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The Orcs of Wellbury

A Dungeons & Dragons 5th Edition


Adventure
Duke Holmstead, impressed with the party’s recent exploits, has asked them to travel to Wellbury to
assist the Sheriff there. Bandits have been stealing valuable silks on the trade road from Wellbury
and Holmstead. The Duke wants this issue resolved as soon as possible and is offering good coin to
those willing to help.

As the party arrives they hear shouting in the town square and it rapidly becomes apparent that the
nature of the attacks has changed as voices demand to know what the Sheriff will do now wagons
are being burnt and the guards and drivers slaughtered.

Designed to follow on from the Sacking of Millbrook, used as a side quest in an ongoing campaign or
simply as a one shot, this adventure sees the party uncover duplicitous local merchants and the
looming threat of the Orcs of Wellbury…

An adventure for 2nd to 4th level characters

by Marc Kenobi

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Marc Kenobi and published under the Community Content Agreement for Dungeon Masters Guild.

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Contents
Story Summary ........................................................................................................................................................................................ 4
Plot Hooks ................................................................................................................................................................................................. 4
Key Characters ......................................................................................................................................................................................... 5
Sheriff Hame ........................................................................................................................................................................................ 5
Wulf ........................................................................................................................................................................................................ 5
Druid Derah.......................................................................................................................................................................................... 5
Daryn Batten........................................................................................................................................................................................ 5
Sharl Hirra ............................................................................................................................................................................................. 5
Willem Slipps ....................................................................................................................................................................................... 5
Breld Stonehold .................................................................................................................................................................................. 6
Turi De Fleck ........................................................................................................................................................................................ 6
Andon De Fleck ................................................................................................................................................................................... 6
Gallot...................................................................................................................................................................................................... 6
Map 1. Southern Holmstead.................................................................................................................................................... 6
Arrival at Wellbury ................................................................................................................................................................................. 7
Map 2. Hills of Wellbury ........................................................................................................................................................... 7
Derah...................................................................................................................................................................................................... 7
Map 3. Wellbury........................................................................................................................................................................... 8
At the Well ........................................................................................................................................................................................... 8
Rumours ................................................................................................................................................................................................ 9
The Startled Gnome ....................................................................................................................................................................... 10
Map 4. The Startled Gnome Inn, Ground Floor ............................................................................................................ 10
Turi and Andon ................................................................................................................................................................................ 10
Map 5. The Startled Gnome Inn, 1st Floor ....................................................................................................................... 11
Wulf and Daryn .............................................................................................................................................................................. 12
Sheriff Hame ..................................................................................................................................................................................... 13
Slipps Townhouse ........................................................................................................................................................................... 13
Stonehold Warehouse................................................................................................................................................................... 14
Stonehold Townhouse................................................................................................................................................................... 14
Slipps, Hirra & Batten Warehouses ........................................................................................................................................... 15
Gallot................................................................................................................................................................................................... 15
The Attack Site ...................................................................................................................................................................................... 16
Boar in the Woods ............................................................................................................................................................................... 16

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Orcs at the Farm................................................................................................................................................................................... 16
Map 6. The Gandral Farmstead .......................................................................................................................................... 17
The Pen............................................................................................................................................................................................... 17
The Farm House............................................................................................................................................................................... 18
The Chicken Coup ........................................................................................................................................................................... 18
Return to Wellbury.............................................................................................................................................................................. 19
Wulf ................................................................................................................................................................................................ 20
Sheriff Hame ............................................................................................................................................................................... 20
Dwarf Guards ............................................................................................................................................................................. 21
Breld Stonehold ........................................................................................................................................................................ 21
Giant Boar .................................................................................................................................................................................... 22
Brown Bear ................................................................................................................................................................................. 23
Artel/Paln/Andolph/Sanda ................................................................................................................................................. 23
Orc .................................................................................................................................................................................................. 23
Orog................................................................................................................................................................................................ 24
Orc Eye of Gruumsh................................................................................................................................................................. 24

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The Orcs of Wellbury 1
Story Summary
The Battens (one of the town’s merchant families) have been struggling financially due to bad debts left by the current
head of the family’s recently deceased father and the interference of the local druid Derah which has ruined their crops.
They hired a group of criminals that included a wizard to knock wagon drivers and guards unconscious and steal their
rival’s goods, but without killing anyone. They were holed up in the abandoned Grandal farmhouse in the northern hills,
but were killed several days ago by an orc raiding party.

Sheriff Hame sent Ralf and Paln to investigate a week ago with Wulf, a local woodsman, to act as their tracker, but also
sent word to the Duke asking for further aid. Wulf was paid by the Battens to delay the Sheriff’s men supposedly because
the Battens had some contraband goods they wanted to move out of the area. Wulf was injured by a boar after pushing
one of the Sheriff’s men out of the way of its charge and returned to town a few days ago.

After Wulf left them, Hame’s men were able to find the farmhouse but were killed by the orcs who have now taken
residence. The orcs launched an attack on a Slipps’ family wagon train late yesterday slaughtering the guards and drivers
and burning the wagons.

In the town the players will find conflicts between the three merchant families, arguments with the local druid circle,
demands from the local dwarven outpost and Sheriff Hame struggling to keep everyone calm.

Daryn Batten is very worried that the criminals seemed to have turned savage and is trying to figure out a way to extricate
himself and his family from the mess. Wulf is furious that Daryn seems to have drawn him into a plot with murderers but
can’t prove what he suspects. He seems recovered from his injuries and is eager to help the players.

The players will need to unpick the conflicting interests in town to uncover the truth, but more importantly to deal with
the orc raiders before they send word to their tribe for a full blown war party.

Plot Hooks
The main hook for this adventure is the Duke’s offer of reward – he’s offering 75g per character to help resolve the issue.

If you’re continuing from The Sacking of Millbrook, he may also suggest that the party be somewhere Baron Stone might
not expect, to avoid any possible retaliation from him.

Additionally these hooks can be used to draw the heroes in:

 The Duke can have information or access to information that the players need, he will of course provide it if they
can help him resolve this issue.

 The druid Derah may have called on a fellow druid or a ranger to come and help in her conflict with the
merchants.

 Players might be desperate to visit Wellbury and the well it’s named after hoping for healing or the removal of
some curse by the blessed waters.

 A criminal player might be tasked by the Daggers (Holmstead’s thieves’ guild) to investigate who is causing
problems with the silk trade –they have an arrangement with the Slipps family that moves a good amount of
untaxed and undeclared goods.

 A character with connections to a dwarven kingdom might be asked to bring a message to the Stonehold
outpost.

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The Orcs of Wellbury 1
Key Characters
Sheriff Hame
The Sheriff of Wellbury Hame is a middle aged human with a splayed black beard spotted with grey that would make a
dwarf proud. He’s been the Sheriff for twelve years and has never seen so much trouble in such a short time. He only has
four deputies and with two of them missing he’s delighted to receive any assistance the party can give. He also wants to
know what’s happened to his deputies; Ralf and Paln.

Wulf
Wulf is a heavily built young human who is well known if not well liked in the town. He regularly goes hunting for months
at a time returning with the skin of some fantastic beast or a good supply of hides. He’s gruff and unfriendly and generally
wants to be left alone to drink and eat unless there’s coin to be had. He’s annoyed at Daryn for getting him involved in
what now appears to be murder and is concerned about the villagers thinking he had something to do with it given the
injury that saw him leave the deputies. For the moment he’s keeping Daryn’s secret as they are old friends and he was
paid well.

Druid Derah
Mistress of the local druid circle Derah is an elderly human who has a spryness that belies her age. With deep brown hair
and weathered skin the colour of old leather, she cares deeply for the surrounding lands. While not fond of the silk farms
given how many of the silkworm larvae are killed, she understands the need for this trade and industry. The recent
expansion of the Batten farmsteads have infuriated her given the ancient trees that were destroyed to expand the farm
land and she retaliated by using her magic to make the silk larvae grow more quickly, damaging the silk as they escaped as
moths. She hasn’t acted against them yet, but the less said about the dwarf mining operations in her presence the better.

Daryn Batten
The Batten family hold significant farmland south of the road to Holmstead and primarily trade in silk, though they have
also recently started selling lumber from the lands they cleared to extend their white mulberry orchards.
Daryn is the head of the family following his father’s death and is in over his head and struggling hard with recent and
inexplicable crop failures. His father died leaving unknown and substantial debts to one of the local lords (Baron Stone of
Stonehold) and in a struggle to pay them Daryn turned to using bandits to garnish a little from the other merchant
families. He tried to hide this by claiming his family was worst struck and desperately needed the tax reduction the attacks
provided to stay afloat.

Sharl Hirra
The Hirra are a long established trading family. They maintain silk farms as well as a small iron mine. Sharl is a stout
human with dark hair and eyes, the oldest daughter and apparently a spitting image of her mother (though she denies it)
Gentra Hirra, head of the Hirra Merchant family. Sharl is staying the night in the inn as she’s is in town to meet with the
Turi about an order of aged brandy Gentra had ordered and to negotiate accommodations for visiting nobles. She’s
concerned about the recent attacks and in the light of the news of the Slipps’ wagon being burnt and its drivers and
guards slain, she is one of several raising concerns to the Sheriff.

Willem Slipps
The Slipps family are almost as old as the Hirra and have a single extensive silk farm as well as several lumber yards. The
family is also rumoured to trade in illicit materials and dodge taxes wherever they can. Willem is a sandy haired, gangly,
young human and a junior member of the family. He was knocked unconscious in the first moments of the assault on his
family’s wagons and was dragged away by his horse and left for dead some distance from the attack. When he woke he
found the wagons burning and everyone else including his cousin Andolph dead. Willem describes a scene of carnage with
lots of bodies and wagons needlessly set aflame

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Breld Stonehold
The Stonehold’s are a famous Dwarven clan and have outposts in a number of human cities and towns. They have a mine
in the mountains to the east of Wellbury that is producing significant amounts of iron. They also have another mine close
to the first from which they are extracting gold, but this has been kept a closely guarded secret. They have an agreement
with the Duke of Holmstead to provide a proportion of what they produce in return for use of the mine.

Turi De Fleck
Turi is a tall half elf with green eyes and golden hair and innkeeper at the Startled Gnome. She is always ready with a smile
and a willing ear. She’s always happy to serve up Andon’s wonderful food, or a pint of the various local brews.

Andon De Fleck
Dark haired and gangly, Andon is a middle aged human, chef at the Startled Gnome and Turi’s husband. He whistles
happily in his work, but is painfully shy outside of his kitchen.

Gallot
The erratic and irrepressible gnome inventor is also the town’s wagon master and carpenter.

Map 1. Southern Holmstead

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The Orcs of Wellbury 1
Arrival at Wellbury
During this scene the players will discover the latest escalation in the troubles at Wellbury and have a chance
to investigate the town for clues and information; this should eventually lead them to investigate the
wreckage at the attack site.

The miner’s road runs to the north through Wellbury and as the party pass by a small wood they see a spritely figure
leaving a circle of broken stones, joining the road and marching swiftly towards the town. To the west they can see smoke
rising from the hills and ahead the wooden palisade that protects Wellbury.

Map 2. Hills of Wellbury

Derah
Mistress of the local druid circle, Derah is an elderly human, but her spryness belies her age. With deep brown hair and
weathered skin the colour of old leather, she cares deeply for the surrounding land. She will welcome the company on the
road if the party seek to join her, but doesn’t want to delay so they’d better keep up! She’s happy to chat with the party
along the way, though mostly what she’ll do is talk.

Derah is going into Wellbury to complain to the Hame (she never uses his title – she helped deliver him after all), she’d
told him that something was wrong with the land, an unclean presence; clearly they’ve been preparing this for months!

While not fond of the silk farms given how many of the silkworms larvae are killed, she understands the need for trade
and industry, something she’ll remind anyone that listens. She’s sure the smoke in the west is a result of the Slipps family
burning land to make more silk plantations and she is livid.

The recent expansion of the Batten farmsteads infuriated her and clearly this is just another example of greedy merchants
destroying ancient trees. If she feels any sense the players agree with her a successful DC 14 Persuasion check will
convince her to reveal she encouraged the growth of the larvae in the Batten silk farm and that this might be what ruined
their crops this year. She’ll also share this freely with a druid or ranger called to help her.

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The Orcs of Wellbury 1
Map 3. Wellbury

At the Well
As the party approach through the southern gate they can hear the raised voices of a dozen figures gathered at the well. If
Derah is with them she immediately rushes forward into the crowd shouting about desecration and greed, if she’s not
with them she will already be in the crowd.

Sheriff Hame is stood on the lip of the well trying to keep the crowd calm and to answer questions. Among this group are
several locals, Breld, Daryn and Sharl. Standing next to the Sheriff is a shocked looking sandy haired man with blood
flowing from a long cut across his forehead. As the hubbub grows you hear the Sheriff raise his voice and in a booming
shout call out:

“Peace! Peace! Let Willem tell us what has happened”

The crowd will hush and listen as a shocked and injured Willem stutteringly begins. He relates how he heard shouts and
then was struck in the head and had blood pouring into his eyes. His horse was struck by arrows and he lost control of it
as it galloped away. Then it suddenly collapsed throwing him from the saddle and he blacked out. He woke up in the ditch
that runs alongside the road with his horse dead alongside him. Rushing back he found the wagons burning and everyone
else including his cousin Andolph dead. Willem describes a scene of carnage with lots of bodies and wagons needlessly set
aflame.

As soon as the young man falls silent several voices shout out demanding to know what the Sheriff will do:
 Breld is demanding to know what will be done to protect the wagons he has leaving tomorrow.
 Sharl will be loudly commenting about why the taxes that are due should be paid if the Sheriff can’t protect them.

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 Derah has shifted to complaining about the fact that Hame hadn’t listened to her warnings
 Daryn was one of the loudest voices previously, but if one of the players has a passive Perception of 14 or more
they will notice that he quickly moves away towards the two story inn.
 A tall, thin man is getting hyperbolic about how much danger everyone is in and how helpless the Sheriff is to
save them.
 A rotund man in an apron with a deep voice is assuring people the Duke will send help

Eventually the Sheriff will demand everyone moves along while he takes Willem back to his family, he will seek out each
of them later to discuss what has happened.

If the players introduce themselves he will look relieved that help has come, but ask them to go to the inn where he will
come and meet them.

The well itself is well cared for and has several holy symbols carved into the posts. A successful DC 12 History check allows
a player to recall a local legend that a god of healing, though no one is sure which one, once spent several days at the site
trying to figure out a way to save their brother who was dying. Eventually they concluded it could not be done and cried
tears of anguish which became the well. Several miracles are assigned to drinking the water from the well, but most locals
just know it is a well that never runs dry and are content with that.

Rumours
Speaking to the locals at various locations will fill the players in on what has been happening in town. Almost anyone
could know some of these and some are known to all (mentioned in sections about specific NPCs):

 Three months ago a dozen new dwarves arrived in town; they started a bit of trouble in the inn, getting into a
scuffle with some wagon drivers. Turi and the Sheriff were happy to brush it off, but Breld insisted on paying a
ridiculous sum in compensation
 A month ago a wagon train from the Hirra family was robbed, but it was odd because no one was hurt. The
wagon men reported suddenly falling asleep and awaking to discover that their belt purses had been taken along
with most of the silk and lumber. A successful DC 12 Investigation check will have them also mention that Gentra
Hirra was furious and accused the drivers of having stolen her goods and fired them all
 Derah had a shouting match with the Sheriff six months ago about the Batten’s expansion of their silk farm. A
successful DC 12 Investigation check will have someone reveal that the argument ended with her threatening to
do something about it herself
 Three weeks ago a Batten family wagon was struck in the same fashion and then a second was also struck a week
or so after that. A successful DC 14 Investigation check will have them mention that Daryn openly accused the
Slipps family of attacking them in the inn. Andolph and Willem were there and hearing this, attacked Daryn. Who
knows what would have happened, but Wulf broke a chair over Andolph knocking him out and threatened to cut
Willem in half with his axe. Turi barred Wulf for a week
 5 days later a Slipps wagon was struck as well despite them having hired guards. A successful DC 16 Persuasion
check will convince them to reveal that there is a rumour that the Slipps had some un-declared goods on that
wagon
 Gallot has been accused of selling information about how many wagons have been coming through to the
bandits
 Two weeks ago the Stonehold wagons went through with their guards but they seemed to be untouched
 A week ago another Hirra family wagon was hit despite having hired guards. This group reported being pelted
with stones by unseen assailants (and had the injuries to prove it) before being knocked unconscious
 The Sheriff sent out Wulf with two of his deputies after the last attack, Wulf returned injured four days ago, but
the deputies haven’t been seen since. A successful DC 14 Persuasion check will convince them to say (very
quietly) that they heard a rumour that Wulf has been working with the bandits and betrayed the deputies to
them

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The Startled Gnome
The Startled Gnome Inn is an impressive six-sided two story structure. Ivy curls up the southern half of the building
framing its large windows and a curl of smoke from the chimney promises a warm welcome inside. On the sign a Gnome
in bright coloured clothing is jumping in the air and looking over his shoulder with a look of shock on his face.

As the players enter the inn the scent of rich honeyed pork fills the taproom from the central hearth. Behind the bar on
the left stands Turi, the innkeeper, a tall slim half-elf wearing deep green shirt and dark tan trousers. She’s happily singing
as she polishes the bronze fittings. From another room the party can hear whistling that Turi seems to be singing along
with. To the right a wide set of stairs lead up to the second floor and sitting on a table just in front of them are Wulf and
Daryn. Four other tables are filled with guests enjoying the food and talking about the recent attacks.

Map 4. The Startled Gnome Inn, Ground Floor

Turi and Andon


Turi is happy to welcome the players, she’s vivacious and smiling and happy to help them with anything. If they ask more
about her she’ll tell them she’s been running the Startled Gnome for a little over twenty years with her husband Andon,
after saying this she’ll shout out “I serve!” the whistling will stop and a voice from the kitchen will respond with “and I
cook!”.

Andon is painfully shy outside his kitchen and won’t come out while there are guests needing food. He will also brusquely
declare that “this kitchen is not for guests” to anyone trying to enter, Turi will arrive to shoo out anyone who does enter.

On the menu for breakfast the inn can offer:


 Ham and eggs – 3sp

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The Orcs of Wellbury 1
 Apple and pork sausages with hash – 3sp
 Fresh cinnamon pastries with raspberry jam – 2sp
 Bread, butter and cheddar – 1sp
And to drink they have the following:
 Pt. Fresh Milk – 1sp
 Pt. Fresh Apple Juice – 1sp
 Pt. Druid’s Fancy – 2sp (Ale brewed by the Hirra family)
 Pt. Rock Stout – 5sp (a dark powerful drink provided by the Dwarves from Stonehold)
 Pt. Wellbury Gold – 2sp (mead brewed by the Slipps family)
 Glass Arbor Red Wine – 2sp
 Bottle Arbor Red Wine – 5sp
 Bottle Elven Wine – 8gp

Any non-dwarf drinking the stout needs to make a successful DC 12 Constitution save or become intoxicated (poisoned)
for the next 2 hours. Elves and half-elves make this save with disadvantage. Additional pints consumed increase the save
DC by 2 and dwarves start making saves after their second pint. It would take three pints of the Ale or Mead or an entire
bottle of wine to face the same penalties.

Turi also has 10 days of trail rations for sale (5s per day) and rooms are available at the following rates per night:
 Common bedroom space – with cot (3 available) 1sp
 Common bedroom space – without cot (4 available) 7cp
 Private bedroom – Sleeps 3 (2 available) 5sp
 Duke’s Suite – Sleeps 3 (1 available) 2gp

Map 5. The Startled Gnome Inn, 1st Floor

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The Orcs of Wellbury 1
Wulf and Daryn
Wulf is a hulking figure dressed in leathers and furs and almost all of his clothing looks home-made. He has a broad
headed and brutal looking axe and a long knife on his belt and a short bow and quiver propped against one of the chairs.

Daryn is tall and lithe and wears the boots of a cavalry officer. Above those he wears maroon trousers that are brocaded
with silver thread and a crisp cream shirt covered by a dark velvet shoulder cape. He also wears a number of rings and has
two earrings in his left ear.

Wulf has a breakfast of ham and eggs in front of him along with a full stein of golden mead and is busily eating while
Daryn is talking in hushed tones.

If at any point a player approaches Daryn and Wulf, or at least before the Sheriff arrives a successful DC 14 Perception
check will allow a player to overhear the last few words from Daryn before he stands up and strides away: “…that’s what
you were paid for.”

Wulf reacts abruptly to these words even if the players don’t hear them and slams his cutlery down on the table. He
stands up and is almost growling as he waves a finger at the retreating Daryn. “Don’t threaten me you spoilt brat!”

He’s loud enough to be heard across the room and most of the diners go quiet. Turi, looks up as he does this and shouts
out “Bend my cutlery and I’ll bar you again Wulf!” The heavy set young man slumps back down into his chair then takes a
long pull of his drink before settling into his food again.
Daryn will storm past the players and refuse to talk to them, claiming he’s a busy man and has places to be. If they press
him he will agree to speak with them this afternoon at his townhouse saying: “ask anyone they can direct you!”

Wulf has no interest in speaking with the party and certainly not about his conversation with Daryn. He’ll brush off any
questions about his outburst with a comment about how he and Daryn are old friends and sometimes fall out.

If pressed he’ll explain that he was hired to track the bandits but Daryn wanted his money back as he’d had to return
early. He’ll swing a leg up on the table (Turi will tut as he does this) and pull back his right trouser leg to reveal a long scar
that runs from his ankle up past his knee. It’s clearly pretty fresh, but despite how messy it looks it seems to be healing
well. “I earnt my money on that trip!” he’ll declare and then explain that he took the injury preventing a wild boar gutting
one of the Sheriff’s men.

A successful DC 12 Insight check will confirm that he’s not telling them everything and that the part about Daryn is a lie.

If he’s charmed he’ll very quietly reveal to the person who charms him (but not where anyone else can hear) that he was
paid by the Battens to delay the Sheriff’s men. Daryn told him this was so that they could clear out some contraband;
imported rose blossom spices that hadn’t been declared. He’s slightly suspicious that Daryn knows more about the
bandits than he said but they really are old friends and Daryn has made sure he has a place to sleep and food even when
he’s returned to town with nothing from a hunt.

If he is aware of the charm when it ends he will loudly complain, calling them out for having coerced him with magic.
Everyone who hears the accusation will be more suspicious of the party and all investigation or persuasion checks with
them will have disadvantage, Turi’s attitude to the group will also cool and she will be less friendly. Wulf will become
hostile to the party, but won’t attack them unless they attack him first and will refuse to answer any further questions or
help them in any way. He will go and find the Sheriff and demand their arrest for such disgusting behavior. Wulf won’t
quite be able to convince the Sheriff as he won’t tell him what he was forced to reveal, but the Sheriff will be far more
cautious about the players.

Otherwise he will offer to help the party find the missing deputies, he felt bad that he had to leave them, especially for
young Paln.

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The Orcs of Wellbury 1
Sheriff Hame
If the players arranged to meet the Sheriff in the inn he will arrive in about half an hour after the events at the well.
Otherwise he will be in the Sheriff’s office or travelling around town to talk to various residents.

He will unhappily confirm anything in Rumours that doesn’t require an investigation or persuasion check.

A successful DC 12 Persuasion check will convince him they’re here to help and that he can trust them. If they don’t
mention that the Duke sent them, or if they offer him a bribe, or if Wulf has reported that they charmed him this roll is
made with disadvantage.

Once he trusts them he will offer them a writ confirming that they are on the Duke’s business and entitling them to
reasonable aid and clear passage. He will ask if they’ve been entrusted with this kind of writ before and if they haven’t
warn them that it isn’t a free pass to anything they want and most people hereabout will view ‘reasonable’ in the
meanest terms possible.

If they did charm Wulf he will warn them that magic of that type is not sanctioned and not to use it in his town. Too many
reports from locals using this kind of magic and he will issue them a fine of 100g and warn them that any further reports
will result in them being arrested, something he really doesn’t want to have to do.

He will also allow them to use the Sheriff’s office as accommodation; it has a small communal sleeping area and kitchen.

He is aware of all the details in Rumours and will share all of those details except the gossip about Wulf having hurt his
men – he doesn’t believe this and will state it is not true if the players bring it up.

He isn’t in a position to go after the bandits with only two remaining deputies, particularly with this escalation and
desperately needs their help.

If they told him they were from the Duke he will be certain they have been offered reward by him, but a successful DC 18
Persuasion check will convince him otherwise.

He doesn’t have a vast amount of funds but will offer 30g per character for their assistance as well as rights to anything
they’re able to recover if he believes the Duke didn’t send them or offer them a reward.

He strongly suggests they visit the attack site as soon as possible to figure out what happened there and to his men.

Slipps Townhouse
Directly from the Well the Sheriff brings Willem to the townhouse. It’s a ramshackle building with extra wings and
outbuildings joined to the main structure in a fairly unplanned way. As the Sheriff arrives a dozen family members rush
out to meet him and some of them take Willem, who is now delirious, into the building. He tells them what Willem said
and one of the older women cries and collapses in tears and is taken inside when he tells them about Andolph.

The Sheriff assures them he is doing everything he can to resolve the issue, but it’s clear from the way they move away
that they don’t believe him. A successful DC 14 Perception check by one of the players will overhear one of the many
relatives say “…get our own justice.” as they enter the house.

Two of the younger boys Adar and Halk remain outside while the rest of the family return to the building. The boys will
talk to strangers for a short while sharing some of the rumours before being called inside by their father Nander. The
family doesn’t want to talk to anyone about the situation, but if the players are particularly insistent Nander will answer
one or two more questions from the doorway in a monosyllabic way, before insisting they be left to their grief and
slamming the door.

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The Orcs of Wellbury 1
Stonehold Warehouse
The Stonehold warehouse looks like a fortress with an open side shielded by a heavy portcullis. This courtyard contains
four substantial wagons loaded with ore. There are half a dozen dwarves clearly on guard and those on the gate are not
interested in discussing anything with the players. They remain polite but direct players towards the townhouse.

Stonehold Townhouse
The Stonehold townhouse is softer in appearance than the warehouse but still has a martial feeling, sporting small high
windows and heavily barred doors. When the players pull the handle they will hear a small gong sound on the other side
of the door and a sliding panel open at human eye height. If the players have the writ from the Sheriff, the townhouse’s
steward, a golden haired dwarf named Gard, will allow them entry and arrange for them to wait in a reception room while
he gets Breld, otherwise he will turn away “noisy strangers”.

The reception room is set with dark wood and heavy furniture and what little light reaches the room is barely enough to
see by. As their eyes become accustomed to the dark they will see that war banners hang on the walls and a pair of
crossed axes stand over the fireplace.

After a ten minute wait Breld enters. Wearing heavy chain mail with gold embellishments over a blue gambeson,
everything about his appearance suggests great wealth, but also the ability to protect it. His belt supports a number of
bulging pouches and a finely crafted war pick and in his left hand he carries a finely made scroll case. From his shoulders
hangs a cloth of gold cloak with a Stonehold family clasp. On a successful DC12 History check (Dwarf characters roll with
advantage) a player will know that wearing this crest means Breld is a stone-sworn member of the clan, making him a high
ranking noble or military commander.

He greets the party warmly, offering each a knuckle cracking hand shake. He explains that he’s very concerned about the
recent banditry. He’s upped the guard contingent on this shipment to twelve of his dwarves but he wants them to
understand that should the cargo be seized or his men injured there would be a penalty under the terms of the
agreement. On a successful DC16 Investigation check a player will know that having any guards on a wagon full of iron is
extremely unusual. If questioned on this Breld will reply that it’s only a precaution to keep his property safe, on a
successful DC16 Insight check the players will know he is lying, but even if directly challenged he will not change his story.

Breld undoes the scroll case, removes a heavy scroll and unrolls it on a table. The players can see it bears the seals of both
Holmstead and Stonehold at the bottom and has tiny writing in common with dwarvish runes underneath each line
repeating the same words. He runs his finger down the scroll and begins reading:

“Section 53, subsection 12, clause 4: Should lawlessness erupt in the domain of Duke Nial Holmstead, third son of Duke
Femlin, Warden of the Southern Marches, Champion of the Faithful it shall be handled swiftly. If such lawlessness is not
dealt with within ten days of notification to the aforementioned party’s recognized representative, then destruction,
damage or loss to the property and persons under the supervision of Breld Stonehold, Thalk’s son, Master of Hammers,
Troll-Breaker on behalf of Clan Stonehold whist in the pursuit of the obligations detailed herein, shall bear a penalty of
gold as detailed in the scheme of forbearance, Section 104, Subsection 6, clause 12.”

He then stops and looks at the characters, “I can outline the payments if you wish…” If the players don’t stop him he will
read all the possibly relevant items from what is clearly an extensive list. The list includes items such as:
 Partial damage to the beard, not including the sideburns or moustache; 65gp per quarter inch of loss
 Abrasions upon the body of the wagon of a length greater than two inches or arrow or bolt marks deeper than ¼
inch; 40gp each
 Death of a mule; 12gp each, reduced to 10gp if the tack can be recovered
 Loss of goods; three times the market value of such goods
 Death of a Dwarf; 600g for each smelting (year) of age below 306 of that dwarf. Half this value to be held in trust
for any direct kin under the age of 50 or distributed among living relatives of the hearth.

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The Orcs of Wellbury 1
He will discuss the situation with the bandits, but doesn’t really know much about what’s happening. He seems more
concerned to ensure it’s clear that the Duke will be held responsible for penalties in the event that his wagons or people
are seized or damaged.

If charmed Breld will, if questioned, reveal that the Stonehold Clan found gold in the mountains and that their iron
shipments hide smaller quantities of gold for the Duke.

If he knows he’s been charmed when the effect ends Breld will call on his guards and attempt to seize the offender,
offering violence to anyone who attempts to stop him. If they convinced him to talk about the gold mine he will intend to
see them dead, if not he intends to place the dwarven ‘Charmer’ brand on them. This is effectively a cattle brand placed
on the right cheek of the offender. Its application causes 1d4 fire damage and leaves a permanent mark that gives the
bearer disadvantage on persuasion checks with anyone who recognizes the brand.

Slipps, Hirra & Batten Warehouses


Several wagon drivers and guards are at these warehouses, all of which have loading courtyards. They don’t really
welcome strangers but will grudgingly allow those with a writ inside. As of this morning all of the warehouses have been
told that there will be no more shipments for the foreseeable future while the families plan for their safety. This sounds
great but all the workers are nervous about not getting paid while no one is moving cargo.

Sharl is at the Hirra warehouse, she is saddling a horse and plans to return to her family farm and seek her mother’s
council. A successful DC 14 Persuasion check will convince her take some time to speak with the party.

She’s concerned about this escalation and had hired even more new guards to secure her family’s shipments, but that’s
what the Slipps had done. She knows all of the Rumours but won’t bring up the parts involving the other families – she
doesn’t want to create conflict with them.

Asking for directions to the Batten Townhouse will typically get players sent to the warehouse with confused looks from
whoever they asked. At the warehouse the foreman will laugh when they ask where the townhouse is; “Daryn didn’t want
to speak to you then? He always used that line with strangers he doesn’t want to talk to. He’s probably back on the farm
by now!”

Gallot
Outside the eastern gate of the town are a series of buildings owned by Gallot, just one of which is his wagon repair and
construction yard. The others are filled with copper steam pots and brass fittings. A wild but friendly gnome, Gallot is
convinced that one day he’ll be able to replace horses with his mechanical marvels. While considered mad by some, he is
undeniably brilliant when it comes to crafting and shaping wood. There is no other wagon maker in town because his
work, even when is mind is somewhere else thinking about creating the next clockwork device, is second to none.

He ploughs all his funds into his designs, several of which are scattered across the open ground to the north of his
buildings. He was convinced to move his laboratory outside the town walls at the request of the Sheriff four years ago
when a steam powered harvester got loose on the streets.

Gallot has no idea what’s happening in town or with regards to the bandits. He would really like to show the characters
his new clockwork soldier and if willing to come and see it, he will lead them to the front of one of his buildings where the
players can see a full set of brightly shining silvered plate mail, rigged together with cogs, flywheels and pistons. He’ll ask
the characters to stay behind him and declare that they shouldn’t worry it will completely obey his commands! He claps
his hands and the armor takes two jerking steps forwards before seeming to slump on itself and fall still. The little
gnome’s shoulders slump and he turns to the players; “back to the drawing board I suppose…” just then the statue stands
up, draws its sword and lurches forwards.

Each round the Mechanical Mail will attempt to strike at a random character (including Gallot). Gallot frantically claps and
shouts throughout the battle taking the dodge action each turn.

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The Orcs of Wellbury 1
After the fight he’ll look abashed for about 3 seconds then start to talk incredibly fast about the controller servo
malfunction and the self-adjusting cam accelerator. He’ll excitedly announce the test a complete success, thanking the
players and offering them 5gp each with his thanks, after that he’s lost in his own world and barely notices the characters
or responds and even when he does it’s with answers that are either vague, meaningless or a request to repeat the
question.

The Attack Site


Clearly the work of orcs, there are lots of dead bodies including the animals. The wagons and their contents
have been ripped, smashed and torn for no real reason.

The attack site is in a small dell with trees on the north side of the road. A successful DC12 Survival check will reveal that
eight orcs attacked the caravan, firing arrows before moving in. If the Survival check exceeds DC14 the players can also
determine that Willem’s story is true as they can see the tracks where his horse dragged him away.

Shredded silk covers the area around the ambush as well as the remains of several sets of ripped clothing. The wagons
have been smashed and there is also a cask of some sort that has been broken into and mostly emptied. A successful
DC10 Investigation check will determine that the barrel contained spiced rum of some sort, incredibly rare in this district
and worth a small fortune to the right buyer.
If Wulf is with the party he will be surprised and declare that this is something new – he found booted prints when he
came looking for the bandits before, not the claw marks of unshod orcs.

A trail is littered with trampled earth and torn plants leading north. A successful DC12 Survival check will identify signs of
a second barrel being dragged and several sets of bare feet.

The trail continues north skirting to the west of the hills and into the trees.

Boar in the Woods


A pair of giant boar charge out of the woods to attack the party.

Shortly after the party enters the woods they can hear something ahead of them breaking bracken and snorting. A
successful DC14 Nature check will let the characters figure out that large boar are running in a panic allowing them to
move back, otherwise the giant boars are moving so fast they break through the brush just 20ft from the party and are
able to charge on the first round of combat.

One of the boars has only 25 hit points left as it has an orc spear head lodged in its shoulder. When a boar is reduced to
10 or less hit points it will attempt to flee.

Orcs at the Farm


The Gandral farm was in poor condition before the orcs arrived and they’ve hardly improved the situation.
Alongside tearing at the fabric of the buildings they’ve burnt out portions of the stable and barn and created a
pen of sharpened stakes in front of the main house. Here the party will engage with the orcs, free the
prisoners and recover the stolen goods.

As the party arrives from the south they reach the edge of the brush about 80ft from the pen where a group of five orcs
are chanting. Smoke is rising from the remains of the barn, where out of sight two other orcs along with an Eye of
Gruumsh are roasting a boar. Inside the farm house five other orcs are sleeping.

If you have a high level party or one with more than four members you might want to consider changing one or two of the
Orcs into Orogs to make the fight more challenging.

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The Orcs of Wellbury 1
Map 6. The Gandral Farmstead

The Pen
Several human heads are set on the taller pikes. In the pen two humans dressed in rags and a brown bear are being
jabbed at with spears by the orcs who are jeering at them. Suddenly the bear roars and charges at the two people. One of
the figures is a red haired muscular woman named Sanda who was a guard for the Slipps. The other figure, a black haired
man who looks a lot like Willem, is Andolph.

If the players hesitate for too long the bear will manage to strike Andolph who collapses and starts making death saving
throws. Sanda will then be fighting the bear alone.

The five orcs are distracted by the entertainment in the pen and on a successful DC12 Stealth check the characters can
reach them without being noticed. The orcs will shout out if they are struck or they spot the characters coming in. Once
that happens the two orcs and the Eye of Gruumsh will exit the barn and join the fight the following round. Once the fight
begins and the orcs are distracted, Sanda will climb out of the pen and grab a discarded spear and join the fight. The bear
will strike at a random target, once that target falls it will flee into the woods unless attacked.

If three of the orcs are slain, one of the remaining orcs will disengage and run into the farmhouse where they will wake
the sleepers. It takes two rounds for them to rouse the sleepers and get them back out of the building to fight.

The orcs will fight to the death singing loud songs to Gruumsh as they die as long as the Eye of Gruumsh is alive. If the eye
dies the remaining orcs will bolt and run.

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The Orcs of Wellbury 1
The Farm House
The orcs in the farm house drank heavily of the second barrel of rum and are sleeping it off. A successful DC10 Stealth
check is required to move through the farm house to reach them with waking them.

Inside the farmhouse there appear to be significant stocks of silk, the wrapping of which bears the Slipps mark. There is
also a small chest. The silk has been ripped and stained by the orcs nesting in it. There are two bolts that are salvageable,
these weigh 5lbs and are worth 100gp each. The chest has a dozen personal pouches containing 386gp.

Out the back of the farm house there a dozen human corpses several of which are strapped to crude archery targets.

The Chicken Coup


Two men are bound in the chicken coup; they’ve been badly beaten and have claw marks all over them.

The Sheriff’s deputy Paln and the other man, Artel are tearfully thankful to the characters. If Wulf is with the group Paln
will thank him tearfully for coming back for them and for saving his life against the boar they fought.
Paln reports having arrived three days ago with Ralf. They were seized by the orcs, beaten and used for entertainment.
Ralf died yesterday at the teeth of a warg that Artel and Paln somehow managed to kill.

Artel was released from Towerdale a few weeks ago and despite searching for work was refused it. He’ll explain that he
was imprisoned for failing to pay his taxes. Success on a DC12 Insight check will confirm he is lying; he was actually a petty
thief. He met Daryn in the Gnome and was advised to seek out some friends of his and joined them. They were attacked
by orcs a few days ago and after they were defeated the orcs used several of the bandits for sport.

If he’s allowed to, Artel will slip away and flee to Holmstead, if not he will come to Wellbury as a prisoner rather than
fight.

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The Orcs of Wellbury 1
Return to Wellbury
As the characters return to town they can once again hear shouting as they approach. The party should be able
to prevent the Slipps lynching Gallot while bringing the deputy and Andolph back.

In the center of town several members of the Slipps family, armed with clubs, are pushing at the Sheriff and his deputies
and trying to get at Gallot. The gnome is pressed up against a covered wagon, bruised and terrified he keeps calling out;
 Why are you attacking me?
 What did I do?
 Help me!

While the Slipps are shouting back;


 Let us deal with the little traitor!
 Hame, this has nothing to do with you!
 We’ll teach you, tiny!

At first no one notices the party returning but when they do the fracas will come to a stop and the party will have a
chance to explain what has happened.

If Andolph has returned with the party the Slipps will be very happy and thank the party profusely – they need to
reconsolidate here, but they offer the party a family ring (worth about 6gp) that will get them help and a trade discount
from any of the family – they have businesses across the district.

If Artel is with them the Sheriff will take him into custody and thank the party. He’ll issue an arrest warrant for Daryn and
send word by pigeon to the Duke. Daryn was seen passing the turn off to his family farmhouse earlier this morning on
horseback, so hopefully he’s heading to Holmstead and the Duke’s men can take him into custody.

The Sheriff will settle any fees he offered, but if terms were not agreed on found treasure he’ll demand they turn over the
silk (which is obvious they have) and money pouches (if Paln saw them take these). Any offer of payment from the Duke
they’ll need to travel to Holmstead to collect.

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The Orcs of Wellbury 1
Wulf
Medium Humanoid (human), chaotic good
Armor Class 14 (leather armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 12 (+1) 13 (+1) 13 (+1) 8 (+1)
Skills Athletics +4, Perception +3, Stealth +5, Survival +5
Senses Passive Perception 13
Languages Common, Goblin
Challenge 1 (200 XP)
Spellcasting. Wulf is a 3rd-level spellcaster. His spellcasting ability is Wisdom
(spell save DC 11, +3 to hit with spell attacks). Wulf has the following ranger
spells prepared:
1st level (4 slots): hunter’s mark, cure wounds
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
+ 3) slashing damage, or 8 (1d10 +3) slashing damage if used with two hands.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit:
6 (1d6 +3) piercing damage.

Sheriff Hame
Medium Humanoid (human), lawful good
Armor Class 16 (Chain Mail)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 13 (+1)
Saving Throws STR+4, CON+3
Skills Athletics +4, Survival +4
Senses Passive Perception 12
Languages Common, Dwarvish
Challenge 4 (1,100 XP)
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Sheriff
Hame can regain 16 (1d10 + 11) hit points.
Actions
Multiattack. Sheriff Hame makes two weapon attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8
+ 2) slashing damage, or 7 (1d10 + 2) slashing damage when used with two
hands.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Reactions
Riposte. When a creature that Sheriff Hame can see misses him with a melee
attack, he can use his reaction to make a melee weapon attack against that
creature. On a hit, the target takes an extra 4 damage from the weapon.

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The Orcs of Wellbury 1
Dwarf Guards
Medium Humanoid (dwarf), lawful good
Armor Class 16 (Scale Mail, Shield)
Hit Points 13 (2d8 + 4)
Speed 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Skills Perception +3
Senses Darkvision 60ft., Passive Perception 13
Languages Common, Dwarvish
Challenge 1 (200 XP)
Dwarven Resilience. The guard has advantage on saving throws against
poison.
Actions
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8
+ 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Breld Stonehold
Medium Humanoid (dwarf), lawful good
Armor Class 17 (Chain Mail +1)
Hit Points 58 (9d8 + 18)
Speed 25 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Skills Athletics +5, Perception +2
Senses Darkvision 60ft., Passive Perception 13
Languages Common, Dwarvish, Halfling, Gnome, Goblin, Orc
Challenge 3 (700 XP)
Dwarven Resilience. The guard has advantage on saving throws against
poison.
Equipment. Breld has a Greater Potion of Healing with him.
Actions
Multiattack. Breld makes two Warhammer attacks
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) slashing damage if used with
two hands.

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The Orcs of Wellbury 1
Giant Boar
Large beast, unaligned
Armor Class 12 (Natural Armor)
Hit Points 42 (5d10 + 13)
Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
Senses Passive Perception 8
Languages -
Challenge 2 (450 XP)
Charge. If the boar moves at least 20 feet straight toward a target and then
hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage
or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
slashing damage.

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The Orcs of Wellbury 1
Brown Bear
Large beast, unaligned
Armor Class 11 (Natural Armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Skills Perception +3
Senses Passive Perception 13
Languages -
Challenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely
on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its
claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 +
4) slashing damage.

Artel/Paln/Andolph/Sanda
Medium humanoid (Human),NE/NG/CG/LN
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 12 (+1) 11 (+0) 12 (+1)
Senses Passive Perception 10
Languages Common
Challenge 0 (0 XP) Unarmed, or 1/8 (25 XP) Armed
Actions
Fist.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning
damage.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
piercing damage, or 6 (1d8 + 1) piercing damage if used with two hands.

Orc
Medium Humanoid (orc), chaotic evil
Armor Class 13 (Hide Armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+2)
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a
hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12
+ 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120
ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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The Orcs of Wellbury 1
Orog
Medium Humanoid (orc), chaotic evil
Armor Class 18 (Plate)
Hit Points 42 (5d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+2)
Skills Intimidation +5, Survival +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a
hostile creature that it can see.
Actions
Multiattack. The orog makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
(1d12 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120
ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Orc Eye of Gruumsh


Medium Humanoid (orc), chaotic evil
Armor Class 16 (Ring Mail, Shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+2)
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a
hostile creature that it can see.
Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it hits with a
weapon attack (included in the attack).
Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric
spells prepared:
Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)
Actions
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3)
piercing damage if used with two hands to make a melee attack.

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The Orcs of Wellbury 1

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