d20 bard's productions a race for retribution part iv

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A Race for Retribution Part IV By Jeff Colledge The culmination of the first three adventures of the Race for Retribution series, Part IV will challenge 4th-5th level characters. They will be asked to infiltrate Degarn’s base and eliminate the priest before he can unleash the power contained within the Heart of Grakis, an o rcish relic that could spell then end of Laendersburg.

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d20 Bard's Productions a Race for Retribution Part IV

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  • A Race for Retribution Part IV

    By Jeff Colledge

    The culmination of the first three adventu res of the Race for Retribution series, Part IV will challenge 4th-5th level characters. They will be asked to infiltrate Degarns base and eliminate the priest before he can unleash the power contained within the Heart of Grakis, an o rcish relic that could spell then end of Laendersburg.

  • 2Table of Contents

    Adventure Background . . . . . 3Adventure Summary . . . . . . 4Running the Adventure . . . . . 4Running the Rituals . . . . . . 8Orcish Battle Plan . . . . . . 11Degarns Base . . . . . . . 13

    A. Guard Towers . . . . . 13B. Degarns Temple . . . . . 19

    Wandering Monsters . . . . . 34Concluding the Adventure . . . . 35New Magic Items. . . . . . . 37Rumor Tables . . . . . . . 38Degarns Base Maps (color) . . . . 41Degarns Base Maps (black and white) . . 44Legal Stuff . . . . . . . . 47

    CreditsAuthor: Jeff ColledgeEditor: Deanne ColledgeCartography: Jeff ColledgeArtwork: Fredrick Simons, Tigerlilly, Janice Knapp, Dan BaikPlaytesters: James "SPARKY" Sparling, Jimi Braun, Shannon Sparling, Michelle Braun, Jeremy Schrage,

    Teresa SeennaSpecial Thanks: My weekly group for being guinea pigs againand againand again

    Dedicated to my wife and daughter, for putting up with all of my silliness.

  • 3Adventure BackgroundOnce they have arrived to meet Aislyn at herhouse, the DM should read the following to theparty:

    Seconds after you knock on the door, it opens toreveal an athletic and attractive looking man.He smiles and motions you to enter. I dontremember if weve met, but Im Zeliik, the manstarts as he directs you into a small sitting room.Im a close friend of Aislyn. After the recentdeath of her husband, I was asked to come downfrom Stahl to assist her in her new duties. So ifyoull excuse me, Ill fetch her here.

    A minute passes before Zeliik and the comelymayor of Laendersburg, Aislyn, enter. Shequietly takes a seat in one of the overstuffedchairs while Zeliik moves to stand behind her. Asoft smile passes over her lips at the protectivestance Zeliik takes up. Well met, my friends,her warm but tired voice sounds. It seems as ifour small town has need of you.

    At this point, Aislyn will recount the events ofthe last few months. If the PCs have completedParts I-III of A Race for Retribution, they shouldbe familiar with what has occurred and this couldbe a good chance for them to tell of their feats ofbravery. If they havent, the DM should refer tothe Adventure Summary below for basicinformation on the first 3 parts of the Race forRetribution series.

    Aislyn will then turn to Zeliik, who she willintroduce as the authority on magic from herown adventuring days (see A Race forRetribution Part II or III for more details). Zeliikwill state that he believes that the leader of anorcish clan, the Chosen Ones, has possession of apowerful artifact. This, in fact, is the Heart ofGrakis that Degarn retrieved from the orcishhalls ruins in A Race for Retribution Part II.Zeliik will indicate that that amulet is currentlyin its inert state, but that Degarn will beactivating it soon. The sorcerers research hasrevealed that the power of the amulet couldstrengthen an orcish army to the point of beingnear invincible. While this is something of anexaggeration, the fact that Laendersburg has nostanding army and the nearest town, Stahl,

    claims no more than 8 full time soldiers makesany magic enhanced army almost invincible.

    At this point, Aislyn will ask the PCs for help.She will want them to lead a covert raid onDegarns base to remove the threat of Degarnand recover the artifact from the orcs. She willtell the PCs that due to the recent actions of theparty (or other adventurers if the PCs did not gothrough parts I-III) the base is probably ready fora direct attack. Aislyn will then stronglyrecommend that the party take a more subtleapproach to recovering the amulet. The DMshould make it very clear at this point that adirect assault on the base would be disastrous forthe PCs.

    To help to make this clear, Aislyn will informthe party that there are 3 stone towerssurrounding the main structure of the base.Orcish guards have been sighted on the balconiesof each tower, thanks to Zeliiks reconnaissancework. The sorcerer will also report that theentire base sits upon a hill in the middle of afield, which will make approaching the base,without alerting the guards, difficult.

    Based on the abilities of the party and how wellthe DM feels they would fare, Aislyn will offerany of the following to aid the PCs in recoveringthe Heart of Grakis:Up to 3 potions of Alter Self (Caster level 5)

    (Yields +10 to all Disguise checks).Up to 3 potions of Invisibility (Caster level 5)A wand of Fog Cloud (10 charges Caster level 5)

    (To help provide cover when moving in orout of the base)

    6 ratty tabards of the Chosen Ones clan (+1 toany Disguise checks)

    Regardless of what other aid the party receivesfrom Aislyn, Zeliik will insist on joining them.He does this to keep an eye on the party, incasethey are tempted by the amulet, and to reportback to Aislyn incase they fail. He will guidethe party to the woods north of Degarns Base(See Degarns Base map). Here the sorcerer willwait for the party while they move into the baseitself. Should the party need cover fire whilethey retreat or a distraction while they enter,Zeliik (see Series Town Information for stats andmore information on Zeliik) will use his spells

  • 4and Necklace of Fireballs without hesitation. Hewill also use his own potion of Invisibility tohelp him avoid detection while the party goesabout defeating Degarn and recovering the Heartof Grakis.

    Aislyn will then tell the PCs that the base standson a hill with 3 towers surrounding it. Shedoesnt know much more than that, but will beinterested in hearing some initial plans on howthey might accomplish recovering the heart ofGrakis. This is to encourage the party to startthinking about how they will infiltrate the baseprior to reaching the forest (and the start of the 2hour time limit).

    DM Note: The Gather Information skill can givethe party some additional information that couldaid in their mission. On top of this, they shouldrealize that this isnt a hack and slash mission. Ifthe players dont understand this, feel free tospell it out for them one time. After that,consider them warned.

    Adventure SummaryThe initial adventure in the series was a simpleraid into a small cave being used by a 2nd levelhalf-orcish cleric of the god of destruction(Cabraah, an underling of Degarn) as a base ofoperations. He was instructed to raid caravansrunning between Laendersburg and Stahl.Degarn hoped this would disrupt Laendersburgsonly supply line. The result would haveweakened the town somewhat, making it easierfor him to invade it later on. The DM shouldrefer to the Race for Retribution Series TownInformation PDF for more details on the NPCsand towns.

    The second installment was the party's first runin with Degarn. They were to find out what wasgoing on at the ruins of the orcish hall. There theadventurers found that Degarn was alreadyexploring the ruins with a band of orcs. As theparty trailed him through the ruins theyeventually met up with the half-orc cleric, whohad located and possessed the inert amulet, theHeart of Grakis. Degarns group was defeated,but the cleric managed to escape with the amulet.

    The third adventure occurred in and around Stahland Laendersburg. Degarn, realized the threatthe party posed to his plans and hired an assassin

    (Ryn See Town Information and A Race forRetribution Part III for more details) to eliminatethem as well as Laender. While being stalked bythe assassin, the party learned more aboutLaendersburgs past, held an audience with theMayor of Stahl to warn him of the impendingdanger to Laendersburg and Stahl, and dealt withan ambush. On top of all this, the party ferretedout a spy in Stahl, who was making plans of hisown against the party, and revealed Laendersmurderer.

    This is the final adventure, which will bring theRace for Retribution series to a close. The partywill be informed that Degarn has gathered theleaders of the other 2 orcish tribes, theBloodfiends and Bone Crushers. Before thesetwo leaders, the half-orc priest is going toactivate the Heart of Grakis, which will not onlywin the loyalty of the two tribes, but strengthenall orcs within its range of power. The PCs willbe asked to stop Degarn and recover the amuletbefore the orcish army gathers and marchesforth.

    Running the AdventureEach part in this series is designed to becompleted in roughly 3-4 hours of playtime.They all require minimal DM preparation thusallowing the DM to drop it into play on amoments notice. It is still recommended theDM read through all 4 parts in their entirety sohe will be familiar with the details of the storyline. If the DM is going to use the entire seriesthen some additional steps should be taken toprovide some continuity for the players.

    1) Space the parts of the series out. These partswere not written to be run one right after theother. It is assumed the DM will run thePCs through other adventures in betweeneach part. This is important as the first partis written for 1st level characters but doesntprovide enough experience for them to reachthe necessary level for the second part,which doesnt provide enough experiencefor them to reach the third part and so on. Arecommend way to handle this is to havethis series run every other adventure orsession, for example:

    Tonight A Race for RetributionPart I

    Week 2 They explore the kobold caves

  • 5Week 3 A Race for RetributionPart II

    Week 4 PCs deal with restless dead intowns grave yard

    Week 5 A Race for RetributionPart III

    Etc.This will provide the PCs a chance to gainenough experience to handle each part andwill give the DM an overall idea as to wherethe PCs will be going next.

    2) Use the provided rumor tables to establishcontinuity. Each part of this series hasrumor tables in the appendix. It is assumedthat while the PCs are completing thecurrent part, Degarn is working toward hisown ends. Information should filter intoStahl and Laendersburg reflecting thechanges within the surrounding countryside.This is important for the players, as eachpart is designed to push them to their limitsin tactics and role-playing. They shouldhave a chance to get information that mightprovide them an edge in the coming part ofthe series. This also will give the PCs afeeling of continuity of the story line, asthey normally wont be completing one partright after the other.

    3) Finally, know your players. If they areinexperienced, help them along withsuggestions on how to use skills and tactics,as these adventures will prove extremelydifficult otherwise. Pay attention to thesuggestions given at certain critical areas onhow to adjust the monsters tactics if thePCs are struggling. These adventures werewritten to provide a strong challenge forexperience players, and play testing hasshown after each part, the PCs werevictorious but severely beat down.Fortunately, after completing each part theywill be able to rest and restock spells andsupplies.

    Making It Stand AloneTo make this adventure stand alone, the DMonly needs to replace the Heart of Grakis withany item that he would like to have the PCsrecover. Degarn and his base may be nothingmore than unwitting custodians for this item. Ifthe DM does use the adventure in this manner,he should ignore the changes to the orcs stats

    based on the completions of the rituals toactivate the Heart of Grakis. However, the basewill still react the same if an alarm is raised,which could still make infiltration the preferredcourse.

    Scaling the AdventureThis adventure, while written for a party of four4-5th level characters, can very easily provechallenging to 6-7th level characters. This is dueto the fact that the orcs, under Degarnsdirection, are very organized so once an alarm israised they will use their fortifications to theiradvantage. While this is occurring, Degarn willcontinue to perform the necessary rituals toactivate the Heart of Grakis. Thus, a party of 6-7th level characters may be able to try a moredirect assault on the base. However, it isrecommended that the DM use 20 minuteincrements for the activation of each of theamulets powers, instead of 30 minuteincrements (See Running the Rituals for moreinformation on this).

    For a party of 3-4th level characters, the DMshould increase the time for the rituals from 30minute increments to 40 minute increments (SeeRunning the Rituals for more information onthis). He should also have Aislyn provide theparty with enough potions of Invisibility andAlter Self, to help them infiltrate the basewithout setting off the alarm. Finally, if the DMfeels they PCs will set off the alarm in theiractions, the party should also meet the 3 ogres,(see Wandering Monsters) who will aid them,before they reach the orcish base. Zeliik shouldreveal himself and use his Necklace of Fireballsand spells to draw attention away from the party.After all, the orcs will know theres an alarm, butthey may not know what actually caused it. Afew explosions from fireballs or 3 maraudingogres will quickly help the orcs focus onsomething other than the PCs. If the PCs arehaving trouble defeating Degarn, feel free tohave Gorak enter and attack Degarn (See Area14 Temple Library for more details on Gorakand his motivations).

    Adventure HooksIf the PCs have done parts I through III of theseries, it shouldnt be difficult to get them toconfront Degarn. However, if this is being run

  • 6as a standalone adventure, feel free to use thefollowing hooks:

    - The PCs are contacted by Aislyn, who iscurrently being advised by Zeliik (See SeriesTown Information for details on theseNPCs), and asked to recover a powerful butevil item that seems to be residing within theorcish base. This item can be the Heart ofGrakis or any other item that the DM wouldlike the PCs to recover.

    - Rumors have circulated that the leaders ofthree local orcish tribes are meeting andmore than likely planning to organize anarmy. This would be an excellentopportunity to remove these leaders whichwould throw the tribes back into chaos.This hook should be used for 6-7th levelcharacters, due to the obvious need forcombat which will more than likely triggerthe base alarm.

    - A priest of the god of justice receives adream from her deity that a rogue cleric(Degarn see Part I, II or III for details onDegarns history) can be found within thebase. This cleric should receive justice forall of the wrong he has done in the name ofjustice. While the orcs in the base may havealso committed wrongs, their justice was notordained. Thus, the slaughter of theseinnocents may be frowned upon by theclerics deity.

    - Any orc or half-orc character will feel thegentle tugging of the Heart of Grakis (SeeNew Magic Items for more details on this).The amulet could be drawing them to it,believing that the PC would be a betterleader than Degarn. This could result withthe party in control of a powerful but inertmagic item, something that the DM shouldplan on dealing with after this adventure.

    DM NotesThis series addresses complex issues of right andwrong. Laender was a just and likable fellowwho had an unhealthy hatred for orcs. His racistactions are what led Degarn, a good priest of thegod of just retribution, to vow to destroy thetown. Degarn, whose domains under the god ofjust retribution were Destruction and Law, hasreceived those same domains under the god ofdestruction. He strongly believes in maintainingLaw but wants to destroy any he deems as in the

    wrong. Thus, you might find certain characterssympathetic to Laender, in A Race forRetribution Parts I-III (rangers whose favoredenemies are orcs, any character with badexperience with orcs, etc) and others withDegarn (possibly Paladins could understand hisdesire to punish the unjust Laender, possiblyclerics of the god of just retribution who feelretribution is in order against the towns racistattitudes, etc). Finally, when the charactersexperience the towns racism first hand(especially if there is a half-orc in the party) theymight have problems feeling like they are doingthe right thing in saving the town. However bythis part in the series, those attitudes are slowlystarting to change.

    As a DM you know that the PCs will start achange in the towns attitudes if they followthrough the entire series of adventures. Untilthat point, you will need to be able to role-playthe town and Degarn and others in such a manorto motivate the characters to ultimately do theright thing. This could be a challenge and somesuggestions will be provided to this end throughout the adventure.

    It should be stated that the author nor BardsProductions, LLC in no way condonesdiscrimination by race, religion, gender, or anyother measurement.

    This adventure is designed to be one of stealthand secrecy. If the PCs simply start kicking indoors and attacking everything, they will quicklyget in to trouble. Degarns base has a gooddefense plan for any assault. Because ofDegarns awareness of the PCs or some othergroup of adventurers working against him, due tothe earlier parts in the series, he has instructedthe entire base to be ready for anything unusualwhich will make it harder for the PCs tomaintain the element of surprise. It is stronglyrecommended that the DM make it very clear tothe players that they shouldnt expect a hack andslash adventure.

    Party AidBecause the way Degarns base and alarm is setup, it could prove to be deadly to any group thatsets it off. A number of things have beenincluded to assist the party through out thisadventure:

  • 7- Aislyns aid of potions and other itemsshould help the party establish goodDisguise scores prior to infiltrating the base.The DM should allow the PCs to take 10 ontheir Disguise roll, if they ask for it. Thepotions of Invisibility can assist with theinfiltration, however there are limits to whatit can do. The Wand of Fog Cloud canmake excellent cover for PCs entering orfleeing the base.

    - The rumor tables (See the Rumor Tablessection) have some information that can helpthe PCs learn where they need to go in thetemple, that there are other humanoids outthere which could lend a hand, and theremay be a possible traitor within the templeitself.

    - The optional planned encounter listed in theWandering Monster section could providethe PCs extra muscle or a perfect distraction.The 3 ogres will try to talk with the party inGiant or broken Common. While theirassistance is limited to showing up andsmashing all the orcs they find, they couldreally aid the party in dealing with Ragnakor simply provide a wonderful diversion.

    - Finally, Gorak can be used to help the PCsget back out of the temple once they defeatDegarn or may give them the extra punchthey need in facing the cleric.

    If the party is smart, the DM should use theseitems to assist the PCs should they becomeunlucky at times.

    While running the adventure, the DM shouldhave copies of the Running the Rituals sectionand the Orcish Battle Plan section handy at alltimes. They will be something the DMreferences throughout the adventure.

    DisguiseWhen dealing with disguises, the DM shouldkeep the following in mind:

    - Only the DM should know what theDisguise check yields (assuming the PCdoesnt take 10). It is quite possible for onePC to have a 20 and another to have a 1 fortheir Disguise check, but neither wouldrealize it.

    - All PCs posing as a different race receive a2 on their Disguise check. It should benoted that some of the shorter races willhave even more trouble posing as adult orcs(without the aid of magic) and could receivea 5 instead. However, shorter races couldpossibly pose as childrenbut orcishchildren dont run around with armor andweapons.

    - All orcs looking at a Disguised PC shouldmake a Spot check against their Disguisescore to determine if the disguise worked.Obviously, if the PC does not know how tospeak orcish, this can quickly ruin anydisguise.

    TrapsAlmost all chests found within the entire base aretrapped with a Glyph of Warding (Caster level6). These can be extremely hard on the party ifthey arent careful. However, due to the natureof their mission, the PCs shouldnt be openingevery chest they find and the traps are toreinforce this.

    RagnakThe barbarian orc can be extremely deadly inthis adventure. Here are some things the partymay be able to use in defeating him, aside fromthe normal courses of action:

    - Clerical Spells: Calm, Cause Fear, Doom,Emotions, Enthrall, Hold Person

    - Arcane Spells: Grease (on his scythe),Charm Person, Sleep, Cause Fear, HypnoticPattern, Scare, Holder Person, Suggestion,Slow

    - Fighters: May be able to attack the scythe.Once hes disarmed, Ragnaks threatpotential drops greatly

    - Bards: Fascinate may be able to delay hisattack.

  • 8Running The RitualsWhile the PCs are infiltrating the orcish base,Degarn is performing the rituals to awaken theHeart of Grakis. Although the description of theHeart of Grakis only states that certain ritualsmust be performed to awaken it from its inertstate, for thepurpose of thisadventure therewill be fourrituals. At theend of eachritual, one of theamulets powerswill come in toeffect.

    To help the DMkeep track ofwhen each powercomes intoeffect, and tohelp the playersrealize that theyare under a timelimit of sorts, theDM should use atimer or alarmclock. Once thePCs reach thewoods north ofthe base, thepoint where theDM would readthe visual description found under DegarnsBase, the DM should set the timer so it will gooff in 30 minutes. After each alarm the DMshould:- Pause all current action; read the

    corresponding rituals result to the players- Make note of any changes in the orcs (orcish

    and half-orc PCs will also receive thebenefits of the completed ritual)

    - Use a die to keep track of how many ritualshave been completed, as the effects arecumulative. Note that the changes to theorcish stats are listed within each area,which will help the DM keep track of thenew stats

    - Finally, reset the timer for 30 more minutesto represent the next ritual.

    Thus, in 2 hours of real time after the PCs firstreach the base, the Heart of Grakis will be fullyfunctional, much to the PCs woe.

    The 30 minutes of real time can easily be only afew minutes in game time or hours in game timebased on what the PCs do. This is acceptable.

    The purpose of thetimer is to assist theDM in keeping trackof the activation ofeach ritual. It alsowill give the players asense of a time limit,which if they areusing a frontal assaultor are engaging inmany skirmishes, theywill most definitelymiss. The playersshould also realizethat after each ritualall orcs, including anyorcish or half-orc PCs,will be stronger andtherefore moredangerous as timeprogresses.

    Ritual 1After the first timeralarm goes off, pauseall current action andread the following:

    Time suddenly slows to a crawl, as you becomepainfully aware of every minor detail of the areaaround you. It is as if a fog has been lifted fromall of your senses and the result is startling. Yourealize it isnt your immediate area you aresensing but one from the past. The salty smell ofblood fills your nose, while its warm metallicflavor washes over your tongue. Your sightgives report to an army of shades and faintfigures, an orcish army, while your musclestwitch as if gripping a massive axe. But it isyour ears that give the most frightful testimony,as a dull but clear beat fills them. It is a soundof coursing blood, of war drums awakening, ofsoldiers feet marching of a heart. Thesensation quickly fades as time seems to returnto its normal flow.

  • 9[Read to any orcish or half-orcish characters thefollowing:]

    While your other senses clear once more, youstill hear the faint, but distinct, beat coming fromdeep within your own body.

    The first ritual is now complete. All orcs andhalf-orcs (NPCs as well as PCs) will have a +4Inherent bonus to their Constitution scores aslong as they remain within 300 feet of the Heartof Grakis, which covers the entire base. The DMshould use a die or some other way to help himremember that the first ritual has been completedand its effects will continue through the rest ofthe adventure.

    Ritual 2After the second timer alarm goes off, pause allcurrent action and read the following:

    Time crawls once more as the faint pulsing inyour ears and body grows bolder. Voices callingout war cries join the rhythm of the beat. Theorcish specters dance before your eyes yet again,but their appearance has become a touch morecorporeal. Your nose now detects the oily smokeof burning flesh along with the smell of bloodthat returned. You feel your muscles ache withdesire to swing a massive weapon of destruction.A call to arms is about to pass your bloodcovered lips, when the sensations fade once moreleaving you slightly disoriented.

    [Read to any orcish or half-orcish characters thefollowing:]

    Shaking your head, you realize the beat hasindeed become stronger and your arms are filledwith renewed vigor and strength.

    The second ritual is now complete. All orcs andhalf-orcs (NPCs as well as PCs) will have a +4Inherent bonus to their Strength scores as long asthey remain within 300 feet of the Heart ofGrakis, which covers the entire base. The DMshould use a die or some other way to help himremember that the second ritual has beencompleted and its effects will continue throughthe rest of the adventure.

    Ritual 3After the third timer alarm goes off, pause allcurrent action and read the following:

    The familiar feeling of time slowing comesagain. Your ears ring from the beat that hasgrown louder once more. Orcish war cries joinin only to be pierced by screams of pain andanguish. The army of orcish soldiers that nowpass before your eyes seem almost completelysolid. The human, elvish, dwarven and otherraces are now represented as inept defendersthat fall before the orcish onslaught. The scentof sweat joins that of burning flesh and bloodwithin your olfactory sense. Your hands grip animaginary war axe while your arms strive toswing the illusionary weapon, seeking to deliverdeath to all within its path. Your tongue drinksin the blood, splattered upon your lips, as youraise your voice joining in the battle chorus. Asquickly as the sensations come they fade.

    [Read to any orcish or half-orcish characters thefollowing:]

    Finally the sensations pass once more, yet thebeat has once more grown in power. Your armsstill surge with strength, but now your eyes holdfaint images of attacking humans, elves, dwarvesand other non-orcish races. These visions causeyour reactions to be even quicker.

    The third ritual is now complete. All orcs andhalf-orcs (NPCs as well as PCs) will have a +4Inherent bonus to their Dexterity scores as longas they remain within 300 feet of the Heart ofGrakis, which covers the entire base. The DMshould use a die or some other way to help himremember that the third ritual has beencompleted and its effects will continue throughthe rest of the adventure.

    Ritual 4After the fourth and final timer alarm goes off,pause all current action and read the following:

    Silence explodes in your ears and your visionfalls to nothing. It is as if you are floating withinthe deep recesses of some impossibly dark pit. Apit found within the depths of the Abyss and allyou experience is pure nothingness. The

  • 10

    emptiness is broken by a clear and commandingvoice.

    Come my children, the voice echoes incommon. Keep thee well within mine reachand thou wilt receive my blessings and boons.Together we shall hold sway over thine enemiesand neither blade nor magic will cause theepain. Rejoice and let thy hands be gloved in thegore of thy foes, or cower and know my eternalwrath.

    The voice falls silent and your senses arereturned to their normal state.

    [Read to any orcish or half-orcish characters thefollowing:]

    The beat that fills your ears continues to driveyour blood in your veins. Your arms full ofstrength and your movement quick and sure, youfeel a soft cloak of security cover your shouldersgiving you a clear feeling of invulnerability.

    The fourth ritual is now complete. All orcs andhalf-orcs (NPCs as well as PCs) will have a SpellResistance of 3 per HD as long as they remainwithin 300 of the Heart of Grakis, which coversthe entire base. The DM should use a die orsome other way to help him remember that thefourth ritual has been completed and its effectswill continue through the rest of the adventure.DM Note: Any time a PC rolls a natural 1 on acaster level check for the SR, that spell willautomatically be resisted. This gives all regular1 HD orcs a 5% chance of resisting any spell.

  • 11

    Orcish Battle PlanDegarn, painfully aware of the PCs threat to hisplans, if the PCs have gone through parts I-III, oraware that others have worked against him in thepast, has organized the orcs of the Chosen Oneclan. He has set forth a very basic battle planshould anyone or anything attack the base.While the plan may seem simple, when all of theparts are combined, it can prove very effective.Degarn produced the battle plan with the orcslimited mental capabilities in mind as well astheir desire to spill someone elses blood.

    The WatchAll three watch towers have 4 orcs on thebalcony keeping an eye on the surrounding area.They have a chance of Spotting anyone within420 feet of their respective towers. However, thetwo northern towers are not able to spot anyonehiding within the light forest north of the base,which will make it ideal cover for the PCs toview the base. This forest, with Zeliik guidingthe party, is where the PCs will setup camp priorto infiltrating the base. When making Spotchecks for the orcs, keep the following factors inmind:

    Automatically Spot any figures approachingwithin 60 of the towers.

    Base check DC 15Size +/-4 per size category6 or more PCs -2Light Sensitivity -1 on Spot checks for orcs in

    bright daylightStarlight +10 on orcish checks within

    60 due to DarkvisionMoonlight +5 on orcish checks within 60

    due to Darkvision

    Use Spot checks only if the PCs are visible whenthey approach the base. If the PCs are invisible,they can approach up to the base of the cliffswithout alerting the orcs on the balcony. If thePCs are disguised in some fashion (Change Self,Alter Self spells, Disguise Skill, etc.), the Spotcheck will only make the orcs aware of someoneout there. It will not necessarily allow them tosee through the disguise (see Disguise underRunning the Adventure).

    If the PC tries to scale the cliffs that surround thebase (see Degarns Base for more information onthis), the DM should make an opposing Spot

    check for the orcs versus the PCs Climb check.If the PC is invisible, and the orcs Spot check is1-5 points greater than the PCs Climb check, theorc saw the rocks and dirt on the cliff shift on itsown, which is not normal. As a result of this, allfuture Spot checks for the orcs on this towersbalcony will receive a +2 circumstance bonus asthe orc will alert his companions to the oddsudden shifting of the rock and dirt. If the PC isinvisible and the orcs Spot check is 6 or morepoints greater than the PCs Climb check, the orcsaw a foot print depression appear within therock and dirt. Thus, he will sound the alarm. Ifthe PC is not invisible, but disguised, the orc willautomatically spot the PC and react according toher disguise. If the PC is not invisible, nordisguised, the orc will automatically spot the PCand sound the alarm.

    The BuildingsAll doors within the towers and the temple areclosed. As such, any invisible character mayalert the orcs by opening or closing a door. If theparty opens or closes any door, have all orcswithin the areas on either side of the door make aSpot check. If they succeed at DC 10, they sawthe door open or close by itself. This will makethem a bit suspicious and will investigate aroundthe doorway, +2 Circumstance bonus on allfuture Spot checks. If they succeed at a DC 20,they will get the feeling that something isntright and sound the alarm. If there is a disguisedPC that is visible near the door when it opens orcloses, the orcs will assume that the disguisedPC was responsible for the door. However, thismay draw unwanted attention to the PC and theirdisguise could be discovered.

    The AlarmAll orcs have been given basic whistles byDegarn. If an orc wishes to sound the alarm, hewill blow one long note from the whistle. Togive an All Clear sound, the orc will blow threeshort bursts. Using the whistle is a partial actionthat does not provoke an attack of opportunity.Unless the orc is within the area of a Silencespell or the PCs have made some specialarrangements, the whistle can be heard andresounded over the entire base. If the All Clearis sounded within 10 minutes of the initial alarm,it will be ignored by the orcs as it is probablyfalse, in addition to the fact they are still excitedat the prospect of a fight. If the All Clear is

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    sounded after 10 minutes of the initial alarm, theorcs will return to their original positions andtake up the watch once more, assuming there aresome obvious reasons why they shouldnt.

    When the alarm is sounded, the following willoccur:

    1 4 male orcs from each tower will arrive to thearea where the alarm was sounded 4-6rounds after the whistle was blown. If theparty isnt there and have left an obvioustrail (open doors, orcish bodies, sounds offighting), the orcs will search the near byareas. The remaining two male orcs at eachtower will move to the balcony to keepwatch for trouble from other areas or lendfire support with their javelins, if possible.

    2 The two acolytes found in the AcolytesChambers (areas 7a and 7b) will go to theTemple Sanctuary (area 6). Together withthe other two acolytes and 4 orcs there, theywill bar the double doors leading to theoutside and will attack anyone who is not anorc or Degarn that enters the place.

    3 Ragnak along with the 6 orcs in the DiningHall will leave that area and try to find thecause for the alarm. If the party isnt thereand have left an obvious trail (open doors,orcish bodies, sounds of fighting), the orcswill search the near by areas. This is a wayfor the DM to have reinforcements come tohelp any orcs facing the PCs, thus giving theparty even more of a challenge. This groupshould not show up for at least 6 roundsafter the alarm has been sounded. The ideafor this is to make the PCs realize thatsetting off the alarm was not a wise thing

    4 Degarn and Rakr will continue the rituals inDegarns Sanctuary (area 13), while Gorakwill keep calm and simply continue to readthe books found in the Temple Library(Area 14).

    5 All female orcs will remain where they areand defend the young orcs. The female orcswill attack anyone that enters their area thatisnt an orc or Degarn.

    To assist the DM in dealing with these changes,each areas description has an Alarm section,which details out any changes to that area shouldan alarm have been sounded. The DM shouldkeep in mind when dealing with the alarm, once

    sounded, the PCs should not have a chance torest. Ideally, reinforcements (4 orcs from eachtower and Ragnaks war band from area 10)should arrive before the current group isdispatched. The 2 orcs left on each balcony willalso be able to launch javelins at any PCs caughtoutside of the temple and towers. This couldlead to some very long combat for the PCs, butthey were warned that stealth was of the greatestpriority.

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    Degarns BaseWhen Degarn was first put in charge of theChosen One clan by the god of destruction 4years ago, the orcs were living off the banks of asmall pond. Degarn, realized that they needed amore defensible position and moved the entireclan to the top of a hill, where the base standsnow. Over time, he had the orcs build towers,which are all of differing material, the temple,and finally dig out the sides of the hill makingthem into a steep rise.

    Degarn, with the fortifications in place, alsostarted organizing the orcs into units based onbloodlines. The three distinct bloodlines wereseparated and each was housed into one of thethree towers. This kept internal squabbling to aminimum and provided the entire base a betterdefense. Degarn, then would test various orcsindividually for clerical abilities. He would takeany who clearly had some talent into the templeand start their initiation into the service of thegod of destruction.

    When the PCs reach a point where they are ableto see the orcish base clearly from the forest tothe north, read them the following:

    Like some ebony beetle surveying itssurroundings, a dark pyramid sits upon a hillbefore you. Three towers look as if they areattending the black buildings every need. Thefires that light the upper part of the towers andthe figures moving about the balconies make itlook as if the buildings, themselves, are alive.

    As you survey the hill with a more critical eye,you realize that the sides of it have been dug outleaving a steep, rocky slope between the top andbottom of it. The towers have balconies halfwayup which are populated with humanoids, orcs.They seem to be keeping a watchful eye to thegrassy plain that spreads out below the hill in alldirections.

    The base is situated upon a small hill that hashad its sides dug out, forming a makeshift cliff.The cliff is 30 feet high and runs horizontallyfor 30 feet, giving it a slope of 45 degrees. Thecliff face is made up of rock, dirt and lose gravelwhich is easy to climb (Climb DC 5, two full

    rounds to reach the top). Any PC failing a Climbcheck takes no damage but slides back down tothe bottom. This will also alert any orcs in thewatchtowers, regardless if the PC is invisible ornot. Any PC that is climbing may not use theirDexterity bonus or a shield to determine theirAC, nor may they take any other action otherthan climbing during this time.

    The road that is on the southern part of the hill,runs down a side that wasnt dug out. This roadis continuously watched by the guards in thesouthern most tower. Anyone, that isntinvisible, approaching by way of the road will beseen.

    A. Guard TowersEach guard tower has the same floor plan andlayout. Degarn did this to keep the threebloodlines from complaining that one group hadbetter quarters than the other groups. However,each tower was built with slightly differentmaterial, due to what was available at the time ofconstruction, which explains the different colors.These differences in material are cosmetic innature, as each tower was built with stone usinga wood frame for support.

    Each tower is 30 feet in height, with a balconythat runs at the 15-foot level. Theres aprotective 4-foot high fence that runs along theedge of the balcony, which can provide 1/2 cover(+4 Cover bonus to AC, +2 Cover bonus toReflex Saves) to anyone on the balcony versusattacks from the ground. The ceiling is 12 feet inheight on each floor, giving the orcs plenty ofroom to swing their axes. There arent any lightsources in the towers as Degarn and all orcs haveDarkvision 60. Thus any source of light willeasily be noticed (+10 Circumstance bonus toany orc Spot check). However, there are torchesrunning around the balconies. The orcs use thesmoke to help keep bugs away while they keepwatch.

    AlarmIf the PCs have triggered the alarm, thefollowing will happen:

    Area Action1 The 2 orcs in the Guard Post (Area 4) of

    the tower closest to the source oftrouble will move down to the entrance

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    and bar the door leading to the outside.Here, they will wait for the party toenter through the double doors.

    2 The orcish matron will lock the doorand wait for the All Clear signal tosound.

    3 The two female orcs will take coverbehind an overturned bench. They willattack any non-orc that passes throughthe area.

    4 The two orcs here will either move todefend their own tower, if the PCs arenear or in it (see Degarns Base map foran area layout). Otherwise, they willjoin two orcs from the Tower Balcony(Area 5) and move to reinforce anytroops where the alarm was sounded.

    5 If there are targets that can be reachedfrom their balcony, the 4 orcs willlaunch their javelins. If not, 2 will jointhe orcs in area 4 and go to act asreinforcements to where the fighting isoccurring, leaving the other 2 tocontinue to watch and attack from thebalcony. If their own tower is underattack, they will move inside lockingthe door behind them assuming thereare no targets for their javelins outside.Once inside they will engage the PCs.DM Note: Most areas on the hill orcliffs can be targeted by 1 or moretowers.

    It should be noted that this battle plan has a flaw.If the PCs are able to levitate or fly, they couldreach the upper level of the tower withoutpassing through the lower level first and possiblyenter the tower without having to fight their wayin. Remember that the balcony provides cover(+4 Cover bonus to AC, +2 Cover bonus toReflex Saves) to any one it from attacks thatcome from the ground (this applies to both PCsand orcs).

    1 Tower-EntranceDouble Doors to Outside - Good Wooden

    construction; closed; (Hardness 5, HP 15,Break DCs Stuck: 16, Barred: 22).Normal: Unlocked, Alarm: Barred (afterany orcs leave the tower to investigate thealarm).

    Door to Area 2 - Good Wooden construction;closed; (Hardness 5, HP 15, Break DCs

    Stuck: 16, Locked: 18; Open Locks DC20). Normal: Unlocked, Alarm: Lockedthe instant the alarm is sounded.

    Door to Area 3 - Good Wooden construction;closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18). Normal:Unlocked, Alarm: Unlocked no matterwhat.

    No AlarmRead the following to the PCs after they enterthe room:

    Judging from the numerous muddy tracks on thefloor in this 15-foot by 20-foot room, this must bethe main hall. However, the threadbare bedrollstossed in the corners suggest it to be a sleepingarea. The small leather ball and crudely carvedwooden orc figurine lying on the floor givesevidence that the room is also a play area. Theonly thing clear about the area is that its amess.

    The tracks are clearly orcish in nature, noWilderness Lore check is necessary but theTracking feat is still required to identify them.They can be found all over the room leadingevery direction. The bedrolls, found in thecorners of the room on either side of the doubledoors are in terrible shape at best. If a PCexamines them closely, have her make a ReflexSave (DC 15). If she fails the save, she willcontract a flea infestation. While it should haveno effect on game mechanics it should beenjoyable to role-play. The purpose of this is toremind the PCs they have a time limit tocomplete their task and shouldnt be rummagingaround in someone elses bed. If the PCs stilldont get the hint, the DM is encouraged to havethe fleas give a disease (Filth Fever, Fort saveDC 12, 1d3 days Incubation, 1d3 TemporaryDamage to Dex, 1d3 Temporary Damage toCon) to the PC as well. Finally, the ball isstuffed with wool and isnt worth anything. Thefigurine is clearly a toy and also worthless.

    If the alarm has been sounded, see below forchanges to this room. Otherwise, if the PCslisten at the door to area 2 (DC 8) they will hearthe orcish matron telling a story, in orcish, to thechildren there. At the door to area 3 (DC 10)they will hear the two female orcs chopping upthe meat for the next meal.

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    If combat or some other loud, un-orcish noiseoccurs in this room, all three female orcs in areas2 and 3 will hear it and sound the alarm.

    AlarmIf the alarm is raised at this tower, the 2 orcsfrom this towers Guard Post (Area 4) will eitherbe waiting for the PCs to enter or will be arrivingin 1 to 2 rounds. The 4 orcs from this towersBalcony (Area 5) will be arriving in 2 to 3rounds, assuming they arent launching javelinsat other targets from the balcony. 4 orcs fromeach of the other two towers (2 from thatparticular towers area 4, and 2 from that towersarea 5) will be arriving in 4 to 6 rounds for eachgroup. Finally, if the PCs look like they will beable to catch a breath, the DM should haveRagnak and the 6 orcs from the Temple DiningHall (Area 10) arrive and attack without mercy.Please see these areas for stats on the orcs.

    If the alarm was raised elsewhere, this area willbe empty. Regardless of orcs being in this areaor not, the double doors leading into the areafrom the outside will be barred.

    2 Tower-NurseryDoor to Area 1 - Good Wooden construction;

    closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18; Open Locks DC15). Normal: Unlocked, Alarm: Lockedthe instant the Alarm is sounded.

    No AlarmThis room contains an elderly orcish matron and3-5 orcish children. The matrons stats are givenbelow, however the children are non-combatantsand are considered to have 1 HP each. Thematron will sound the alarm and attack anyonewho isnt an orc or Degarn. She will continue tofight until dead while the children scream andcower in the corner. Any orcs still alive in thetower will hear the screams and sound the alarm.

    If allowed to leave, the children will flee to area3 where they will seek protection from the twofemale orcs there. If they arent able to find anorc within the tower, they will flee to anothertower and eventually the temple. The DMshould pay close attention to the PCs actionswhere the children are concerned. Certain

    alignments should dictate how the PC would actwhere the young are concerned.

    After the PCs have dealt with the orcish matronand children, read the following:

    The poor quality figures and dolls tossed about,the sword like sticks lying around, and the stumpfor a seat make it obvious this oddly shapedroom is a nursery.

    There is nothing of value in the room.

    Orcish Matron (Medium-Size Humanoid(Orc)); CR 1/3; HD 1d6; hp 3 ;Init +0; Spd 20 ft;AC 10; (no armor) Att Dagger +2 melee,Dagger +1 ranged;Dmg Dagger 1d4+1, dagger1d4+1 ranged; Face 5 ft by 5 ft; Reach 5 ft; SQDarkvision 60 ft, light sensitivity (LightSensitivity (Ex) Orcs suffer a -1 penalty to attackrolls in bright sunlight or within the radius of adaylight spell.); Fort +2; Refl +0; Will -1; S-13D-10 C-11 I-9 W-8 Ch-8; AL NE;Skills: Listen +2, Spot +2Feats: AlertnessPossessions: 1 dagger, 5 sp

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 15, HD 1d6+2 hp 5, SV Fort +4Ritual 2 Str 17, Att Dagger +4 melee, DamageDagger 1d4+3 melee or rangedRitual 3 Dex 14, Init +2 (+2 Dex), AC 12 (+2Dex), Att Dagger +3 Ranged, SV Refl +2Ritual 4 SR 3

    AlarmThe orcish matron will try to keep the childrenquiet but whimpering can be heard (Listen DC10). The instant the alarm is sounded she willlock the door and wait until the All Clear issounded followed by an orc banging on the doorto confirm everything is safe once more.

    3 Tower-Common RoomDoor to Area 1 - Good Wooden construction;

    closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18). Normal:Unlocked, Alarm: Unlocked no matterwhat.

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    No AlarmIf the alarm hasnt been sounded yet, the twofemale orcs will be sitting at the table butcheringsome rather unhealthy veal. If the PCs enterfrom the door to area 1, have the orcs make aSpot check (DC 10) to see if they even noticethe door opening. If the two female orcs fail thischeck, assume they arent aware of the PCs evenif the PCs are visible.

    When the two orcs are finally aware of the PCs,they will throw daggers for the first round andsound the alarm. They then draw their remainingdagger and will engage the party while callingout for help from the male orcs found on thesecond floor of the tower (areas 4,5). Anycombat that occurs here will be heard throughout the tower, which may trigger the alarm.

    When things have settled in this room, read thefollowing to the PCs:

    This large room is clearly the commons for thetower, but not one youd dare eat in. The meaton the table seems to be on the verge ofreanimating. The vegetables and gods knowwhat else on the counter against the wall has anice growth of fuzzy mold. The only thing ofinterest is the chest and the barrels against theback part of the room.

    If any PC eats the meat or vegetables withoutcooking them first, have them make a Fortitudesave (DC 12) or come down with Filth Fever(Incubation 1d3 days, Temporary Damage 1d3Dex, 1d3 Con). The three barrels contain a harshbut potable ale worth 3gp per barrel. If the PCsSearch (DC 20) the pile of rubbish and rottenfood behind the barrels they will find one of thefollowing (DMs choice):

    a food stained dagger, that is a +1 dagger2 gold teeth worth 25gp each (they fell out

    during a meal and were tossed back therealong with the table scraps)

    a wand of Summon Monster II (7 charges) that issinged on one end (the orcs were using itas a taper).

    The chest is locked (Open Locks DC 20) and oneof the orcs in area 5 have the key. Once the PCs

    get the chest open theyll find the followinginside:

    2 Alarm whistlesA small sack containing 2d20 sp and 1d6 pp (the

    orcs thought the platinum was silver)Some shiny rocks that look valuable (A

    successful Appraise check DC 12 willdetermine they are worthless)

    A potion of Cure Light Wounds (translucentbrown in appearance, smells of citrus andtastes of rust, it was a gift from Degarn toeach of the bloodlines)

    If the PCs Listen (DC 8) up the stairs, assumingthe alarm has yet to be sounded, they will hearthe two orcs in area 4 talking about the properway to use a halfling as a club.

    2 Female Orcs (Medium-Size Humanoid(Orc)); CR 1; HD 1d6; hp 3 ;Init +0; Spd 20 ft;AC 10; (no armor) Att Dagger +2 melee,Dagger +1 ranged;Dmg Dagger 1d4+1, dagger1d4+1 ranged; Face 5 ft by 5 ft; Reach 5 ft; SQDarkvision 60 ft, light sensitivity (LightSensitivity (Ex) Orcs suffer a -1 penalty to attackrolls in bright sunlight or within the radius of adaylight spell.); Fort +2; Refl +0; Will -1; S-13D-10 C-11 I-9 W-8 Ch-8; AL NE;Skills: Listen +2, Spot +2Feats: AlertnessPossessions (Each): 2 daggers, 1d6 sp

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 15, HD 1d6+2 hp 5, SV Fort +4Ritual 2 Str 17, Att Dagger +4 melee, DamageDagger 1d4+3 melee or rangedRitual 3 Dex 14, Init +2 (+2 Dex), AC 12 (+2Dex), Att Dagger +3 Ranged, SV Refl +2Ritual 4 SR 3

    AlarmIf the alarm has been sounded, the two femaleorcs will turn the long table over on to its sideand use it as Cover (+2 Cover AC Bonus, +1Cover Reflex save bonus). They will break offtwo of the legs on one of the benches to use asclubs. At this point the two orcs will stay behindthe table waiting. If anyone who isnt an orc orDegarn enters, they will throw their daggers at

  • 17

    them (2 daggers for each orc) and then use theirclubs (Att +2 melee; Damage 1d6+1) if the PCscome within melee range.

    4 Tower-Guard PostDoor to Area 5 - Good Wooden construction;

    closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18; Open Locks DC18). Normal: Unlocked, Alarm: Unlockedunless all the orcs on the Balcony (area 5)have left it to investigate an alarm withinthis tower. They locked it behind them(see A. Guard Towers Alarm for moreinformation on this).

    No AlarmIf the alarm has yet to be sounded, the PCs willfind these two orcs sitting at the table drinkingale from the barrel next to it. Because these twoorcs are in a deep philosophical discussion, theproper way to use a halfling for a club, theyreceive a 2 circumstance penalty on any Spot orListen checks they do. However, any combat inareas 3 or 5, or the children in area 2 screamingwill be clearly heard by these two orcs and theywill sound the alarm if it hasnt been soundedalready.

    If combat occurs here, in area 4, the two orcswill try to make a quick retreat out the door toarea 5, assuming the PCs are coming from thekitchen, area 3. If the PCs are coming from thebalcony, area 5, the two orcs will retreat downthe stairs to area 3. Either way, they will forcethe PCs to come at them one at a time via anarrow passage. These two orcs will not try tostand and defend this area.

    Once the orcs have been removed from the area,read the following to the party:

    The round table that claims a corner of thisroom is well scarred from tankards beingsmashed and blades being dropped on it. Thethree barrels next to the table show just what thetankards, that now lie upon the table, were usedfor. The chest near the barrels is the only thingthat doesnt seem to have the wear and tear oforcish use upon it.

    The tankards are worthless and the barrel nearestthe table is the only one with ale left in it. It toois worthless.

    The chest is both trapped and locked. The trap isa Glyph of Warding that is set to trigger if thechest is disturbed at all. However, if the personfirst speaks Open in orcish, the glyph isavoided but not disarmed. A rogue, and only arogue, may find the glyph with a Search check(DC 28) and disarm it with Disable Device (DC28). See the spell description for more details onhow to disable the glyph. If the glyph istriggered by a PC, the PC will need to make aWill save (DC 17) or suffer the effects of aBestow Curse spell. If the PC failed his save, hewill have a 6 effective decrease to hisConstitution score, minimum of 1. This decreaseis permanent until the curse is removed asspecified within the Bestow Curse spellsdescription. The DM should note that theadjustment (-3 HP/ PCs level) to the PCs maxand current HP could result in unconsciousnessor even death. A successful Open Locks check(DC 20) will unlock the chest.

    As a gift to each bloodline, Degarn placed glyphson 3 chests and instructed the orcs on how tobypass the glyph. He then told them to put what

  • 18

    they value most into the chest for safe keeping.When the PCs finally get the chest opened, theywill find the following:

    2d10x10 gp1d6x5 ppA masterwork dagger1d10 pretty rocks (Successful Appraise checks

    (DC 12) will determine all but 1 areworthless. The one will be a garnet worth2d4x10gp)

    Various animal bones

    2 Orcs (Medium-Size Humanoid (Orc)); CR 1;HD 1d8; hp 5 ;Init +0; Spd 20 ft; AC 14; (+4Scale mail) Att Greataxe +3 melee, Javelin +1ranged;Dmg Greataxe 1d12+3, javelin 1d6+2;Face 5 ft by 5 ft; Reach 5 ft; SQ Darkvision 60ft, light sensitivity (Light Sensitivity (Ex) Orcssuffer a -1 penalty to attack rolls in brightsunlight or within the radius of a daylight spell.);Fort +2; Refl +0; Will -1; S-15 D-10 C-11 I-9W-8 Ch-8; AL NE;Skills: Listen +2, Spot +2Feats: AlertnessPossessions (Each): Scale Mail, Greataxe, 2Javelins, 1d6 sp, 1d4 gp, Key to door leading tobalcony (Area 5), one has a key to the chest inthis room

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 15, HD 1d8+2 hp 7, SV Fort +4Ritual 2 Str 19, Att Greataxe +5 melee,Damage Greataxe 1d12+6, Javelin 1d6+4Ritual 3 Dex 14, Init +2 (+2 Dex), AC 16 (+4Scale mail, +2 Dex), Att Javelin +3 Ranged, SVRefl +2Ritual 4 SR 3

    AlarmIf the alarm is raised somewhere other than thistower, the 2 orcs from this area will join 2 moreorcs from this towers balcony and go investigatethe area where the alarm was sounded. This willresult in the room being unoccupied. If thistower is where the alarm was sounded, these 2orcs will move quickly to where the PCs are (1-2rounds) and attack them without hesitation. Thisalso will result in this room being unoccupied.

    5 Tower-BalconyDoor to Area 4 - Good Wooden construction;

    closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18; Open Locks DC18). Normal: Unlocked, Alarm: Unlockedunless all the orcs on the Balcony (area 5)have left it to investigate an alarm withinthis tower. They locked it behind them(see A. Guard Towers Alarm for moreinformation on this).

    No AlarmThe 4 orcs on the balcony move about it whilekeeping a lookout in all directions, includingtowards the temple and other towers. They will,on occasion (1 in 3), call out to any orc passingbelow the tower. It is up the DM to decide whatthey may be saying in orcish. Thus any PCdisguised as an orc could be addressed by one ofthese guards as they pass near the tower.

    While alert, the orcs are not particularly jumpy.However, as detailed in the Orcish Battle Plan The Watch, they will react to anything unusualthat may occur around their tower and will makeSpot checks against PCs Climb checks for thecliffs near their particular tower. They will alsouse the balcony fence as cover (+4 Coverbonus to AC, +2 Cover bonus to Reflex saves)from attacks from the ground outside the tower.

    If the door leading in to the tower opens orcloses, it will be noticed by one of the orcs whowill investigate it (see Orcish Battle Plan TheBuildings for more details on handling doors).His investigation will include calling to the 2orcs residing in the Guard Post, area 4. Thus, ifthey dont respond, he will enter area 4 therebypotentially discovering results of the partysactions and may sound the alarm. The DMshould remember, while dealing with these 4watchmen, that they are expecting trouble, butthe orcs just dont know where it will come fromnor when it will come.

    4 Orcs (Medium-Size Humanoid (Orc)); CR 2;HD 1d8; hp 5 ;Init +0; Spd 20 ft; AC 14; (+4Scale mail) Att Greataxe +3 melee, Javelin +1ranged;Dmg Greataxe 1d12+3, javelin 1d6+2;Face 5 ft by 5 ft; Reach 5 ft; SQ Darkvision 60ft, light sensitivity (Light Sensitivity (Ex) Orcssuffer a -1 penalty to attack rolls in brightsunlight or within the radius of a daylight spell.);

  • 19

    Fort +2; Refl +0; Will -1; S-15 D-10 C-11 I-9W-8 Ch-8; AL NE;Skills: Listen +2, Spot +2Feats: AlertnessPossessions (Each): Scale Mail, Greataxe, 3Javelins, 1d6 sp, 1d4 gp, Key to the door leadingto the balcony (Area 5), one has a key to thechest in the Kitchen (Area 3)

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 15, HD 1d8+2 hp 7, SV Fort +4Ritual 2 Str 19, Att Greataxe +5 melee,Damage Greataxe 1d12+6, Javelin 1d6+4Ritual 3 Dex 14, Init +2 (+2 Dex), AC 16 (+4Scale mail, +2 Dex), Att Javelin +3 Ranged, SVRefl +2Ritual 4 SR 3

    AlarmIf the alarm has been sounded outside this toweror at another tower, these orcs will launch theirjavelins at any targets visible outside their tower.Their range allows the orcs on the balcony toattack almost any area on the hill itself. If notargets can be found, two of them will join thetwo orcs from Area 4 of this tower and go to theplace where they alarm was sounded. The twowho remain on the balcony will launch javelinsat any targets that may present themselves untilthe All Clear is sounded (PCs leaving the templecould still be attacked).

    If the alarm has been sounded within this tower,these orcs will launch their javelins at any targetsvisible outside of the tower. If no targets can befound, due to the party being completely withinthe tower, they will abandon the balcony, closeand lock the door and move to locate the sourceof the alarm within their own tower.

    Finally, if these orcs are the ones who sound thealarm, they will launch an assault of javelins onany visible targets while using the balcony forcover from any return attacks. Their goal will beto pin the party down with missile fire while the2 skirmishers from the Guard Post, Area 4, andthe 4 orcs from each of the other two towersmove to locate and engage the PCs. They willalso call for missile fire from the other twotowers if possible.

    B. Degarns TempleThis massive structure is 40 feet high with asquare base that runs 70 feet to a side. The stonewalls have been stained with soot, blood andother foul material to give them a deep blacklook. There are no windows and only a singlemassive double door that leads into the temple.Smoke from fires found within the building(torches, candles, stove) escapes through small 6inch diameter holes found near the top of thetemple. There are light sources found throughout the rooms and halls. They are namelytorches on the walls and candles on tables. Thisis due to the need for light in some of thereligious ceremonies and the fact that Degarnlikes to keep some sort of symmetry to thebuilding (his lawful nature showing). The partywill not need to provide their own sources oflight while exploring the temple.

    Inside, the stone is still a light brown and doesnthave the same cracks and stains found within thetowers surrounding the temple. The ceilings areover 15 feet high and are supported by the stonewalls found within the structure. The acousticsof the place are such that any alarm sound withinthe building will be heard by anyone on thebalconies of the three towers. Should an alarmbe sounded outside the sound will reach mostrooms on the outer parts of the temple. Thus,unless there are special circumstances (Silencespells), an alarm will reach those within thetemple or if originating in the temple will reachthose outside it.

    AlarmIf the PCs have triggered the alarm, thefollowing will happen:

    Area Action6 The double doors leading outside will

    be locked and barred. The priests therewill start casting spells while the 4 orcswill move to take cover amongst thebenches and wait to attack anyoneentering the sanctuary.

    7 The 2 acolytes here will move to area 6(2 rounds) and then start casting spells

    8 This area is empty and will remainempty.

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    9 The two female orcs will lock the 2doors leading into the kitchen andattack any non-orc that might enter.

    10 The Bone Crusher Chieftain (Ragnak)and the 6 orcs will leave the temple 4rounds (the double doors will be barredbehind them) and search out the sourceof trouble ready to fight.

    11 These two rooms are empty and willremain empty.

    12 This room is empty and will remainempty

    13 Degarn and Rakr will lock the door andcontinue the ritual for awakening theHeart of Grakis.

    14 Gorak will continue to read the booksfound in the library but will keep an earout for the party.

    The DM should see these areas for more detailsrelating to these actions. To assist the DM indealing with these changes, each areasdescription has an Alarm section, which detailsout any changes to that area should an alarmhave been sounded. The DM should keep inmind when dealing with the alarm, oncesounded, the PCs should not have a chance torest. Ideally, reinforcements should arrive beforethe current group is dispatched. This could leadto some very long combat for the PCs, but theywere warned that stealth was of the greatestpriority.

    6 Temple-SanctuaryDoors to Halls - Good Wooden construction;

    closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18). Normal:Unlocked, Alarm: Unlocked no matterwhat.

    Double doors to outside - Strong Woodenconstruction; closed; (Hardness 5, HP 20,Break DCs Stuck: 23, Barred: 28).Normal: Unlocked, Alarm: Barredregardless of where the alarm originated

    No AlarmIf the PCs listen at the doors (Listen DC 10),they will hear orcish chanting of religious rituals.The PC will need to understand orcish and beable to make a successful Spellcraft check (DC15) to realize that these rituals are not foractivating the Heart of Grakis, but basic religiousrites. If the PCs decide to enter the room, the

    door opening or closing will automatically benoticed if they are invisible, or the partythemselves will be noticed if visible. Once thePCs are inside, read the following:

    Two rows of benches running on opposite sidesof this large area create an impromptu aisle thatleads to a massive altar at the northern most endof the room. Torches along the walls join thered waxed candles on the altar in providingillumination for the orcish sanctum. Rising upfrom the altar, and almost reaching the ceiling,is a huge ten-foot statue carved out of granite.The form depicts some destructive god in histerrible majesty.

    A successful Knowledge (Religion) check (DC10) will let any PC identify the statue as the godof destruction. The benches are sturdy and canbe used to barricade the doors to the hallways.The double doors have a large oak beam that canbe slid down into two brackets, effectivelybarring the doors leading out. Placing orremoving the beam is a full round action for asingle character with a Strength score of 18, orany two characters working together with a totalStrength score of 16.

    The 4 orcs are sitting on the benches bored.They were stationed here by Degarn to guard thesanctuary and have since lost interest in what the2 acolytes are doing. The 2 acolytes are up nearthe statue performing their daily rituals.

    When the PCs enter, they will be noticed by the4 orcs automatically. If they arent invisible ordisguised, the 4 guards will sound the alarm andattack immediately. This will gain the attentionof the 2 acolytes who will join the fight thefollowing round. Otherwise, the acolytes willignore the intruders and let the 4 guards dealwith (question, investigate, etc) the party whilethey continue with their rites.

    Once the fight starts, the 4 orcs will use thebenches for cover (+2 Cover bonus to AC, +1Cover bonus to Reflex saves) and launch theirjavelins at the party, while sounding the alarm.The following round, the orcs will draw theirgreataxes and move to engage in melee with theparty.

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    The 2 acolytes will cast Bless and Bane (10 rdduration, granting +1 on Attack rolls for the orcsand 1 on Attack rolls for the party, with thesame bonus applying respectively to saves versusFear effects. These bonuses are not reflected inthe stats). They will follow with Resistance onthemselves, summon 2 Fiendish Dire Rats (1 rdduration) near spell casters, then cast MagicWeapon on their light flail and move to attack.

    4 Orcs (Medium-Size Humanoid (Orc)); CR 2;HD 1d8; hp 5 ;Init +0; Spd 20 ft; AC 14; (+4Scale mail) Att Greataxe +3 melee, Javelin +1ranged;Dmg Greataxe 1d12+3, javelin 1d6+2;Face 5 ft by 5 ft; Reach 5 ft; SQ Darkvision 60ft, light sensitivity (Light Sensitivity (Ex) Orcssuffer a -1 penalty to attack rolls in brightsunlight or within the radius of a daylight spell.);Fort +2; Refl +0; Will -1; S-15 D-10 C-11 I-9W-8 Ch-8; AL NE;Skills: Listen +2, Spot +2Feats: Alertness

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 15, HD 1d8+2 hp 7, SV Fort +4Ritual 2 Str 19, Att Greataxe +5 melee,Damage Greataxe 1d12+6, Javelin 1d6+4Ritual 3 Dex 14, Init +2 (+2 Dex), AC 16 (+4Scale mail, +2 Dex), Att Javelin +3 Ranged, SVRefl +2Ritual 4 SR 3

    2 Orcish Acolyte, male orc Clr1: CR 2; Size M(5 ft., 7 in. tall); HD 1d8+1; hp 9; Init +6 (+2Dex, +4 Improved initiative); Spd 20 ft.; AC 19(+2 Dex, +5 Breastplate, +2 Large Steel Shield);Attack +3 Light Flail melee; Damage Light Flail1d8+3; SQ Darkvision 60 ft, light sensitivity,Rebuke Undead, Spontaneous Casting of InflictSpells (Light Sensitivity (Ex) Orcs suffer a -1penalty to attack rolls in bright sunlight or withinthe radius of a daylight spell.); SV Fort +3, Ref+2, Will +4; AL LE; Str 16, Dex 14, Con 12, Int10, Wis 14, Cha 10.Languages Spoken: Orc.Skills and feats: Diplomacy +4, Hide +2,Knowledge (Religion) +6, Listen +2, Movesilently +2, Spot +2; Improved initiative.

    Possessions: Light Flail; Large Steel Shield;Breastplate; Keys to rooms 7a and 7c and therespective chests found within those rooms2 pp, 3gp, 10 sp

    Cleric Domains: Destruction, War.Weapon Proficiency (Light Flail), Smite - +4 tohit, +1 Damage 1 attack/dayCleric Spells Per Day: 3/2+1.0 Cure Minor Wounds, Resistance, Virtue1 Magic Weapon, Bless/Bane (one acolyte hasBless, the other Bane), Summon Monster I

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 16, HD 1d8+3 hp 11, SV Fort +5Ritual 2 Str 20, Att Light Flail +5 melee,Damage Light Flail 1d8+5Ritual 3 Dex 18, Init +8 (+4 Dex, +4Improved Initiative), AC 20 (+5 Breastplate, +3Dex, +2 Large Steel Shield), SV Refl +4Ritual 4 SR 3

    Fiendish Dire Rat (Small Outsider); CR 1/3;HD 1d8+1; HP 5;Init +3 (Dex); Spd 40 ft, Climb20 ft; AC 15 (+1 size, +3 Dex, +1 natural); AtksBite +4 melee (1d4); SA Disease, Smite Good;SQ Scent, Darkvision 60 feet, SR 2, Cold andfire resistance 5; (Disease (Ex): Filth fever-bite,Fortitude save (DC 12), incubation period 1d3days; damage 1d3 temporary Dexterity and 1d3temporary Constitution.Smite Good (Su): Once per day the creature canmake a normal attack to deal +1 additionaldamage against a good foe). AL LE; SV Fort +3,Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 3,Wis 12, Cha 4;Skills and feats: Climb +11, Hide +11, Listen +9,Move Silently +6; Weapon Finesse (bite)

    There isnt anything here that is worth much.Degarn realizes, while it is a holy place, the areais still crawling with orcs, who can take a likingto shiny things and decide to remove them fromwhere they reside.

    AlarmIf the alarm has been raised, regardless of beinginside or outside the temple, the following willapply:

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    The double doors will have been barred and 2orc guards will stand just outside either doorleading to the hallways. They will be lookingdown the hallways for any intruders. The guardswill watch the hallway even if the alarm wasraised outside the temple, as that was what theywere told to do. If they spot the intruders down ahallway, they will retreat back to the sanctuary,close the doors behind them and wait for the PCsto arrive.

    The two acolytes from areas 7b and 7d willmove to join their brothers in this room. Oncehere, the two from 7b and 7d will cast EndureElements (Fire) upon themselves.

    When it is clear that the party is going to beentering the room, the 2 acolytes, who werealready in this room, will cast Bless and Bane (asdetailed above). Then all 4 acolytes will castResistance (10 rd duration) on themselves. The4 acolytes will use their spells to aid the 4 guardsvia healing, Guidance, Summon Monster, andVirtue. Those with Inflict Light Wounds willattack the spell casters of the party, while thosewith Magic Weapon will spell themselves up andattack the fighters of the group. All 4 will usetheir Smite ability as early in the fight aspossible.

    The orcs in the area will fight to the deathexpecting reinforcements to arrive. While thebarred double doors will prevent the orcs fromthe towers from getting in for 5 rounds (itll takethat long for them to beat down the doors), it willslow the PCs down if they are trying to escape.Ragnak and his war band from area 10 willarrive here in 2 rounds, unless they have alreadybeen dealt with or are somewhere else.

    This could potentially be a killing field for theparty if they arent careful. The DM should giveany plan the party comes up with, to try toescape or to get in the temple, a decent chance ofsuccess. However, keep in mind, the party waswarned about keeping a low profile.

    7 Temple-Acolyte Chambers (a-d)Door to Hall - Good Wooden construction;

    closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18; Open Locks DC

    18). Normal: Locked, Alarm: Locked nomatter what.

    No AlarmThese four rooms are the personal quarters of thetemples acolytes. 7b and 7d currently areoccupied with an acolyte in each, while the othertwo are empty. Because the two acolytes arequietly studying, a Listen check at any of the 4doors will reveal nothing.

    When the party enters the room, read thefollowing:

    This small room contains simple furnishings,including a bed, chest and wardrobe. The clean,if somewhat disorganized, arrangement suggeststhat these are the quarters of no standard axewielding orc. Instead, one of some mentalorganization and discipline must claim thesequarters.

    Degarn has insisted that the Acolytes keep afairly clean room, after all one must havestructure within the Lawful clergy. The bed is asimple affair, but sturdy and fairly comfortable.The wardrobes all have 2 extra robes which cangive a +2 to any Disguise checks. The wardrobein 7b also has a small pouch with 3 gems(mynteer (41.4 gp), onyx (black) (55.7 gp),sagenite (10.3 gp)) hidden in the back cornerunder one of the robes (Search DC 10). Thedesks in three of the rooms (7a-c) have simplequills, ink and 1-3 sheets of blank parchment onthem.

    The chest in each room is trapped and locked.The trap is a Glyph of Warding that is set totrigger if the chest is disturbed at all. However,if the person first speaks the god of destructionsname in orcish, the glyph is avoided but notdisarmed. A rogue, and only a rogue, may findthe glyph with a Search check (DC 28) anddisarm it with Disable Device (DC 28). See thespell description for more details on how todisable the glyph. If the glyph is triggered by aPC, a Sound Burst spell will release. Allcharacters within 10 feet of the chest will take1d8 points of sonic damage and must make aFortitude save (DC 16) or be stunned for 1round. In addition to the damage, the spell willreverberate through out the temple. This willresult in the orcish alarm being sounded, if it

  • 23

    hadnt been already. It will also alert the variousbands of roaming orcs (4 from each tower, thegroup in Area 10) to the location of the party. Asuccessful Open Locks check (DC 25) willunlock the chest. The spell was placed on thechest by Degarn as a way to win the acolytesloyalty.

    Once the chest is open, the PCs will find thefollowing:For all rooms: 4d10 gp, 3d6x10 spFor 7a: Rose quartz (78 gp)For 7c: Potion Endure Elements (Cold) -

    pitchy-colored, vinegary odor/taste,translucent appearance

    For 7d: Scroll Divine Bless (Caster level 1)

    If the acolytes are in their respective rooms whenthe party enters, they will sound the alarm. Theywill cast Endure Elements (sonic) and movetowards the chest. There, they will activate theSound Burst trap trying to catch as many of thePCs as they can in the area of effect. Assumingthe acolyte isnt stunned himself, he will use hissmite ability on any stunned PC (+2 on Attackrolls against all stunned targets). After thispoint, he will fight defensively (-4 on Attackrolls, +2 Dodge bonus to AC) waiting for aid toarrive.

    2 Orcish Acolytes, male orc Clr1: CR 2; Size M(5 ft., 7 in. tall); HD 1d8+1; hp 9; Init +6 (+2Dex, +4 Improved initiative); Spd 20 ft.; AC 19(+2 Dex, +5 Breastplate, +2 Large Steel Shield);Attack +3 Light Flail melee; Damage Light Flail1d8+3; SQ: Darkvision 60 ft, light sensitivity,Rebuke Undead, Spontaneous Casting of InflictSpells (Light Sensitivity (Ex) Orcs suffer a -1penalty to attack rolls in bright sunlight or withinthe radius of a daylight spell.); SV Fort +3, Ref+2, Will +4; AL LE; Str 16, Dex 14, Con 12, Int10, Wis 14, Cha 10.Languages Spoken: Orc.Skills and feats: Diplomacy +4, Hide +2,Knowledge (Religion) +6, Listen +2, Movesilently +2, Spot +2; Improved initiative.Possessions: Light Flail; Large Steel Shield;Breastplate, Keys to rooms 7b and 7d and to therespective chests7 gp, 15 sp

    Cleric Domains: Destruction, War.

    Weapon Proficiency (Light Flail), Smite - +4 tohit, +1 Damage 1 attack/dayCleric Spells Per Day: 3/2+1.0 Detect Poison, Resistance, Guidance1 Inflict Light Wounds, Endure Elements, CureLight Wounds

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 16, HD 1d8+3 hp 11, SV Fort +5Ritual 2 Str 20, Att Light Flail +5 melee,Damage Light Flail 1d8+5Ritual 3 Dex 18, Init +8 (+4 Dex, +4Improved Initiative), AC 20 (+5 Breastplate, +3Dex, +2 Large Steel Shield), SV Refl +4Ritual 4 SR 3

    AlarmIf the alarm has been sounded, all 4 rooms willbe empty as the 2 acolytes will have moved tothe Sanctuary (Area 6). See that areasdescription for their actions.

    8 Temple-Priests ChambersDoor to Hall - Good Wooden construction;

    closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 22; Open Locks DC18). Normal: Locked, Alarm: Locked nomatter what.

    Upon entering this area, read the following to theparty:

    This fair sized room is clearly the quarters ofone of the head priests. A few worn tapestriesthat depict the god of destruction cover the stonewalls along with the occasional torch. Thecouch and chair, which reside against oppositesides of the room, are clearly of a qualityconstruction, if somewhat worse for wear. Amade bed graces the northeastern corner with adesk on the opposite wall. The chest, sitting nextto the chair, and the papers, illuminated by thecandles on the desk, draw your interest.

    This room used to belong to Margrak, who wasDegarns right-hand orc. However, afterMargrak met an untimely end, at either thepartys hands or some other groups in A Racefor Retribution Part III, the room became

  • 24

    Rakrs. Rakr keeps the room clean and fairlytidy.

    The tapestries are of orcish make and areworthless to any but orcs who worship the god ofdestruction. The furniture is sturdy, clean andcould easily be used as a barricade to the door,which opens into the room. The papers on thedesk are Rakrs notes relating to activating theHeart of Grakis. If the PCs can read orcish andmakes a Knowledge (Religion or Arcana) check(DC 12) they will indicate that there are 4 rituals:one of blood, one of might, one of speed, andone of magic.

    The chest is both trapped and locked. The trap isa Glyph of Warding that is set to trigger if thechest is disturbed at all. However, if the personfirst speaks the god of destructions name inorcish, the glyph is avoided but not disarmed. Arogue, and only a rogue, may find the glyph witha Search check (DC 28) and disarm it withDisable Device (DC 28). See the spelldescription for more details on how to disablethe glyph. If the glyph is triggered by a PC, thePC will need to make a Will save (DC 17) orsuffer the effects of a Bestow Curse spell. If thePC failed his save, he will have a 6 effectivedecrease to his Constitution score, minimum of1. This decrease is permanent until the curse isremoved as specified within the Bestow Cursespells description. The DM should note that theadjustment (-3 HP/ PCs level or Hit Die) to thePCs max and current HP could result inunconsciousness or even death. A successfulOpen Locks check (DC 25) will unlock thechest. The spell was placed on the chest byDegarn at the same time Rakr received hissudden promotion.

    Once the party opens the chest, they will find thefollowing:Scroll with Sanctuary, Summon Monster II

    (caster level 3 for both)317 sp, 43 gp, 11 ppTwo Medium-Sized clerical robes (Can add +2 if

    used with the Disguise skill)

    Neither Rakr nor Degarn know of the secret dooron the southern wall of the room. Margrak usedthe area behind it to store his personal treasure.A small lever near the bottom of the wall (Search

    DC 15) will open it when stepped on. If the PCsmanage to open the door, read the following:

    A section of the stone wall slowly pivots on acentral axis. The grinding seems to echo in yourears as the opening reveals a small area behindit. You see a chest and barrel sitting against thefar wall.

    While the grinding of the stone isnt loud enoughto alert any of the orcs, the DM is encouraged toroll some dice as if checking to see if someonemight have heard the door opening.

    The chest is both trapped and locked like withthe others. The trap is a Glyph of Warding that isset to trigger if the chest is disturbed at all.However, if the person first speaks the god ofdestructions name in orcish, the glyph isavoided but not disarmed. A rogue, and only arogue, may find the glyph with a Search check(DC 28) and disarm it with Disable Device (DC28). See the spell description for more details onhow to disable the glyph. If the glyph istriggered by a PC, the PC will need to make aWill save (DC 17) or suffer the effects of aBestow Curse spell. If the PC failed his save, hewill have a 6 effective decrease to hisConstitution score, minimum of 1. This decreaseis permanent until the curse is removed asspecified within the Bestow Curse spellsdescription. The DM should note that theadjustment (-3 HP/ PCs level or Hit Die) to thePCs max and current HP could result inunconsciousness or even death. A successfulOpen Locks check (DC 25) will unlock thechest. The spell was placed on the chest byDegarn as a way to win Margraks loyalty.

    Once the party opens the chest, they will find thefollowing:538 sp, 214 gp, 41 pp, salite (green diopside)

    (31.6 gp), sunstone (orange) (11.7 gp)2 Potions of Cure Moderate WoundsA gold holy symbol of the god of destruction. If

    a good character touches it, they mustmake a Will save (DC 18) or suffer 2d6points of negative energy damage. If agood cleric touches it, they must make aWill save (DC 23) or suffer 5d6 points ofnegative energy damage. It is worth2000gp, to the right buyer. The negativeenergy can be permanently removed by

  • 25

    focusing positive energy with a successfulturn attempt that would turn a 7HDcreature.

    Gloves of the Adept (see New Magic Items)

    The barrel used to contain an excellent wine thathas since soured. It is worthless, but it still looksand smells potable. A Detect Poison spell willreveal it to be dangerous to drink. Any characterthat drinks it, must make a Fortitude save (DC14) or suffer 1d3 points of temporaryConstitution damage on the initial round. If theymiss the save on the secondary round they suffer1d3 points of temporary Strength damage.

    9 Temple-KitchenDoors to Hall and Area 10 - Good Wooden

    construction; closed; (Hardness 5, HP 15,Break DCs Stuck: 16, Locked: 18).Normal: Unlocked, Alarm: Locked

    No AlarmIf the PCs listen at the door (Listen DC 10), theywill hear the two female orcs working onpreparing the next meal. One is at thesouthwestern counter and the other is at thehearth in the northwestern part of the room. Ifeither door opens, both orcs will notice it andwill react appropriately.

    Once inside the room, read the following to thePCs:

    This area is clearly the main kitchen for thecomplex. With two cutting counters along thenorth and western walls; obvious water and alebarrels along the southern wall; a hearth tuckedin the corner and a good sized stove claiming thecenter of the room, it is clear that a fair sizedpopulation resides here. You quickly notice foodstains on both counters and on the floor aroundthe hearth, but the surprising thing is that youveseen filthier human establishments.

    Degarn has made it clear, by killing the thirdcook that used to work here, that he wants hisfood prepared in a fairly clean environment. Thereason for this escapes the orcs, but not wishingto anger him they comply. The food and drinkhere can be consumed without any ill effects. 2of the barrels are ale worth 7gp each and thethird barrel is fresh water. Various vegetables

    can be found on either counter and could provide3 days worth of rations for a single character.

    When the two orcs are finally aware of the PCs,they will throw daggers for the first round andsound the alarm. They then draw their remainingdagger and will engage the party while callingout for help. If there are any orcs in the DiningHall (Area 10) or the Sanctuary (Area 6) theywill hear their calls or any sounds of combat thatmay come from this room. Thus, the alarm willbe sounded and the orcs will move to investigate,arriving from Area 10 in 2 rounds.

    2 Female Orcs (Medium-Size Humanoid(Orc)); CR 1; HD 1d6; hp 3 ;Init +0; Spd 20 ft;AC 10; (no armor) Att Dagger +2 melee,Dagger +1 ranged;Dmg Dagger 1d4+1, dagger1d4+1 ranged; Face 5 ft by 5 ft; Reach 5 ft; SQDarkvision 60 ft, light sensitivity (LightSensitivity (Ex) Orcs suffer a -1 penalty to attackrolls in bright sunlight or within the radius of adaylight spell.); Fort +2; Refl +0; Will -1; S-13D-10 C-11 I-9 W-8 Ch-8; AL NE;Skills: Listen +2, Spot +2Feats: Alertness

    All completed Rituals effects are listed below.All effects are cumulative. If you do not see thenew stat listed below, then it hasnt changedfrom the stat block above.Ritual 1 Con 15, HD 1d6+2 hp 5, SV Fort +4Ritual 2 Str 17, Att Dagger +4 melee, DamageDagger 1d4+3 melee or rangedRitual 3 Dex 14, Init +2 (+2 Dex), AC 12 (+2Dex), Att Dagger +3 Ranged, SV Refl +2Ritual 4 SR 3

    AlarmIf the alarm has been sounded, the two femaleorcs will turn one of the cutting tables over on toits side and use it as Cover (+2 Cover ACBonus, +1 Cover Reflex save bonus). At thispoint the two orcs will stay behind the tablewaiting. If anyone who isnt an orc or Degarnenters, they will throw their daggers at them (2daggers for each orc) and then use theirremaining dagger to attack if the PCs comewithin melee range.

    10 Temple-Dining Hall

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    Door to Hall - Good Wooden construction;closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18). Normal:Unlocked, Alarm: Unlocked no matterwhat.

    Door to Area 9 - Good Wooden construction;closed; (Hardness 5, HP 15, Break DCs Stuck: 16, Locked: 18). Normal:Unlocked, Alarm: Locked

    No AlarmIf the PCs listen atthe door leading tothis room (ListenDC 5), they willhear the orcswithin laughingover some jokethat Ragnak justtold. The orcshere are swappingtales of battle overtankards of alealong the northernpart of the table.Due to their focuson the stories, theywill only notice adooropening/closing ora visible character with a successful Spot check(DC 10).

    After the PCs have entered the room, read thefollowing:

    This large meeting hall boasts a massive Ushaped table in the center of the room withchairs running along the outside. Clearly thedining hall for the base, the room still holds thesmell of roasted meat and cheap ale. There arescents of other things as well, but youd rathernot dwell on them.

    If the PCs arent disguised or invisible when theyenter, Ragnak will use his Rage ability and attackthem immediately, with the 6 other orcsfollowing his lead after sounding the alarm. Ifthe party is disguised, the DM should role playthe Bone Crusher Chieftain with a flare towardsstory telling. His stories and interests are limitedto battle. While hes not the sharpest sword,Ragnaks common sense is excellent and he

    could easily become suspicious if the PCs dontact orcish enough.

    When the orcish chieftain engages in combat, hewill simply attack the nearest opponent. Becauseof the massive amount of damage he can do andhis Cleave skill, Ragnak can quickly movethrough lesser foes. While in his Rage the orcishbarbarian is powerful, but if hes also receivingbonuses from completed Rituals, he can bedevastating. With the potential to do 4 times his

    normaldamage witha successfulcritical, hecould easilyend thecareer of anycharacterwith a singleswing. The6 other orcswill move toassistRagnak bykeeping hisflanks clearwhile hewades intothe party.

    They will also seek to win Ragnaks favor bytrying to kill any wounded or physically lesseropponents and thus be able to claim a kill in thefight.

    DM Note: This group being led by Ragnak canquickly hurt the party. Because they will seekout the source of an alarm, the DM is encouragedto use them to keep the party under continuousassault. However, it is quite possible that thisgroup could spell the end of the party if the PCshave been fighting the other groups(reinforcements from the towers, the group inarea 6). The DM should use his discretion whendealing Ragnak and his war band. If the partywas less than intelligent in their actions, then letthem suffer the consequences. If they weremerely unlucky, let them heal and regain theirbearings before unleashing Ragnak on them.

    Ragnak (Bone Crusher Chieftain), male orcBbn4: CR 4; Size M (4 ft., 10 in. tall); HD4d12+12; hp 50; Init +2 (+2 Dex); Spd 40 ft.;

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    AC 18 (+2 Dex, +5 Masterwork Breastplate, +1Amulet of Natural Armor), 19 (+1 Dodge);Attack +10 Keen Scythe (19-20/x4) melee, or +6Dagger (19-20/x2) ranged; Damage