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Map to Orc Caves
Outside the Caves: 102 orcs MM 146 3E are
set up in tents outside within a 200 foot radius. 20 orcs have long
sword and shield, 30 have great axes, 42 have morning stars and
shield, 10 are 2nd level fighters DMG 53 3E with great
swords. All the orcs have scalemail.
These orcs are here as guardians to the caves.
They hunt for food and protect the camp area from intruders. The
orcs send out 2 patrols of 2 orcs each night to watch for the approach
of undead. If the PCs approach the camp unthreatening the orcs will
watch and get Brezcar.
As the PCs wait for Brezcar the orcs will try to surround the party
so they don't get away. Fortunately for the PCs Brezcar is not evil.
If the PCs openly attack, throw the orcs at them
for being so foolish. Now it is possible for a cunning group of
PCs to attack the orcs at night taking them piecemeal.
If the PCs negotiate with the orcs Brezcar will
be the one doing the talking. The PCs must bring proof or a good
reason why the humans from Derelorn village are not raiding to convince
Brezcar. Even a show of personal favors toward the orcs will be
enough to call a truce. Brezcar will accept compensation (gold),
the PCs staying there to fight the next undead attack, proof, or
the PCs helping the orcs in another way as a show of good faith.
If he is convinced he promises not to raid for 3 days. Brezcar will
keep his word.
If negotiations succeed Brezcar is very capable
of convincing the chief that perhaps the humans are not responsible
for the undead raids. The orcs are benefiting from the trade agreement
with the humans. They get raw materials to build weapons and armor.
They use some of the weapons for themselves and sell the rest. With
the money made they get more orcs and more food. All this is to
attack the elves to the north. The PCs won't know that unless they
figure it out for themselves or ask one of the common orcs, Brezcar
will not reveal that information, its bad for trade.
If the PCs can't convince Brezcar he will ask
them to leave, then demand it. If they still don't the orcs will
beat the crap out of them and throw them out, or kill them if they
kill any orcs.
In the caves use the following rule: Anyone that is not
an orc or accompanied by Brezcar will be attacked immediately.
1. Cave Entrance: The entrance is partially natural and
partially carved out. There are vines crossing everywhere along
the cave walls. Some are dead and some still alive. A druid will
recognize that these vines do not grow in caves. Along the floor
in various spots are blood stains.
Here 6 orcs (hp 3, 4, 4, 5, 6, 6) MM 146
3E are here watching for intruders, Each have heavy crossbows
with 10 bolts each. 4 will fire into any invader trying to push
their way in. The other 2 will open the covered pit in front by
pulling on a vine in the back. They will wait till the invaders
get over the pit. The pit is 20' deep and does 2d6 damage. The orcs
will try to keep the intruders in the pit as one of the orcs go
for help.
2. Training Room: in here are about 8 orcs (hp 3, 3, 4,
4, 5, 5, 6, 8) MM 146 3E training on various machines.
There are 4 machine to practice hand-eye coordination, blocking
sword thrusts, dodging, and targeting. 2 ogres (hp 28, 30) MM
144 3E are here helping train, make fun of and torture,
the orcs. Currently they are picking on one of the 3 hp orcs and
poking him, he is a weakling.
3. The Mating Cave: Here orcs come to breed with female
orcs. It is also a safe place for the children in case of an attack
outside. There are 14 female orcs (hp 3 each) and 24 children orcs
(hp 1 each). The cave has many straw beds and a fire pit in the
middle. Some of the female orcs have real beds, stolen from former
raids. There are 5 beds here and plenty of straw. The female orcs
and children will not attack but will start to scream. 2 rounds
after the screaming starts orcs from area 2 and 6 will come to their
rescue, even if they don't need it.
4. Storage Room: In here are various barrels of wine, 6
in all. In 6 more barrels there is enough food for the orcs to hold
out in the caves for 3 weeks. 2 shelves hang on the east and south
walls. On the shelves are some carved bone and junk jewelry. Items
of interest placed on the shelves are a necklace of elf ears, a
jar with stuffed dwarves feet, a crate of random teeth, elven skull
candle holders, and dried halfling skins.
5. Sleeping Quarters: A good 20 crude bunk beds line the
walls in every nook and crevasse. A weapon rack is mounted against
the back wall with 6 great axes. A 3' can is in the middle of the
cave giving off an awful urine smell. In here there are 3 orcs (hp
5, 5, 6) MM 146 3E playing cards with one dumb ogre
(hp 26) MM 144 3E and winning. 10 other orcs are sleeping
in the bunk beds (hp 5, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8).
6. Guard Room: The cave opens up into a large cavern, the
ceiling becoming some 40' high. A 6' patch of green-blue slime grows
on the north wall almost up to the ceiling. In here 4 ogres (hp
24, 26, 27, 30) MM 144 3E watch for trouble. The ogres
stay away from the slime on the wall for it is a patch of gray ooze
(hp 29) MM 145 3E. They, nor the orcs, like the patch
there but Brezcar tells them to push intruders in to the ooze and
let it do the work. Brezcar comes by and feeds it once a week. If
they get into combat they will yell for help and try to push intruders
into the patch of gray ooze. Help from area 7 it will arrive in
2 rounds.
7. Eating Room: In here are wall mounted skulls of various
dwarves, elves, halflings, and a couple humans. 3 large tables with
several chairs are placed in the center of the room aligned west
to east across the cave. At any time there will be 8 orcs (hp 2,
2, 3, 4, 4, 4, 5, 5) MM 146 3E eating in here accompanied
by one ogre (hp 29) MM 144 3E. At the first sign of
trouble from area 6 they will drop everything and come to help.
8. The Big Chief: Within this cast cave there is a variety
of furniture and rugs. On the east and west walls are 2 sofa like
pieces, scattered about are 5 rugs, and a big throne stands at the
south of the cave. This is the lair of the orc chief Gorblam (Ftr
4, hp 32) MM 146 3E and is the vault of all the wealth
he has stolen. A large chest lies behind his wooden throne locked
with only Gorblam having the key.
If Brezcar is killed, somehow, the PCs can negotiate
with Gorblam but it will take at least 100 gp. to get him to listen
to their story. The 100 gp. will buy them 2 days of truce with the
orcs, Gorblam not agreeing to more, giving the PCs some time to
investigate what's going on. Gorblam will need proof and only proof
that humans are not attacking his tribe. Only then will he agree
to stop the raids for an extended period and possibly help, send
an orc or 2 with the PCs to see what's going on.
In battle he will send his followers into combat
before he goes joins. He will only join once he sees an orc or ogre
fall. He will fight to the death, although some of the orcs might
not. In the cave guarding the Chief are 8 orcs (hp 4, 5, 5, 5, 6,
6, 8, 8) MM 146 3E and 3 ogres (hp 30, 31, 33) MM
144 3E.
Treasure: In the chest (pick lock DC 25), which Gorblam
holds the key, is 223 gp., a bag of small gems (8 gems worth 50
gp. each), and a 3' crooked stick (a wand of lightning with 4 charges).
Gorblam does not know what the wand is but to him it looks neat,
he like the wood's texture and he can whack it at other orcs without
breaking.
9. The Watering Hole: This is the orcs water supply and
coincidentally the collapsed tomb of Vothra. 20' under the water
there is a small tunnel that leads up, like a sink drain. In there
is a small cave 30' x 30'. The cave has a natural underground stream
that falls into the pool that makes the water hole. On the west
part of the cave are a massive set of broken double doors. The doors
are collapsed and covered in rubble. The whole entrance and hallways
were hit by an earthquake spell of some sort many years ago.
There is no way to get into the vault, they are
collapsed. This is what Jahandri will find if he defeats the orcs
as will the PCs hopefully.
| Chief Gorblam, male orc Ftr4 |
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CR 4; Size M (5 ft., 7 in. tall); HD 4d10+4; hp 32; Init
+6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 19 (splint
mail, +2 Dex); Attack +7 melee, or +4 ranged; SV Fort +5,
Ref +3, Will -2; AL LE; Str 16, Dex 14, Con 12, Int 13, Wis
5, Cha 5.
Languages Spoken: Goblin, Orc.
EQ: Master work halberd and splint mail
Skills and feats: Craft +5, Handle animal +4, Hide
+2, Innuendo -1, Jump +11, Listen -3, Move silently +2, Spot
-3; Blind-fight, Improved initiative, Power attack, Quick
draw, Weapon focus (halberd).
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