, Iron Will, Power Attack, Weapon Specialization (waraxe), Weapon Focus (waraxe).

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

Possessions: half plate, light steel shield, heavy crossbow, crossbow bolts (20), masterwork dwarven waraxe, potion of Cure Moderate Wounds at 3rd level, traveler's outfit, backpack, bedroll, waterskin, rations, belt pouch, dagger, whetstone. 

Norzimbil is a calm demeanoured dwarf, impeccably dressed in a white tabard bearing the golden axe of Weshta-Grum embroidered upon it. His beard is braided and tucked into his silver leaf leather belt. He is thoughtful, and prone to negotiate with those who are not obviously enemies.

Norzimbil: Male dwarf Cleric 4 of Weshta-Grum; CR 4; Medium humanoid (dwarf); HD 4D8+8; hp 30; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +7 melee (1D10+2, waraxe) or +3 ranged (1D8, light crossbow); SQ dwarf traits, turn undead 4/day; AL LG; SV Fort +4, Ref +1, Will +4; Str 14, Dex 11, Con 15, Int 13, Wis 15, Cha 12. Height 4 ft 5 in.

Skills and Feats: Concentration +6, Diplomacy +4, Heal +6, Knowledge (history) +3, Knowledge (religion) +5, Spellcraft +5; Combat Expertise, Improved Turning, Martial Weapon (waraxe), Weapon Focus (waraxe).

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

Spells Prepared (5/4/3): 0 - detect magic (2), guidance, light, resistance; 1 - bless, doom, remove fear, shield of faith, summon monster I; 2 - bull's strength, hold person, summon monster II. Domains: Protection (protective ward 1/day for 1 hour granting +4 bonus to next save), War (proficiency and focus in favoured weapon). Domain Spells (1/1): 1 - sanctuary; 2 - spiritual weapon. Base DC = 12 + spell level.

Possessions: chainmail, light steel shield, light crossbow, crossbow bolts (20), traveler's outfit, masterwork dwarven waraxe, silver holy symbol, holy water (3), scroll of Silence at 3rd level, potions of Cure Light Wounds at 1st level (3), backpack, bedroll, whetstone, waterskin, rations, prayer book, dagger, spell component pouch, belt pouch. 

Travel:

The region is rugged and rocky, punctuated with trees, mostly conifers but with occasional mixed copses here and there. Travel along the valleys and between hills and peaks will be at the rate of 10 miles per day if the party is traveling at a movement rate of 20 ft, or 15 miles per day if the party is traveling at a movement rate of 30 ft. If the party elects to travel across rugged hills or mountain sides, then reduce the rate to 8 miles and 12 miles respectively.

Part Two - Encounters:

Encounters in the area are of two types: random encounters to be checked periodically, and keyed encounters, which are set to the red letters printed on the DM's Map. It is possible for the players to basically avoid every single keyed encounter on the map. That is fine. They will still likely encounter challenging random encounters, and they will likely suffer by missing out on opportunities for allies, information, and treasure.

Random Encounters:

Random encounters should be checked for every hour. Allow an 8% chance of an encounter. If an encounter is determined for that hour, check again at a 4% chance to see if an additional encounter occurs in that hour. Keep checking until the chance is not made. Multiple encounters can either be combined into a large encounter or spaced apart within the hour.

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

You will notice that the encounter table includes an entry called KEYED ENCOUNTER TYPE. If this result is called for, the DM should check if a keyed encounter is relatively nearby (say, within 3 miles). If so, the encounter will be with the type of creature mentioned in the keyed encounter. If no keyed encounter is within 3 miles, then reroll until an encounter results. If more than one keyed encounter is within 3 miles, roll randomly to determine which keyed encounter area will define the encounter.

3D6 

Result 

Number 

3 
Griffon/Hippogriff 

1/1-2 

4 
Dwarf 

Varies 

5 
Bear 

1 

6 
Wolf 

Varies 

7 
Krenshar 

1-6 

8 
Goblin 

1-12 

9 
Orc 

1-12 

10 
Bat/Hawk/Stirge 

Varies 

11 
Deer 

Varies 

12 
Boar 

Varies 

13 
Keyed Encounter Type 

Varies 

14 
Badger/Mountain Lion 

Varies 

15 
Eagle/Owl 

Varies 

16 
Ogre 

1-2 

17
Troglodyte 

3-12 

18 
Displacer Beast/Owlbear 

1 

Descriptions of the Encounters follow:

Badger/Mountain Lion:

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

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

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

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

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

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

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

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

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

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

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

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

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

Bat/Hawk/Stirge:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Bear:

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

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

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

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

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

Boar:

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

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

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

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

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

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

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

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

Deer:

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

No statistics have been provided.

Displacer Beast/Owlbear:

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

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

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

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

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

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

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

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

Dwarf:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Eagle/Owl:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Goblin:

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

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

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

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

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

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

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

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

Griffon/Hippogriff:

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

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

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

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

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

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

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

Keyed Encounter Type:

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

Krenshar:

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

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

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

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

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

Ogre:

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

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

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

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

Orc:

These are bands of marauding orcs looking for easy prey. They will attack any groups they outnumber, otherwise possibly tracking the party for a time and then running ahead to summon aid (bringing their numbers up to 12 plus a leader). They will attack even in the daylight, though they suffer for it.

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

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

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

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

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

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

Troglodyte:

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

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

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

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

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

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

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

Wolf:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Keyed Encounters:

Refer to the red letters printed on the DM's Map.

Each section begins with a short description of the area, followed by a Keyed Encounter Type (for use with the wandering monster table) and then an Encounter Description that describes the resident(s) of the area.

A. Barakhir Pass

Description:

To the southwest of Nirzumbil is a long plateau that descends in a shallow slope before ending in a sheer escarpment. This cliff drops over 100 feet, and extends north past Nirzumbil to the feet of Barazburil, the great peak of the aarakocra to the north of the dwarven city.

The easiest way around the escarpment is to pass to the east of it, where the ground rolls away in a slope past Mount Barakhir before reaching the forested valley to the west.

The pass is a rocky affair, punctuated by small creeks and streams flowing down from Barakhir. The area is relatively devoid of trees, though shrubs and bushes are prevalent and provide plenty of hiding places and cover.

Keyed Encounter Type:

3-12 Blood Hawks (see below)

Encounter Description:

Many blood hawks lair in nests along the face of the escarpment. They have followed the orcs into the area, seeking carrion left over from the carnage of battles. These drove out the many normal hawks and other avians that dwelt along the cliffs and now they haunt the pass looking for prey.

As the party passes through the pass, they will be attacked by a dozen blood hawks, led by a particularly large murder leader.

Blood Hawk: CR ½; Small magical beast; HD 1D10; hp 5; Init +3; Spd 10 ft, fly 80 ft (average); Space 5 ft; Reach 5 ft; AC 16 (touch 14, flat-footed 13); Atk +5 melee (1D3+1 [x2], claws) and +0 melee (1D4, bite); SA wounding; SQ darkvision 60 ft, low-light vision; AL N; SV Fort +2, Ref +5, Will +1; Str 13, Dex 16, Con 11, Int 2, Wis 12, Cha 7. Length 3 ft.

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

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

* blood hawks have a +8 bonus to Spot checks during daylight. 

Murder Leader: CR 2; Small magical beast; HD 2D10; hp 10; Init +3; Spd 10 ft, fly 80 ft (average); Space 5 ft; Reach 5 ft; AC 16 (touch 14, flat-footed 13); Atk +6 melee (1D3+1 [x2], claws) and +1 melee (1D4, bite); SA wounding, ferocity; SQ darkvision 60 ft, low-light vision; AL N; SV Fort +3, Ref +6, Will +1; Str 13, Dex 16, Con 11, Int 2, Wis 12, Cha 7. Length 3 ft.

Skills and Feats: Hide +5, Listen +2, Search -1, Spot +2*; Weapon Finesse.

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

Ferocity (Ex): A murder leader is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

* blood hawks have a +8 bonus to Spot checks during daylight. 

B. Signs of Druids

Description:

This is a lightly wooded area of pine trees and large boulders in the shadow of Mount Barakhir. Here, the party scout found signs of druidic activity, including stones carved with Druidic runes.

Keyed Encounter Type:

A stag beetle. These creatures are aggressive when approached.

Stag Beetle: CR 4; Large vermin; HD 7D8+21; hp 52; Init +0; Spd 20 ft; Space 10 ft; Reach 5 ft; AC 19 (touch 9, flat-footed 19); Atk +10 melee (4D6+9, bite); SA trample; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +8, Ref +2, Will +2; Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9. Length 10 ft.

Skills and Feats: none

Special Attacks: Trample (Ex): Reflex half DC 19. 

Encounter Description:

The party will hear muffled crying, sobs that seem to be coming from behind a screen of bushes.

Beyond is a woman, dressed in hide armour, kneeling, bent over the lifeless body of a man in a green cloak with tattoos painted upon his face. The woman is so immersed in her grief that she will suffer a -4 circumstance penalty to hear Listen checks and a -8 to her Spot checks at this time.

Should the party make contact with her, she will suddenly drop the corpse, spring up, a scimitar whirling out of her sheath. She will eye the party and then ask who they are.

Assuming peaceful contact is made, the woman will introduce herself as Shandril, wife…former wife…of the druid Arkhadir, who now lies dead at her feet. As she composes herself, she will be willing to talk somewhat.

I and my husband have been concerned at the rising of the orcs and their increased activity in the area, but we had kept a low profile, for as long as the orcs committed no atrocities or defiled the hilltop grove, then we were content.

But over time conflicts occurred. The orcs wantonly hacked down trees, killed animals that were not needed for food, and harassed both me and my husband.

Just two days ago I had left to head east to contact another of the Brotherhood of Druids to discuss if any actions should be taken against the orcs. But as I journeyed, messages of alert were brought to me by insects, warning me of trouble at our grove.

I rushed back as quickly as I could, for I am not yet attuned to nature enough to assume other shapes. When I arrived, only several hours ago, I found the grove desecrated, its animals slaughtered, and signs of a battle. Several orc bodies lie torn within. For these hours I searched desperately for my husband, asking the animals and looking for his tracks. Only minutes ago I found his body, hacked by orcish swords and pierced by cloth yard shafts.

By Yimik's beard, this I vow. These orcs shall know that the servants of nature are not simply fruits to be plucked or deer to be slaughtered. We have fangs and claws and talons. Many orcs shall learn this lesson! 

Obviously, Shandril is in the proper frame of mind to accompany the party on a mission of vengeance against the orcs. Should the party tell of its mission, she will ask to join, vowing to spend her life if necessary to wreak her revenge.

If the party will accept her, she will ask the party to accompany her to her grove (Area C). She will then ask aid in bearing her husband's body to the grove.

Note: Shandril's alignment has just changed from Neutral to Neutral Evil as a result of her anger over the death of her husband.

Shandril: Female human Druid 4; CR 4; Medium humanoid (human); HD 4D8+8; hp 31; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 15); Atk +5 melee (1D6, scimitar) or +5 ranged (1D4, sling); SQ nature sense, wild empathy +2, woodland stride, trackless step, resist nature's lure; AL NE; SV Fort +6, Ref +3, Will +7; Str 10, Dex 15, Con 14, Int 12, Wis 16, Cha 14. Height 5 ft 5 in.
Skills and Feats: Concentration +7, Diplomacy +4, Handle Animal +7, Heal +7, Knowledge (nature) +10, Listen +5, Ride +4, Spellcraft +7, Spot +6, Survival +10*, Swim +4; Dodge, Track, Weapon Focus (scimitar).

Special Qualities: Woodland Stride (Ex): The druid may move through any sort of undergrowth at normal speed without taking damage or suffering any other impairment unless such obstacles are magical in nature.

Trackless Step (Ex): The druid leaves no trail in natural surroundings and cannot be tracked.

Resist Nature's Lure (Ex): The druid gains a +4 bonus to saves against the spell-like abilities of fey.

Possessions: masterwork scimitar, sling, 20 bullets, leather armour, amulet of natural armour +1, heavy wooden shield, explorer's outfit, spell component pouch, curved dagger, belt pouch.

Spells Prepared (5/4/3): 0 - detect magic, detect poison, flare, light, resistance; 1 - cure light wounds, entangle, magic stone, speak with animals; 2 - flame blade, flaming sphere, summon swarm. Base DC = 13 + spell level.

* +2 to Survival checks in above ground natural environments. 

C. Menhirs

Description:

Atop a high hill is a circle of stone menhirs, overgrown with moss, with ancient Druidic runs showing beneath.

There are signs of a battle here, the grass trampled and stained with blood. Several orc bodies lie here and there, accompanied by a dead wolf and the corpse of a young bear.

In the centre of the grove, which is some 120 feet in diameter, are the remains of a stone altar, now smashed to pieces and tossed to the ground.

Keyed Encounter Type:

The desecration of the grove has caused the spirits of the grove to be released, and these are hateful entities, which will attack all life. They take the form of earth elementals and are prone to attack from beneath the ground.

Earth Elemental: CR 3; Medium elemental (earth, extraplanar); HD 4D8+12; hp 30; Init -1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 9, flat-footed 18); Atk +8 melee (1D8+7, slam); SA earth mastery, push; SQ darkvision 60 ft, earth glide, elemental traits; AL N; SV Fort +7, Ref +0, Will +1; Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11. Height 7 ft.

Skills and Feats: Listen +4, Spot +3; Cleave, Power Attack.

Special Attacks: Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls.

Push (Ex): An earth elemental can start a bullrush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth mastery also apply to the elemental's opposed strength check.

Special Qualities: Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move Earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 ft, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. 

Encounter Description:

Shandril will arrive at the grove and cast one of her second level spells as a spontaneous Summon Nature's Ally II spell, calling forth a dire badger. She will instruct the badger to dig a grave for her husband next to the altar site and will then bury her beloved and intone some blessings over the body.

Next she will whistle for her animal companion, a grey wolf. She will whisper into the wolf's ears, which will suddenly flare back against its head, its hackles standing on end and the beast will let out a snarl.

Shandril will pet the wolf and then ask a party member to step forth. She will grab his wrist and pull out a curved knife. If the PC resists, she will shush him and assure him that everything will be alright. If she can, she will drag the knife across the Pc's forearm, the blood dripping upon the remains of the altar. Shandril will begin to chant, and as she does, the drops of blood from the PC will bend as if in a strong wind. Suddenly the drops will begin to "fall" sideway, hitting the wolf squarely in the forehead. Shandril will begin chanting, calling upon the forces of nature to imbue their anger into her wolf, so that he might be the vessel of vengeance.

After several minutes, a wave of power will surge across the grove, several of the menhirs cracking and one crumbling to dust. An elemental (see statistics presented above) will emerge from one of the menhirs and approach the party. Shandril will order the PCs to destroy it. Meanwhile, a red cloud of blood droplets will explode around the wolf, temporarily obscuring it. When this cloud clears, the wolf will have changed, its teeth longer, its eyes now a glowing red, and horns sprouting from its head and spine. It has transformed into a fiendish wolf.

Shandril's Fiendish Wolf Companion: CR 4; Medium magical beast (extraplanar); HD 4D8+8; hp 29; Init +3; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +4 melee (1D6+2, bite); SA smite good +4 1/day, trip; SQ darkvision 60 ft, low-light vision, scent, DR 5/magic, fire and cold resistance 5, link with mistress, share spells, evasion; SR 9; AL NE; SV Fort +5, Ref +6, Will +1; Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6. Length 4 ft 3 in.

Skills and Feats: Hide +5, Listen +4, Move Silently +5, Spot +3, Survival +1*; Run, Track, Weapon Focus (bite).

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

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

Once the wolf is transformed and the elemental defeated, Shandril and her wolf will be ready to follow the party.

D. Ruins

Description:

This site is a jumble of stones, marble blocks, battered statues, etc. It is apparent that this was some sort of temple at one time, though which god was venerated is not knowable.

Keyed Encounter Type:

1-6 ghouls, led by a single ghast 10% of the time.

Ghoul: CR 1; Medium undead; HD 2D12; hp 13; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 4 9touch 12, flat-footed 12); Atk +2 melee (1D6+1 plus paralysis, bite) and +0 melee (1D3 plus paralysis [x2], claws); SA ghoul fever, paralysis; SQ darkvision 60 ft, undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12. Height 5 ft 5 in.

Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, spot +7; Multiattack.

Special Attacks: Ghoul Fever (Su): Disease - bite, Fortitude DC 12, incubation period 1 day, damage 1D3 Con and 1D3 Dex. An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 HD or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1D4+1 rounds. Elves have immunity to this paralysis. 

Ghast: CR 3; Medium undead; 4D12+3; hp 29; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 14)); Atk +5 melee (1D8+3 plus paralysis); SA ghoul fever, paralysis, stench; SQ darkvision 60 ft, undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16. Height 5 ft 8 in.

Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8; Multiattack, Toughness.

Special Attacks: Ghoul Fever (Su): Disease - bite, Fortitude DC 15, incubation period 1 day, damage 1D3 Con and 1D3 Dex. An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 HD or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1D4+1 rounds. Elves can be affected by this paralysis.

Stench (Ex): The stink of death and corruption surrounding a ghast is overwhelming. Living creatures within 10 ft must succeed on a DC 15 Fortitude save or be sickened for 1D6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A Delay Poison or Neutralize Poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected and creatures resistant to poison receive their normal bonus on their saving throw. 

Encounter Description:

These ruins are of a fallen temple to Mergurr, the God of Death. The temple was infiltrated from within by agents of the Maug Orcus and slowly the worship was changed from reverence for death to worship of undeath. Eventually, a cadre of Mergurran assassins struck the temple and, in a great battle, the structure was toppled, killing all within. However, the pall of undeath was not removed by merely toppling the structure, and the place remains haunted by the undead to this day.

Exactly who or what is responsible for the continuing undead presence here is not known. Rumours whispered in very hushed circles in Nirzumbil tell of the old high priest of Orcus who survived the toppling by means of eldritch magicks and lives on as either a vampire or a lich. Rumours also tell of extensive catacombs beneath the temple grounds.

Such things, however, are beyond the scope of this adventure, so the DM should rule that even if the party learns of these rumours and seeks the entrance to the catacombs, this entrance should not be found.

If the party merely skirts the area, then the DM should have them encounter a troop of 3-18 skeletons, one of many which patrol the outskirts of the ruins area.

Should the party actually enter the ruins proper, then the DM should have them attacked by a ghoul pack of 2-8 ghouls (with the possibility of a ghast as well) as outlined above. Should the ghouls be defeated, progressively stronger undead would arise from below every 10 minutes or so to drive away intruders who linger in the area, eventually culminating in an attack by some lesser vampires. A good progression might be:

Ghoul Pack (as above)
1-4 Wights
1-4 Shadows
1-3 Wraiths
1-2 Vampires

Skeletons encountered will be human warrior skeletons (01-50) or orc skeletons (51-00):

Human Warrior Skeletons: CR 1/3; Medium undead; HD 1D12; hp 6; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +1 melee (1D8+1, longsword) or +1 melee (1D4+1, claw); SQ darkvision 60 ft, DR 5/bludgeoning, immune to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. Height 5 ft 8 in.

Skills and Feats: no skills; Improved Initiative.

Possessions: longsword, heavy steel shield. 

Orc Skeletons: CR 1/3; Medium undead; HD 1D12; hp 6; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 11, flat-footed 12); Atk +1 melee (2D4+1, scimitar) or +1 melee (1D4+1, claw); SQ darkvision 60 ft, DR 5/bludgeoning, immune to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. Height 5 ft 8 in.

Skills and Feats: no skills; Improved Initiative.

Possessions: falchion. 

D. Large Stone Blocks

Description:

This site is marked by a group of massive stone blocks, rectangular in shape, which have been stacked to form a strange quasi-structure. There is no apparent purpose to this structure, though it does have a top and can therefore provide some cover.

Large runes have been chiseled into many of the stones, and these are written in Giantish and seem to be runes of fertility and luck.

Keyed Encounter Type:

A troll (see below). There is only a single troll dwelling here, so if the troll is defeated as a result of a Keyed Encounter Type, then it will not be found here in its lair. Similarly, if defeated in its lair, then it will not be encountered as a Keyed Encounter Type.

Encounter Description:

A horrid troll has taken up residence here, perhaps attracted to some subtle magic flowing through the structure. It lairs in a den dug beneath on of the vertical stone blocks that support the structure. The den entrance is a mere 5 feet wide by 4 feet tall, so the troll must scrabble into and out of it on all fours. Within is a noisesome cache some 10 feet in diameter that contains a nest made of bones, branches, leaves, and troll dung. The smell in the place is awful, and the remains of victims (deer, birds, orcs, etc.) are evident.

A search of the place (DC 20) will turn up a rotted leather scroll tube contains a scroll of Haste at 5th level, and a skeletal hand with a Ring of Balance on it.

* Ring of Balance: This ring, when worn, continually grants its wearer a +5 competence bonus on Balance checks.

Faint transmutation; CL 5th; Forge Ring, creator must have 5 ranks in the Balance skill; Price 2500 gp. 

Troll: CR 5; Large giant; HD 6D8+36; hp 63; Init +2; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 16 (touch 11, flat-footed 14); Atk +9 melee (1D6+6 [x2], claws) and +4 melee (1D6+3, bite); SA rend 2D6+9; SQ darkvision 60 ft, low-light vision, scent, regeneration 5; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. Height 9 ft.

Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track.

Special Attacks: Rend (Ex): I a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2D6+9 points of damage.

Special Qualities: Regeneration (Ex): Fire and acid do normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3D6 minutes. The creature can reattach the severed member instantly by holding it to the stump. 

F. Stone Bridge

Description:

Obviously of dwarven make, this stone bridge arches over the river and is the only fordable point on the river for at least six miles in either direction. Other crossing attempts would require Swim checks at DC 10 if a good spot is found (requiring a Knowledge (nature) check at DC 15) or a DC 15 Swim check otherwise. The river is approximately 30 feet wide at most points.

The bridge is carved on its sides (which are raised some 3 feet) with scenes of dwarves building towers and walls and all sorts of structures. Most of these carvings are worn and some are battered or chipped. The bridge is 10 feet wide and supported by stone pillars 5 feet in diameter in ranks of two, six pillars in all. These sink deep into the bottom of the river.

A worn trail heads south from the bridge to the orc encampment (Area L).

Keyed Encounter Type:

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

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

Now the dragon emerges to hunt orcs, thinking them great sport and enjoying the just revenge he inflicts upon them.

Should the dragon come upon the party, he will be friendly if there are dwarves amongst them. In this case he will come to parley and might even be convinced to aid in the attack on the orc group that the party seeks. It will not attack an orc encampment directly, for fear of being overwhelmed by sheer numbers. The dragon will not, under any circumstances, divulge the location of its lair.

Should the party have no dwarves, the dragon will be curious, since it has no real knowledge of humans. It will see that they are not orcs, so it will not be immediately hostile, but it will be up to the party then to try to convince the dragon that they are not aligned with the orcs. If there is a half-orc in the party, this may be a difficult proposition.

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

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

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

Spells: As 1st level sorcerer.

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

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

Encounter Description:

The orcs from the encampment to the south (Area L) keep a garrison on this bridge. However, several times now the dragon has attacked them, and so now the garrison generally keeps under the bridge on the south bank of the river. There a single orc continually peeks up to keep a watch on the bridge itself. These orcs are very frightened of the dragon and conceivably could be tricked into fleeing if they thought a dragon was coming.

There are a dozen orcs in the patrol here. They each have a horn to sound if trouble is spotted. This horn will resound and echo through the hills and can be heard by the encampment at Area L. In response, a force of two dozen orcs will arrive in 15 minutes.

Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +4 melee (2D4+4, falchion) or +1 ranged (1D8, longbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 1 in.

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

Possessions: longbow, chain shirt, falchion, arrows (20), ivory horn, belt pouch. 

Should the party defeat the orcs, the DM can rule that Magreffix heard the sounds of battle and will arrive soon after to investigate. This may allow the party to gain Magreffix as an ally.

G. Marshy Area

This area is located in a shallow depression atop a small plateau that is fed by streams descending from Draggofik's Peak. The area is marshy, though certainly not the kind of treacherous bog one might find in a lowlands area. However, plant life is rife here, consisting of tall grasses, small trees, and many shrubs. Pools of water are everywhere, punctuated by small ponds. The ground is somewhat muddy, though not to any significant depth.

Keyed Encounter Type:

There is a mated pair of hydra dwelling here. They occasionally spawn and then drive off their offspring, most of which then perish in the surrounding mountains, though a few have survived. There can be no more than two hydra defeated in this scenario. Any hydra encountered as wandering monsters cannot then be encountered in the Area if they are defeated.

A keyed encounter type will be with a single hydra (see below).

Encounter Description:

Two hydras dwell here, though except when mating they remain apart and even occasionally quarrel. The party, traveling into this area, will certainly encounter one of the two. These hydras often lurk in a large pond, with a single head perched above the surface screened by weeds and shrubs. When it observes intruders, it springs out of the pond and attacks. To the intruders, it is as if half dozen giant snakes have burst from the water.

Five-Headed Hydra: CR 4; Huge magical beast; HD 5D10+28; hp 55; Init +1; Spd 20 ft, swim 20 ft; Space 15 ft; Reach 10 ft; AC 15 (touch 9, flat-footed 14); Atk +6 melee (1D10+3 [x5], bites); SQ darkvision 60 ft, fast healing 15, low-light vision, scent; AL N; SV Fort +9, Ref +5, Will +3; Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9. Length 20 ft.

Skills and Feats: Listen +6, Spot +6, Listen +11; Combat Reflexes*, Iron Will, Toughness.

* allows the hydra to make as many attacks of opportunity in a round as it has head.

Note: Each head has 10 hit points and can be severed by a Sunder attempt (possibly provoking an attack of opportunity). When a head is severed, unless 5 points of fire or acid damage is done to the stump, two heads spring from the stump in 1D4 rounds. The hydra can never have more heads than double its starting compliment, and extra heads wither and die within a day. 

H. Ancient Cairn

Description:

Nestled under the outlying eaves of the nearby woods, and set on a spur of Mount Dringil that reaches out towards the tall escarpment that bridges Dringil with Draggofik's Peak, is a large cairn, ancient in years.

The cairn appears as a large pile of stones, obviously a combination of natural boulders piled here and stones chipped from larger boulders and stacked here. The mound is some 20 feet high and 30 feet in diameter. Atop the mound is set a long metal rod, 10 feet tall. This once held a banner, but the cloth has long since rotted away. Also atop the mound are a variety of swords, metal spears, and other weaponry, most stuck into the stones so that they stick up into the air.

Keyed Encounter Type:

The allip (see below) that haunts this cairn occasionally wanders afield to wreak revenge at any non-Thaneeri. There is only one allip and if it is defeated, no further allips will be encountered.

Encounter Description:

An ancient Thaneeri warlord was buried here, supposedly where he fell in mortal combat with the red dragon Orryflam and his army of enthralled goblins. However, the true story is that the warlord succumbed to Orryflam's fear effect and was shaken. As he trembled in fear, the warlord saw his men get cut down or burned to a crisp. The warrior eventually slew the dragon, but so distraught was he that he slew himself and collapsed in a heap on the corpse of the beast.

While the warlord was given high honours by the Thaneeri and is even today revered as a hero, his psyche could not absorb his cowardice and the loss of his men thereby, and in death he became mad, using his madness to cling to unlife as an allip. He now haunts his cairn, eternally attempting to prove his bravery by attacking all he meets. Should a cleric manage to turn the allip, when the effect ends, he will be so outraged at having been made a coward once again that he will attack that cleric without regard to any other foes and will pursue the cleric to the ends of the earth until he or his foe is destroyed.

If the cairn is approached to within several hundred yards, a moaning sound will be heard. Then, if approached to within 100 yards, the allip will emerge from the rocks and attack. The allip will generally attack only as long as foes remain within 300 yards of its cairn. However, if it is turned by a cleric it will pursue further (see above).

As it attacks, the allip will babble in Thaneeri that it is not a coward and that his men did not die in vain.

Allip: CR 3; Medium undead (incorporeal); HD 4D12; hp 26; Init +5; fly 30 ft (perfect); Space 5 ft; Reach 5 ft; AC 15 (touch 15, flat-footed 14); Atk +3 incorporeal melee touch (1D4 Wisdom drain); SA babble, madness, Wisdom drain; SQ darkvision 60 ft, incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18. Height 6 ft.

Skills and Feats: Hide +8, Intimidate +7, Search +4, Spot +7, Survival +0 (+2 if following tracks); Improved Initiative, Lightning Reflexes.

Special Attacks: Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 ft of the allip must succeed on a DC 16 Will save or affected as though by a Hypnotize spell for 2D4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours.

Madness (Su): Anyone targeting an allip with thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1D4 points of Wisdom damage.

Wisdom Drain (Su): An allip causes 1D4 points of Wisdom drain each time is hits with its incorporeal touch attack. On each successful attack it gains 5 temporary hit points. 

Note: The cairn can be dismantled, though this is a non-lawful act. Within is the skeleton of the warlord, wrapped in a rotted shroud. He wears rotted studded leather armour and grasps in his hands his blade Gwaluth (Harrier in Thaneeri), which is a +1 flaming greataxe. He also wears a circlet of hammered copper set with a large green emerald. This is a cursed item, bearing Thaneeri runes of curses and wards against desecration.

* Cursed Thaneeri Circlet: This item was crafted by the Thaneeri barbarians to curse grave robbers or desecrators of the cairn of the warlord. Anyone wearing the circlet will find it may not be removed. The emerald glows in a throbbing green luminescence which casts the Thaneeri rune for "Accursed" upon the face of the wearer. Anyone so afflicted will suffer a -8 circumstance penalty to all Charisma-based checks against Thaneeri barbarians. In addition, the wearer is continually afflicted with the effects of a Bane spell as if cast by a 13th level cleric. If the wearer of the circlet touches Gwaltuh, the warlord's axe, the axe will become enwreathed in flames which will then leap to the wearer, damaging him for 2D6 fire damage per round until the axe is dropped. 

I. Orc Camp

Description:

Set in a valley between Mount Dringil and foothills to the north, this camp consists of some two dozen crude tents made of hides and furs framed with wood and bone. Each is round with a hole in the top to vent smoke.

Banners set around the camp display banners showing a wickedly clawed fur paw crushing a small rat. Orcish runes proclaim this to be the territory of the Crushing Paw Tribe.

Keyed Encounter Type:

An orc war party of 2-8 orcs. These will be accompanied by a dire wolf 25% of the time, and if so one of the orcs will be mounted upon it.

Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); Atk +2 melee (1D8+2, battleaxe) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen -2, Ride +1, Spot -1; Mounted Combat.

Possessions: battleaxe, heavy wooden shield, javelins (3), belt pouch. 

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

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

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

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

Encounter Description:

There are some fifty orcs here. They are somewhat versed in riding and use battleaxes instead of falchions. The orcs consist of 45 male warriors and 5 female servants. The camp is led by a tough orcish warrior and is accompanied by 3 dire wolves and 6 worgs. There are a dozen goblin slaves as well.

Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); Atk +2 melee (1D8+2, battleaxe) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen -2, Ride +1, Spot -1; Mounted Combat.

Possessions: battleaxe, heavy wooden shield, javelins (3), belt pouch. 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The camp has little in the way of treasure. No more than 300 gp in coins and loot will be salvageable.

J. Abandoned Mine

Description:

The abandoned mine is located within the escarpment shown on the map. The escarpment runs all the way from the Ancient Cairn (Area H) to the rugged feat of Mount Dringil. The cliff is quite sheer in most places and averages between 75 and 125 feet in height.

The mines occupy the southern end of the escarpment, and there are two entrances to the mine. The first is at the top of the escarpment, near the foot of Dringil. Hidden in some overgrowth is a rusty and warped metal rail and wooden tines that once formed the terminus of an ore cart track. Following this leads to a square opening in the side of a rise. The opening is 10 feet square and leads into the mines.

The mines are quite voluminous and could make for a detailed adventure all its own. However, a full map and description of the mines is beyond the scope of this adventure. Suffice to say that the place is fairly a labyrinth and has hundreds of tunnels that branch off and return or wind into dead ends.

They show no signs of recent use, but exploration will reveal that dwarves used to operate the mine, possibly to extract copper and gems. A few of the tunnels are wet, and a couple are flooded. Signs of many inhabitants abound, though many are quite old. These include dung, bones, etc.

Eventually, the mines descend down to the level of the floor of the escarpment and below that before emerging just a half mile east of the orc village (Area K). This exit is similar to the entrance atop the escarpment.

Wandering aimlessly, it could take as long as a day or two to negotiate the mines from one entrance to the other. The DM could simply roll 4D12 to determine the number of hours it takes to pass through the mines. This roll could be modified by a successful Profession (miner) check at DC 10 or a successful Survival check at DC 20. Reduce the number of hours by the amount the check exceeds its DC (though never less than 4 hours). Similar checks could be used to retrace steps or pass through the mines a second time, to see if the way is remembered.

Keyed Encounter Type:

2-8 dire rats, serving the wererats who dwell within the mine. These will be out hunting or scouting for the wererats and they are trained to grab and run off with small shiny objects to bring to their masters.

Trained Dire Rat: CR 1; Small animal; HD 3D8+3; hp 16; Init +3; Spd 0 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 14, flat-footed 12); Atk +6 melee (1D4 plus disease, bite); SA disease; SQ low-light vision, scent; AL N; SV Fort +4, Ref +6, Will +4; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Length 4 ft.

Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Sleight of Hand +4, Spot +4, Swim +11; Alertness, Blind-Fight, Weapon Finesse.

Special Attacks: Disease (Ex): Filth fever - bite, Fortitude DC 11, incubation period 1D3 days, damage 1D3 Dex and 1D3 Con. 

Encounter Description:

The mines are the current demesne of two wererats. These have journeyed far from their previous home in the sewers of a large city of the Empire, having left due to internecine problems with their master. These two are male and female, mates, and intend to have progeny and start a new colony in these mountains. The arrival of the orcs has concerned them, and although their first instinct will be to slay intruders into their mines, it is possible, if they learn of the party's mission, that they will let them proceed, though possibly with solemn oaths not to divulge the existence of the wererats or move against them in any way.

The wererats were part of a coterie of wererat thieves in their previous dwelling, and as such have experience in the ways of the rogue. They also have the alliance of the dire rats in the mines, and are always attended by a dozen of them. In addition, the mines hold another several hundred dire rats, 15% of which are of the tougher, trained variety (see Keyed Encounter Type above).

Wererats will be encountered in human form (01-50), in hybrid form (51-75) or in dire rat form (76-00).

Wererat in Human Form: Wererat Warrior 1/Rogue 3; CR 5; Medium humanoid (human, shapechanger); HD 1D8+1 plus 1D8+2 plus 3D6+6; hp 37; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 13, flat-footed 15); Atk +6 melee (1D6+1, shortsword) or +6 ranged (1D6, shortbow); SA sneak attack +2D6; SQ alternate form, evasion, rat empathy, low-light vision, scent, trapfinding, trapsense +1; AL LE; SV Fort +6, Ref +8, Will +5; Str 13, Dex 17, Con 12, Int 14, Wis 11, Cha 10. Height 5 ft 6 in.

Skills and Feats: Balance +7, Bluff +5, Climb +3, Diplomacy +2, Disable Device +4, Handle Animal +4, Hide +6, Intimidate +2, Jump +3, Listen +4, Move Silently +5, Open Lock +5, Sleight of Hand +7, Spot +4, Swim +9, Tumble +10; Alertness, Dodge, Iron Will, Mobility, Weapon Finesse .

Special Qualities: Alternate Form (Su): A wererat can shift into animal form as though using the Polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the wererat can be assumed. It does not assume the ability score of the animal, but instead adds the animal's physical ability score modifiers to its own ability scores. A wererat can also assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action. A slain wererat reverts to its humanoid form, although it remains dead.

Separated body parts retain their animal form.

Rat Empathy (Ex): Wererats can communicate with rats and dire rats, and gain a +4 racial bonus on Charisma-based checks against rats and dire rats.

Possessions: leather armour, shortsword, shortbow, silver arrows (10), arrows (20), traveler's outfit, belt pouch, 1D6 gems worth 1D100 gp each, 4D6 gp. 

Wererat in Hybrid Form: Wererat Warrior 1/Rogue 3; CR 5; Medium humanoid (human, shapechanger); HD 1D8+1 plus 1D8+2 plus 3D6+6; hp 37; Init +6; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 16, flat-footed 13); Atk +9 melee (1D6+1, rapier) and +4 melee (1D6 plus disease, bite) or +9 ranged (1D8, light crossbow); SA sneak attack +2D6, curse of lycanthropy, disease; SQ alternate form, rat empathy, DR 10/silver, evasion, low-light vision, scent, trapfinding, trapsense +1; AL LE; SV Fort +7, Ref +11, Will +5; Str 13, Dex 23, Con 14, Int 14, Wis 11, Cha 10. Height 5 ft 6 in.

Skills and Feats: Balance +7, Bluff +5, Climb +7, Diplomacy +2, Disable Device +4, Handle Animal +4, Hide +10, Intimidate +2, Jump +3, Listen +4, Move Silently +9, Open Lock +5, Sleight of Hand +7, Spot +4, Swim +9, Tumble +10; Alertness, Dodge, Iron Will, Mobility, Weapon Finesse .

Special Attacks: Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex): Filth fever, bite, Fortitude save DC 12, incubation period 1D3 days, damage 1D3 Dex and 1D3 Con.

Special Qualities: Alternate Form (Su): A wererat can shift into animal form as though using the Polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the wererat can be assumed. It does not assume the ability score of the animal, but instead adds the animal's physical ability score modifiers to its own ability scores. A wererat can also assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action. A slain wererat reverts to its humanoid form, although it remains dead.

Separated body parts retain their animal form.

Rat Empathy (Ex): Wererats can communicate with rats and dire rats, and gain a +4 racial bonus on Charisma-based checks against rats and dire rats.

Possessions: shortsword, shortbow, silver arrows (10), arrows (20), belt pouch, 1D6 gems worth 1D100 gp each, 4D6 gp. 

Wererat in Dire Rat Form: Wererat Warrior 1/Rogue 3; CR 5; HD 1D8+1 plus 1D8+2 plus 3D6+6; hp 37; Init +6; Spd 40 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 17, flat-footed 14); Atk +10 melee (1D4+1 plus disease, bite); SA curse of lycanthropy, disease, sneak attack +2D6; SQ alternate form, rat empathy, DR 10/silver, evasion, low-light vision, scent, trapfinding, trapsense +1; AL LE; SV Fort +7, Ref +11, Will +5; Str 13, Dex 23, Con 14, Int 14, Wis 11, Cha 10. Length 4 ft.

Skills and Feats: Balance +7, Bluff +5, Climb +14, Diplomacy +2, Disable Device +4, Handle Animal +4, Hide +13, Intimidate +2, Jump +3, Listen +4, Move Silently +9, Open Lock +5, Sleight of Hand +7, Spot +4, Swim +11, Tumble +10; Alertness, Dodge, Iron Will, Mobility, Weapon Finesse.

Special Attacks: Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex): Filth fever, bite, Fortitude save DC 12, incubation period 1D3 days, damage 1D3 Dex and 1D3 Con.

Special Qualities: Alternate Form (Su): A wererat can shift into animal form as though using the Polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the wererat can be assumed. It does not assume the ability score of the animal, but instead adds the animal's physical ability score modifiers to its own ability scores. A wererat can also assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action. A slain wererat reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form.

Rat Empathy (Ex): Wererats can communicate with rats and dire rats, and gain a +4 racial bonus on Charisma-based checks against rats and dire rats. 

K. Orc Village

Description:

This site, set before an expanse of woodland, is a ring of wigwams and round huts made of branches and mud with stones as shoring. There are some two dozen huts, some larger than others, and all have holes in the top to allow ventilation. Access is via an opening covered by hides.

The village is a part of the Rusted Axe Tribe, and standard stuck on poles in the ground around the site display the motif of a rusted axe cleaving a crude dwarf head. Real dwarf heads are also mounted on poles. These orcs are native to these mountains, but their permanent lair is some distance from here. They have built this village as a temporary base from which to enact raids against Nirzumbil.

In the centre of the ring of huts is a large ring for a bonfire, still full of piles of charred wood. The whole place is messy and unkempt, with bones and other detritus littering the grounds.

Keyed Encounter Type:

An orc war party of 2-8 orcs.

Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); Atk +2 melee (1D8+2, morningstar) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

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

Possessions: morningstar, heavy wooden shield, javelins (3), belt pouch. 

Encounter Description:

There are some eighty orcs here. They are especially fearless warriors and despise dwarves even more than most orcs, as their lore tells them that they used to dwell in the Nirzumbil area and were driven out by the dwarves. The orcs consist of 60 male warriors and 20 females. The camp is led by three tough orcish warriors. There are a dozen goblin slaves as well.

Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); Atk +2 melee (1D8+2, battleaxe) or +1 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 2 in.

Skills and Feats: Listen -2, Ride +1, Spot -1; Mounted Combat.

Possessions: battleaxe, heavy wooden shield, javelins (3), belt pouch. 

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

Skills and Feats: Jump +5, Listen +0, Spot +0; Cleave, Weapon Focus (battleaxe).

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

In one large hut is a shrine to Gruumsh. An orc adept presides over the flock.

Adept of Gruumsh: Male orc Adept 3; CR 2; Medium humanoid (orc); HD 3D6+3; hp 15; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 13); Atk +2 melee (1D8+1, morningstar) or +3 ranged (1D4, sling); SQ darkvision 60 ft, light sensitivity; AL NE; SV Fort +2, Ref +2, Will +5; Str 12, Dex 12, Con 13, Int 10, Wis 14, Cha 10. Height 5 ft 10 in.

Skills and Feats: Concentration +5, Heal +4, Listen +4, Spellcraft +4, Spot +4, Survival +5; Alertness, Brew Potion.

Possessions: morningstar, studded leather, sling, bullets (20), spell component pouch, belt pouch, potion of Cure Light Wounds at 1st level.

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

The village has approximately 500 gp of loot to salvage, half of this in the form of coins and gems, and the other half in the form of bulkier goods taken from caravans.

L. Orc Encampment

Description:

This encampment is built upon a tor and is well fortified. It consists of a 12 ft tall wooden palisade set upon earthen ramparts surrounding the bottom of the hill. At the crown of the hill is another palisade that surrounds an ancient bailey that has apparently been rebuilt by the orcs to some extent.

Access is controlled by a wooden gate set at the north end of the encampment. Within, the orcs dwell in caves dug into the side of the tor. The encampment displays a standard showing a severed tongue skewered on a knife.

Keyed Encounter Type:

An orc war party of 2-8 orcs.

Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); Atk +2 melee (1D8+2, battleaxe) 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: battleaxe, heavy wooden shield, shortbow, arrows (20), belt pouch. 

Encounter Description:

This group of orcs dwelt here before the uprising began and are called the Slit Tongue Tribe. There are 120 orcs here, half of which are males. These are led by an orcish warleader and an adept to Gruumsh ministers to the encampment. There are two dozen goblin slaves here as well. Half of these will fight for the encampment.

Orc: Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); Atk +2 melee (1D8+2, battleaxe) 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: battleaxe, heavy wooden shield, shortbow, arrows (20), belt pouch. 

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

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

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

Orc Leader: Male orc Warrior 4; CR 3; Medium humanoid (orc); HD 4D8+16; hp 34; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +6 melee (1D8+2, falchion) or +6 ranged (1D6, shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +6, Ref +3, Will +1; Str 17, Dex 14, Con 18, Int 10, Wis 10, Cha 12. Height 6 ft 4 in.

Skills and Feats: Intimidate +4, Jump +5, Listen +1, Spot +1; Cleave, Weapon Focus (battleaxe).

Possessions: battleaxe, chain shirt, heavy wooden shield, shortbow, arrows (20), belt pouch. 

An orc adept presides over the flock.

Adept of Gruumsh: Male orc Adept 3; CR 2; Medium humanoid (orc); HD 3D6+3; hp 15; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 13); Atk +2 melee (1D8+1, battleaxe) or +3 ranged (1D4, sling); SQ darkvision 60 ft, light sensitivity; AL NE; SV Fort +2, Ref +2, Will +5; Str 12, Dex 12, Con 13, Int 10, Wis 14, Cha 10. Height 5 ft 10 in.

Skills and Feats: Concentration +5, Heal +4, Listen +4, Spellcraft +4, Spot +4, Survival +5; Brew Potion, Martial Weapon (battleaxe).

Possessions: battleaxe, studded leather, sling, bullets (20), spell component pouch, belt pouch, potion of Cure Light Wounds at 1st level.

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

The village has approximately 800 gp of loot to salvage, half of this in the form of coins and gems, and the other half in the form of bulkier goods taken from caravans.

Part Three - The Emissary:

The exact route that the emissary takes is left to the discretion of the DM. Remember that the group will be visiting each encampment, and the DM can roll the order of this visitation randomly. Once the DM feels it is appropriate for the final battle to take place, he can introduce the emissary and his cohorts on put them en route to one of the orc encampments and then track their progress accordingly.

The emissary group is comprised as follows:

· Hargurr Meatrender, the leader
· Grishnosht Twistnose, the adept of Gruumsh
· Ulbog, an ogre bodyguard of Hargurr
· Ongashdz, an orc scout
· 12 orcish warriors
· 12 goblin slaves

If the party has Magreffix as an ally, then the DM can add in the following to the emissary if he desires to balance the final combat better:

· Increase the orcish warriors to 2nd level
· Add 2 dire wolves

Hargurr Meatrender: Male orc Warrior 2/Barbarian 3; CR 4; Medium humanoid (orc); HD 2D8+6 plus 3D12+9; hp 46; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +8 melee (1D8+3, battleaxe) or +7 ranged (1D6+3, javelin); SQ rage 1/day, uncanny dodge, trapsense +1, fast movement, darkvision 60 ft, low-light vision; AL CE; SV Fort +9, Ref +3, Will +1; Str 17, Dex 14, Con 16, Int 12, Wis 10, Cha 12. Height 6 ft 6 in.

Skills and Feats: Climb +6, Intimidate +7, Jump +8, Knowledge (nature) +3, Listen +3, Ride +6, Survival +5, Swim +6, Tumble +9; Cleave, Dodge.

Possessions: battleaxe, javelins (3), chain shirt, heavy steel shield, belt pouch, potion of Cat's Grace at 3rd level, iron skull amulet set with two small rubies worth 250 gp each and engraved with "obey the hand of Gruumsh" in Orcish, 3D6 sp, 1D100 gp. 

Grishnosht Twistnose: Male orc Adept 4; CR 3; Medium humanoid (orc); HD 4D6+8; hp 25; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +3 melee (1D6+1, staff) or +3 ranged (1D4, sling); SQ darkvision 60 ft, light sensitivity; AL NE; SV Fort +3, Ref +2, Will +8; Str 13, Dex 13, Con 15, Int 12, Wis 15, Cha 10. Height 5 ft 10 in.

Skills and Feats: Concentration +9, Heal +4, Knowledge (nature) +3, Spellcraft +6, Survival +7; Dodge, Iron Will.

Possessions: staff, chain shirt, sling, bullets (20), spell component pouch, belt pouch, potion of Cure Light Wounds at 1st level, potion of Expeditious Retreat at 1st level.

Spells Prepared (3/3/1): 0 - detect magic, guidance, touch of fatigue; 1 - burning hands, cure light wounds, protection from good; 2 - scorching ray. Base DC = 12 + spell level. 

Ulbog the Ogre: CR 3; Large giant; HD 4D8+11; hp 29; Init -1; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 17 (touch 8, flat-footed 17); Atk +8 melee (3D6+7, greatsword) or +1 ranged (1D8+5, javelin); SQ darkvision 60 ft, low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 9 ft 6 in.

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

Possessions: large greatsword, large javelins (3), belt pouch, large chain shirt, 3D6 cp, 3D6 sp, 2D6 gp. 

Ongashdz: Male orc Ranger 2/Rogue 2; CR 4; HD 2D8+2 plus 2D6+2; hp 23; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +5 melee (1D8+1, battleaxe) or +3 melee (1D8+1, battleaxe) and +2 melee (1D6+1, shortsword) or +6 ranged (1D8, longbow); SA sneak attack +1D6; favoured enemy (humanoid [dwarves]) +2; SQ wild empathy, trapsense, darkvision 60 ft, light sensitivity; AL NE; SV Fort +3, Ref +6, Will +0; Str 13, Dex 16, Con 13, Int 12, Wis 12, Cha 9. Height 6 ft 1 in.

Skills and Feats: Balance +10, Bluff +6, Climb +6, Diplomacy +3, Intimidate +1, Jump +3, Knowledge (nature) +8, Listen +6, Ride +6, Sense Motive +6, Sleight of Hand +5, Spot +6, Survival +6, Tumble +11; Dodge, Weapon Focus (battleaxe).

Possessions: battleaxe, chain shirt, dagger, shortsword, longbow, arrows (20), belt pouch. 

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

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

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

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

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

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

Improved Orc: Male orc Warrior 2; CR 1; Medium humanoid (orc); HD 2D8+2; hp 11; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 15); Atk +5 melee (2D4+3, falchion) or +2 ranged (1D6+3, javelin); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +4, 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 +2; Alertness.

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

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

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

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

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

Part Four - The End:

Once the party finishes with the emissaries, they will have successfully put a large crimp in the activities of the orcs southwest of Nirzumbil.

Should the attack take place within 3 miles of an encampment, then it is likely the sounds of combat will be heard and a war party sent to investigate.

If the dragon is with the party, he will thank them for helping him kill orcs and then fly back to his cave.

If the druidess is with the party, she will accompany them back to the grove. There she will part company, thanking the party for allowing he some measure of revenge and closure. She will then state that she is heading east, to meet with others of her order and perhaps to find a new home or to re-invest the desecrated grove.

There is no fanfare for the party when they return to Nirzumbil, for the war with the orcs continues. But Haguffin and Norzimbil will give the party hearty thanks before returning to their homes.

Experience Points:

In Therra, all XP awards are halved for defeating opponents. For this particular scenario, there are no story bonuses.

 

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