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Against the Orcs 1


Kill the head and the body will die.
- Military axiom
doing so, they will obtain evidence pointing to the
Mercur trade coster as the ones behind the orc
uprising.
Against the Orcs is a multi-session adventure for a
party of four to five 6th level player characters (PCs).
The scenario is set in a generic setting, in the
mountainous area around a dwarven stronghold. The
The scenario can be set in any mountain range that
scenario is easily transplantable into most other
contains a dwarven citadel. Alternately, the DM can
settings, including the Forgotten Realms, where one of
substitute the dwarven stronghold for some other
the dwarven citadels of the Sword Coast Region can be
settlement or fortress in the mountains.
used.
The scenario assumes it is spring. If it is winter, then
This adventure is the fourth and final of a series of
there will be snow on the ground.
adventures called The Uprising Saga that detail an orc
uprising in the mountains in and around the dwarven
stronghold that has resulted from the machinations of
a merchant coster.
The trading coster Mercur is one of the major players
The other adventures in this saga include:
of trade in the region. They have come up with a
scheme that will allow them to corner the market iron
The Horns of War
ore and give them a preeminent position in the
Strike Back
marketplace for years to come.
Let it Be

Nevertheless, the adventure can be run as a stand- Mercur’s Scheme


alone adventure. For several years, Mercur has been secretly acquiring
large stocks of iron and other dwarven resources, such
Where a creature or NPC is mentioned in bold-faced as ores, precious metals, and gems, from the dwarves
type, its statistics can be found either in the Monster of the nearby strongholds of Nirzumbil and Hegzeril.
Manual or in Appendix B of this adventure. These have all been purchased at normal prices and
stored slowly, through both Mercur agents and by
Throughout the adventure, descriptions of the appearance, companies indirectly controlled by the trade coster. By
personality, and motivations of important NPCs are now, Mercur has amassed a massive store of such
presented in red boxes. goods.

Dialogue is contained in italicized boxed text. During this time, agents of the coster have scouted and
treated with the orc tribes that dwell in the mountains
Location descriptions are contained in plain boxed near the dwarven strongholds. After careful
observation, they have chosen one of the most
text.
intelligent, charismatic, and promising chieftains,
named Garizmul Throatslasher, and groomed him to
become a war leader. With aid of magic, weapons,
armour, training, and copious bribery, Garizmul has
The PCs must aid a copper dragon, who is also fighting been able to unite the disparate orc tribes of the region
the orcs, against a red dragon the orcs have recruited and has whipped them into a frenzy.
to slay him. Afterwards, the PCs journey to the sacred
lair of the Stonewych, a powerful stone giant oracle. Once an orc horde has been gathered, Garizmul is
under instructions to assault the two dwarven
There, after rescuing her progeny held hostage by the strongholds. This assault is not designed to take over
orcs, the PCs gain access to the lair of the orc warlord the strongholds (Mercur does not believe the orcs are
and must defeat him and his elite guardians. Upon

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strong enough to accomplish this), but rather to set the
stage for the blockade that follows. Overall, Mercur stands much to gain from this venture.
The risks are twofold:
After the direct assaults on the dwarven strongholds
fail, Garizmul will be under orders to besiege the  If it became known that Mercur were behind the
dwarves and cut off all trade between the dwarves and uprising, it could be disastrous for the coster. This
the lowland towns and cities. scheme is entirely outside the normal unwritten
but recognized rules by which the trade costers
When the trade blockade does into effect, the price of compete with one another. It would anger the
iron, metals, and gems rises and, more importantly, dwarves immensely and possibly prompt military
becomes scarce. Mercur then becomes the only coster action against Mercur by the cities or nations
with these goods available as the reserves of the other affected and Mercur’s charters would be revoked.
costers and merchant groups dry up.
 If the orcish blockade ends too soon, then Mercur
Mercur then goes about negotiating long-term will not have had time to negotiate enough long-
exclusive contracts with desperate mongers of iron term contracts to make this scheme worthwhile.
and other metals as well as jewelers. These contracts
bind the users to purchase their metals and gems only Obviously, the first risk is the most worrisome for
from Mercur, at prices that are actually comparable to Mercur.
the price of these goods before the blockade. This
reasonable price being charged by Mercur serves as an What Has Gone Before
enticement to buyers to enter into these contracts so
In the first scenario, The Horns of War, the PCs
as to avoid the crushingly high prices being offered by
travelled to Nirzumbil for reasons of their own and
others.
were caught in the marketplace of the stronghold
(which is located outside of its fortified gates) during
Mercur knows that the blockade will eventually end,
the initial orcish assault. The PCs, along with other
for the contentious orcs cannot stay together as a
non-dwarves caught in the area, fought off a force of
cohesive force for too long, and eventually the armies
several hundred orcs, with the aid of some dwarven
of the larger civilized nations will become involved as
reserves sent up from the mines below to assist.
the metal shortage begins to affect their tax revenues
and the supply of iron for their armies. When it does
In the second scenario, Strike Back, the PCs were
end, Mercur will end up with exclusive rights to supply
tasked with stopping an orcish emissary from making
metal and gems to most of the users in the region.
his rounds amongst the orc tribes mustered to harry
the dwarves.
Of course, such exclusive contracts can be reneged, but
that is why Mercur set these contracts at the pre-
In the third scenario, Let it Be, the PCs encountered
blockade prices, so that a given buyer of goods, faced
orcs in a previously abandoned mine who had
with equal prices from Mercur or another coster, will
unleashed a coven of cloakers out from the Underdark.
choose to honour his contract with Mercur. Since there
The PCs intervened and either slew the orcs or the
would be no real difference in the price of the goods,
cloakers or, possibly both.
he would not be inclined to break the contract and face
the reprisals, both civil and otherwise, for breaking a
deal. The Current Situation
The orc uprising against the dwarves has been
Mercur, of course, benefits greatly from having a lion’s atypical, to say the least. First, the uprising was
share of the metals and gem market in the region. This unprovoked, not that orcs need much provocation to
will create a huge windfall for them and give them attack dwarves. Second, it involved orcs from many
leverage and status to better negotiate deals for other disparate and widely dispersed tribes coming together
goods. But the fact that they did not take advantage of and operating in a quasi-coordinated fashion. Third,
the crisis by selling their reserves at inflated prices the uprising has remained intact despite a lack of
allows them to portray themselves as generous heroes victory in any of the battles against the dwarves and
willing to avoid profiteering for the good of all parties despite a blockade situation that requires vigilance
concerned! and patience, not hallmarks of orcish temperament.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 3
While orc war leaders have risen up from time to time While it is likely that these explanations will not satisfy
to unite tribes, never before have so many orcs come the PCs, they have no proof of their suspicions, and
together and never have they managed to remain neither does anyone else…yet.
cohesive for so long or evidence the kind of discipline
these have. Clearly, their leader, Garizmul At the start of this adventure, the PCs will receive two
Throatslasher, must be an very exceptional individual sendings from Thelikuk, the dwarven priestess from
or, more disconcertingly to the dwarves, there may be Nirzumbil whom they had met previously. The
a power behind the war leader. sendings are as follows:

The dwarves have determined that they cannot defeat We ask your aid again. Orc blockade too strong to break by
the orcs militarily. There are too many of them and force. Leader, Garizmul Throatslasher, must be killed. We
they are too widespread to allow a dwarven force to beseech you. More next sending.
wipe them all out before the orcs rallied and defeated
the dwarves in detail. Normally, dwarves could count And
on winning a few battles against an orc force and those
losses would cause the remaining orcs to flee back to Undertake this for good of us and trade with lowlands. Do not
their holes in the mountains. But the dwarves believe attempt to come to Nirzumbil, orcs too strong, marketplace
that the leadership of these orcs is too strong and too abandoned. Please help. Reward.
motivated for this to happen.
The PCs can respond to the second sending in 25
Therefore, the dwarves have determined that the only words or less. If the PCs respond with questions or
way to lift the blockade and end the uprising is to slay such that more conversation is needed, Thelikuk can
the leader of the orcs. And for this, they turn to the cast two sendings per day. Other dwarven priests can
PCs… cast the spell, but they are busy using their magic to
fight the orcs.
The Player Characters
If the PCs want to know what rewards they will
It is assumed that, since events of Let it Be, the PCs
receive, refer to the end of the adventure for details.
have been left to their own devises; perhaps they have
adventured for a time in the human-dominated
Thelikuk knows nothing about where Garizmul might
lowlands, or perhaps they have been continuing to
be headquartered. That will be one of the first things
oppose the orcs in the dwarf-held mountains.
the PCs will have to find out.
During the interval between Let it Be and now, the PCs
What the PCs can accomplish in this adventure is to
may have noticed, especially if they spent time in the
break the orc blockade prematurely, before it is
lowlands, that the Mercur trade coster has had no
broken naturally (likely by the human kingdoms of the
trouble signing iron ore contracts and signing long
lowlands mustering and marching an army into the
term deals with buyers. Should the PCs investigate, it
mountains to restore trade). Given the desire of
will be apparent that Mercur is not price gouging in
Mercur to maintain the blockade for at least another
any way, but somehow they have access to good
year or more, breaking the blockade will have a
quality iron ore where the other trade costers are high
profound effect on the fortunes of Mercur. In addition,
and dry.
if the PCs can find evidence of Mercur’s role behind the
uprising, they can ensure the Mercur coster is
Clearly, suspicion will begin to fall upon Mercur. But if
punished severely by the various kingdoms affected.
the PCs investigate further and inquire, Mercur traders
and agents will simply say that Mercur has simply dug
into its reserves, which it prudently built up in case of
lean times, and is offering them to those who need
their wares at normal prices. In short, the Mercurians
The journey from wherever the PCs are to Hammon’s
will portray their actions as almost charitable! After
Creche, the last human settlement before reaching
all, they will repeatedly stress, they could be charging
Nirzumbil, can be as eventful or uneventful as the DM
triple or more for their wares, but they are not. Instead
they continue to charge the pre-uprising prices.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 4
likes. There will be no orc encounters on the way to PCs ask around, allow a DC 10 Charisma (Persuasion)
the Creche. check to learn each of these below:

If the PCs are already in the mountains when they  An army from the kingdoms of the lowlands will
receive the sending, then the DM can ignore the parts come any day now and smash them orcs! (False)
of this adventure dealing with travel to the area.
 Been fewer goblins in the region since the orcs come.
If the PCs ask about the road ahead or for rumours That’s a silver lining at least. I guess them orcs have
before reaching Hammon’s Creche, they can learn the chased ‘em all away into their hidey holes. (True)
following:
 Been some strange folk passing through of late. I
 A ranger will say that rumours from the kobolds he seen a man in a cloak pass nearby headin’ up into the
hunts say that a dragon seems to be active in the mountains, and his cloak changed colours to match
mountains near Nirzumbil. The ranger doesn’t know his surroundings! (True)
if the dragon is hostile to or friendly with the orcs
 After the orcs have starved out them dwarves, they’ll
 No one has heard of any caravan making it through be turning round and heading for us! (False)
the blockade around Nirzumbil or the other
dwarven stronghold, Hegzeril, in months.  The leader of the orcs is a bloke named Garizmul
Throatslasher. (True)
 The more knowledgeable of those questioned think
it likely that a small group of capable folk could run  I hear there’s a dragon up there helping the orcs!
the blockade, especially if they stay off the road and (False)
use the more rugged and inaccessible paths.
 I hear there’s a dragon up there killing the orcs!
If the PCs took part in Strike Back, then they should (True)
have the map they received from the dwarf scout. If
not, then the DM should have the PCs meet a dwarf  The orcs stole a sacred axe from the barbarian ruins
scout stuck in Hammon’s Creche who offers to sell the near here, and that’s what stirred up the local spirits
map to the PCs. Refer to the Player’s Map at the end of of the ruins. (False*)
the adventure.
 Been strange things in the ruins since the orcs been
Hammon’s Creche uppity. (True*)
Hammon’s Creche is the last settlement of any size
before entering the mountains and land unclaimed by  Some barbarians been helping the orcs against the
the lowland kingdoms. dwarves, since them dwarves sometimes offer a
bounty on barbarian scalps. (False)
The village is somewhat prosperous and not at all
short of supplies, as the orcs rarely come down far  Some merchants are going to try to force the
enough to bother the inhabitants. But, the village is blockade. It is said they are coming in armoured
suffering from the lack of revenues and livelihoods wagons pulled by griffons. (False)
provided by caravans passing through to and from
Nirzumbil. The four village inns are fairly empty, and  Hegzeril is going to be attacked directly, and once it
the marketplace is pathetic and ill attended. falls, the orcs from that blockade will join the orcs at
Nirzumbil and they will assault the place. That’s
The PCs will be welcome in the village, their coin what they are waiting for. (False)
eagerly south at taverns and inns, and the innkeepers
and tavern staff will fall over themselves to These rumours are actually based potentially on the
accommodate the PCs and gain their coins. actions of the PCs during the adventure The Horns of
War.
Rumours are rampant in the Creche, due to their
frontier location and proximity to the mountains. If the

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aggressive or challenge the PCs in any way. They have
been included to provide flavour, to allow druids to
use their spells and abilities (e.g. speak with animals),
This adventure takes place in the lands surrounding and to present a potential danger to familiars that are
the dwarven stronghold of Nirzumbil. Refer to the sent alone to scout.
Regional Map at the end of this adventure.
Roll Forest Day Forest Night
The areas to the south and west of Nirzumbil were
2 Owlbear Owlbear
detailed previously in Strike Back. The area just north
of Nirzumbil have been detailed in A Taste of Honey 3 Kobold Werewolf
and The Tower of Tharikthiril. It is unlikely that the PCs 4 Snake Spider
will visit most of these locations during this adventure, 5 Vermin Vermin
but if they do, the DM should consult with these 6 Weasel Wolf
adventures for details regarding the various sites on 7 Deer Bat
the map and possible additional encounters for the DM
8 Spider Goblin
to utilize.
9 Boar Owl
The PCs will travel at a rate of 16 miles per day along 10 Orc Orc
the roadway in the mountains, or 12 miles per day if 11 Bear Kobold
they go off road. If climbing a mountain or in very 12 Ettercap Ettercap
rugged terrain, then travel will be reduced to 6 miles
per day. If the PCs are travelling in winter, then these
rates should be cut in half. Roll Heights Day Heights Night
2 Aarakocra Displacer Beast
Wandering Encounters 3 Stone Giant Dwarf
For random encounters in the region depicted by the 4 Lion Orc
Regional Map, consult the tables below. Check once
5 Eagle Vermin
every hour for encounters when the PCs are moving.
Roll a d 20 and on an 18+ and encounter is indicated. If 6 Hawk Wolf
an encounter is indicated, immediately reroll to check 7 Deer Bat
for a second encounter. Keep rerolling until an 8 Snake Snake
encounter is not indicated. If multiple encounters are 9 Orc Snake
indicated, the DM can combine them into a single 10 Dwarf Stone Giant
encounter or can separate then by up to 45 minutes or
11 Krenshar Krenshar
so, depending upon how many encounters are
indicated. 12 Peryton Ogre

When the PCs are stationary, make a check every four


Roll Valleys Day Valleys Night
hours. However, if the PCs have a campfire and are
making no reasonable attempt to conceal it, check 2 Hill Giant Senmurv
every hour instead. 3 Displacer Beast Dwarf
4 Ogre Death Dog
The encounter tables are categorized by terrain type 5 Bear Vermin
and divided into daytime and nighttime encounters. 6 Hawk Wolf
Roll 2d6 to determine the appropriate encounter.
7 Deer Bat
Wandering creatures do not have statistic blocks 8 Badger Goblin
presented in this scenario (unless unique to this 9 Orc Orc
adventure). Refer to the Monster Manual statistics not 10 Dwarf Troglodyte
presented herein. 11 Hippogriff Werebear
12 Owlbear Owlbear
Note that normal animals are included in the
encounter chart even if they are not likely to be

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 6
Aarakocra. These normally shy humanoids are a bit Bear. An encounter will be with a black bear 75% of
astir at the recent orc activity in the mountains. As the time or a brown bear otherwise. These will have
such, always worried about their own safety, they are 1d4 cubs in tow 25% of the time (cubs are
monitoring extraordinary travelers in these parts. noncombatants). Black bears will only attack if
startled, harassed, or their cubs are approached.
A first encounter with these will involve a single scout Brown bears are very aggressive and are 50% likely to
circling the PCs from high above before flying back to attack unprovoked.
its lair. Thereafter, some hours later, a group of 1d4+2
aarakocra will observe the PCs for a time and, Boar. Encounters will be with a1d4 boars 85% of the
assuming the PCs do not appear hostile, finally land to time, or 1d2 giant boars otherwise. If a single normal
make contact with them. The birdmen will greet the boar is encountered, there is a 25% chance it is a sow
PCs in halting Common and ask them why they travel with 1d6 piglets nearby.
through the wilderland. They have seen many orcs in
the area and are familiar with all of the orc camps and Normal boars are bad tempered and will likely charge
villages listed on the map. The aarakocra do not know anyone approaching within 80 ft. Dire boards are
where Garizmul’s lair is nor of the existence of the extremely aggressive and likely to attack anyone
Stonewych, though if questioned closely, they can within 120 ft.
point to a strong orc presence high up Mount Gur-Am-
Hiri. The aarakocra can tell the PCs that stone giants Death Dog. These evil beasts roam the hills in the area.
have stopped coming to worship at The Targ, a site An encounter will be with 1d6 death dogs. They will
that customarily saw occasional religious rites by the attack with cunning, often preceded by their strange
stone giants. double bark.

Further encounters with the aarakocra will depend Deer. These are 1d3 indigenous mountain deer 50%
upon the outcome of the first encounter. of the time, or 1d20 elks otherwise. These creatures
can be hunted for food. Deer are shy and non-
The aarakocra have a tribe consisting of sixty birdmen aggressive, but elk are rutting in the springtime and
in their aeries atop the peak of Mount Barazburil. can be aggressive if approached or bothered.
There are an additional ten young and six eggs in the
aeries. The DM should assume that there are several Displacer Beast. These are some of the most fearsome
priests (Cleric 5) amongst the aarakocra. hunters of the region, though, thankfully, rare due to
the orcs and dwarves who drive them off.
Note: If the PCs have met and befriended the aarakocra Nevertheless, the recent battles and orc activity have
in the adventure Above and Below, then these will lured a few of these creatures to the area, seeking easy
recognize the PCs and react accordingly. pickings.

Bats. Assume that an encounter will be with 1d4 x 10 1d2 displacer beasts will be encountered. These are
normal bats 75% of the time, or with 1d8 giant bats aggressive and fearless hunters, though they are
otherwise. intelligent enough to come up with clever tactics.

Bats of normal size are not a danger to most creatures, Dwarf. Dwarves encountered with either be a
except to tiny familiars. Giant bats, however, will often warparty patrolling the area and hunting for orcs or
attack Small humanoids and beasts of burden. other evil creatures 50% of the time, otherwise, they
will be wanderer/prospector teams out in the
Badger. An encounter will be with a single badger wilderness on business and willing to brave the orcs.
80% of the time, or a giant badger otherwise.
Warparties will question the PCs and ask if they have
These crusty animals are very territorial, though, of seen any recent orc activity. Wanderers and
course, a normal sized badger is not likely to threaten prospectors will likely try to avoid the PCs and will be
PCs. On the other hand, a giant badger is likely to wary of them and brusque if spoken to.
attack PCs who approach it too closely or who catch it
by surprise.

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Warparties include 1d10+10 dwarf guards (see mischief. A hill giant wil usually begin attacks by
Appendix B). throwing rocks.

Wanderers and prospectors will consist of 1d4 dwarf Hippogriff. Encounter will be with 1d2 hippogriffs. If
commoners. two are encountered, it will be a mated pair, likely
with young nearby. In this case, the hippogriffs will
Eagle. These will be 1d2 normal eagles 85% of the attempts to drive intruders from their territory by
time or 1d2 giant eagles otherwise. displays of aggression, only attacking if they are
attacked or their nests are approached.
Normal eagles will generally be seen high in the air or
swooping down to get at rodents or other small prey. Kobold. Kobolds, even more than goblins, are fearful
Giant eagles will also often be seen high aloft, raiders, for they are always in danger of being abused
especially as one nears the peak of Mount Haranzinil. by goblins and dwarves, and now they have the added
They might, if they can, take a mule that is untended menace of orc tribes to deal with. Nevertheless, these
and appears abandoned, but are generally kindly consummate thieves and pests still ply the scrub and
creatures if not threatened and will not attack the PCs valleys of the mountains at night, seeking weak-
directly. They enjoy harassing orcs, ogres, and goblins. seeming prey and scavenging opportunities.

Ettercap. These fell creatures haunt some of the An encounter will be with 3d4 kobolds. If 10 or more
forested regions of the area. They are sneaky and are encountered, they will be led by a kobold adept
aggressive. 1d2 ettercaps will be encountered, and (see Appendix B).
there is a 50% chance they will be accompanied by
1d3+1 giant spiders. Additionally, if a group of 6 or more kobolds is
encountered, allow a 25% chance that they are
Goblin. Goblins lair in these mountains, eternal accompanied by a giant weasel companion.
enemies of the dwarves. They are hardly strong
enough to fight the dwarves en masse, and with the Krenshar. These creatures hunt in packs, using their
coming of the orcs into the area, the goblins have Scare action to keep opponents at bay and then
retreated into their holes in order to avoid being choosing one to gang up on.
enslaved by the orcs, drafted into the orc armies, or,
worst of all, being inducted into the orcish larders. An encounter will be with 1d10 krenshars (see
Appendix B).
Nevertheless, they do still raid, attacking weak-
seeming dwarven groups or other such creatures, as Lion. Encounters will be with 1d3 panthers
well as to hunt and gather supplies. Such raids usually (mountain lions). These creatures tend to avoid
occur at night and will involve 1d20 goblins. If 10 or contact with humanoids, unless they seem helpless or
more goblins are encountered, they will be led by a are travelling along. They will stalk and hunt other
goblin boss. animals.

Hawk. These will usually be a normal hawk seen Ogre. These brutes are partially native to the region
flying high above 90% of the time, otherwise the and partially in league with the orc tribes.
encounter will be with 3d4 blood hawks. Hawks are
only a danger to rodents or similar tiny familiars. And encounter will be with 1d3 ogres.
Blood hawks are quite aggressive and will often attack
one or two creature at a time. Orc. Only a few orc tribes are native to the region, even
as far as extended hunting ranges go. The remainder
Hill Giant. These brutes are true menaces of the have recently entered the region to attack the trade
region. The dwarves drove most of them deep into the between Nirzumbil and the lowlands.
mountains, but the orcs have recruited some as shock
troops and the remainder have returned to see what No orc encountered knows much about why they are
the pickings are like. Encounters will be with a single uniting or attacking Nirzumbil. They will likely spout
marauding hill giant who is aiming for food, sport, and the platitudes and clichés fed to them by their clergy:

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 8
We’re gonna finally get them dwarves for all of the defense of both the dwarves of Nirzumbil (although
things they’ve done to orcs in the past! the dwarves are unaware of this aid) and the other
good inhabitants of the region. Active at night, they
We are attacking the dwarves because they are have taken to swooping down on orc encampments
sniveling cowards who don’t deserve the riches they and causing havoc before fleeing as the orcs mount a
have hidden away. resistance.

If the PCs are on the move, an encounter will be with a The senmurv will likely observe the PCs for a time and
gang 25% of the time, a squad 50% of the time, or an then close in to parley with good-seeming persons.
encampment 25% of the time. If the PCs are stationary
(e.g. camped or resting), the encounter will be with a Snake. Snakes are endemic to the region, especially as
gang 50% of the time or a squad otherwise. Nirzumbil becomes more distant. All snakes
encountered will be solitary.
Orc gangs represent hunters or other small groups out
on a mundane task or out for pleasure and consist of In the forests, snakes encountered will be constrictors
2d4 orcs. 25% of the time, or vipers otherwise. In other areas,
snakes will be exclusively poisonous snakes.
Orc squads represent organized parties, usually
heading to a raid. These number 1d10+10 orcs and Constrictors will be a normal constrictor snake 85%
will be led by an orog half the time or an ogrillon (half of the time or a giant constrictor snake otherwise.
ogre) otherwise.
Vipers will be a normal poisonous snake 60% of the
Orc encampments are temporary affairs and involve time or a giant poisonous snake otherwise.
1d8+2 x10 (30-100) orcs. These will be led by an orc
war chief and an orc eye of Gruumsh. These Normal snakes tend to only hunt prey smaller than
encampments will often have treasure from caravan they, and constrictor snakes will not even hunt
raids. The DM should design these encampments and Medium creatures usually. Giant poisonous snakes are
treasure as necessary, though it is unlikely the PCs will usually a danger only to Small creatures or if startled,
wish to attack such a large number of orcs. but giant constrictors are quite aggressive and will
hunt most anything.
Owl. Encounters will be with a normal owl 85% of the
time or a giant owl otherwise. Spider. These vermin haunt the forests of the region.
While spiders can be encountered under the Vermin
Encounters with a normal owl will only pose a threat entry, they are also represented by this entry.
to small animals and familiars. Giant owls are
intelligent and they are nervous about the orc An encounter will be with 1d4+1 giant spiders.
incursion and have already had some scrapes with the
orcs coming too near their nests. Stone Giant. This encounter will be with 1d3 stone
giants. These giants are peaceful unless bothered.
Owlbear. An encounter will be with 1d2 owlbears, When encountered during the night, they will often be
with two being a mated pair. They are very aggressive, throwing rocks at one another, and an errant rock
and even more riled up because of the recent orc might head the PCs’ way.
activity, which has scared away or consumed must of
the game native to the region. Stone giants will react warily to strangers, preferring
to be left alone. If threatened or treated badly, they will
Peryton. This will be a single peryton, on the hunt for attack remorselessly.
the perfect heart to consume. The shadow cast by any
peryton encountered in this region will be either an If the stone giants are questioned, they will admit they
orc or a dwarf (reflecting its last meal), dislike the presence of the orcs, but that there is
nothing they can do about it. Under no circumstances
Senmurv. 1d6 senmurv (see appendix B) will be will any stone giant agree to act against the orcs, and a
encountered. These strange creatures of good are DC 15 Wisdom (Insight) check by the PCs will reveal
active in the area, trying to attack the orc raiders in

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 9
that there is something the stone giants are not telling Wolf. Several types of wolves roam these mountains.
the PCs. Roll a d6 and consult the list below:

These stone giants are under order by the Stonewych 1-3 = 1d12 wolves
to refrain from opposing the orcs. 4-5 = 1d6 worgs
6 = 1d2 dire wolves
If asked about The Targ, the stone giants will say that
they used to worship at that holy place, but now there Normal wolves are not usually aggressive against
are too many ogres and hill giants profaning it, so they normal humanoids unless they come upon a lone
do not go there any longer. individual or wounded foe or are very hungry. They
will be potentially dangerous to animals, familiars, or
Troglodyte. These evil creatures emerge from their beasts of burden.
caves to raid dwarves and orcs alike. They are not
usually common on the surface, but the recent orc Worgs and dire wolves are very aggressive predators,
activity has stirred them up and they have a lair deep and the former relish attacking sentient beings. Worgs
within some caves just to the south of this region. will always attack unless they are extremely
outnumbered. Dire wolves will attack half of the time.
Those encountered will be a raiding band of 3d4
troglodytes seeking captives to bring back to their
lairs to sacrifice and eat. Any band will also have 1d2
giant lizards as “hounds” 25% of the time.
As the PCs head out from Hammon’s Creche, there will
Troglodytes generally are active only at night. be nothing unusual for several miles. However, as the
roadway winds up into the mountains, a few outlying
Vermin. This is a catch-all for various giant insects that homesteads will be seen to be abandoned or burned
roam the area. down.

Roll 1d4 and consult the list below: Here and there, on or just off the roadway, can be seen
the debris of sacked caravans: a bone or two, some
1 = 1d6 giant centipedes charred wood, pieces of weapons and armour, broken
2 = 1d4 giant scorpions arrows shafts, etc. It is clear that a great many
3 = 1d12 giant fire beetles caravans tried to run the blockade, and a great many of
4 = 1d4 giant spiders those were destroyed or turned back.

Weasel. Encounters will be with 1 weasel 80% of the Still, the 160 mile journey from Hammon’s Creche to
time or a giant weasel otherwise. The former will the Nirzumbil area will be quite placid at first. The PCs
hunt rodents and other tiny creatures. Giant weasels will travel at a rate of 16 miles per day along the
are opportunistic hunters, but unlikely to attack a roadway in the mountains, or 12 miles per day if they
group of PCs. go off road. If the PCs are travelling in winter, then
these rates should be cut in half.
Werebear. An encounter will be with a single
werebear, likely in bear form. Being a goodly creature, After about 100 miles of travel, the PCs will begin to
the bear is on the hunt for orcs to slay, and it is likely see orcish tokens and orc signs all around. These will
to regard the PCs with interest and tail them for a time include many orc footprints, a lot of wanton hacking of
to make sure they are not allied to the orcs. Should the plant life, orcish graffiti scrawled on rocks in blood or
PCs be attacked by orcs during this time, the werebear chalk, dwarf and human heads stuck on poles, piles of
will lend a paw to the fray. skulls, et al.

Werewolf. Several werewolves plague this area. An This would be a good time for the PCs to leave the
encounter will be with 1d2 werewolves, usually in road.
wolf form. They are aggressive hunters who have the
blood lust about them.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 10
Off Road before Orc Signs that time, the mewling will stop, and the orcs will set
Should the PCs eschew the road entirely between to tearing the cub apart to feast upon it.
Hammon’s Creche and the 100 mile point where orc
sign becomes prevalent, the DM should adjust travel Another 30 seconds later, a great below will be heard
times accordingly and present a couple of encounters as the enraged mother bear (see Appendix B) bursts
to reflect the PCs’ wilderness travel. Two such off road into the clearing. It will take her a mere three rounds
encounters are presented here: to kill three of the orcs. The other six orcs flee, right
towards the PCs, with the mother bear hot in pursuit.
Wolves:
It has been a tough winter for the wolves of the region. Assuming the PCs do not have the means of travel to
Winter is always a difficult time anyways, but the reach the orcs before this happens, if they have
masses of orcs in the region have used up or chased off travelled towards the sounds they hear, the PCs will
much of the scarce winter game, forcing the wolves to first encounter the orcs fleeing towards them. The orcs
hunt farther afield and to become desperate. will have absolutely no interest in interacting with the
PCs, and it will be clear from their actions (looking
This particular pack has cubs to feed and they are fearfully over their shoulders, shouting “run away!” in
hungry enough to attack anything…or at least give it a Orcish) that they are running from something.
go.
The mother bear will arrive 1d4 rounds later. Even if
As such, these will stalk the PCs for a time, gathering the orcs are slain or outrun, the mother bear will have
up their numbers before attacking, Since they are caught wind of the PCs’ scent and, still enraged, will
seeking a meal, when they do attack, the twelve come after them (after dispatching the orcs in short
wolves, which are led by a dire wolf, will swarm over order).
a beast of burden if one is present, preferably an
unridden one, but otherwise they will attack a mount. Unless the PCs can tirelessly outdistance the mother
If no beasts are present, then the wolves will try to bear, they are in for a fight, as she will attack until
swarm and take down a PC. killed or disabled or for at least another 3-4 hours until
her rage subsides.
These wolves are canny pack hunters, and will likely
send a few of their number far around to the front of On the Road after Orc Signs
the PCs to show themselves and make quick runs at If the PCs elect to stay on the road after they begin to
the PCs in order to distract them from the main attack see orc signs, they will encounter an orc warparty
from the rear. engaged in blockading the roadway. This will be a
strong warparty, as the road is the natural path into
The wolves’ strategy is to bring down one meal and and out of the region, and the blockade is meant to be
then drive away the rest of the PCs, so that they can effective against even well-armed caravans.
feast in leisure and bring food back to their cubs.
The warparty includes twenty four orcs, along with
Enraged Brown Bear: four orogs and an ogre. This group is led by an orc
The PCs will, at first, hear sounds of a mewling yelp eye of Gruumsh.
followed by the harsh sounds of laughter. The former
is made by a brown bear cub, the latter by some far- The ogre wears an amulet of grisly aid (see Appendix
ranging orcs. The orcs have had to come further down A), which it activate at the first opportunity.
the mountains to hunt, having depleted much of the
game in the area where they are encamped. As a result, These orcs are spoiling for a good scrape, as no
this group of nine orcs has come upon a brown bear caravans have passed this way in some times, and they
cub that has become separated from its mother. The are a bit cocky and over-eager. Half of the orcs will
vicious instincts of the orcs has taken over, and they hang back and throw javelins at spellcasters and
are now tormenting the poor beast. mounts, while the rest of the troop will simply wade
into combat, howling gleefully and thanking Gruumsh
The orcs will torment the cub for about a minute. This for the fine sport at hand.
is not enough time for the PCs to make it to the site,
unless they have some very fast means of travel. After

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 11
If the orcs are badly pressed, they will flee the field, However, the PCs can hear sounds of orcish revelry
but not until the ogre, the orc eye of Gruumsh, and the and activity from quite a distance, and if they exhibit
orogs have fallen. even a modicum of caution, they can successfully
sneak up upon two orc sentries. The sentries have
If the PCs flee the orcs, they will give chase for only a ivory horns to sound to warn the camp if they see
short time before the orogs and eye of Gruumsh force danger.
them to return to blockading the roadway.
These sentries will be having a conversation in Orc.
The strength of this encounter should hopefully send a Even if the listeners amongst the PCs cannot speak Orc,
message to the PCs, letting them know that the orc they will be able to make out one word over and over
blockade is strong and is not going to be again: simagul, the word for “dragon”. They seem to be
singlehandedly broken by the PCs. talking about a ferrosh simagul, which is a copper
dragon, and an udon simagul, which is a red dragon.
If the PCs still intend to travel along the roadway, then
the DM should have them encounter more and more If the listeners can understand Orc, they can glean a lot
groups of orcs, some of them lesser in power than this more from the conversation:
warparty but some of greater power.
ORC 1: You hear about any more dragon sightings?
Eventually, if the PCs keep heading up the roadway,
word will get out amongst the orcs and an ORC 2: Nah! And that’s just right by me. Yeah, I been
overwhelming force of several hundred orcs, will achin’ for a bit o’ action and some dwarf flesh, but I ain’t
march down the roadway looking for the PCs to keep in this ta fight me no dragons.
them from reaching Nirzumbil. In the end, the PCs will
either leave the road or be overwhelmed. ORC 1: I hear tell this dragon been fixing on Merrosht’s
boys, meltin’ ‘em with his breath and such. Them copper
Should the PCs attempt to reach Nirzumbil, the DM dragons ain’t nothing ta fool with if ya ask me.
should present a siege of hundreds of orcs
surrounding the dwarven stronghold. The exterior ORC 2: I didn’t ask ya, but yer true anyways. I hear in
walled marketplace has been overrun by orcs, but the fact dem copper dragons has two breaths, but I don’t
massive doors to the underground portion are intact, know what the other one is.
albeit battered.
ORC 1: Ya mean they got two heads?
The dwarves will not open the doors for the PCs under
any circumstance whatsoever. Should the PCs ORC 2: Did I say two heads, idiot? I says two
somehow make it into Nirzumbil after all, a perplexed breaths…outta one head. Copper dragon’s choice what
Thelikuk will greet them, reiterate her request, and ta breathe on ya…how to go about fixin’ ya as it were.
send them out again to find and slay Garizmul
Throatslasher. ORC 1: One breath is more’n enough says I!

Off the Road after Orc Signs ORC 2: I drinks ta that. An’ I hear something else that
If, any time after the 100 mile mark, the PCs travel off you don’t know.
road, then they can avoid a major attack by the
orcs…at least initially. Instead, the PCs will note more ORC 1: I know about it already. Hah! I know everything
and more orc signs and will finally come across an orc ya does. Um…what is it?
camp.

The Orc Camp:


The orc camp is quite large and nestled in as sheltered ORC 2: Har! Ya don’t know. But I’ll tell us anyways since
valley that gives it shade from the sun. There are well ya givin’ me some o’ yer ale. The Big Man has gotten real
over a hundred orcs here, led by an orc war chief and tired of that ole copper dragon flyin’ over the camps and
an orc eye of Gruumsh. causin’ havoc. So I hear tell he made all nicey nice to a
red dragon who lives on top o’ a mountain to the north.
They promise him all sorts o’ shinies and stuff if this red

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 12
dragon’ll come on down to our neck ‘o the woods and damage to the orcs, and he could prove an invaluable
finish that copper dragon but good. ally against the orcs. As such, the PCs should be
encouraged to find the dragon.
ORC 1: How many breaths a red dragon got?
If the PCs seem unwilling to aid the dragon, the DM can
ORC 2: One. have them come across examples of the dragon’s
effective attacks against the orcs…corpses melted by
ORC 1: One? Is that all? Seems like the red dragon’s got acid, ogres chomped in half, gouge marks through
the short end of that spear? worgs, etc. Let it be clear that this dragon is a major
factor in this part of the orc blockade.
ORC 2: Garn yer dense! Did yer mother screw a goblin?
It’s only got one breath, but it’s all fire. Really hot. And A Giant Treasure:
copper melts don’t it? Pretty easy too. Heh! A few hours after encountering the orc camp, the PCs
will run across Yargogg the hill giant. Yargogg came
ORC 1: When’s the big fight then? along with the orcs to smash dwarves and rob humans,
but he is rather surly of late due to the lack of anything
ORC 2: Not sure. I hear the red dragon is a comin’ soon to smash or eat except for orcs and goblins.
and they know that the old copper dragon is living in the
hills south o’ Mount Barakhir, which be south a bit from Yargogg’s claim to fame in the region was his ambush
dem dwarves. I think some ogres are gonna go in ta of a dwarven hero named Rikil Thrammun, whom he
stomp up a bit and help out…probably so that the Big caught sleeping. The dwarf hero had sallied forth
Man can claim some o’ the copper dragon’s treasure . specifically to do battle with the ogres and giants that
had sided with the orcs against the dwarves, for he
ORC 1: Da Big Man is a smart one for sucha badass. was an expert giant slayer. However, Yargogg can upon
him in his camp and fought the dwarf, who was not
ORC 2: I’d watch yer tongue. The Big Man don’t brook wearing armour. Even so, the hill giant got very lucky
no balktalk in his armies. He ain’t called Throatslasher and managed to slay the hero, whose skull he carries
for nothing. around with him in his bag.

After that, the two orcs will commence to lewd tales of The dwarves of Nirzumbil know the hammer carried
exploits with other orcs and will eventually drink by the hero (and now by Yargogg) by sight, and they
themselves into a snooze after an hour or two. will demand its return as an heirloom of the
stronghold. If returned voluntarily, the dwarves will
These orcs can be attacked. They will attempt to sound gladly pay half of its value initially and can be
their horns if they spot intruders, but otherwise will bargained up to its full value. They will also pay for the
flee from powerful-seeming opposition. return of the hero’s shield (though they will not
demand that be returned) and of the circlet and skull
If an alarm is sounded, the orcs in the camp will form itself (the price of the latter is negotiable).
up and at least half their number will head out to hunt
down the trouble. The eye of Gruumsh will be with Yargogg knows the hammer is magic, for it hurt him
them, though the war chief will not. severely when the dwarf hero smashed his ankle, and
even now he still walks with a slight limp and sports a
If the PCs took part in the adventure , then they may hammer-sized bruise that will likely never heal. But he
have met the copper dragon who is causing all of the is afraid to wield the hammer for fear that he will turn
trouble for the orcs. This is Magreffix, a copper dragon into a dwarf. This is an absolutely unreasonable and
wyrmling who dwells in the hills south of Mount unfounded fear, but Yargogg is not exactly bright. He
Barakhir. The copper dragon is completely unaware of wants to find a magician or shaman to fix the hammer
his impending danger, and so it is left to the PCs to so that he can wild it against other giants and become
warn the young dragon of what is to come. their ruler.

Even if the PCs have never met the copper dragon To this end, Yargogg will go out of his way not to kill
before, this is certainly a chance that should not be priests and spellcasters, instead trying to capture them
passed up. This copper dragon is causing much and coerce them into “uncursing” the hammer. Such

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 13
captured victims could use this as a way to bargain out Oh Great Vermifex, Scion of Udonfirril the Great:
of a tight spot.
I, Garizmul Throatslasher, ask you to come and aid us against
If Yargogg sees the PCs approaching, he will scramble a copper bastard of your race who even now attacks my troops
to a high spot, gather rocks around him, and rain them without reason or provocation. We orcs are unworthy to
combat even a lowly copper dragon of your kin, but we know
down on the PCs, mostly for sport. When he is out of
you, with your fiery breath and impenetrable red hide, could
rocks, if it looks like he hurt some of the PCs, he might defeat him easily. We have found this bastard's lair - he dwells
climb down and attack. in the hills south of Mount Barakhir, at the eastern end of the
ridges. An illusion covers the entrance, but we can show you
Yargogg is fond of horseflesh and may target mounts precisely where it is.
with his rocks in the hope of downing one of them and
then chasing the PCs away so that he can roast it up All that he has is, of course, yours by right of combat. As well,
and have a feast. we have taken treasure from the dwarves and we will pay you
many gold coin's worth for his death. Perhaps you will even
join us in our work against the dwarves?
In Yargogg’s sack are the following:
I am sending five messengers with this message, to make sure
 a giant slayer warhammer (while usually this type of you receive this, O great one. I ask that you allow the first
weapons is a sword or axe, this is a specially forged messenger that reaches you to return with your answer. The
hammer with the same property) laggards who arrive after the first are yours to consume or
enslave as you wish.
 a +1 shield
Signed,
 a dwarf skull with a silver circlet upon its brow (the
circlet is worth 400 gp) Garizmul Throatslasher
Commander in Chief and Warlord of the Orcish Armies against
the Dwarves.

As the PCs near the area where the dragon dwells, they
This section assumes the PCs are heading to warn the will see more and more signs of the destruction the
copper dragon of the impending attack upon him. If dragon has wrought upon the orcs. Orc bones and
the PCs did not gain this intelligence from the orc equipment, much of it melted, are here and there,
sentries in the previous section, then the DM can along with trees and bushes also subjected to the acid
simply reintroduce the sentries as a small hunting breath. Even great rocks have streaks across them,
party of eight orcs also conversing in the same fashion. gouges made by the acid line from the dragon.

If that fails, the DM can, in a pinch, have the PCs The DM can introduce another orc encounter as the
discover a dead orc with a note clutched in its hand. PCs approach Mount Barakhir, just to keep up the
The orc was slain at night by marauding troglodytes, impression that the orcs have overrun the area or to
its body pierced with slash and bite marks. The orc provide a chance for the PCs to capture and orc or
managed to escape and stagger to its present location goblins and question him about the dragon’s
before dying, The troglodytes never found the orc. whereabouts.

Even if the PCs are already heading to warn the copper This encounter will be with a foraging/hunting party
dragon, the DM can have them find the body as a bit of comprised of eight orcs and twelve goblins and
added atmosphere and to fill in some details of the should not be too tough for the PCs to overcome.
orcs’ plan.

The note is in a surprisingly graceful hand, and reads


Finding the Dragon
If the PCs overheard the conversation between the two
in Common:
orc sentries and understood what they were saying,
then they have a good idea where to start looking for
the copper dragon. Similarly, if the PCs found the note
on the orc messenger, then they have a very good idea
where to look.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 14
In return, Magreffix will offer to aid the PCs in their
Additionally, all of the orcs in the region know there is quest, for he realizes that his attacks upon the orcs,
a dragon afoot, and they know that the dragon’s though certainly damaging, are unfocused and random
attacks started over to the south of Nirzumbil, near and, overall, are mere pin pricks against the forces
Mount Barakhir. Of course, as the orcs have shied away arrayed against the dwarves. He would welcome a
from the area, the dragon has gone further and further more focused and damaging (to the orcs) direction to
afield to make his attacks. Nevertheless, capturing, his efforts.
charming, or duping an orc can lead the PCs to the
general area. If the PCs refuse to aid him, Magreffix will be sad, but
he will thank them for the information and inform the
Once in the area, dragon signs will be found more PCs that he best flee the area and will not likely return.
commonly as the PCs approach the south side of With that, he will quickly return to his lair, gather up
Mount Barakhir. Eventually, these will lead the PCs his belongings, and leave – never to return. The PCs
into the hills south of the mountain. will have lost a powerful ally in the conflicts that face
them.
Meeting Magreffix
Once the PCs enter the hill region, they will eventually On the other hand, if the PCs agree to help him, the
be spotted by Magreffix, likely as he watches in hiding dragon will lead them to his lair, requesting that they
from atop one of the crowns of the higher hills in the swear never to divulge its location to anyone. Even if
area. The dragon will observe the PCs for a time before the PCs refuse to so swear, he is desperate enough to
swooping in closer to get a look at them. Assuming the let them accompany him anyways.
PCs do not look like a band of orcs, the dragon will
cautiously approach and question the PCs. No matter what the outcome of the coming fight,
Magreffix knows his lair has been compromised and
If any of the PCs met Magreffix during Strike Back, then that he will have to find a new one. However, he needs
he will recognize the PCs after a low fly over and time to find a suitable location and to move his goods
gleefully land to meet with them. and treasure to the new location, so he still needs to
PCs’ discretion.
Magreffix (see Appendix B) has grown in the last six
months or so. Already at the older end of being a The copper dragon feels that with the PCs at his side,
wyrmling, the dragon’s constant fighting against the he can not only defend himself against the red dragon
orcs and his tendency to feed well during and after his and the ogres, but he can turn the red dragon’s
battles have allowed him to grow further along toward ambush into a counter-ambush by him and the PCs.
becoming a young copper dragon. Not quite there yet,
he has still progressed in his development since the The Dragon’s Lair
events during Strike Back, and appears large and more When the Magreffix’s mother, known to be a friend to
mature than before. the dwarves of Nirzumbil, went to fight against a great
evil to the far north, she never returned. The dwarves
Magreffix will take the news of a red dragon coming to assumed that was the end of any friendly draconic
attack him with great concern. He thinks he may know presence in the area. They were wrong, for the mother
of the dragon but will want to check to be certain. The dragon left behind a hatchling, unwilling to take the
copper will be grateful for the PCs’ warning, especially babe with her into fearsome battle, but unwilling to
if they overhead the orc sentries mention that a group ignore the call to fight against the evil that had arisen.
of ogres will be coming with the red dragon. So she wove protective spells and spells of
concealment about her lair and left the wyrmling to
He will ask the PCs what they are doing in these parts. the trust of fate and the gods.
If the PCs divulge that they are working against the
orcs, Magreffix will inform them that they share a The hatchling, Magreffix, survived and eventually ate
common cause. He will then ask the PCs to aid him in though the supply of food left by his mother. When he
defeating the approaching attack. While he believes became a wyrmling, he began to leave his lair in short
that the dragon in question is a young red dragon, he journeys to learn of the world he lived in. Certainly, the
does not believe he can handle such a foe by himself. orc uprising in the area piqued his curiousity, but he
soon learned to despise the orcs, for he saw how they

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 15
treated the animals of the area and how they threw The Living Chamber
javelins at him and how they attacked the dwarves, The Living Chamber is a large cave some 150 ft. wide
whom his mother had told him, though the writings by 100 ft. long. The vaulted ceiling is supported by
she left behind, were friends. three natural stone columns, and both it and the floor
are clear of obstructing mineral formations.
The lair is in a cave nestled between two spurs of a Nevertheless, it will be clear from observation that this
great hill south of Mount Barakhir. The entrance to the cavern was formed naturally, without the copious use
cave is warded by a major image that was cast as a 6th of acid breath.
level spell by Magreffix’s mother and is, therefore,
permanent until dispelled. The illusion covers the cave The entrance to the Living Chamber is warded by
opening, making the hillside appear complete and several spells. Because of this, Magreffix will not let the
unbroken. PCs enter this cave; he will request that they make
their stand in the Maze. He will, in fact, warn the PCs
The orcs discovered the lair entirely by accident, some that they will be harmed by magic should they enter
orcs happening to observe the dragon emerging from the Living Chamber.
out of the illusionary hillside.
First, a permanent alarm spell has been enchanted
Refer to the Dragon’s Lair Map at the end of the over the entrance. This operates precisely like the
adventure for details. spell, except it lasts until dispelled. The alarm is a
mental alarm attuned to Magreffix.
Ceilings. Ceilings in the Maze are 20 ft. high. The
ceiling in the Living Chamber vaults from 20 ft. high at Second, a glyph of warding has been cast over the
the edges to 40 ft. high in the center. entrance as a 6th level spell. This glyph is designed to
trigger if anyone but Magreffix or his mother enters
Light. The lair is unlit, owing to the dragon’s superior the cave. The glyph is an explosive rune that erupts
darkvision and blindsight. with acid in a 20-foot radius spread causing 8d8 acid
damage on a failed DC 14 Dexterity saving throw, or
Sound. The faint sound of running water, from the half as much damage on a successful one.
Living Chamber, may be heard by keen ears while
within the Maze. To the east sits a pool about 30 feet in diameter. This
pool is fed by water filtering down from the hills and
Copper dragons owe a distant allegiance to the gods of mountains from rain and runoff snow, and the pool
humour and tricks, and are innate tricksters itself drains through tiny cracks in the bottom and
themselves, thought rarely of a sadistic or malicious from evaporation and the drinking of the dragon. The
bent. Their lairs almost always contain a maze pool contains fresh, potable water and is 20 feet deep.
designed to confound and confuse foes. This is one
reason minotaurs are often used to assault copper In the area between the three stone columns is the
dragon lairs. treasure and bed of Magreffix. Although he inherited
the treasure of his mother, she had to spend a great
This lair was built by Magreffix’s mother. It consists deal of her wealth to secure the cave and prepare it to
merely of two portions, a maze and a living chamber. protect and teach her offspring. As such, the treasure
that remains is much smaller than would be expected
The Maze from an adult copper dragon. As is the wont of
These passages are hewn out of solid stone, with the dragons, the treasure is piled into abed. It includes:
help of the dragon’s acid breath. They are strangely
smooth, though not even, as if formed by running 15,000 cp
water over eons. This is actually the result of acid 10,000 sp
breathing and digging by the matron dragon. The 2,700 gp
passages tend to descend in wide, worn steps as they 300 pp
move away from the main entrance. These passages various gems and jewels worth 5,000 gp
are uniformly empty. a spell scroll of blur
4 potions of greater healing

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 16
a +1 greatsword
a quiver of 20 +1 arrows The copper dragon will show them around the Maze,
a potion of speed and he will allow the PCs to use his spell scroll, his
a full jar of Keoghtom’s ointment potion of speed, his potions of greater healing, and his
jar of Keoghtom’s ointment.
To the south is a strange object. It is a mass of crystal,
too large to be natural, that forms a roughly ovoid The attack force consist of six orcs, three ogres, and
shape some 30 feet wide by 10 feet deep by 15 feet tall. the young red dragon, Vermifex.
Various crystalline structures emanate out of the mass,
forming a spiny whole. This device was what the Vermifex is quite confident, and as such will not
mother dragon spent most of her fortune upon. It is a initially be overly wary. While, of course, any fight
magical means of storing knowledge, so that it could against another dragon is nothing to sneeze at,
be passed onto her offspring in her absence. The Vermifex is inbred with the arrogance of her race, and
device radiates divination magic. she knows that she is larger, stronger, and her breath
more powerful than that of the copper dragon she
The mother dragon knew she might not survive the faces. In addition, Vermifex’s confidence is bolstered
assault on the evil of the north. So she paid a great by the presence of the ogres, whom she intends to use
price to have the dwarves of Nirzumbil and some as fodder. In fact, as she does not wish to share any of
kindly wizards fashion this item over the course of a the treasure, she intends to arrange to be the only
year. The item is integral to its location and cannot be survivor of this combat.
moved without destroying it. The item works by
pressing on the crystalline spines. Simply pressing one The red dragon has no reason to believe that the
of the outer spines will activate the items intended for copper dragon even knows she is coming, and even
Magreffix when he was at his youngest...all spoken in less reason than that to presume a group of capable
Draconic. An image of the mother dragon will appear PCs is now bent on aiding her quarry. It is in this
hovering over the device, dispensing words of love, element of surprise that the red dragon may be
infantile jokes and humourous songs, lessons on defeated.
speaking Draconic, basic mathematics, and tidbits of
obvious advice such as “eat all of your daily ore, but The red dragon and her minions will have a plan. They
don’t over eat!” or “never leave the cave, the world do not wish to fight the copper dragon in his lair.
outside is dangerous for a young one such as you!” Therefore, the orcs and ogres will appear right at
Magreffix’s doorstep and will challenge the dragon,
There are clues in some of the younger messages that hooting and hollering and calling him all sorts of vile
allow a maturing dragon to press some of the inner names, mostly in languages he cannot understand (Orc
spines and some of the outer ones in ever-increasing and Giant), but a few choice insults delivered in
complex combinations to impart more mature and Draconic (taught to them by the red dragon). If the
complex advice from the matron dragon. The intent dragon is not forthcoming, the orcs will then enter the
was to allow Magreffix to basically learn and mature lair, with orders to find the dragon, throw javelins, and
all the way through adulthood by way of this advice. then run, leading the beast back out of the lair.

The crystal device is of no real benefit to the PCs; its All the while, the red dragon will wait, perched 30 feet
only function is to teach and comfort a young dragon above the opening of the copper dragon’s lair. It hopes
who has been left alone. to draw the copper out, breath on it, and then leap
down from above, blocking it from retreating back into
To the west are small piles of iron ore and other raw its cave.
minerals. Copper dragons can eat such items, when
meat is not available, and these pile represent his In any event, should the copper dragon not emerge in
emergency food supply. about ten minutes, then the red dragon and her
minions will simply form up and enter the lair, bent
The Attack upon bringing down the copper dragon in its own bed,
The PCs will approach the copper dragon’s lair in 1d6 if necessary.
days after the PCs have arrived. This should allow the
PCs to coordinate a plan of attack.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 17
Vermifex is no fool, but she is young and arrogant, and level PCs, even with Magreffix, and the addition of the
she will be unlikely to flee from a fight, even if orcs and ogres makes it even deadlier. However, the
surprised by the presence of the PCs, until it is certain PCs have several advantages to even out the combat.
she must flee or die. In general, if she is reduced to 50
hit points or fewer and does not appear to be on the First, they know what is coming against them. This
cusp of victory, she will flee. means they can prepare spells that will help them
against the dragon. Obviously, protection from energy
In this case, she fill fly back to her lair to brood and, is high on this list, and a group of PCs with a divine
incidentally, to prepare for the PCs and Magreffix to caster (cleric or druid) and an arcane caster (sorcerer
come looking to take the fight to her. However, since or wizard) should be able to provide 2 PCs with this
there is likely no way for the PCs to find her lair, such protection.
an assault is beyond the scope of this adventure. If,
somehow, the PCs can track her to her lair, the DM Second, they have use of the magic items provided by
must design the lair and populate it with her minions Magreffix. The potion of speed is extremely useful in
(if any) and her treasure. this battle, as it not only provides +2 to AC and an
extra action, but it grants advantage on Dexterity
Should the PCs somehow charm or otherwise gain the saving throws, such as the one required by the
ability to interrogate Vermifex, she does not know dragon’s fire breath.
where Garizmul Throatslasher is headquartered. She
met with the orc leader in the Broken Valley near Similarly, the spell scroll of blur can be instrumental in
Landezil Lake. surviving the dragon’s powerful physical attacks.

After the Battle Third, the DM should run Vermifex with the proper
Once the red dragon and her minions have been slain frame of mind. Compare his statistics to that of a
or driven off, Magreffix will agree to aid the PCs in copper dragon wyrmling. There is no comparison. The
their quest, both as a matter of thanks for saving his red dragon considers this an absolute cake walk. She
life and to better strike a blow at the orcs. Magreffix has no reason to suspect the presence of the PCs or
will first request the help of the PCs in relocating and even that Magreffix is expecting her. This should, if the
hiding his treasure, and he will grant to the PCs his PCs play it right, give Magreffix and the PCs a full
scroll, arrows, and potions. The dragon will choose to round of surprise.
bury his treasure a mile or so from his lair. He will
sadly say goodbye to the wondrous teaching device left Fourth, the PCs will know their way around the Maze,
to him by his mother, lamenting that he had so much while the red dragon and her minions will not. The red
more to learn from her, but insisting that he’d rather dragon will turn down dead ends, have to double back,
destroy the thing than see it fall under the sway of the and possibly be subject to spells that hinder her
orcs. progress.

With that, he will smash the device to bits with his If the DM feels that the encounter with Vermifex
claws and tail. He will then tell the PCs that should he is too difficult, then it can still be challenging if
fall in battle, they may take his treasure from where it changed as follows:
is buried, but they must promise to give a quarter of it
to the dwarves of Nirzumbil and another quarter to Vermifex is a red dragon wyrmling
charitable causes.
Increase the number of ogres to six.
Once all of these tasks are accomplished, he will be
ready to serve the PCs. Increase the number of orcs to twelve.

The remainder of this adventure assumes the PCs have


Magreffix with them. If not, then the DM should adjust
each situation accordingly.
Award standard XP for defeated foes. Remember that
if the PCs had allies helping them (such as the copper
Note: The attack by Vermifex is potentially a deadly
one. Vermifex alone is a deadly encounter for four 6 th

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 18
dragon), then the XP for defeated foes should be right direction. They will generally take place to the
divided amongst all of the PCs and allies equally. north of Nirzumbil, likely in the Broken Valley or
Needle Forest areas.

The Weeping Stone


The PCs will hear a low, rumbling moan…one that
Once the PCs have aided Magreffix, their attention seems to course and vibrate more through the stones
should turn back towards finding Garizmul beneath their feet than the air, and one that seems to
Throatslasher. The copper dragon has no idea where hold immense sadness.
the orc leader might be, but he will suggest capturing
an orc or two and getting some information out of Following the sound, the PCs will come upon a stone
them. giant. He is doubled over and sobbing, and up through
his back sprouts a massive sharpened piece of flint,
Garizmul Throatslasher lairs in an old goblin lair some blood spouting from the wound in a flower-like
45 miles to the northwest of Nirzumbil. The exact pattern and running down his back.
location of his lair is not known to most of the orcs
under his command, for like most orc leaders, This is Gur-hyrim-thil, a stone giant warrior who has
Garizmul is wary of treachery from his own race. As just committed ritual suicide. He was distraught over
such, Garizmul is known personally only to those who the binding oath the Stonewych placed over her people
share his camp and a few hand-picked lieutenants, (details of this oath are presented later in the
each of whom then commands his own selected adventure), and he felt torn between the oath that
underlings, and so forth down to the individual war prevented him from harming the orcs and his desire to
chiefs. Almost all orcs know Garizmul is their leader wreak vengeance upon them. When the orcs slew his
and that he dwells somewhere to the north of wife and children, he tried to break the oathbinding to
Nirzumbil. Rumours amongst the orcs tell that he is a take his revenge, but was not strong enough to do so.
half-giant, a demigod, a son of Gruumsh, a demon in Instead, in despair, he fashioned a jurymzmil (a ritual
orc’s clothing, et al. Most cannot name the majority of flint sword) and stabbed himself through the stomach.
lieutenants and higher-ups in Throatslasher’s
hierarchy, but do know a few. None has any inkling Gur-hyrim-thil is beyond help. His wound is mortal,
whatsoever that Garizmul reports to the Mercur trade and anything short of magic that can raise the dead
coster. will fail. Given his situation, even such magic will not
suffice, as his soul will not desire to return to the land
It should be easy for the PCs to determine that their of the living.
search should take them north of Nirzumbil. Capturing
and charming or questioning a single orc can However, just as a PC comes into view, he will, with his
accomplish that, but that is also quite a vague clue to last breath, smile and say in Common:
begin searching, for not only is the word “north” rather
indeterminate, but how far north? It is as the Stonewych said. I did not believe. Our salvation
comes from the lands astride the mountains, when the folk of
However, there is someone outside of the orcish the lowlands shall free us. Please, avenge my family as I was
hierarchy who knows where the orc leader dwells. unable to do. Release us from her oathbind!
What’s more, she knows of a means to take the leader
by surprise. However, she is not easily approachable,
With that, he will expire.
and the orcs have a unique hold on her…a hold that the
PCs must break.
Nearby, within view of the clearing with the now dead
giant, is a large cave opening. Within is the lair of Gur-
The PCs should head north in any event, once they
hyrim-thil. There is no map provided. The lair is
know that is where Garizmul is.
spartan and filled with giant-sized stone furnishings,
but it should be clear that there are chambers for
Clues and Portents several child stone giants and a large stone crib for an
There are two planned encounters the DM can use to infant, as well as a chamber for a mated pair of adults.
get the PCs interested in locating the Stonewych. DMs Signs of an orc attack are prevalent here, with dried
should use both of these to get the PCs heading in the blood splashed in every chamber.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 19
the fourth one you’ve ruined in a row and then maybe
A stone frieze carved in the common chamber shows we see if the witch can do her visions with yer bladder
two stone giant adults, one male and one female, with and innards instead!
two children and a babe. A pile of orc skulls has been
set near the frieze. ORC 2: Garn ya! It ain’t my fault! We told them javelin
happy boys to aim for the forepart of the beastie. Is it my
In one of the rear chambers are three graves dug into fault their javelins are all over this thing’s rump?
the solid stone and covered with rocks in a cairn-like
fashion. Carved into the wall over the graves is written ORC 1: I don’t care fer yer excuses. I don’t like this duty
in Giant: anyways. Why can’t we be attackin’ the dwarves
insteada always hunting for this and that ta bring to the
Here have I, Gur-hyrim-thil, buried my stone mate Quri-ban- witch for her gobbledy-gook?
jiril and my children Ciri and Fetir. They were slain by orcs. My
babe Wasur is gone. I cannot find him. The orcs have taken ORC 2: Da Big Boss says that we are ta get the witch
him. He is likely dead by now. whatever she wants…whatever Comghurin says she
wants anywise.
I renounce my oathbind, bonded by the Stonewych of our
people. May the curse of the bind fall upon my head alone. May
the Stonewych forgive me for forsaking her oath, and may her ORC 1: Why’s she so important anyways?
son not suffer the same fate as mine. May the orcs perish for
what they have done. May the Stonewych be freed of her ORC 2: I dunno. Since when have them stonies ever been
servitude and strike down from the peak of Mount Gur-am-hiri. important? But I hear da Big Boss sends for her
May the great purple rock once again shine in the setting sun sometimes for her magic.
untainted by the blood of orcs.
ORC 1: Probably da Boss sends for her ta wrestle in bed
There is nothing of value in the lair. Gur-hyrim-thil iff’n, ya knows what I mean.
destroyed all he had before attempting to break his
oathbind, ORC 2: I do know what ya mean, but think about it for a
second. The size is all wrong. It just don’t work. Like us
Bladder Banter tryin’ ta shag a kobold.
The PCs will come across a hunting party of six orcs.
Two of them are butchering a large elk pierced with ORC 1: Don’t knock it till ya tried it says I!
javelins, while the other four rest from the hunt,
drinking orc wine from waterskins. ORC 2: Then ya says too much. No quit yer yappin’ and
concentrate on getting’ these entrails out. Sooner we get
This group is very lax, not expecting any trouble, tired ‘em to Comghurin, the sooner he gets ‘em to the witch
from the hunt, and somewhat drunk by now. They are and we can get back home.
making a lot of noise, so that the PCs should hear them
before they see them, and only the most careless of Finding the Stonewych
PCs should alert the orcs to their presence. There are several ways to find the Stonewych from the
planned encounters presented above. The first is to
While this circumstance allows the PCs to easily search for a purple rock shining in the setting sun, as
ambush and slay these orcs, they can also, if they listen mentioned on the carving in Gur-hyrim-thil’s lair. This
for a moment, glean some valuable information if they is not entirely easy, but the rock can be seen from
can understand Orc. Otherwise, the PCs can charm or about 20 miles away, so it is quite possible for the PCs
capture an orc and learn the same information from to witness it and thereby track it to its source.
him. Similarly, most dwarves in the area know of the
mountains with the shining purple rock. It is a peak
The two orcs working on the elk seem to be trying to they call Cirdunyarn (though the stone giant name for
dissect something from within the carcass. As they do, it is Gur-Am-Hiri), and they can tell that the mountain
they speak to each other in Orc: is believed to hold some mysterious power at its peak.

ORC 1: Careful there! We have ta get the bladder intact In addition, the orcs procuring the elk bladder can be
and attached to the innards. If ya pierce this one, it’ll be followed. They will eventually return to their

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 20
encampment and present their catch to Comghurin, goblins, two on each of two poles. There are six such
who will then leave with his entourage to head to the platforms.
Stonewych. The PCs can then either follow Comghurin,
or they can attack him and take his map to the Comghurin must cast his animate dead spell once per
Stonewych. day to keep his skeletons active, This means he only
has two 3rd level slots available at any given time.
Comghurin
The orc encampment to which the hunters belong is Comghurin wears a charm of bones (see Appendix A)
about 15 miles from the site of the elk slaying. The that augments his skeletons. The effects of the charm
camp holds 150 orcs and is comprised of fur tents and are not reflected in the skeletons’ statistics block. Each
small dens dug into the ground in an area shaded by skeleton should gain +2 to AC and gain a bonus attack
high trees from the worst of the sun. This encampment with their bone spikes (+4 to hit, reach 5 ft., one target,
favours hunters, and at any given time, 25 orcs are out [5] 1d6+2 piercing damage).
hunting and not present in the camp.
Comghurin also carries a vellum map in his pouch.
In addition to the orcs, there are three orc eyes of This map shows the location of the Stonewych as being
Gruumsh and four orogs. at the top of Mount Gur-Am-Hiri. If the PCs follow the
map, they will arrive at the bottom of the Great Hidden
Comghurin is an eye of Gruumsh who has advanced in Stairs (see below). The map notations are in Orc, so if
the lore and art of his worship to become one of the the PCs cannot read that language, the DM may make
more powerful shamans in the orc tribes. He rules the finding the stairs take longer or require Intelligence
camp, but he and his entourage are presented checks to puzzle out the symbols and directions.
separately, as it is assumed the PCs will not dare to
attack the camp directly. If they do, add Comghurin The entourage travels by night and camps in a shaded
and his entourage to the camp defenses. spot by day. Three orcs generally precede the
entourage by 100-200 feet, scouting the route ahead
Comghurin is responsible for gathering the material and seeing to its flanks.
components the Stonewych needs to perform his
oracles for Garizmul Throatslasher. He and his orcs Mount Gur-Am-Hiri
have had to range far afield to gather game given the This mountain is a formidable spire, formed of a tall
scarcity caused by the orc armies. main peak and a smaller companion peak that thrusts
up to the southwest of the main body. The peaks are
Once the proper items are procured (and even if the quite rocky and very steep, punctuated by sharp spires
PCs slew the orcs they encountered previously, some and tall cliffs.
other hunting party will eventually return with the
proper items), Comghurin will gather up his entourage The Hall of the Stonewych is located near the top of the
and travel to Mount Gur-Am-Hiri by way of Lake main peak, set upon a substantial ledge several
Landezil and then up the course of River Manzinmul to thousand feet above the floor of the valley. If is fairly
the orc encampment astride the river, before turning inaccessible by any means except flight or by way of
northeast to approach Mount Gur-Am-Hiri from the the Great Hidden Stairs. Of course, an expert mountain
south. climber with a climber’s kit could attempt to scale the
mountain, but the DM should make such attempts
Entourage extraordinarily strenuous, time-consuming, and
Comghurin’s entourage consists of twenty four goblin dangerous.
slaves, twelve orcs, two orogs, Comghurin (see
Appendix B), and his four orc skeletons. The orc entourage will pass into the neck of the peaks,
between the main mount and the companion mount.
The goblin slaves are the personal property of There, they will head to a well-hidden vale, at the
Comghurin. They do not fight and have no weapons or bottom of which is an opening 10 feet wide by 15 feet
armour. They carry the Stonewych’s materials, tall that seems, initially, to be a tunnel heading into the
comprised of bladders and pots of blood and other base of the mountain. However, after 100 feet, this
exotic and mundane material components, all tied into tunnel emerges at the base of a set of massive stone
fur bundles atop wooden platforms hoisted by four stairs that proceed along the base of a gorge that

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 21
winds its way up the mountain to the Hall of the the four roaming gargoyles will alert one of its two
Stonewych. Stone plinths flanking the base of the fellows remaining at the entryway to the Hall, and that
stairway proclaim this, in Giant, to be the Great Hidden gargoyle will run inside and warn the orcs inside that
Stairs. strangers are approaching using prearranged hand
signs (since the gargoyles do not speak Common or
The stairs are giant-sized. That is, they are 30 feet wide Orc).
and each step is 15 feet deep and 5 feet tall. The gorge
that the stairs are in slices up the mountainside like a Aside from the four gargoyles, there will be no further
great wound in the peak’s flanks, perhaps formed by attacks on the stairway.
an ancient river or lava flow. The gorge walls are 30
feet tall and the stairway itself has been cunningly At the Top
placed so that, while open to the sky, it wends its way
The top of the stairway ends at a large ledge, about
through passes and vales in the mountainside that
100 feet in diameter and surmounted by steep cliffs
tend to be sheltered by ridges to that the stairway is
rising up from it to the top of the peak, and steep cliffs
hidden from view unless viewed from directly
and slopes below falling away to the base of the
overhead at a close distance.
mountain. Set atop this ledge is a massive stone
structure, roughly square, about 50 feet wide and as
When the orc entourage arrives (assuming the PCs
deep and tall. The structure is clearly set into the rising
have not sacked it), it will be met by four gargoyles.
Cliffside, so that perhaps the inside reaches into the
These will pair up, two to a bundle, and fly them up to
mountainside.
the Hall. Therefore, it will take the gargoyles three
trips to haul up the entire load of material
The structure is wondrously worked stone, massive
components. Each trip is two hours both ways, so
granite blocks set tightly into place with precise
offloading all of the components will take six hours.
masonry and engineering without any use of mortar.
Once this is done, the orc entourage will leave,
The structure is decorated with bas reliefs displaying
returning to the orc encampment.
stone giants and all sorts of fantastic creatures,
including dragons and large, bird-like creatures, some
Negotiating the stairway is a formidable task for
with multiple heads. Many of these images,
Medium creatures. Each step must be clambered up,
surrounded by whorls and vortices and intricate
and there are several thousand such steps spanning
designs worked into the stone, have an organic look
four miles of stairway. It will take the PCs two days to
about them, as if shaped by magic rather than by
clamber up the steps to the Hall. Small PCs will have to
chisel.
have help or it will take them four days to arrive at the
Hall. Large creatures can travel much faster, and the
In the center of the structure face that looks toward
stairs can be travelled in a matter of a day. Huge or
the stairway is an opening measuring 30 feet wide by
larger creatures can make the journey in about four
30 feet tall. Two massive stone doors can block this
hours.
opening, but these are currently thrust inward and
open. Massive, giant-sized steps lead up to the
Flying creatures can travel from the base of the stairs
opening, set 10 feet above the ground level of the
to the Hall in a mere hour or so.
ledge. Set over the lintel of the opening is stone
scrollwork engraved with words in Giant.
There are six gargoyles in total that patrol the stairway
and the approaches to the Hall. Two of these are
always stationed at the top of the stairs, flanking the The words over the entrance read:
entryway to the Hall. The other four gargoyles
generally patrol the approaches to the Hall and keep Enter Ye into the Weave of Fate and Her Servant.
watch on the stairway and for flying creatures (it was
these four that will have seen the orc entourage arrive Two gargoyles flank the entrance, perched amongst
and fly down to meet it). the stone carvings so that they blend into the
surroundings and can take advantage of their False
As such, it is very likely the PCs will be spotted making Appearance trait. These gargoyles will attack
their way to the Hall and will be attacked by four intruders, presumably from surprise.
gargoyles. However, when the PCs are spotted, one f

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 22
Refer to the Hall of the Stonewych maps for details. 2. Chamber of the Pool
There are two such maps, the Upper Level, and the Giant-sized steps lead down from the bronze valves
Lower Level. between area 1 and this chamber. The ceiling is 50 feet
overhead and made of an intricate mosaic of coloured
Ceilings. Unless stated otherwise, all passages and and polished stones that portrays a stone giantess
rooms are 30 feet tall. standing atop a peak with clouds forming a halo
around her head and her hands raised in a sort of
Light. Unless stated otherwise, all passages and rooms saintly blessing. The floor is marble, shot through with
are dimly lit by giant-sized stone braziers filled with silver veins, and in the center of this room is a pool set
reddish coals that cast a flickering, blood-stained light within a slightly raised stone lip that is carved with
on the walls of the Hall. runes. The water within is calm and placid-seeming.
Sound. There are no exceptional sounds emanating To the east, a 15 foot tall archway leads to a chamber
from within the Hall. beyond.
The ceilings and walls of the place are all decorated
The runes are in Giant and are sigils of blessing, fate,
with bas reliefs or mosaics displaying stone giants in
and power.
battle or in domestic scenes, and some seem to show
ancient stone giant history and great deeds by stone
The pool is 5 feet deep and half empty. A bit of
giant heroes. A few show a stone giantess sitting at a
greenish scum has begun to build up around the inside
massive and intricate loom sending weavings out into
of the pool, where it has started to fall into neglect. The
nearby scenes of great deeds.
pool serves, normally, as a ritual bath for those coming
to see the Stonewych.
Upper Level
As the PCs enter this chamber, they will see a shadowy
1. Entry Chamber figure bathed in the red light of the braziers standing
The ceiling in this chamber is 40 feet tall. The floor in the archway leading into area 3. The figure is large
seems to be made of some sort of polished marble shot and it is possible the PCs might think this is the
through with green veins of mineral that seem to form Stonewych or another stone giant. However, it is not. It
leaf-like and tree-like patterns in the marble. The is a hezrou summoned by orc shamans to guard
ceiling is of polished blue stone, the colour of a clear against anyone coming to interact with the Stonewych
noon sky. To the east are bronze double doors, 15 feet unbidden.
tall and carved with engravings of wavy lines
resembling tangled threads enwrapping the sun on The demon will step forth and challenge the PCs
one door and a moon on the other. telepathically, naming them intruders and warning
them to leave or perish.
Set against the north and south walls are fur pallets,
sacks, barrels, and partially consumed game. The demon is bound to the area and cannot leave the
ledge upon which the Hall is set. It will attack any who
A group of eight orcs is encamped here, led by an do not flee, though it is instructed not to attack orcs or
orog. They serve Ragjnir, who dwells with the infant gargoyles unless they attempt to enter area 3. It will
stone giant on the Lower Level, and these orcs are here only allow Ragjnir or Garizmul Throatslasher into area
primarily to act as an early warning should any trouble 3, so the PCs cannot simply pose as orcs and bluff their
occur and to possibly assist the gargoyles outside way past the demon.
should a fight develop.
If pressed, the demon will attempt to summon 2d6
The barrels contain water and dwarven ale. dretches. It will not summon another hezrou, as it
does not wish to show itself as weak and in need of aid
The double doors to the east, despite being massive, to another of its kind.
are extremely well engineered and open with a little
effort.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 23
3. Inner Chamber Never mind. I know why you have come. It has been revealed to
This is a massive chamber with intricate bas reliefs me. Indeed, for some time have I awaited your arrival, for the
threads of my concern were interwoven with the threads of
covering the walls in the form of ivy and vines hanging
yours.
thick and leady along all of the walls.
The ceiling here is smoke stained and 50 feet above Sit, and allow me to rest my stone bones on my seat, so long
the floor. denied me.

A large fire pit sits in the center of the chamber, being She will then sit on her throne.
15 feet in diameter. The pit is piled with logs and other
pieces of wood and burns with low embers. A set of I am the Stonewych. That is my title and my name, for I have
Giant runes are carved into the floor around the pit. left my old name behind, and the weave of time has hidden it
from me, as it should.
Standing next to the pit is a cauldron and a barrel,
along with several giant-sized iron scoops. A stone You have come to bring down the orc warlord, Garizmul
frame surmounts the pit, and it holds halfway up its 10 Throatslasher. This have I foreseen. And this is something I
foot height a large steel pan that is approximately 10 wish as well. Yes. So perhaps I shall help you?
feet in diameter.
As I have said, I am the Stonewych. In ancient times, my people
were a wondrous race, and we worked mighty magicks. But as
Along the east wall is a giant-sized stone dais upon our power and lore grew so did our arrogance, and we became
which is a large stone throne shaped like a flame on a decadent and wicked race, like many of our Giantish kin. But
the right side and frost on the left side. Evidence of a great hero recognized our vile ways and he blamed our
previous stones having been pried out of it is easily practice of magic for our downfall, for it, he said, corrupted
observable. our souls.

To the north is a thick bear fur curtain that covers an And so a great purge was undertaken, and all of our race who
displayed magic ability were slain. And our race became as
archway.
you no doubt know us...strong of muscle and tied to the earth.

The runes around the pit are in Giant and signify fate Indeed it has been so now for many millennia. But still, every
and divination. so often, a glimmer of our old prowess emerges in our
bloodlines and merges with our earthy natures, and a stone
The cauldron contains aromatic oil and the barrel giant with some earthly powers is born. These we called
contains incense. "Gramnir" or "Elder" in your tongue. These Elders are precious
indeed, and they have or develop powers of the earth and are
once again regarded as holy and sacred by our race, for we no
The fire pit is used by the Stonewych to perform some
longer believe that magic is evil, but merely a tool to be
of her divinations and oracles. Entrails and other determined by its wielder the worth of its use.
components are often burned on the large metal pan.
And some of our kind have even stronger ties to our ancient
The secret doors to the south require a DC 20 Wisdom bloodline, and these are rarer still than the Elders, for they can
(Perception) check to notice. The switch to operate it actually work sorcery and wield arcane powers.
requires a DC 20 Intelligence (Investigation) check to
locate and is 15 feet above the level of the floor, so PCs But rarer and more precious than all of these is a bloodline
will have to be able to feel or look closely at that height that fully melds and amplifies the two. This is almost always
present in the females of our kind, and they are both Elders
in order to have a chance to find it.
and sorcerers and are called Stonewyches and serve as oracles
and mystics of our race.
When the demon is slain, the Stonewych will emerge
from area 4. She will regard the PCs and inquire as to I was determined to try to send my people on the road to
why they have come. She already knows, and before restore their former glory. And so I chose my mates carefully,
the PCs can really answer, she will raise her hand to and eventually, recently in fact, I had a male child who was
interrupt them and begin to speak in Common: both an Elder and a sorcerer! A male of such power has not
been seen amongst us for years uncountable.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 24
Alas, when the orcs first invaded we stone giants were Q: Why don’t you go rescue the child yourself?
determined to remain aloof, for what care have we if orcs and
dwarves kill each other? But too soon the orcs and my folk A; Because the oathbind binds me, and were I to break
began to conflict, and when this happened, Garizmul that, fate would bring calamity upon me and my
Throatslasher determined to keep the stone giants from this people. In addition, I am watched closely, and were I to
war. So he learned of me and my son, and with his adept,
fail, my child would be slain.
Ragjnir, he managed to assault this place by surprise and take
my son hostage.
Q: If we rescue your child, will you come with us to
My beloved son! He is the hope of my people, precious beyond attack the orc warlord?
all measure. And the orc warlord used the babe to hobble me.
Worse, he forced me to bind my people in an oathbind, a ritual A: Alas, I cannot, For even with my child in my hands,
of fate designed to enforce obedience to a vow, lest fate turn the oathbind is still in effect as long as the warlord and
against us. And so my people were bound to raise no hand or I live. If absolutely necessary, I could kill myself and
aggression of any kind against any orc in order to save my unravel the bind in that manner, but I am the only
child, for as long as Garizmul and I shall live.
Stonewych of my people, and they would suffer greatly
Since then, Garizmul has come on occasion to force me to without me.
make oracles for him, and I have done so truthfully, though I
must say that I often require the orcs to procure and bring Q: How do we get to the lower level?
ridiculous material components that I certainly do not need.
These onerous requirements at least keep his visits infrequent A: Along the south wall are secret double doors. Set 15
and limit the amount of useful information I have to depart to feet up and some 6 inches to the left of the left door is a
that beast of an orc! stone leaf that can be pivoted, unlocking the secret
doors. Beyond will you see steps descending into the
And now you have come. And so with you the salvation of my
lower level.
people. You seek the warlord. I wish him to fall, for the
oathbind did I word in such a way that upon the warlord's
death, the oathbind is unraveled. Q: How powerful is this Ragjnir?

I know where the warlord dwells. But more than that, I know A: It was he who summoned and bound the demon
of a way, a secret way, to get into his lair without interference warding me. He is quite a capable caster.
from his armies. I could get you in and you could slay Garizmul
and then retreat before the orc hordes would even know The Stonewych will request that the PCs make all due
something was awry! haste to rescue the babe. She believes that Ragjnir was
warned of the PCs’ approach and is worried that,
I will show you this way, for once Garizmul is slain and the
oathbind unraveled, I will muster the stone giants, and we will should Ragjnir learn who has prevailed above, her
pierce the orc armies and reach the dwarves, and will muster babe might be forfeit.
the dwarves for a final assault to drive the now leaderless orcs
from the field. At the DM’s option, the PCs might be able to take a
short rest at this point, though the Stonewych will be
But, there is a crack in this stone. For the orcs have my child. very apprehensive about even this. If the PCs attempt a
And I cannot act while he is so held, for there may never be long rest, the Stonewych will be absolutely apoplectic,
another male child with such potency for millennia, if ever. telling the PCs that their coming here has endangered
her babe and requiring that they leave the Hall at once
Were I to show you the secret way to the warlord and were
you to fail, then the orcs would trace your route and know that so as that the orcs will spare her child.
I sent you, and my babe would likely perish for it.
The statistics for the Stonewych are provided at the
My child lies in this Hall, in the lower level. He is warded by end of this adventure, as the PCs should not have to
Ragjnir, a powerful adept, and likely some of his minions. Find fight her. Essentially, she is a stone giant with the
my child and bring him to me alive and I shall tell you of the spellcasting ability of a 6th-level sorcerer and a 2nd-
secret way to the warlord. level cleric. She also has special oracular abilities
beyond the scope of this adventure. Refer to the end of
The PCs may have some questions. Below are some the adventure for more details.
likely ones and the Stonewych’s answers:

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 25
4. Wych’s Room 2. Quarry Room
This large chamber, whose ceiling is 50 feet high, Stone workbenches and shelves line the walls here,
includes a stone bed with bear furs, a large privy, a and raw rocks of various sizes lie here and there.
stone washbasin filled with water, and stone shelves Statues and other items partially crafted from the
with a variety of giant-sized utensils and personal stone blocks are present, showing signs of adequate
items, most of them made of metal or stone. brilliance and also clearly having been formed by
magic.
A massive stone brazier holds coals and embers.
This chamber is used by the Stonewych to practice her
This is the dwelling chamber of the Stonewych. craft making statuary and other stone items, usually
using her Stone Singing trait.
A niche in the north wall serves as her treasure cache,
but there is no way to access it normally, as the cache 3. Crypt
has no door leading to it. Instead, it requires a stone Built into the walls of this chamber are what appear to
shape or other spell to access the cache. Hidden within be crypts, marble slabs measuring 5 feet square. Not
are the following items: every space in the wall is taken up by a slab. In fact,
most of the walls remain intact, indicating, perhaps,
 100 large gems of various sorts worth a total of the long lifespan of stone giants or the rarity of
50,000 gp Stonewyches.
 16,000 gp
 1,000 pp All of the slabs are unmarked and appear to be melded
 an adamantine chain shirt into the stone of the walls by magic. However, a
 gloves of missile snaring section of the wall to the northeast has four slabs that
 an amulet of proof against detection and location each bears a single large rune carved upon it.
 a wand of secrets
This chamber is, indeed, a crypt for past Stonewyches.
5. Stairway To break into the crypts would require smashing
A massive, giant-sized stairway descends into the through the slab or some stone-affecting magic. Within
Lower Level. each crypt is a large linen burial shroud and a skeleton
of a stone giant (interestingly enough, the bones of
Lower Level such are made of stone, as if petrified). All of these
skeletons have been blessed by rituals that prevent
their animation as undead.
1. Antechamber
This large chamber is devoid of any furnishings, except The section of wall with the four slabs with runes upon
for a 10 foot silver mirror placed horizontally on a them are false, meaning there is a wall behind them,
square stone pedestal 6 feet high. not crypts. These slabs are no melded into the walls,
but rather attached more traditionally. This fact can
The mirror is used for scrying rituals and provides a easily be determined by close examination, or by a DC
+2 bonus to the DC of any scrying spell cast while 16 Wisdom (Perception) check from a distance.
gazing into the mirror. The mirror radiates divination
magic. The wall behind these four slabs is a secret door. The
door can be noticed with a DC 20 Wisdom (Perception)
Ragjnir has animated some undead and placed them check. The door is activated by pressing on the slabs in
here as guards. The undead are under the control of a specific order. The slabs are as follows, with the rune
Ragjnir and are ordered to attack any intruders (i.e. in Giant translated:
not Thurgasht or Ragjnir) who enter this room or
attack the undead without Ragjnir’s permission.

There are four ogre zombies here.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 26
The trap that is activated if the slabs are pressed
incorrectly is a hail of stone strap. Large, fist sized
stones will swirl around in a cylinder extending from
the ceiling of the room to the floor, covering the 10
foot square area before the slabs.

Those within the area suffer 17 (5d6) bludgeoning


damage if a DC 15 Dexterity saving throw is failed. If
the save is successful, the damaged is halved.

The trap, being magic, cannot be found by


conventional means nor can it be disarmed.

Beyond the secret door is a 10 foot square passage that


leads to another secret door. A DC 20 Wisdom
(Perception) check will locate this door.
The DM can draw the slabs out for the PCs, but if the
PCs cannot read Giant, then the DM should provide 4. Well Room
made up runes on the slabs.
A 10-foot well is in the center of this chamber. From
the ceiling, water drops in thin streams out of four 1
The key to opening the door is to depress the slabs in
order from least to greatest determination. A DC 20 inch diameter holes into the well. A stone arm crooks
up from the edge of the well and arcs out over the
Intelligence (Arcana) or Intelligence (Religion) check
center. The hand of the arm holds a very long, stout
can determine the order if a player specifically asks if
any sort of mystical order to the words can be iron chain and a large iron bucket. A steel crank is at
determined. The order proceeds from the least certain the elbow of the arm, which is 8 feet off of the ground.
Several stone blocks have been stacked beneath the
future to the most certain. Fate is considered less
certain than destiny because destiny is believed to crank.
have been locked into place at birth or even sooner,
while fate is regarded as the accumulation of events This chamber provides water for the Stonewych. The
and circumstances that have arisen to make a thing well is 150 feet deep and is half full of fresh, potable
inevitable. Thus, the proper order is: water. When the well fills up too much, the Stonewych
can use stone shape to close off one or more holes.
HOPE – FORTUNE – FATE – DESTINY
The crank raises of lowers the bucket into the well.
If the improper order of slabs is depressed, a magic The stone blocks stacked under it allow Medium sized
trap will be activated. If a single slab is pressed or creatures to reach the crank.
fewer than four slabs are pressed, nothing will happen.
Only if four slabs are pressed and they are incorrect 5. Storeroom
will the trap activate. When a slab is pressed, it pushes This chamber contains many stone crates and barrels.
in flush with the wall and remains inset until the Hanging from hooks pounded into the wall and from
fourth slab is pressed or until 10 minutes pass with no chains strung between them are various meats drying
slab being pushed, after which time all of the slabs and curing, including venison, a small black bear, and
reset. If the proper sequence of slabs is pressed, the several vague humanoid figures that may be small
slabs will reset and the secret door (along with the orcs, dwarves, or goblins.
slabs) will swing open.
This is a storeroom for the Stonewych. The crates hold
The slabs are quite difficult to push, requiring a full a variety of foodstuffs, including dried fruit, salt, nuts,
body effort for creatures smaller or less strong than etc. The barrels hold beer and stonewyne (a potent
giants. The slabs are enchanted to only be pushed by brew that tastes like dirt to non-stone giants).
hand. Attempts to push them buy magic or by poles or
other devices will fail. The orcs have taken over this room a bit and it is they
who have strung up the corpses.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 27
the giant baby is size Small, has 6 hit points, AC 11, and
6. Vestibule no attacks. Its saves are: Str -2, Dex -1, Con +1, Int -4,
A noisome pile of ratty furs, mostly from brown bears, Wis +0, Cha -2.
serves as a bed for a large creature, and what look to
be once pristine giant-sized vestments are mixed in Ragjnir (see Appendix B) is here, being one of the top
with the bedding. Bones and gibbets of flesh are lieutenants of Garizmul Throatslasher. Ragjnir knows
everywhere. Stone hooks along the walls hold the where Garizmul is headquartered, but he is otherwise
corpses of impaled animals. unaware of the earth node or portal nearby (see area
8).
This chamber used to serve the Stonewych as a
Fearless in combat, Ragjnir will fight to the death.
vestibule, where she would don her sacred garments
and douse herself with oil and unguents before
The PCs may be concerned that Ragjnir will harm the
entering the chapel in area 7.
babe. In actuality, the life of the babe is bound to the
Stonewych's oathbind, and there is no way he would
The place now holds Ragjnir’s guardian, Thurgasht, a
kill the child, as that would release the Stonewych and
two-headed troll (see Appendix B) that is a cross
the stone giants from their oath and allow them to join
between an ettin and a troll who is the adept’s
the war against the orcs.
personal bodyguard.
However, the PCs do not know this, and the orcs have
7. Chapel so far effectively used the threat to extort oracles from
This chamber is adorned with once wondrous stone the Stonewych.
shaped bas reliefs depicting all sorts of landscapes and
godly tales, but most are hacked, chipped, and Ragjnir, if pressed, will attempt to keep the babe near
battered. him to deter the PCs from using area effect spells. In a
pinch, he will even hold his spear to the babe’s throat
A large stone altar stands to the north, 15 feet wide by and order the PCs to back off. In fullest extremis, the
5 feet long by 6 feet tall. It, too, was once ornately adept will take the babe with him and attempt to make
decorated, and likely studded with precious stones as his way down the Great Hidden Stairs and eventually
evidenced by the pried-out portions. Behind the altar to Garizmul. Should this happen, the Stonewych will
is a mosaic depicting a blind stone giantess with her ask the PCs to rescue the child if it is possible to do so
hands upraised and threads spinning out from her up without endangering the babe.
thrust palms.
If the PCs and Ragjnir get into a protracted standoff
Laying on the altar in swaddling is a stone giant infant. regarding the infant, the PCs can make a DC 13
The babe is 4 feet long and its limbs are bound by cord Wisdom (Insight) check to get an inkling that the orc
into it swaddling. does not intend to slay the child under any
circumstances.
To the east is a stone shelf 5 feet high and 15 feet long
that contains a fur pallet, some personal effects, as a 8. Secret Passage
small blood-spattered stone shrine depicting an orc
The secret door leading to this passage is very difficult
with a single large gemstone eye.
to locate, requiring a DC 25 Wisdom (Perception)
check to detect. It opens by way of a hidden switch (DC
The shrine is dedicated to Gruumsh, the orc god, and a 25 Intelligence [Investigation] check to locate) that is 6
DC 10 Intelligence (Religion) check will confirm this. feet high at the end of the north wall.
The eye is made of ivory and mother-of-pearl inset
with jet and carnelian and is worth 1,200 gp. Behind is a passageway that quickly slopes own and
starts to curve around on itself. After several miles of
The secret door to the west is well-hidden and twisting descent, the passage eventually ends in a
requires a DC 20 Wisdom (Perception) check to find. single natural chamber approximately 40 feet in
diameter and 30 feet high. Within the chamber, in the
The babe is the Stonewych’s progeny. It is bound so center of the floor, is a large mass of purplish crystals
that is cannot escape or wander. If necessary, assume about 8 feet tall and 10 feet in diameter. The crystals

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 28
throb with a vague glow and, as they enter the room, a portal drake, they can only respond to its attacks when
palpable sense of power washes over the PCs. it chooses to appear.

This area is a very magical one, the very heart of the The drake has no reason to fight to the death, and it
mountain. The mass of crystals is infused with earth can be driven off if seriously hurt.
power and is called an earth node. Such a node can
have many beneficial effects for those who are learned Defense of the Hall
in manipulating them, but for the purposes of this Ragjnir and Thurgasht are far enough removed from
scenario, the node is quiescent. the first two areas of the Upper Level that it wil be
difficult for them to hear any combat or disturbance
If the portal key held by the Stonewych is brought into unless the noise level is exceptional. Even if they do
this chamber, a portal will appear in place of the know something is amiss, they will not seek to ascend
crystals, allowing the holder of the key to pass to the Upper Level, for Ragjnir wishes the leave the
through, as well as anyone who enters the portal while intruders to the demon and he does not want to leave
the holder of the key is still in the chamber. The portal the presence of the babe. Instead, if he becomes aware
is a 10 foot diameter circle of purple mist that hangs of trouble above, he will be ready with protective
vertically in midair about 6 inches above the level of spells cast. Ragjnir will also command Thurgasht to
the floor. take up the babe and then Ragjnir will warn the PCs
that he will slay the infant unless they depart.
The portal is a two-way keyed portal that is only keyed
from this side. Anything may pass through the other Of course, as stated previously, this is a bluff. If the PCs
side. The portal leads to a cave under Mount Gallduln do not then withdraw, the adept will command
and leads to the lair of Garizmul Throatslasher, the Thurgasht to lay down the babe and attack.
leader of the orc uprising.

The orcs do not know of this portal. Only the Rescuing the Babe
Stonewych does. If the PCs return the babe to the Stonewych, she will be
ecstatic and relieved. She will explain that her
A portal drake (see Appendix B) haunts this portal, oathbind is still active, for it lasts as long as both she
one of several it keeps watch on. It will investigate and and Garizmul survive. However, she is now free to give
threaten any who enter the chamber. the PCs a chance to come upon the orc warlord
unawares. She will explain to the PCs that a magic
The drake lairs in a hidden cavern far away. It portal lies beneath the Hall, and that the portal can be
commonly watches the half dozen portals it has activated by her key.
travelled through and will observe the PCs enter the
chamber. The drake will suddenly appear and claim The Stonewych will offer the portal key to the PCs. The
the portal, demanding a toll for passing through it. key takes the form of a rune covered, polished fist-
sized stone. She will inform the PCs of the secret door
Should the PCs agree, the drake will demand 100 gp and hidden switch that leads to area 8 of the Lower
per person passing through, though this can be Level. She will also explain that the portal leads to a
bargained to as low as 50 gp per person. The drake cave in the heart of the mountain where Garizmul
will accept magic in lieu of coins or other wealth. makes his lair, in a goblin den he has taken over. This
is the PCs’ chance to bypass Garizmul’s armies and
The drake knows what is on the other end of the strike at him. The PCs could then use the same portal
portal, and can be bribed to tell the PCs what lies there, to escape.
although the PCs will have to ask about this; the drake
will not volunteer this information. The Stonewych will also grant the PCs, as a boon of
thanks and to help them accomplish their goal, the
If the PCs refuse to pay the toll, the drake will breathe adamantine chain shirt, the wand, the rod, and the
on them and then begin to conduct hit and run attacks magic gloves from her treasury in area 4 of the Upper
on the PCs through the portal, whether on this side or Level. The PCs may keep these items for themselves.
the other side. As the PCs have no way to follow the

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 29
The Stonewych will say that once Garizmul is slain, the From this direction, the portal can be entered and
oathbind will unravel. The PCs should then return to passage made back to Mount Gur-Am-Hiri even
her, for she will be able to aid them then. without the portal key. Once the pool is entered, the
portal will automatically appear as a 10 foot diameter
If the PCs want to rest for a day or two before entering circle of purple mist that hovers vertically in midair
the portal, the Stonewych will agree and allow them to about 6 inches above the level of the pool.
stay in her Hall. She will, however, caution them
against waiting longer, for word of what has happened A cluster of ten piercers dwells here, disguised as
may reach Garizmul. She has no idea whether Ragjnir stalactites, and they will drop on unsuspecting victims.
was conducting sending spells to the warlord on a These creatures are grouped in a 20 foot by 20 foot
regular basis, for example. area over the exit to the west.

The passageway out of the cavern wends its way


upward, passing side passages that worm their way
through the heart of the mountain. The main passage
twists and turns for perhaps half a mile before
entering a region of what appears to be goblin mines.
At this point, the tunnel often shrinks to as low as four
The PCs might, for some reason, want to try to head to feet tall. Shafts and tunnels show signs of picks and
Garizmul’s headquarters directly overland rather than chipping of the stone walls, and chunks of rocks are
through the portal. The DM should discourage this in omnipresent. A few rusty orc carts of goblin size can
every way possible, first by the advice of the also be seen. Small side passages extend off of the main
Stonewych, who will pronounce the attempt passageway, but these wind for a distance and end
tantamount to suicide. eventually.
Second, the DM should have the PCs face increasingly Shortly after entering the mines area, the PCs will espy
overwhelming forces that fill the extensive goblin a shadowy figure who seems to be trailing them. This
warrens there. Literally several thousand orcs are is the goblin, Merkku. Merkku is the only member of
there, and the goblins have dug out the place in an his tribe to not have been enslaved or slain by the orcs.
extensive maze of winding passages that loop back on Completely cut off from fleeing by the orcs ensconced
one another or lead to numerous dead ends, which are in the goblin tunnels above, and unaware of the portal
often punctuated with deadly traps. That the orcs have, below,
since they arrived, renovated and improved the place
only makes it worse. Merkku has been leading a tenuous existence in the
mines, feeding on bugs and small rodents and edible
In short, unless the DM desires it or the PCs have an fungus and drinking from subterranean pools. He very
amazingly effective plan to infiltrate the warrens and much hates the orcs, and when he spotted the PCs, he
somehow find Garizmul and slay him and then flee the was quite intrigued. He will, if approached, be very
place, the PCs should find it impossible to get to him by skittish, but can be captured, charmed, coerced, or
any means except the portal. bribed into a parley (assume a DC 13 Charisma
[Intimidation] or Charisma [Persuasion] check to
The Gallduln Portal succeed at the latter two).
The portal from Mount Gur-Am-Hiri exits into an
oblong cavern 60 feet long by 30 feet wide by 20 feet Merkku is quite eager to see harm come to the orcs,
tall. Stalactites and stalagmites grow profusely, and a and he will be very much in favour of the PCs’ goal to
shallow pool is present in the center of the cavern, its slay Garizmul Throatslasher. The goblin will offer to
edge limned with a greenish phosphorescence. The give directions to the PCs to allow them to get to the
pool is 10 feet in diameter and only about a foot deep, tunnels where Garizmul lives. He will even guide them
and the portal emerges in the center of the pool. near to it if allowed.

A single passage, naturally formed, exits the west end If the PCs choose not to parley with Merkku, then the
of the cavern. DM should feel free to let them wander around the
mines for a bit before finding Garizmul’s area. In this

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 30
case, a wandering encounter or two designed by the 2. Guard Cave
DM might be appropriate. This cave is about 400 feet up the passageway from
the iron door at area 1. While the orcs do not expect
Confrontation with Garizmul any intruders to come from below, especially with the
Eventually, the PCs will make their way into the area presence of the barred iron door, Garizmul still keeps a
where Garizmul dwells, which is at the very bottom of small watch here, simply as a matter of precaution.
the goblin warrens. This are is considered by the orcs
to be the most removed from access by enemies, and A stout wooden table, sized for goblins but propped up
that is a correct assessment when looked at from the on stones to orc height, occupies the center of the cave.
point of view of invaders attacking from above through The table is 5 feet wide and 15 feet long and a cut up
the main entrance to the goblin tunnels. However, the deer lies on it. Stones are used for seats, while half a
area is actually the first and most easily accessible area dozen fur pallets lay along the walls.
from the magic portal below. Thus, the PCs will be able
to confront Garizmul without having to sneak or fight Six orcs are here, just enough to provide warning and
their way past most of the warlord’s personal army. a delay for Garizmul, but not enough to ever pose a
threat to him. These orcs are all kin of the warlord, so
Refer to the Garizmul’s Goblin Tunnels Map. they are about as loyal as any orc can be (which isn’t
much). They will not break and run, knowing that they
Ceilings. Unless otherwise stated, all locations and would be horribly tortured by Garizmul should he
passages are 8 feet tall. survive an attack, and they are fully confident in his
ability to handle any situation.
Light. Unless stated otherwise, all areas are unlit.
If the orcs become concerned by sounds from area 1,
Sound. No extraordinary sounds well be heard they will send one of their number to warn Garizmul in
through this area. area 7. The warlord will then be ready with an attack
and will have begun to have summoned his forces
The PCs will be approaching the area from the south. (refer to Summoning the Hordes below).

1. Iron Door Alerted orcs remaining in this cave will tip over the
The goblins had an iron door set into the passageway table to use as cover and ready their javelins.
at this point to secure their own tunnels from
creatures that might wander up from the tunnels After the first throw when intruders first appear, half
below. The door is cunningly wrought, in usual goblin of the orcs will remain behind the table to throw
fashion, and is set flush with the passageway, which javelins, especially at spellcasters. The other two (or
has been smoothed and formed into an arch to receive three if the orc that alerted Garizmul has returned in
the door. The linter of the arch proclaims, in Goblin: time) will draw their greataxes and move forward to
engage their foes.
The Kingdom of Crugyril, Goblinking of the Bloody Teats
Tribe. 3. Slave Quarters
This cavern is smelly and messy. The chamber is
The door is barred from the other side by an iron bar littered with ratty fur pallets, bits of bone, puddles of
that is a bit rusty and therefore more fragile, as the urine, splotches of blood, and piles of dung.
orcs have not maintained it in the couple of years since
they took over from the goblins. A DC 20 Strength
check is sufficient to force the bar to break, but this This place is home to Garizmul’s slaves. The warlord
will alert the guards in area 2 as the bar clatters to the uses these for servants, sport, and sometimes even
floor and the sound echoes north along the food.
passageway.
There are a dozen goblin slaves and six kobold slaves
Additionally, each time an attempt is made to force the here. They are unarmed and not expected to fight and,
door, there is a 5% cumulative chance that the orcs in in fact, won’t unless somehow forced to.
area 2 will become concerned and be on alert.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 31
4. Pet’s Den
In the center of this cave is a large haunch of meat,
possibly from a bear, and a wooden trough filled with A niche to the southeast holds a large iron chamber pot
water. and an oval tub, like a bathtub, but with a leather
harness attached to it.
In this chamber dwells Garizmul’s pet, given to him by In the center of the chamber is a large wooden table
some drow elves many years ago. It is a stone flyer and wooden benches, along with a large stone chair at
(see Appendix B), and it serves as Garizmul’s steed, its head. Upon the table are various utensils, some fine
both to soar through the air high above the battlefield and some plain. A vellum map is rolled out on the
and to soar through the earth to master these tunnels table.
and the underground battlefields in the dwarven
mines of Nirzumbil. Along the west wall are iron shackles and bindings,
clearly for imprisoning victims, and nearby is a stone
The pet lairs here with few needs. Its dung is not to be bin full of hot coals. Set along the edge of this bin are
found, as it is deposited in the solid stone beneath its iron pokers and knives.
lair.
The walls of the place are decorated with various
The creature will attack anyone it doesn’t know (it trophies, including several stone giant heads, a hill
knows all of the slaves and the orcs around here) as giant skin flayed and spiked to the wall, several
well as respond to its master’s commands. krenshar heads, and many dwarf and human heads.
Many of the humanoid heads have weapons and
5. Concubines’ Quarters shields mounted below them, and some have writing
This chamber is lined by a stone shelf 3 feet tall and 3 in blood on the walls next to them.
feet wide. Various furs are set on the shelf, serving as
sleeping pallets. A wooden table and chairs are in the The tub is a unique orc delight called a “blood bath”.
center of the place, sized for orcs, and several empty The harness is used to hold a victim’s head and neck
bottles lie tipped over on the table. over the rim of the bath. As the orc sits in the tub,
victims are attached to the harness one at a time and
This chamber holds Garizmul’s concubines. These are their throats are cut, spilling their warm blood into the
four orcs and a half orc concubine (see Appendix B) bath. The orc luxuriates as the warm red liquid washes
of some prowess who, although she technically lairs over his skin.
here, most often shares his bed. The other orc
concubines resent her. The vellum map is made of flayed dwarf skin and
shows the immediate area around Nirzumbil
6. Warlord’s Chamber (including a notation showing the location of this lair)
Light can be seen coming from this chamber about and a map of the under mines of Nirzumbil. In Orc, the
halfway down the hall from area 7. location of orc forces are noted on the map, including
the names of chieftains, numbers of orcs, notes on
their performance, etc.
Natural stone steps lead down to this chamber, which
is 15 feet tall. The place is cluttered with various items.
The writing in blood on the walls next to some of the
There is a stone shelf to the rear of the cave that holds
mounted heads is in Orc and denotes the name, dates
piles and piles of furs. Skulls of dwarves, goblins, and
humans have been spiked along the rim of the shelf, and descriptions of the taking of the head (e.g. dwarf
war captain slain on top of hill, 7th year of Garizmul’s
and many of these have candles burning within, giving
reign).
the place an eerie, macabre glow.
Under the furs on the stone shelf, a 3 foot deep and 2
foot square niche has been cut into the top of the shelf.
The niche is closed by a wooden lid with a small iron
pull ring. This has been trapped by now deceased
goblin slaves of the war leader. A set of very thin trip
wires has been set across the niche, halfway down. If

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 32
these are disturbed, a set of three blades will scythe 7. Garizmul’s Grand Hall
across the opening. This massive chamber is 15 feet tall and is supported
by several stone columns carved from stalagmites and
The blades have a +10 to hit and cause 19 (3d8+6) stalactites into eerie, twisted designed. Carvings along
slashing damage. Once the trap has been set off, it will the walls show goblins fighting and defeating dwarves,
be inactive until the whole thing is reset, which takes kobolds, and other larger native creatures of the area,
some expertise. as well as bowing before a great winged goblin
wielding a fiery axe.
Allow a DC 17 Wisdom (Perception) check to notice
the filaments, which are as thin as a normal spider The remnants of several stone statues are present.
web. If the filaments are noticed, then a DC 16 Only the feet remain.
Intelligence (Investigation) check will reveal the
nature of the trap. A DC 17 Dexterity (Thieves’ Tool) To the north is a stone dais, three steps high, upon
check will disarm the trap, but if this check is failed by which is set a large stone throne mounted with skulls
5 or more the trap will be set off and the character and grisly body parts. The throne is orc sized and is
attempting to disarm will be attacked by the blades. made of stone that looks different than the dais, as if it
were brought here and placed on the dais.
The trap can be bypassed by deploying a hidden ‘
switch set into the rim of the niche. A DC 18 Hanging behind the throne is a hide of some large
Intelligence (Investigation) check will find the switch. creature upon which has been inscribed 24 different
symbols, most of them grisly in nature. These symbols
Within the niche are three small chests made of wood surround a larger single eye set into the center of the
and iron, and a large sack. design.
The chests are locked (DC 25 Dexterity [Thieves’ A dozen fur pallets are pushed against the wall.
Tools] check to open), with the keys on Garizmul. They
holds a total of 1,600 gp, 600 pp, and 33 assorted gems
This was the audience chamber of the goblin king, and
worth an average of 100 gp each. These coins and
now serves as Garizmul’s grand hall.
gems are split relatively evenly over the three chests.
The goblin figure on the wall with the fiery axe is the
The sack is tied by a stout cord and holds two scroll
god Maglubiyet, which a successful DC 14 Intelligence
tubes. One tube is made of metal and is stamped with
(Religion) check will reveal. Close inspection of the
dwarven runes. This contains a spell scroll of raise
carvings on the walls will reveal that remnants of
dead.
reliefs showing goblins defeating or humiliating orcs
have been smashed away or defaced.
The other tube is made of leather and bears a wax seal
that has been opened.
The 24 symbols behind the throne are the insignia of
24 orc tribes…those united by Garizmul against the
Close examination of the seal will reveal the symbol of
dwarves. The central eye represent Gruumsh, the god
the Mercur trade coster. Within are a set of parchment
of the orcs.
documents that are written in Common and detail
orders from highly placed sources in Mercur, tasking
The fur pallets belong to Garizmul’s elite bodyguard.
Garizmul with uniting the orc tribes and blockading
the dwarven strongholds of Nirzumbil and Hegzeril for
The three passageways with arrows on the map slope
a period of at least two years. The documents detail
up and lead to the goblin warrens above where the
various large payments made to Garizmul to fund this
main body of the orc army is housed.
endeavor, along with promises of shipments of
weapons and armour.
A glyph of warding has been cast as a 4th-level spell by
Garizmul’s bodyguard captain. It will activate
Garizmul’s orders are to maintain the blockade until
whenever any creature approaches within 10 feet of
ordered to lift it by Mercur, at which time he will
the throne, unless the creature is Garizmul
declare victory and order the tribes home, attacking
Throatslasher, his bodyguard captain, or anyone
any that do not depart willingly.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 33
touched by Garizmul. All of the orcs and slaves in this an underling or even pronouncing doom upon a
area know not to come within 10 feet of the throne. prisoner or subordinate.

The glyph, if activated, will conjure a shadow demon, The DM can, if desired, assign Garizmul to a location
which will attack whomever discharged the glyph as and a task. Alternatively, the war leader’s location can
well as anyone who aids that creature in any way. The be determined randomly, and he will be in his quarters
shadow demon will remain for 1 hour, or until its foes 25% of the time or in his hall otherwise.
are gone or defeated. The shadow demon can leave
this chamber in pursuit of its victims. Garizmul is a fearless war leader, and he knows he has
gambled all on this alliance with Mercur. He will not
Garizmul’s bodyguard of eleven elite orc warriors back down from any fight, preferring death to living
(see Appendix B) will be present here, ever alert for with failure. During an attack, he will try to link up
treachery and to protect their master. with his bodyguard and move the fight to his grand
hall (area 7) where he can possibly goad a foe to
Each bodyguard has a pouch with 16 sp, 34 gp, and 10 activate the glyph of warding there.
pp.
Garizmul wields his magical greataxe “Gutslicer”. This
They are led by the bodyguard captain (see Appendix is a +2 greataxe.
B), who is a warrior and a priest of Gruumsh.
Additionally, Garizmul wears a necklace of the black
As the bodyguard captain casts animate dead each day touch (see Appendix A).
to maintain control of his undead, he has one fewer
3rd-level spell slot at all times. Finally, he carries two potions of greater healing.

The bodyguard captain has several magic items that he Garizmul wears a thin platinum crown on his brow, set
will use in combat. These include: with an emerald. This crown is worth 2,500 gp.

a spell scroll of enhance ability Summoning the Hordes


a spell scroll of lesser restoration A battle or alert will cause the orc hordes in the
a spell scroll of aid vicinity to begin to descend upon the area, eventually
a spell scroll of prayer of healing in massive, overwhelming numbers.
He also wears a golden necklace studded with garnet Yells and the loud sounds of battle with rouse the orcs
and jasper worth 575 gp, and a silver ring set with an in the tunnels above that are nearest to the grand hall
amethyst eye worth 65 gp. In his pouch he carries 32 (area 7). They will, in turn, rouse others nearby, and so
sp, 25, gp, and 12 pp. on as the alert spreads throughout the entire
mountain. There are several thousand orcs within the
The bodyguard captain is a close relative of Garizmul, mountain and encamped on its slopes, so for all intents
and he is about as loyal as an orc can be to another orc. and purposes their numbers can be considered
He is satisfied that as Garizmul rises in power and unlimited as compared to the capabilities of the PCs.
prestige, so, too, will he.
When the alert is first raised, it will take 3d6 rounds
The bodyguard captain has created four human and before anything happens. This represents the time for
dwarf zombies using his animate dead spell, which he the nearest orcs to wake up or hear the alert, discuss it
casts every day to maintain control over them. briefly, rally, grab arms, and sound their alarm horns.
It will then take another 1d6 rounds for those
Garizmul Throatslasher reinforcements to arrive. Thereafter, the DM should
Garizmul (see Appendix B) will be found in this area roll a d20, and that is how many rounds before another
of the goblin tunnels. He is usually either in his batch of reinforcements arrives.
quarters (area 6) or the grand hall (area 7). In the
former, he will be sleeping, eating, or dallying with a The table below indicates the nature and number of a
concubine, or even taking a blood bath. In the latter, he given batch of reinforcements. Roll a d100 and consult
will be planning strategy or possibly conferring with the table.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 34
In either case, should the attempt to slay Garizmul fail,
Roll Result the orc uprising will continue for another year or two
01-10 1d6 orcs until Mercur can get a stranglehold on the trade
contracts in the region. Mercur’s fortunes will increase
11-15 1 orc eye of Gruumsh and 2d4 orcs vastly as its scheme comes to complete fruition. The
orcs will, when Mercur order it, leave the field of battle
16-20 1 orc war chief
and return to their traditional lairs. Much glory will
21-30 1d3 ogres accrue to Garizmul, including an annual tribute from
31-44 1d3 orogs Mercur in honour of their bargain.
45-59 1d4 ogrillons
1d3 elite orc warriors (see If Garizmul is slain, the orc hordes will eventually
60-73 become demoralized for a short time and will give the
Appendix B)
74-88 2d6 goblins PCs a few minutes of respite to search the place and
loot bodies. But, soon enough, other orc leaders will
89-90 1 orc eye of Gruumsh
rally the forces and the hordes will begin to converge
91-00 1d3 orcs and 1d3 worgs once again on the grand hall. The PCs would be well
advised to flee the area after looting whatever they
These reinforcements will arrive randomly at one of can, using the portal to return to the Stonewych.
the three passages that lead up and out of the northern
end of the grand hall.

Win, Lose, or Draw


As mentioned, Garizmul is not inclined to flee from
even a tough combat. He knows that time is on his side Returning to the Stonewych
as his hordes are summoned. If it appears he cannot If the PCs return to the Stonewych while Garizmul is
defeat his opponents, he will use whatever means he still alive, he will likely pursue them and learn of the
can to slow the combat down and play for time. This portal. His forces will come through the portal and
might include running and taking cover, or even using enter the Stonewych’s demesne. The Stonewych will
the Dodge action. Fleeing from intruders would cause have spirited her infant away into hiding, and she is
Garizmul to lose much respect from his orc hordes and not worried about being harmed by the orcs, as that
would endanger the entire orc uprising. Better to go would unravel the oathbind.
down fighting and feast with honour at Gruumsh’s side
than flee be exiled from his own tribe and hunted by She will do her best to hide the PCs, if they need it, but
vengeful orcs. she cannot raise her hand against the orcs, so her role
would be to confuse and mislead the orcs so that the
If the battle against Garizmul gets out of hand, the PCs PCs can flee or hide.
can always flee back to the Stonewych. However,
unless they do so surreptitiously, the orcs may find out On the other hand, if the PCs have slain Garizmul, the
about the portal and guard it or even destroy it. Stonewych will immediately sense that the oathbind
has unraveled. She will head down to the portal
In essence, under most circumstances, once the chamber below her Hall and await the PCs. If the PCs
hornet’s nest that is Garizmul’s headquarters is stirred are being chased by orcs, they will run headlong into
up, the PCs will have almost no chance to strike a an angry and unbound Stonewych and, after the first
second time, Garizmul will know his lair is not safe and several are summarily squashed, the rest will flee and
will relocate and double or triple the guard around not come through the portal again.
him.
The Stonewych will be overjoyed and will greet the
If the PCs are defeated, any survivors will be captured. PCs warmly, thanking them for saving her people and
They will be questioned by the orc warlord and defeating the orc warlord. She will invite the PCs to
possibly tortured. It is up to the DM to determine what rest and recuperate while she sends word to her
happens next, but things won’t look good for the PCs… people that they are free of the oathbind and can now
muster to take revenge upon the orcs. She will tell the
PCs that it will take a week or so to muster her folk.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 35
kingdoms will also have an interest in punishing
Magreffix will also part with the PCs at this time. He Mercur, and the temple of the trade god will also be
will thank the PCs heartily for their companionship wroth at the trade coster for disrupting the free flow of
and he will tell them that if they ever have great need trade and causing the death of so many merchants.
of him, to leave a stone near the entrance to his old lair
with the Draconic rune for “friend”, and he will meet In short, the PCs can ruin Mercur in this region for
them in Nirzumbil when he sees it. decades to come. The dwarves would completely ban
all trade with Mercur. The trade temples would
Battles to Come withhold their blessings, services, and spellcasting
After the stone giants have mustered (over a hundred from Mercur for many years. The lowland kingdoms
of them), they will announce their intention to march would ban the coster from their precincts or at least
straight to Nirzumbil. They hope, by news of demand massive reparations.
Garizmul’s death and by display of giant force, to
convince the dwarves to send out an army to destroy Of course, the PCs, realizing all of this, could sell those
the orc hordes once and for all. The PCs are welcome documents back to Mercur for a price to be
to accompany the giants. determined, However, that could be a dangerous game,
as Mercur might want to attempt to seize the
The march of the stone giants will be awe-inspiring documents or assassinate the PCs. In short, there could
and effective. The orcs, with their figurative head cut be a lot of intrigue and adventure even after the orc
off, will not be able to rally effectively. Of course, there uprising has ended.
will still be fighting and battle. The DM can set up orc
forces to fight if the PCs want to take part in some of Rewards and Accolades
these battles, or the DM can simply narrate the PCs’ If the PCs have slain Garizmul, the dwarves of
role in these one-sided battles. Nirzumbil will be quite happy. They will name the PCs
“dwarf friends”, and very rare and honoured titles. The
The orcs, leaderless and demoralized, cannot stand up PCs will also each be given a magical gift suitable to
to the combined might of the stone giants and the their class. Such gifts wil be those that are likely to be
dwarves. Over the course of the next month, the crafted by dwarves. Some samples include:
dwarves and giants will roust all of the orc strongholds
in the area, driving the orcs back into their traditional  light or heavy crossbow +1
holes and homelands.  ring of protection
 immovable rod
Consequences  gem of brightness
If Garizmul has been slain and the orcs routed,  gauntlets of ogre power
Mercur’s scheme will come to a halt. Of course, they  goggles of night
have already benefited from the long term contracts  lantern of revealing
they have negotiated, but their plans for truly
cornering the market is gone. The dwarves will must Additionally, the dwarves will give each PC 1,000 gp,
and, with some stone giants, march south to relieve the half in gold coins and the other in assorted gems.
siege of Hegzeril (the other dwarven stronghold).
Within two months, that stronghold will also be
relieved. Thereafter, full trade between the dwarves
Award standard XP for defeated foes. Remember that
and the lowlands will resume (incidentally with a
if the PCs had allies helping them (such as the copper
spike in demand by the dwarves for lowland foods and
dragon), then the XP for defeated foes should be
goods). divided amongst all of the PCs and allies equally.
If the PCs found the Mercur documents inside
Garizmul’s lair, then they will have proof of Mercur’s
schemes. They must now decide what to do with this
information. They could show them to one or more
parties rival to Mercur or to the dwarves, who have
been injured by Mercur’s machinations. Local lowland

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 36
This reduction lasts until the target finishes a long rest.
Once the last finger is pulled and thrown, the
necklace becomes nonmagical.

Wondrous item, uncommon (requires attunement)


This amulet is crafted by orcish adepts. It provides the
wearer with the benefits of and aid spell, but before
the amulet may be activated, the wearer must slay a
sentient creature. The creature must be slain while the
wearer is wearing the amulet, and the amulet activates
if Gruumsh aid me! is yelled in Orcish while the slaying
occurs.
Once the amulet is activated, it cannot be activated
against for 24 hours.

Wondrous item, uncommon (requires attunement)


This wristband is made of bone, carved with runes of
necromancy and undeath. Dangling from the
wristband are two charms, one made of stone in the
shape of a skull, and the other made of obsidian in the
shape of a skeletal finger tipped by a sharp, claw-like
fingernail.
The charm augments any skeletons controlled by the
wearer, turning their bones to stone and causing sharp
spikes to grow from the skeleton’s body, hands, and
legs. The skeletons gain +2 to AC and as a bonus action
may make a slam attack using their Dexterity bonus to
hit that causes 1d6 (plus Dex bonus) piercing damage.

Wondrous item, rare (requires attunement)


This necklace is crafted by the drow. It appears as a
black metal chain from which hang six desiccated
fingers. When looked at closely, the fingers seem to
throb and writhe of their own accord. Each finger can
be pulled from the necklace and thrown at a target as
an action. Once pulled, a finger must be thrown within
three rounds or it loses its potency.
A finger has a range of 20/60 ft., and strikes a single
target using the wearer’s Dexterity bonus and
proficiency bonus. The target, if struck, suffers 14
(4d6) necrotic damage and must succeed on a DC 15
Constitution saving throw or its hit point maximum is
reduced by an amount equal to the damage taken.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 37
The krenshar is a strange catlike carnivore with
extremely flexible skin on its head.

A typical krenshar measures 4 or 5 feet in length with


a long narrow head. It weighs about 175 lbs. Males and
females hunt together, preferring herd animals for
food but attacking humanoids when game becomes
scarce.

Social Creatures. Krenshars are very social among


their own kind, and occasional attempts to
domesticate cubs have produced fierce and loyal
companions. They otherwise behave much like
mundane great cats. A lair contains cubs numbering
half the adult total.

Pride Hunters. Krenshars often hunt in prides, using


solitary scouts to drive prey into the waiting clutches
of the pride. The scout appears from hiding, uses its
Scare, then chases the often fleeing target into the
waiting grasp of its pridemates.

The krenshar appeared in the Monster Manual for the 3rd edition of
Dungeons & Dragons.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 38
The portal drake is a small dragon, about 4 feet long
with sharp teeth. Its hide is stone gray in colour. While
it resembles a copper dragon in shape, it lacks the
goodness, wit, and sense of humour of copper dragons.

Affinity for Portals. Portal drakes find magic portals a


nearly endless source of amusement, pleasure, and
prey. They usually lair in a secluded cavern equipped
with a portal. With its Portal Sight trait, it gazes
through its portal to other portals it knows and looks
for likely victims. It typically seeks out smaller groups
or individuals carrying obvious magic items.

Hit-and-Run. Portal drakes use hit-and-run tactics


when they fight, but they rarely initiate combat unless
they feel certain of winning. Portal drakes sometimes
use magic items to enhance their abilities, and they are
usually well prepared for combat. A portal drake’s
favourite tactic is to make a lightning strike on a small
party or individual, usually starting with its breath
weapon.

The portal drake appeared in Underdark for the 3rd edition of


Dungeons & Dragons.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 39
Senmurvs have the head, body, and clawed back paws
of a dog, with two feathery wings in place of the dog’s
front paws. They stand upright and are vibrantly
coloured; no two have the same pattern. The eyes of a
senmurv are gem-coloured, usually sapphire blue,
ruby red, or emerald green, and do not have pupils.

Dedicated to Its Cause. Senmurv are intelligent


creatures that are ferocious defenders of good. They
commonly act as mounts, scouts, and guardians for
nonevil humanoids such as elves, dwarves, and
gnomes.

Aid Those in Need. Senmurvs have been known to


provide aid to humanoids in distress, especially those
under attack by evil creatures. Senmurvs are very
particular about whom they assist, and they become
enraged if they discover duplicity or betrayal among
those they are so assisting.

Combat Diver. Senmurvs are experts at diving into


combat for deadly strikes before retreating to safety.
They typically strafe an opponent a few times before
closing into melee.

Mounts. A senmurv can carry a rider and gear


weighing no more than 200 lbs. Senmurvs do not
tolerate saddles well, so the rider must learn to do The senmurv appeared in the Fiend Folio for the 3rd edition of
without. Dungeons & Dragons.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 40
The stone flyer appears as a great winged wolf made of
mottled granite. Its hide is a mixture of black, grey, and
brown, like stone.

Pack Creatures of Stone. Stone flyers glide through


stone as easily as other winged creatures glide through
air. They’re social creatures, usually found in large
packs. Fierce carnivores, stone flyers strike quickly in
great numbers, seeking to kill and carry away their
prey. They work in concert to bring down creatures
that are traveling alone or lagging behind in a group.
Once their quarry is unconscious or dead, they retreat
into the earth or stone, taking their prey along to be
consumed in safety, away from the site of the kill.

Unique Mounts. Stone flyers are much sought after as


mounts in the Underdark, but they require training to
bear riders. A stone flyer can carry a rider and gear
weighing up to 450 lbs.

The stone flyer appeared in Underdark for the 3rd edition of Dungeons
& Dragons.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 41
This section introduces variations of monsters that are The Monster Manual provides statistics for the typical
described in the Monster Manual. kobold. However, PCs meet another kind of kobold in
the course of this adventure.

The Monster Manual provides statistics for the typical These kobolds serve as the shamans and wise people
brown bear. However, PCs meet another kind of of their tribes. They claim that their ability to wield
brown bear in the course of this adventure. sorcery proves their direct bloodline to dragons, and
this places them in a position of respect amongst their
tribemates.
This mother bear is very protective of her cubs and
will be enraged if she attacks.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 42
The Monster Manual provides statistics for the typical The Monster Manual provides statistics for the typical
orc. However, PCs meet other kinds of orcs in the troll. However, PCs meet another kind of troll in the
course of this adventure. course of this adventure.

These orcs are the cream of the crop as far as the Trolls are, due to their regenerative powers, subject to
warriors of their tribe. They are placed in roles of mutations, including a two-headed variety. Contrary to
sergeants of orc squadrons or as bodyguards of orc popular rumour, these creatures are not the result of
chieftains. Each of these orcs hopes to one day kill his interbreeding between trolls and ettins.
chieftain and assume his position.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 43
This section presents statistics for NPCs encountered
in this adventure that are not presented in the Monster
Manual.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 44
Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 45
Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 46
Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 47
The Stonewych wears a ring of earth elemental
command and a huge cloak of protection. She also
wields a +2 greatclub. These items are reflected in the
statistics presented above.

Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 48
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Not for resale. Permission granted to print or photocopy this document for personal use only . Against the Orcs 50
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