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The
Orc Caves
Guph's
Tower
Hamlet
of Derelorn
Fairlan, a local merchant, has befriended the
PC's party while they are in town. He was impressed by their tales
of heroism and acts of courage. He always listened intently. He
was hospitable and got them inexpensive rooms at the local inn,
showed them around town, even sold some of his "good stuff"
at nice discounts to the party.
With all of Fairlan's "good intentions"
his true agenda is a bit hidden. As an experienced merchant he knows
that good people like to help those in need. After buttering up
the party with some local hospitality he will innocently mention
about a problem he is having. A problem with orcs along one of his
trade routes. He will then try to get the party to accompany him
for free if possible, using the good will he had done for them as
a guilt weapon. The cost of all those goodies he gave them earlier
are a lot cheaper than hiring the lot of them for caravan duty.
If he has to, though, he will pay the party members to guard his
caravan and take care of any problems during the trip.
Fairlan figures and tells the PCs, "thare
can't be but 4 of dem orcs, piece a cake fer you good peoples."
In reality he is lying and knows that there are a lot more.
In fact he will say just about anything to get the party to guard
his caravan from the orcs. He means well, but his goods are more
important.
Assuming the party accepts, the nearby town for
this journey is Derelorn's Hamlet which is 3 days journey through
forest. It is a small village that was plagued by orcs a few years
back, as Fairlan will tell. A hero named Derelorn
turned the tide of battle against the orcs in the old days during
the raids. Sadly, he was killed during the biggest and final raid
of the time. The village was named after him to honor his bravery.
Its been quiet till recently.
After the 3rd day, and only a couple miles from
the hamlet a group of orcs will ambush the party along the road.
Encounter: 12 orcs and Brezcar
MM 146 3E
Brezcar will be set on both sides of the forest.
He and 4 orcs on one side and the other 8 on the other side. Brezcar
will send the 8 orcs in to attack the wagon guards, in other words
the party. After the fighting starts Brezcar will attack from the
other side with his 4 orcs. He will try to whack a wizard or cleric
from behind then go to the next. His 2 orc buddies are there to
intercept anyone who blocks him. If the battle looks like its a
losing deal Brezcar will go invisible, try to grab a goodie chest
in the wagon, and take off. He will take slave prisoners if they
by chance don't kill everyone or the party surrenders.
Once the PCs reach the small hamlet they will
find that the orcs have been raiding from the villagers, but this
time they are using undead. Many of the commoners will be happy
to see the adventurers and ask Fairlan of his journey. At some point
the commoners will ask Fairlan if "these
brave souls", referring to the PCs, are here to help.
Fairlan, never wanting to make potential customers unhappy, tells
them that he paid them out of his own money to come help the villagers.
This is a lie of course, but hey their the good guys they won't
turn these people down.
After these events the adventurers will be treated
like kings, it will seem too hospitable. The innkeeper will offer
them a place to stay, give them food, and clean their clothes. Town
women will be friendly and even be suggestive to any of the party
that is pretty attractive, 15 CHA (or 15 COM if using our optional
rules). Until this point the adventurers won't know why all this
goodness is being spread to them, unless they ask. In reality Fairlan
told the commoners not to talk to the party about their mission
to aid them for they had a long day fighting orcs just coming here.
Fairlan hopes that by morning he will be traveling to his next route,
away from orcs, and leave the "heroes" to their sheep.
After the patrons and the PCs are all happy with
drink and food, one of the farmers finally spills the beans. He
will ask what approach the PCs will take when dealing with the undead
and the orcs. This is where Fairlan starts to turn white. The PCs
won't know what the farmer is talking about and the farmer will
keep inquiring. After a bit give enough hints that one of the PCs
can figure out what happened. Eventually the commoners will tell
the party "well, Fairlan said...."
Fairlan will stutter at first and try to make up excuses.
After one set of yells or threats he will break down and tell the
truth.
After a few words are exchanged with the commoners,
Fairlan, and the PCs one of 2 things should happen. 1st if the PCs
do agree to help the adventure goes on. 2nd, If they don't help
then plan a raid the next day with about 10 orcs and an ogre attacking
the grain storage. Make sure a few innocent people get hurt. If
this doesn't make those good hearted adventurers assist the poor
defenseless villagers, well have em join the orcs because they are
not good at all!
Either way the commoners will beg for the party
to help them destroy the orcs. They will offer goods, gold (100
gp. max) , and even some daughters in marriage. They want to keep
their homes and are willing to do anything to hold it.
Activities: What happens from here on is up to the GM. The
course of things should run as follows. Each side will continue
fighting and killing each other bringing the death toll up about
2-12 corpses a day if the PCs don't get directly involved, 1d6 humans
and a 1d6 orcs. If things start looking like a peace settlement
is going to take place Johandri
will send out a zombie hit squad to attack the orcs again. The second
time he will use armored zombies to disguise them as knights aiding
the humans, see Guph's tower for more information.
Each night Johandri will go to where ever any battles have taken
place and the hamlet's graveyard to gain fresh undead. He will take
about 6 zombies with him. Johandri will dig up these corpses and
animate them in to zombies and skeletons using his spells and the
amulet's
power. He is storing the undead in a lake that is between the
village and the orcs, about 5 miles from both.
After he gets about 50 undead he will attempt
to attack the orcish caves at night. He will use his undead and
spells to scare off the orcs that have tents, then go after the
caves himself.
The chance of Jahandri succeeding with an attack
on the orcs is 2% for every zombie he creates and 2% for every dead
orc from battle, not including the first encounter with Brezcar.
If the PCs become friends with the orcs and camp there Johandri
will attack the PCs and the orcs when he has 50 zombies.
If Johandri gets engaged in battle by the PCs
he will stay and fight until things start looking bleak or he is
personally attacked. He will use the amulet's shadow power to get
away. It would be assumed that the PCs know at that point what is
going on or have some idea something is wrong.
If the PCs approach the orcs in a peaceful way
the PCs might figure out that the undead don't come from the orcs.
The orcs will accuse the humans, but then again the humans only
have one town wizard, Guphs, hmm.
Also remember the humans don't know that Guphs
is dead. No one ever bothers the wizard. Johandri will animate Guph's
corpse into a zombie and keep him preserved. He will place him in
bed with nice warm covers and tell people he is sick. If people
ask to see Guphs he will happily allow them to, but not long enough
to talk to him.
It will be sort of a trick as Johandri might
give commands to the Guphs zombie to do things and it will appear
that he is just tending to his friend. For example. "Guphs
is very ill today, he can't even talk. Guphs take this cup of soup
and drink it, it will make you feel better." He will
then hand a cup of soup to the zombie which will pour it down his
throat. A simple task for a zombie giving the illusion of being
alive. "Guphs you look tired, why don't
you roll on your side and go to sleep." This is another
simple command zombie Guphs can do, fooling the PCs.
You might allow PCs to notice that Guphs is not
acting correctly. He doesn't move, maybe breath to much, look too
pale, the soup kind of dribbles down his cheek and he doesn't wipe
it, etc. Johandri will try his best to get the PCs, or anyone for
that matter, out of Guph's tower as fast as possible before they
notice anything.
Within the tower Johandri will store 8 of his
undead. Guphs had 8 suits of armor around the tower and some mounted
weapons, he liked to collect those things. Each of these will have
zombies in them. The PCs won't notice of course because they are
inside the armored suits. Now if the PCs look inside their closed
helmets, well that's another story.
If Johandri is discovered and can't stay in the
tower he will hide in the forest between the village and the orcs
near the lake. He will always have about 6 zombies with him.
Possible Endings: If the PC's defeat the necromancer's plot,
"I would have gotten away with it if
it weren't for those damn adventurers", the orcs will
still not let anyone inside their caves to go get the last piece.
The orcs will try themselves and realize that the dungeon has been
collapsed.
If the necromancer kills the orcs and discovers
the dungeon collapsed, he will leave the area in search of the last
piece. From there the GM can allow him to escape and make him an
arch-villain of the party or have them encounter the necromancer
outside of the orc caves for a final battle.
If Johandri's plot is fouled at both ends and
the humans and the orcs are on to him he will leave the area. Of
course, as a final revenge on those that foiled his plan he will
make one last raid where the PCs are staying in an attempt to kill
them, animate them, and steal their magic items. Johandri assumes
that anyone that defeats him must have some magical power. Use 6-8
zombies and the necromancer in this ending.
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