Oh No! Orcs!
The Caves
Starting Out
This modual is your typical short lived dungon where the hero's must go to wipe out some rather nasty orcs who have been interfearing with the local trade routs. If you wish, feel free to give the players the map but don't tell them what the numbers mean, that information is for the DM only.
Upon entering the caves the players will be greeted in the enterance by a traveler complaining about having been robed of his prize necklace by vile orcs and some sort of mole people.
The rooms will be done in order of what the players are most likely to choose.
Room #7) Cleft Base of Operations
-Sonic Trap in the doorway (see Cleft)
Once inside the players will have to deal with the five Cleft inside. Four of them are warriors of second level while the fifth is a level tree wizard with stats as follows.
Level 2 Cleft Warrior
HP: 22
Init: +0
Speed: 30 ft.
AC: 19
Attacks: Claw +5, Dart +2
Damage: Claw 1D6+3, Dart 1D4+3
SPAttacks: Roll (Cleft can roll to deal *3 damage on a charge)
Saves: Fort: +3, Ref: +0, Will +0
Abilities: Str 16, Dex 11, Con 19, Wis 11, Int 8, Cha 11
Level 3 Cleft Wizard
HP: 17
Init: +0
Speed: 30 ft.
AC: 18
Attacks: Claw +5, Dart +2
Damage: Claw 1D6+3, Dart 1D4+3
SPAttacks: Roll (Cleft can roll to deal *3 damage on a charge)
Saves: Fort: +5, Ref: +1, Will +5
Abilities: Str 16, Dex 10, Con 18, Wis 12, Int 15, Cha 8
Spells:
4 Lv. Zero: Flare, Ray of Frost*2, Daze (Saving Throw 12)
4 Lv. One: Mage Armor, Shield, Magic Missile*2 (Saving Throw 13)
3 Lv. Two: Bull Strength, Cats Grace, Invisability (Saving Throw 14)
Upon defeating the Cleft wizard the party will find a symbol bearing the mark of Earth.
(See Room #5 for details)
Room #9) Orc Hideaway/Ambush
Room Nine is full of fully geared second leveled warrior orcs. Though a bit more challenging than plain old 1st level orcs they should pose no problem here. If the party is not moving silent then the orcs will know that they are coming and will be ready for them to enter, and with all the torches in their room already darkened any who steps in will be caught flat footed for the first round of combat (surprise round). Note these orcs are a bit over average stats.
Level 2 Orc Warrior
HP: 9
Init: +2 (Dex)
Speed: 20 ft.
AC: 16 (+4 Scale, +2 Dex)
Attacks: Great Axe +5 melee, Javelin +4 ranged
Damage: Claw 1D12+3, Dart 1D4+3
Special: Darkvision
Saves: Fort: +3, Ref: +2, Will -1
Abilities: Str 16, Dex 14, Con 11, Wis 8, Int 9, Cha 8
Room #4) Pit Trap
Search DC:21 to spot a pit trap in the center of this room.
Failiure and the target can attempt to reflex out of the area. (DC: 15)
Further Failure results in falling 20 ft. and taking 2D6 falling damage.
Room #1) 4 More Lv. 2 Orcs
Here the party will come acrost yet another group of orcs. This time a group of four. As before if the party was not moving silently the orcs will attempt to surprise the party.
(Same as above for stats)
Room #3) Orcs Leader
Yes it is yet another battle, not much for the RP fan in this adventure I guess, though this battle adds a twist. It seems a cleric of Gruumsh is leading this band of orcs and is being protected by his best troops.
Level 4 Orc Cleric
HP: 26
Init: +2 (Dex)
Speed: 20 ft.
AC: 18 (+4 Scale, +2 Dex, +2 Large Steel Shield)
Attacks: (+1) War Hammer +7 melee, Javelin +5 ranged
Damage: (+1) War Hammer 1D8+4, Javelin 1D6+3
Special: Darkvision
Saves: Fort: +4, Ref: +3, Will +6
Abilities: Str 17, Dex 15, Con 11, Wis 15, Int 9, Cha 8
Spells:
5 level Zero: Light, Resistance, Virtue, Cure Minor, Create Water
3+1 level One: Magic Weapon (Domain), Cure Light, Bless
2+1 level Two: Bull Strength (Domain), Inflict Moderate, Cure Moderate
Orc Level 3 Fighter *3
HP: 25
Init: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 16 (+5 Breast Plate, +1 Dex)
Attacks: Great Axe +7 melee, Javelin +4 ranged
Damage: Great Axe 1D12+5, Javelin 1D6+3
Special: Darkvision
Saves: Fort: +3, Ref: +2, Will +0
Abilities: Str 16, Dex 13, Con 11, Wis 8, Int 7, Cha 11
Feats: Weapon Focus - Great Axe, Weapon Specialization - Great Axe, Improved Initiative, Toughness
Upon Defeating the Orc Leader the party once again finds a strange elemental symbol, this time water.
(See Room #5 for details)
Room #6) Treasure Chest
This room is almost empty with the exception of a single locked treasure chest
Open Lock DC:15
200 Gold
Potion Cure Light (1D8+2)
Ornate Necklace (Person Outside's stolen necklace)
The PC's may now leave if they wish but they forfeit the majority of the loot if they do. If they decide to continue on with exploration that is good but if they do not this adventure ends here.
Room #2) Skeletal Room
This locked room is vacant except for the fire symbol hanging on the walls and five piles of dusty bones. Upon entering the room the piles of bones animate into five medium-sized skeletons. (Stats found in the Monster Manual)
(See Room #5 for details)
Room #8) Orc Barrax
If the players are quiet they can catch 16 sleeping orcs in their barrax. If not, it's another one of those battles. These orcs are standard out of the Monster Manual. Either way they will need to deal with these orcs if they want to get their hands on the Wind symbol.
(See Room #5 for details)
Room #5) Puzzle Room
The doors to room #5 are magical in nature and cannot be opened by any other means. One must first place all four elemental symbols into their respective spots as follows
| North Door |
South Door |
East Door |
West Door |
| Fire |
Water |
Earth |
Wind |
Each door only has the one symbol so it shouldn't really be that hard to find out. Inside there is a small table with some valuables on it.
Dragon's Eye Gemstone (Value 420 gold)
Ornamentally Carved +1 Rapier (Value 2820 Gold)
Monks Belt (See DMG)
THE END
Well, here it ends as there is nothing left to explore. Thank you for playing and please come back for my next installment The Games. Until then have fun playing.
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Open Game License