Advanced
Dungeons & Dragons
2nd
Edition
The
Orcs Of Galazar
Terrain:
Forest
Total
Party Levels: 8 (Average 3rd level)
Total
Magic X.P.: 9,500
Total
g.p. X.P.: 4,507
Monster
X.P.: 10,405
Kill: 10,405
Defeat: 8,310 Retreat: 6,000
The Set
Up
A large band of orcs has been seen roaming
the hills for some time. The village has recently become a frequent target of
their raids. One week ago The Jewel of Rapan was stolen from its owner, the
leader of the elders. The elders will pay 1000gp for the return of the jewel,
and the destruction of this threat. (The Jewel of Rapan is a 10,000gp emerald)
The
Lair
The orcs were quite disorganized before
Galazar arrived. He found that the orcs followed his orders unerringly, and he was able to form a small army under his power. He allows the orcs to keep a small amount of treasure to keep them happy, and his strongest guards are allowed to use his magical weapons. They will never turn on him willingly. Galazar lairs in a hidden tomb, two miles north of town inside of which he found a large clay jar filled with beads. When thrown these beads turn into 2-dice fireballs, these are known as Firebeads (he allows the orcs to use these).
The elders are not sure where the lair is,
and tell the pcs to visit the local tavern and consult Oracle. Oracle is the
towns Prophet, he will answer any question for a glass of good wine,(5sp). He
often responds in long answers that make decent sense,(but are not always
true). The people trust him unerringly, he will always be in the tavern.
Several other people will answer as follows:
A known drunk,(with poor eyesight) claims
that on his way home from the tavern one night he saw a huge blue lizard. He
says that the lizard asked him where Hemseth was, and when he responded that he
didn't know it flew away.
Several woodsmen tell about seeing erie
red balls of fire flying through the northern forest at night. They were
curious, but they were more afraid,(this is just the orcs practicing with their
Firebeads)
An old woman says that the orcs have been
possessed by powerful spirits that haunt the forest, and given all the strange
occurences most of the local people believe her.
Nearby ranchers claim that orcs have been
seen dragging off slain pigs from their ranches to the west. The ranchers add
that orcs always disliked the taste of pork and that the orcs never bothered
the pigs before last month. The orcs were seen praying over the pigs bodies,
and left several trinkets and coins behind when they left with the carcass.
Roughly halfway there the party will
notice a lone orc in the brush near a tall tree, it appears to have broken its
leg, and will tell the pcs that it fell while trying to get the bird eggs up in
the nests,(there are in fact several nests in the tree). The orc is not hurt,
and has two friends hiding nearby to the east.
1st Orc: AC 6; Move 9"; HD 2; hp 16;
#AT 1; Dmg 1d8+1, or 2-12; THACO 19; AL LE; X.P. 150; he carries a Longsword
+1, and a 25gp opal 2nd Orc: AC 6;
Move 9"; HD 2; hp 15; #AT 1; Dmg 1d4+1, or 2-12; THACO 19; AL LE; X.P.
150; he wields a Dagger +1
3rd Orc: AC 6; Move 9"; HD 2; hp 14;
#AT 1; Dmg 1-8, or 2-12; THACO 19; AL LE; X.P. 150; he wears a Amulet Of
Protection +1, and wields a longsword, each carrys four Firebeads, three Acorns
Of Healing, and 100gp.
They will wait until the party is broken
up, then try to attack from behind. The orcs will attack immediately if the pcs
attack the injured one. If questioned the injured orc will tell the party to
find his friend who has wandered west, he is the tribes leader, if the party
falls for his story and tries to find his friend, the orcs will attack as the
party turns west. If combat begins to go badly they will retreat to the lair,
being careful not to be followed
The lair is well hidden behind a stand of
large oaks. One of the oldest trees produces Acorns Of Healing. The orcs gather
these acorns daily and hide them in the lair. Each orc carries three of these
at all times. If the pcs cast Detect Magic they will find four acorns on tree
to be magical. Several orcs guard the
area around the cave, they keep watch in giant nests 20' high in the trees with
the eagles that created them. The orcs don't control the eagles, but the eagles
will listen to them. There are three nests in the area around the lair. The
eagles will not fight pcs that enter their nests, (they assume the pcs to be
orcs).
Eagles(6): AC 6; Move 1"/30"(C);
HD 1+3; hp 10ea; #AT 3; Dmg 1-2/1-2/1-2; THACO 18; AL Nil ; X.P. 175ea;
The nest contents are as follows:
1.(2) 40gp diamonds, and (5) Acorns of
Healing
2.(1) 125gp gold necklace,(3) fake
rubies,(50gp appearence)
3.(1) metal flask containing a Potion Of
Mushrooms,(7 sips)
Orcs(3): AC 6; Move 9"; HD 2; hp
13,12,12; #AT 1; Dmg 1-8, or 2-12; THACO 19; AL LE; X.P. 100; each carries a
long sword, four Firebeads, three Acorns Of Healing, and 50gp.
The orcs from the first encounter will be
here if not slain. The orcs begin by throwing Firebeads down on the pcs, each
bead does 2d6 points of fire damage, save vs. spells for half. The orcs will
then have the eagles attack as they climb down, the eagles will retreat when
they lose half of their hit points. The orcs will attack as the eagles retreat.
The orcs retreat when they are reduced to six or less hit points, or when two
of them have been slain. The orcs will run towards the lair, but will split-up
and attempt to elude the pcs in the forest before entering. They will regroup
inside the lair and use their acorns to heal themselves.
The entrance to the lair is hidden behind
a thick wall of heavy vines, these vines are very stiff to the touch, and a
find secret doors roll must be passed to find the entrance. Behind the vines
lies a 10'wide passage with a 15' ceiling, it runs 30' ahead before ending in a
30' wide by 40'long chamber, this chamber is quite damp, water seems to be
seeping in from above. The walls are coated by a heavy moss. At the back of the
room is a 10' wide corridor running west. There are four torches providing
light in this room. At the back of the room is a secret door, but the orcs will
not go through this. There are four orcs standing guard here.
Orcs(4): AC 6; Move 9"; HD 2; hp
14,14,12,12; #AT 1; Dmg 1-8, or 2-12; THACO 19; AL LE; X.P. 100; each carries a
long sword, four Firebeads, three Acorns Of Healing, and 50gp.
The orcs from the first two encounters
will also be here,(if they survived). When the party arrives most of the orcs
will be hiding by the entrance, while two, (the most powerful) stand at the
back of the chamber. they will all attack when the party reaches the center of
the room. If the combat goes badly, the orcs will retreat through the side
passage. In a small sack hidden near the entrance are 20pp, a 50gp emerald, and
a 5cp copper ring with the word "kashan" engraved on the inside.
The passage to the west slopes up
gradually, slowly becoming dryer. 20' down the side passage is a 10'sq, 20'
deep covered pit, if the party is chasing the orcs they have a 5% chance of
seeing the orcs using heavy vines to swing across the pit. The vines are
secured to a large iron ring set in the ceiling. The vines have a 10% chance of
breaking each time they are used,(roll for the orcs as well) if one breaks for
an orc he will fall screaming into the pit and die when he strikes bottom, the
others will continue on,(allow the rest make it safely). Falling pcs take 2d6
points of damage. The pit is dimly lit although there is no visible light
source. There is a body of a dead wizard in the pit, he wears a Ring Of
Invisibility, if the pcs search the pit one of them is sure to stumble over
him. The source of the light is a 10gp gem he carries, with a Continual Light
cast on it.
The passage ends in a 30'sq chamber, all
the orcs from previous encounters will be here if not slain, as well as two
more.
Orcs(2): AC 6; Move 9"; HD 2; hp
11,11; #AT 1; Dmg 1-8, or 2-12; THACO 19; AL LE; X.P. 100; each carries a long
sword, four Firebeads, three Acorns Of Healing, and 50gp.
There are ten Firebeads, and five Acorns
Of Healing, at the back of the room from which they will replenish their
supply. If they sustain heavy losses, they will try to get to the secret door
in the main chamber, if cut off they will fight to the death,(they fear the
dragon more than the party).If the orcs manage to retreat through the secret
door, they will be found later with the dragon. The chamber appears empty, but
hidden under a loose rock in the east wall is a small chest, it is locked and
has both a Leomunds trap, and a Nystuls arua cast upon it. The lock is quite
poor quality, and 2-3 blows from a blunt object will break it, the Chest is not
trapped. It contains a Potion Of muting, a Hilt Of Conjuring(the orcs don't
know the command word), and four Acorns Of Healing.
The secret door in the main chamber is
hidden extremely well behind a layer of heavy moss, it can be found on a roll
of 1 on 1d8,(1-2 for elves). Behind it is a cut stone passage 8'wide by
40'long, with a 8' ceiling. this passage is not as wet as the main chamber, but
it is still quite damp.
20'down
the corridor on the left is a heavy wooden door, there is a roughly carved
glyph on the surface, it is the orcish word for "death". The door has
swelled slightly from the moisture and requires a successful bend bars roll to
open. Beyond the door is a small room 20'sq, there are two ghouls in the room
that attack almost immediately.
Ghouls(3): AC 6; Move 9"; HD 2; hp
10,8,8; #AT 3; Dmg 1-3/1-3/1-6
+paralyzation;
THACO 19; AL CE; X.P. 420ea
The orcs do not feed them so they will
fight to the "death" out of hunger. They are what remain of three
warriors buried here centuries ago. the room contains three large stone
platforms upon which the bodys rested when buried. upon the first lies a rotting
cloak and a vial of arsenic,(clearly labeled). Upon the second rests a suit of
badly rusted chainmail, and a set of Bracers Of Defense AC 7. The third is
covered in a layer of green moss, the moss will appear to be a green slime,(90%
chance). Under the moss is a 200gp ruby, and a Potion of ESP.
10' past the first door there is another
door on the opposite side of the corridor. This door is solid granite, almost
2' thick, a cleric or paladin can feel an aura of good sorrounding it. Although
it can be opened on its massive stone hinges, its enormous weight requires a
combined strength of 30 or more to move it. The orcs are not strong enough to
move it. The room beyond is 25' wide by 30' long. There is a large circular
fountain,(7' across) set against the far wall, with a 3' tall statue of a
warrior in the center. The water in the fountain will heal 1-3 points of damage
per character, per day. The fountains base is white marble, but the statue is
made of red granite. Carved into the wall above the statue is a cryptic message
written in common: "Nearby lies the warrior of thirst, to reach him you
must heal him first. Beware that he who plunders his tomb, should be prepared
to face his doom." If the water in the fountain is splashed on the statue
the entire wall will turn ninety degrees. The wall will revolve back when
pushed, it turns quite easily. Note that the only way to revolve the wall from
the inside is a Knock spell, if the party traps themselves they will be doomed
to their fate.
The room beyond the fountain is 25' wide
by 40' long. It is incredibly clean, as if nobody had ever entered this room
before. There are two wights in the room, if a priest or paladin enters that is
lawful, or good in alignment they will not attack, they will simply back-up and
stand near the back wall, if attacked they will retaliate. If a priest or
paladin is not with the party, or if the party disturbs the skeleton, they will
attack.
Wights(2): AC 5; Move 12"; HD 4+3; hp
25ea; #AT 1; Dmg 1-4 +energy drain; THACO 17; AL LG; X.P. 500; These wights
energy drain is not permanent, lost levels will return in 1-4 turns
The wights will try to force pcs out of
the tomb, rather than try
to
destroy them, due to the nature of the tomb +3 is added to all "turn
undead" roles. In the back of the room is a raised dais upon which rests a
white marble throne. Sitting in the throne is a human skeleton, it wears a Helm
Of Wisdom,(adds +2 to all saves vs mind-altering spells), and holds a Bastard
Sword +1, set in its eyesockets are two 50gp sapphires. If the gems are removed
the statue will activate. If it still holds its sword it will strike whoever
stands before it, striking for 2d4+1 points of damage. After it attacks, or if
its sword has been taken it will yell "Be Cursed all who steal my
riches", and collapse, at which point the wights will attack. The throne
is solid marble and is probably worth almost 1000gp but weighs close to a ton.
The hall continues to a "T"
intersection at its terminus. The east passage leads 20 feet and ends at a
large steel-bound oak door. Thw West passage goes 20'west and turns north,
there is a wooden door in the west wall of the bend
The eastern door is locked, and as the
lock is rusted a "pick locks" roll will always fail. There are
several cracks and marks on the door from the orcs attempts to break it down.
The door has 50hp's, edged weapons will only do half damage. Behind the door is
a 8' wide hallway that runs 20' to a 30'sq. room. The room contains several
small pieces of fine oak furniture, including a desk, two chairs, and a small
table. But time and moisture have taken their toll and have made it all quite
worthless. within a secret drawer in the desk (requiring a secret door roll to
find) ,is a scroll of the priest spell Neutralize Poison. Three tapestries
which depict a priest building a massive church hang on the walls. They show no
signs of deterioration, for they are magically protected. They could be worth
25gp each to the right buyer. In the right-rear corner of the room is a stone
coffin, the lid requires a combined strength of 35 or more to move. Inside is a
necropidius, it will attack as the lid is opened
Necropidius(1): AC 2; Move 9; HD 2; hp 14;
#AT 1; Dmg 1-8 +paralyzation; THACO 19; AL Nil; X.P. 270;
The necropidius will execute a hypnotic
swaying when disturbed, unless a save vs. spells is made it has same effects as
a Hypnotism spell. Its bite will cause paralyzation for 1-4 turns if another
save vs. spells is not made. poison, mind influencing spells, and a clerics turning
do not affect the necropidius
Inside the coffin is a gold urn worth
100gp that contains the ashes of the priest depicted in the tapestries. As well
as a small black stone lion, which is really a Dimensional Mine.
The door at the bend in the west passage
is locked with a large padlock, it is of exceptional quality, and subtracts 10%
from a thieves chances to pick it. If undamaged, a locksmith would pay up to
20gp for it. The door itself has 20hp's, and when struck the person striking
the door suffers the same damage as the door. The room beyond is 30'sq. with a
10'ceiling. the only item in the room is a bag sitting by the far wall. As the
party steps through the door they will feel that something does not seem right
in the room. The floor has been enspelled with a permanent Silence spell.
Nothing will happen until the characters pick-up the bag, at which point the
entire floor except the 5'sq. section where the bag lays will vanish, the floor
will instantly appear 20' below where the floor used to be. falling characters
take 2d6 points of damage. If a exactly equal amount of weight is replaced
where the bag was the floor will raise slowly back to where it was. Getting out
without resetting it is bound to be a problem since the pcs are now 20' below the
door. The bag contains a gold key worth 2gp, 25 lead coins, and a invisible
diamond worth 100gp. The bag weighs exactly one pound.
After the western corridor turns right it
heads 20' north and ends in a large locked wooden door. This door has a permanent
Silence cast on it, the pcs will be able to hear nothing by listening at the
door. When opened it reveals a 50'sq. room with a 30' high ceiling. if
Galazar
has had no warning of intruders he will be on his treasure stacking gold coins.
If any orc managed to get here then the pc opening the door will immediately be
struck by Galazars poisonous breath.
Galazar(juvenile green dragon): AC 0; Move
9/30(c); HD 13; hp 70;
#AT 3
+breath weapon; Dmg 1-8/1-8/2-20; THACO 7; AL LE; X.P. 6,000; his spells are
Water Breathing, and Wall Of Fog. His breath does 12-52(8d6+4) points of
damage,(save vs breath weapon for half) and is usable 3/day.
Any orc that managed to escape the party
will be healed and ready
to
attack. Galazar believes that physical combat is beneath him and will allow the
orcs to do most of the fighting if they are present. He will wait until they
are slain and then attack the party. If the orcs have not warned him he will
not be surprised by the party, he will converse willingly if the party does not
attack, in 4-8 rounds he will tire of conversation and will attack. Galazar
Attacks first with his breath weapon and then uses his physical attacks. If
reduced to ten or fewer hit points he will cast Wall Of Fog, and use his ring
to escape through a small pipe in the back of the room.
His Treasure includes, 3000cp, 5000sp,
750gp, (3) 100gp diamonds,
a gold
ring with a large black opal set in it worth 75gp, a small crystal statue of a
wolf worth 50 gp, a Ring Of The mouse,(he uses this to exit and enter the
tomb), a Wand Of Metal And Mineral Detection, a Magical Quarterstaff +2, and a
Potion Of Gaseous Form.
The following items have been stolen, and
the owners will wish their return, a suit of Platemail +1, a cloak of the
shield, a Crystal Ball, and the Jewel of Rapan. The owners of the items will
pay a total of 300gp for their return.
*****
Updated 5/02/03 *****
Misc
Things I forgot to deal with (These updates override any previous edits I sent
out via E-mail, thanks):
Potion
of Muting
Upon
tasting any amount of this potion (yes, 1 drop on the tongue will do it) the
imbiber is unable to make any noise that requires the use of the vocal chords.
The player is also affected and cannot speak to his fellow players. Speaking, humming,
or grunting are not allowed, whistling is permitted as it does not involve the
vocal chords. the effect lasts 1-4 days and cannot be dispelled short of a
Wish. This potion is commonly found in a vial containing 1-4 doses. Should
these be added to a normal drink their power would be diluted, ie. if you put 1
drop in someone's drink there would be a minor effect, if you added an entire
dose it would be far more substantial, the effects also diminish based on how
long the liquids have been mixed. This is a very powerful potion and should be
handled by the DM as such, however uses such as tainting a barrel of wine to
mute an entire village should be frowned upon.
Acorns
of Healing
When
consumed these acorns can cure blindness, or deafness, or cure one type of
disease, or heal 1-10 points of damage. Usually 1-12 acorns are found. If the
person using the acorn has more than one malady (ie. poisoned, blinded and
hurt) the acorn would cure the most severe or life-threatening malady first, if
severity cannot be easily established it would be random.
Ring of
the Mouse
When
worn this simple copper ring can by mental command of the wearer, polymorph the
wearer into a small white mouse.
(Note:
Magic does not have to be powerful to be useful, if your PCs get their hands on
this item reward creative uses).
Hilt of
Conjuring
This
Brass hilt has no normal blade, it is extremely light and could be weilded with
one hand, yet is built to allow 2 hands (allow no penalties for weilding if the
blade conjured is appropriate, ie. it weilds perfectly well with a two-handed
blade or with a dagger blade). The blade is conjured by command (the command
word can sometimes be found etched on the base of the hilt), when the command
word is spoken the wielder must mentally envision the desired blade type and
material, which will then magically appear on the hilt till the command word is
once again spoken to cause the blade to vanish. The desired blade can be of any
non-magical material, iron, steel, copper, gold, stone, etc... possibly at the
dm's approval it could be non-magical ice, fire, lava, possibly even gas should
such a thing be desired. The form of the blade could be of any weapon, sword,
dagger, possibly even a mace or morning star (allow imaginative uses) and could
be of any normal length (exceptional lengths should be allowed, but with
appropriate penalties to weilding such a weapon). Should the blade be broken in
some way (accidental or intentional) the blade will vanish and the hilt will
remain intact until used again
Potion
of Mushrooms
This
potion is a risky item, and has one 1 dose, the effects are as follows:
If
sipped the imbiber breaks out in purple splotches for 1-3 days all over his
body, this cannot be removed by any means short of a wish (this occurs only if
sipped, not when drank) The sipping character will have a sense of great power,
along with great danger.
If
totally drank 1 of 4 effects occur (Roll 1d8):
1-4 The Imbiber is immediately poisoned as if
he had consumed large amounts of poisonous mushrooms, a curedisease AND cure
poison must be used immediately on the PC or he will die in 1d4 turns, his body
will immediately sprout purple mushrooms (which if consumed have the same
poisonous effects) and will decay to mulch in 3d4 turns.
4-6 The Imbiber looses 2 points of charisma
permanently from a large purple growth that sprouts from his head, but gains 2
points on intelligence, the growth can be surgically removed without permanent
damage, and these effects negated
7 No noticable effects (Note the character
has been rendered forever immune to the effects of lycanthropy,
and is
totally unaffected by a werecreatures bite, tho he will still take normal damage from the bite).
8 No Noticable effects (Note the character
has been rendered forever immune to the effects of vampirism, he
cannot
be charmed by a vampires gaze, and cannot be effected by a vampires bite, he is
however not immune to
the
vampires level draining abilities, spellcasting, hand-to-hand damage, or innate
spell abilities).
Those
with questions, comments, and gripes should go to
http://www.techrealms.com and leave me feedback (Or, just search for
"Lasivian" online, i'm the only one)..thanks (This *IS* a rough draft so its a little
flawed, any changes, alterations, etc are greatly appreciated).
This
module is Freeware (No permission is required from me to Use, Edit, Translate,
Change, Steal-from, Reuse, spit on, etc. this module. Seriously I get tired of
folks asking "Can I translate this into Swedish??", "YES! OF
COURSE YOU CAN!" heh), my one request is that you e-mail me your changes
so I can see how my ideas are being put to use.