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An Unapproachable East F ORGOTTEN R EALMS ® Web Enhancement
A Call
to Arms
Introduction
The citizens of Phent, which is a large town in Thesk, are a proud, yet
warm and accepting folk. For the past nine years, they have been host
to over six hundred orcs, which is certainly an anomaly in the average
Faerûnian community. In 1360 DR, Zhentil Keep sent one thousand
orcs to aid in the fight against the westward-sweeping Tuigan hordes.
The orcs fought well—well enough that the citizens of Thesk welcomed
them as citizens when Zhentil Keep abandoned them in this land in 1363
DR. Still, a current of unsettling concern lingers. Some believe that the orcs
are still part of Zhentil Keep’s strike force, but that they went on standby
to wait for the moment when their masters give the signal. Once allowed,
these orcs may launch a crippling attack from within.
However, in nine years, no signal has been given—at least none
that any of the paranoid folk have noticed. The orcs are enthusias-
tic citizens and, apart from some rowdiness during breaks from the
mines or fields, they have hurt no one.
And then, a prophet comes, with a message of war . . .
In A Call to Arms, the player characters (PCs) have a chance to
prevent orcs from rising up against some humans. This adventure is
designed for four 9th-level D&D ® characters. The encounters can be
adjusted up or down to suit your group’s needs, however.
Preparation
You, the Dungeon Master (DM), need a copy of the Player’s Hand-
book, the D UNGEON M ASTER ’s Guide, and the Monster Manual to
use this material. You may also want to have a copy of Unapproach-
able East and Magic of Faerûn handy. Boxed text that appears
throughout this adventure is player information, which you can read
aloud or paraphrase when appropriate. Monster and NPC statistics
are provided with each encounter in abbreviated form or, where
appropriate, the Monster Manual is referenced.
S CALING THE A DVENTURE
If you need to scale the adventure up or down for your PCs, you may
find these guidelines helpful.
Additional Credits
Design: John Terra
Advice : Skip Williams
Editing: Miranda Horner
Cartography: Dennis Kauth, Rob Lazzaretti
Typesetting: Nancy Walker
Web Production: Julia Martin
Web Development: Mark A. Jindra
Graphic Design: Robert Campell, Cynthia Fliege, Dee Barnett
by Wizards of the Coast, Inc. All Wizards characters, character
names, and the distinctive likenesses thereof are trademarks
owned by Wizards of the Coast, Inc. This material is protected
under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of
fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental. This Wizards of the Coast game
product contains no Open Game Content. No portion of this work
may be reproduced in any form without written permission. To
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License, please visit www.wizards.com/d20.
©2003 Wizards of the Coast, Inc. All rights reserved. Made in
the U.S.A.
Visit our website at www.wizards.com/forgottenrealms
Based on the original D UNGEONS & D RAGONS ® game by E. Gary
Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet, Monte
Cook, Skip Williams, Richard Baker, and Peter Adkison.
D&D, D UNGEONS & D RAGONS , F ORGOTTEN R EALMS , and
D UNGEON M ASTER are registered trademarks owned by Wizards
of the Coast, Inc. The RPGA and d20 logo are trademarks owned
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Background
Despite what some may think, those in Zhentil Keep haven’t for-
gotten about their orc troops in Phent. In public discussion in Zhen-
til Keep, the leaders of the Zhentilar, the military branch of Zhentil
Keep, have confidently asserted that the orcs in Thesk are com-
pletely loyal to Zhentil Keep. They maintain that the orcs are just
biding their time and building up trust among the citizens, until the
appointed time when the word is given.
In private, these same leaders are gravely concerned. The leaders
didn’t get to positions of command by being idiots, and they know
that the orcs are treated well and accepted in Thesk, which is a rarity
for them with the humans and humanoids of Faerûn in general. The
leaders know that many of the orcs would be reluctant to destroy
the source of this acceptance.
But what if the orcs’ chief god, Gruumsh, told them to?
The Zhentilar turned to the Black Network and presented the
problem. The Zhents knew what to do. The Zhents have dispatched
a powerful cleric, a master of persuasion and deception, to pose as an
orc prophet of Gruumsh and whip the orcs into a destructive frenzy.
In addition, the Zhentilar have staged raids against human caravans
by what look like orc warriors so that they can start antiorc senti-
ment among the population of Thesk.
Adventure
will find traces of the bandits, track them back to their lair, and
eliminate the problem.
• A merchant and his son hire the group to escort the pair from
Telflamm to Tammar. If this hook is used, bear in mind that the
group needs to come up with some way to be released from their
obligation so that they can address the serious matter at hand.
Encounters
The following encounters begin in a somewhat linear progression,
but once the heroes become engaged in the adventure, they should
have some options about which course to follow. In the end, they
should discover the prophet, but if they don’t, some consequences
follow that DMs may want to use in their campaigns.
The Raid (EL 10)
The heroes encounter a brutal attack on a caravan about ten miles
northeast of Phent. While the attack looks as if it is conducted by
the local orc population, the perpetrators are in fact a squad of elite
Zhent half-orc warriors who have been subtly “touched up” to
resemble full-blooded orcs.
The Golden Way, famed trade route, is a well-maintained road
that is usually a pleasure to travel upon. As you move along,
though, you see the beginnings of a plume of smoke rising at a
point around a small bend in the Way. The plume drifts up to the
heavily overcast sky. The scent of burning wood and grass reaches
you, as well.
You can also hear faint sounds of the clashing of steel, the
frightened whinnies of horses, the mingled din of guttural war
cries, and the shouts and screams of panicked victims coming
from that general direction.
Summary
The main portion of this adventure is the investigation of the mys-
terious orc prophet, who is located in the eastern foothills of the
Thesk Mountains about 20 miles due east of Phent. The party needs
to do some snooping around Phent to collect some information, and
they must help prevent a bit of misplaced mob justice by stopping
the self-styled prophet of Gruumsh before the less acclimated orcs
decide to follow his words.
Character Hooks
While the heroes can get involved in this adventure in several ways,
the best way includes an encounter that occurs about ten miles
northeast of Phent, along the Golden Way. Here are some hooks to
get the adventurers into this region:
Once the PCs get within 700 feet of the plume, they can make Spot
checks (DC 13) to see the attacking Zhents and their foes. The
Zhents and their foes Spot the approaching PCs at the same distance
if they make Spot checks of their own (DC 20). If the PCs try to
approach with stealth, the Spot DC to see them coming is 25 + the
worst Hide skill modifier in the group; however, the PCs also
receives a –2 penalty to their own Spot checks. Any group that fails
the Spot check automatically sees their foes when they get within
350 feet.
Since the “orcs” and their victims are rather busy with the work at
hand, both of these groups receive a –5 penalty on any Listen checks
they might make to notice the PCs. Read the following aloud, adjust-
ing as necessary, when the PCs successfully see the combat ahead:
A caravan of four wagons is halted on the road, and one of them
is in flames. The drivers and the well-dressed merchants have run
from the wagons, desperately trying to get out of harm’s way. A
group of six warriors, possibly hired guards, are busily engaging a
force of ten orcs mounted on horseback. The orcs move and fight
with the practiced air of experienced warriors.
Anyone who can understand Orc, will make out the phrases “No
more peace!” and “All humans must die!”
The “orcs” are disguised half-orcs. If the PCs get a good look at
them (as they might if they attack them or try to parley with
them), they can make Spot checks (DC 25) to note the disguise.
Creatures: The “orc” fighters are mounted on horses, and they use
the horses to their advantage in combat.
D “Orcs” (8): Male and female Half-Orc Fighter 4: CR 4;
Medium-size humanoid (half-orc); HD 4d10+12; hp 34; Init +2; Spd
• A new Thayan enclave could possibly open up in Phent. Not only
do certain individuals want it checked out to make sure that every-
thing’s aboveboard, some say that the proprietor plans to have an
“opening-day sale” with some fantastic bargains.
• Reports of increased bandit raids on the Golden Way between
Phent and Pshant have prompted various councils to send adven-
turers out along that route to investigate. Ideally, these groups
2
5–7th-Level PCs: Cut the giants and ettins by a fourth, rounding
down. Drop the Zhent fighters to 6th level, and make Thule less
willing to engage in combat—he can be more of a “till we meet
again” sort.
11–14th-Level PCs: Increase the number of giants, ettins, and
undead by a fourth, rounding up. Add two more Zhent fighters.
15th-Level +: Double the numbers of all monsters that don’t have
class levels, and add 2 levels to all NPCs that have character
classes.
Adventure
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20 ft.; AC 16, touch 12, flat-footed 14; Atk +9 melee (1d6+7/18–20,
+1 scimitar); SQ darkvision 60 ft.; AL LE; SV Fort +7, Ref +3, Will
+2; Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8.
Skills and Feats: Climb +4, Intimidate +1, Ride (horse) +7, Spot
+2; Cleave, Dodge, Mounted Combat, Power Attack, Ride-By Attack.
Possessions: Masterwork scale mail, +1 scimitar, 6 javelins, potion
of cure light wounds (3), potion of cure moderate wounds, 50 gp in
pouch, light warhorse.
D Light Warhorse: CR 1; Large animal; HD 3d8+9; hp 22; Init
+1; Spd 60 ft.; AC 14, touch 10, flat-footed 13; Atk +4 melee (1d4+3,
2 hooves) and –1 melee (1d3+1, bite); Face/Reach 5 ft. by 10 ft./5
ft.; SQ low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2;
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Hide –3, Listen +7, Spot +7.
Scent (Ex): A light warhorse can detect approaching enemies,
sniff out hidden foes, and track by sense of smell.
D Caravan Guards (6): War 3; hp 18; see D UNGEON M ASTER ’s
Guide.
Tactics: The orcs focus on eliminating the caravan guards first,
unless they see evidence that the party is quite proficient; spell-
throwing characters are noticed particularly. If the orc group loses
half its number, the remaining members make a retreat into the
hills, but they do not go back to the prophet. Rather, they attempt
to go deeper into the mountains in hopes of shaking off pursuit.
Development: The merchant is named Boren (NG male human
Exp5), and his son is Baderan (NG male human Exp2), and they had
set out from Phent with intentions to reach Tammar. Should the
party rescue them, they are most effusive in their gratitude and prom-
ise the group some excellent bargains the next time they are in Phent.
If all the caravan guards are dead, Boren asks the heroes to escort
him and his son to Tammar, and he offers 3 gp per day of travel
(plus food and drink) to each adventurer in exchange for guardian
services rendered. Should the group do this, roll normal chances of
encounters during the trip.
In any event, Boren gives the party one very crucial piece of
information: Rumors abound of the orc population in Phent getting
restless, and some orcs are always at the Resthaven Inn, in Phent,
arguing orc politics and such. Boren believes that the restlessness is
causing the orcs in Phent to resort to banditry such as they have
seen, though if confronted by the fact that the orcs are actually
half-orcs, he gets puzzled and wonders aloud if a plot is afoot to rile
up the folk in Phent so that they get angry at the orcs there.
If the PCs decide to head for Phent to discover more about these
rumors, they have to cover ten miles of the Golden Way to hit the
Resthaven Inn, which is one of the larger inns right off the Golden
Way in Phent. DMs can roll for random encounters as the PCs cover
the terrain to Phent.
At the Resthaven Inn
The Resthaven Inn is one of the larger inns that the PCs see when coming
into town via the Golden Way. The group can get some idea about what’s
going on in Phent. This is an excellent place to pick up rumors.
A few hours of drinks and chatting with the locals earns each PC
doing so a chance to make a Gather Information check. The follow-
ing table presents some information and the DCs for the Gather
Information check to discover that information. In each case, suc-
cess at beating a DC usually grants that DC’s information and all
the information provided by succeeding at any lower DC. DMs
might award slightly more information than what is provided
depending on how much a player’s roll exceeds a given DC. If a bard
is in the group and performing for the patrons successfully (as in
having an “enjoyable” or better performance as listed under the Per-
form skill in the Player’s Handbook ), decrease the DC listed below
by –5. Additionally, each bit of information notes whether it is true
or not beside it.
G ATHER I NFORMATION
DC
Information
5
Bandit raids on the road have been on the rise (true).
10
A new Thayan enclave may be opening in town soon (true).
Agents of Cyric have been spotted lurking about town (false).
The bandit raids consist primarily of orcs these days, it seems
(true).
15
Recently, orcs have been heading off to the nearby hills for
some odd nightly meetings (true). The more established bandit
gangs are getting upset over the fact that orcs are taking their
plunder (true).
20
An actual temple of Mask is due to be constructed here soon, so
strong is the power of the Shadowmasters that it now can be
done out in the open (false). One bandit gang in particular, the
Tarnished Blades, is watching the town closely and trying to use
the information they gain by doing so to get a jump on caravans
before the orc bandits do (true). Some say that the bandit orcs
aren’t local orcs (true).
25
Some believe that the Tarnished Blades are one step away from
seeking out and confronting the orc bandit leader (true).
The orc looking at the party is Sergeant Kraansh, leader of the town
watch. If the PCs show a strong interest in getting to the bottom of
the bandit raids, he eventually approaches the PCs and asks their
business—all politely done, of course. If asked about orc raids, he
frowns and appears concerned. The sergeant does his best to keep the
orcs from getting too rowdy, and, in fact, he has a dilemma.
According to the good sergeant, meetings take place almost
nightly in the hills just outside of town. Local orcs attend these
meetings, and some say that a prophet has come from the wilds—a
prophet of Gruumsh, talking “crazy talk.” Kraansh himself refuses
to go. But if the party is interested in what’s going on up there, and
if it has some bearing on the raids, then Kraansh can tell the group
where the meetings are. He does advise, though, that the party be
somehow disguised or invisible. (If the party has no way to remain
hidden or invisible, he can make some potions available, but they’ll
need to be used wisely, and he’ll barter for them—they certainly
aren’t free, but possibly discounted if used for the meeting.)
Kraansh tells the interested heroes that the meetings are usually
held an hour after midnight in a small ravine in the foothills to the
southeast, which is about an hour’s walk or half-hour’s ride. He
advises them to be careful and not to repeat any of it to anyone. If
the PCs decide to head out to see this meeting, the encounter called
A Nightly Meeting covers the events of this meeting.
D Sergeant Kraansh: Male orc Fighter 9; CR 9; Medium-size
humanoid; HD 9d10+45; hp 94; Init +6; Spd 30 ft.; AC 18, touch
12, flat-footed 16; Atk +16/+11 melee (1d8+9, +2 morningstar );
SQ darkvision 60 ft., light sensitivity; AL N; SV Fort +11, Ref +5,
Will +5; Str 20, Dex 14, Con 20, Int 15, Wis 14, Cha 17. Height
5 ft. 10 in.
The inn is a two-story stone building with a stable out back, an
interior common room with a bar, and stairs leading up to rooms.
The innkeeper and his staff bustle about serving patrons. The
place is full of people, and most give you only a passing glance.
At one table, a particularly tough orc watches you with an
appraising eye.
The Resthaven has nice rooms for 2 gp per night, though some
lesser facilities are available for 5 sp per evening. The place is run
by Golvas Winterhaven (NG male human War5/Exp2), a huge man
with a laughing manner about him.
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Skills and Feats: Climb +6, Handle Animal +13, Jump +10,
Ride (horse) +14, Sense Motive +5, Spot +5, Swim +7, Wilderness Lore
+5; Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Ini-
tiative, Improved Unarmed Strike, Leadership, Power Attack, Track.
Possessions: +2 chain shirt, +2 morningstar, purse with 5 pp,
20 gp, 33 sp.
Kraansh is a grizzled, scarred old veteran who fought the Tuigan
hordes as part of the contingent sent by Zhentil Keep. He is a gruff,
no-nonsense sort who has a fondness for a “favorite seat” at the
Resthaven. Kraansh is 50 years old, with salt and pepper hair
trimmed extremely close to his head.
some short encounters that cover the false rumors, as well as those
rumors that aren’t entirely relevant. (This can also be used as part
of a larger Phent Random Encounter chart. In this format, assign
each mini-encounter a 20% chance of happening.)
The Tarnished Blades (EL 9): The bandits have a pair of repre-
sentatives anxious to find information about caravans leaving
town (so that they can jump on the caravan before the orc bands
do) and extremely interested to discover where the orc bandits are
hiding out (so that they can “deal” with the orcs in some manner
of their own choosing). The one who usually works around the inn
arranges for a few of her friends to meet up with the PCs at some
appropriate time and location. (If the PCs go about town looking
for information about bandits, they invariably draw the attention
of the second bandit, as well, with the same result.) The two prefer
dark alleys or wilderness settings, but they aren’t averse to getting
the PCs to a remote location via subterfuge. For instance, Stace
(the female of the pair assigned to gathering information) often
uses the ploy of saying that her sister was badly mauled by a brute
of an orc (or other creature) outside of town, and she can’t possi-
bly move her given her current wounds unless she has help or until
her sister has been healed a bit first. If the PCs fall for this bluff,
they meet up with a band of eight bandits from the Tarnished
Blades. DMs should note that the PCs may in fact find themselves
forging a temporary alliance with the bandits in return for infor-
mation about the current orc problems. Be sure to allow any inter-
actions that the PCs wish; the leader of the Tarnished Blades is
quite willing to make a deal as long as it benefits her group in some
way. This aspect of the adventure is left to DMs to flesh out, how-
ever, but it can help get the PCs on track if they overlook the orc
meetings.
D Bandits (8): Male and female humans Rogue 1/Fighter 2; CR
3; Medium-size humanoid; HD 1d6+1 plus 2d10+2; hp 17; Init +2;
Spd 30 ft.; AC 16, touch 12, flat-footed 14; Atk +4 melee
(1d6+2/18–20, masterwork scimitar) and +3 melee (1d61/19–20,
masterwork short sword), or +4 ranged (1d2/0, whip); SA sneak
attack +1d6; SQ traps; AL N; SV Fort +4, Ref +4, Will –1; Str 14,
Dex 15, Con 12, Int 10, Wis 8, Cha 13.
Skills and Feats: Balance +5, Bluff +5, Climb +5, Diplomacy +3,
Jump +5, Move Silently +5, Read Lips +2, Ride (horse) +3, Search +2,
Spot +1, Swim +7, Tumble +5, Use Rope +6, Ambidexterity, Dodge,
Exotic Weapon Proficiency (whip), Two-Weapon Fighting, Weapon
Focus (scimitar).
Possessions: Masterwork chain shirt, masterwork scimitar, mas-
terwork short sword, whip, potion of cure light wounds (4).
The Thayan Enclave: If the PCs decide that they need to check
into this rumored new enclave, they find that this rumor is true.
Tracking down some visiting representatives of Thay is easier than
the PCs might expect, but that’s due to the fact that things are not
yet finalized, and these representatives are still looking into various
matters (and not all of the representatives are here in Phent right
now due to various negotiations going on). If the PCs seek an audi-
ence with the Thayans, they find out only that the enclave will come
about after various matters have been reconciled (and nobody wishes
to speak about these matters). However, the PCs also can walk away
with a task from the Thayans if they wish. The task is up to the DM,
but it can include delivering a message to another existing enclave,
ensuring that the spot chosen for the enclave is free of any hidden
dangers, or something similar. (DMs might also want to use this as
a way to introduce some potions of invisibility to the PCs so that they
can sneak around when appropriate later.)
Meetings at Night (EL 7): Should the PCs decide to look more
into the matter of night meetings among orcs, they find themselves
dealing with some rowdy orcs during their investigation. The orcs
noted their interest at some appropriate point before, and now they
want to make sure that no pesky humans are messing with their
A S PY A MONG U S
The Zhentarim have an agent in Thesk: a young man who looks
wholesome and behaves decently—a hardworking sort. Boridin, the
agent, keeps in close contact with Zhentil Keep and gives them
tenday reports.
Boridin does odd jobs all over Thesk, but he spends a lot of time
at Resthaven Inn. He keeps an eye on the good sergeant, since he is
wary of the old veteran’s stabilizing influence on the orcs. If at all
possible, he ingratiates himself with the PCs, though he is extremely
careful not to overplay his hand.
D Boridin, Zhentish Agent: Male human Cleric 5 of Bane/Rogue
8; CR 13; Medium-size humanoid; HD 5d8+20 plus 8d6+32; hp 102;
Init +10; Spd 30 ft.; AC 17, touch 15, flat-footed 17; Atk +16/+11
melee (1d8+9, +3 morningstar), or +12/+7 melee (1d4+5/19–20, +1
dagger) and +12 melee (1d4+/19–20, +1 dagger); SA rebuke undead
4/day, sneak attack +4d6; SQ evasion, traps, uncanny dodge (Dex
bonus to AC, can’t be flanked); AL LE; SV Fort +10, Ref +11, Will
+9; Str 19, Dex 19, Con 19, Int 12, Wis 16, Cha 13.
Skills and Feats: Balance +6, Bluff +14, Concentration +7, Diplo-
macy +9, Disguise +5, Gather Information +14, Heal +6, Hide +10,
Intimidate +5, Jump +6, Listen +12, Move Silently +10, Open Lock
+10, Pick Pocket +10, Read Lips +5, Search +5, Sense Motive +7, Spell-
craft +5, Spot +12, Tumble +14; Ambidexterity, Combat Reflexes,
Improved Initiative, Street Smart, Thug, Two-Weapon Fighting.
Evasion (Ex): If exposed to any effect that normally allows a
character to attempt a Reflex saving throw for half damage,
Borodin takes no damage with a successful saving throw.
Cleric Spells Prepared (5/5/4/3; save DC 13 + spell level): 0—
detect magic, detect poison, light, read magic, resistance ; 1st— cause
fear, command*, cure light wounds, divine favor, sanctuary ; 2nd—
aura against flame**, curse of ill fortune**, enthrall*, spell shield** ;
3rd— bestow curse*, dispel magic, mystic lash** .
* Domain spell. Domains: Hatred (+2 profane bonus on attack rolls, saves,
and AC for 1 minute against selected opponent, 1/day), Tyranny (+2 to
save DC of compulsion spells).
Possessions: +3 morningstar, a pair of matched +1 daggers, bracers
of armor +2, ring of protection +1, Heward’s handy haversack, mas-
terwork thieves tools, potions of cure moderate wounds (2), purse
with 100 gp, 100 sp, and six small topazes worth 50 gp each, holy
symbol of Bane, 4 vials of unholy water, light warhorse.
** Spell found in Magic of Faerûn .
Boridin is in his early twenties, and he has a very open, guileless
face. He has tousled brown hair, freckles, and bright blue eyes.
Boridin acts like a wholesome, hard-working lad. Secretly, he’s a
spiteful, hateful, devout servant of Bane and the Zhentarim. He
often works for Resthaven Inn, where he keeps tabs on adventurers
and reports them and their activities to the Black Network.
Loose Ends
Some of the rumors presented in the inn may cause the PCs to find
some fun that isn’t quite related to the adventure at hand. Here are
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business. Use the statistics below, but be ready to have the sergeant
and his own troops come bust up the battle by the third round of
combat (unless this takes place outside town). This gives the DM
another opportunity to introduce the sergeant and send the PCs to
the section called The Nightly Meeting.
D Orc Fighters (4): Male and female orc Fighter 7; CR 7;
Medium-size humanoid; HD 7d10+21; hp 59; Init +2; Spd 20 ft.; AC
18, touch 12, flat-footed 16; Atk +12/+7 melee (1d6+5/18–20, +1
scimitar ); or +9/+4 ranged (1d6+3, javelin); AL LE; SV Fort +8, Ref
+4, Will +3; Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 10.
Skills and Feats: Climb +5, Intimidate +3, Listen +3, Ride (horse)
+7, Spot +5; Alertness, Cleave, Combat Reflexes, Dodge, Great
Cleave, Power Attack , Weapon Focus (scimitar).
The Temple of Mask: As with the bandits, interest shown by
the PCs in anything dealing with Mask is soon rewarded by a con-
frontation with a few followers of Mask—but only if the PCs per-
sist in following up on this lead after the first evening in town. If
the PCs make a successful Gather Information check (DC 20)
that first evening, they do find out that the Mask temple was a
rumor started by Fiskus Evanson (CN male half-orc War3), who
was actually quite drunk one evening. (He was proposing that the
bandit problems were actually the work of Mask’s followers and
that he wouldn’t be surprised if a temple was forming up some-
where nearby. Others misheard and took that as word that this
was actually happening.) Should the PCs fail at the Gather Infor-
mation check with regards to following up on the Mask temple,
they don’t learn of this information. Further investigation is up
to them and may lead to some interesting problems later (DM’s
option).
Cyric Followers in Phent: Again, if the PCs spend time outside
the inn doing some follow-up research on the rumor about Cyric
followers, they can learn (Gather Information DC 20) that the
rumor they had heard is completely false. This time the rumor
comes from the speculation of a local merchant’s daughter, whose
father had just been assassinated. While some believe an
unscrupulous merchant from another town set up the assassina-
tion, the daughter Lesta Fording (CG female human Exp3) is cer-
tain that a follower of Cyric set up the assassination since she
knows that her father and the so-called opposing merchant were
about to come to an agreement on something. If the PCs follow
up on this lead, they can talk to the daughter and find out that
the agreement included her marrying the son of the “enemy”
merchant, and that this union would bring together these two
families in a manner that would allow for further mercantile
expansion. She believes that she saw someone wearing purple and
silver leaving her father’s rooms just before he was discovered
dead by poison. She also thinks she had a glimpse of a skull-and-
sunburst symbol. If pressed, though, she’ll reveal that she isn’t so
sure about the symbol. DMs can allow PCs to further investigate
this death, though this investigation goes beyond the scope of this
current adventure. Suggestions for the killer include having it be
the son of the enemy merchant (who loves another despite what
he has told Lesta and his father), the “enemy” merchant (who
decided that he’d rather absorb Lesta’s father’s trade completely
instead of sharing it with the Fording family, who is a fairly
recent arrival to the area), or perhaps even a current foe from
among the enemies that the PCs have already made who would
have reason to disrupt a fortuitous trade alliance. Should the PCs
fail at their Gather Information rolls, they may well end up
spending some wasted time trying to track down nonexistent fol-
lowers of Cyric. (Of course, another option is to have this rumor
be true and integrate this adventure into an existing Cyric-based
plot in your campaign.)
The Nightly Meeting
The nightly meeting is the meeting where the prophet comes down
from the hills and talks to the gathered assembly of orcs. Should the
PCs make their way to the meeting, read the following aloud, adjust-
ing as necessary:
Picking your way carefully along the barely discernible trail, you
eventually come to a ravine. Arrayed in a sort of amphitheater-
like setting are lots of orcs. At least three hundred of them are all
focusing on one spot. They are eerily, unsettlingly silent. Standing
at the spot they are all staring at is a huge orc who is clad in the
priestly vestments of a servant of Gruumsh, including an eye-
patch to cover the orb he gouged out as service to his god. As the
crowd watches, the cleric speaks, and his voice rings through the
ravine.
If one of the PCs has the ability to understand Orc, this is what he
or she hears (adjust as necessary for PC actions):
“Orcs! Again I come to you, as I have every night for the past
tenday, to stir your blood! For years now, you have settled down
and lived side-by-side with humans. Instead of lifting the sword of
war, you lift an axe . . . a plow! Instruments of the weak!
Have you forgotten who you are? Have you forgotten what
you are? Our god calls us to battle—to be orcs —and you sit in
human taverns and drink ale, instead of drinking their blood?
Listen to your instincts. Heed the pounding savage blood in your
veins. Rise up, lift off this mantle of false human civilization,
embrace your orc heritage, and go forward! Forward, in the name
of Gruumsh!”
Some of the orcs stand and cheer; most just sit and ponder, and
a few shake their heads and scoff at the priest’s words. The priest
simply stares at the orcs, drops something on the ground, then,
gradually, his body fades away.
Eventually, the assembly starts to leave the area, most of them in
small groups, talking about what they saw. About a half-hour after
the priest fades away, the area is silent and empty.
If the PCs didn’t make good use of their invisibility and hiding
options, it’s possible that they will have to deal with a nasty situa-
tion in terms of orcs. First of all, none of the orcs care for the fact
that the PCs are sneaking around spying on them, but enough orcs
are around who don’t want to see this break into a fight that they
can all calm each other down somewhat. Since there are so many
orcs, it makes no sense for the PCs to attempt to face them all down,
and it would become rather hard on the DM to run that many.
(Remember, hundreds of monsters does not equate to a good fight
for four PCs.) As an added situational modifier, several of the orcs
who weren’t so impressed with the priest also may have seen the PCs
talk to the sergeant back in town, so they could easily become
spokespeople for the PCs and help the situation evolve into one of
the following outcomes. DMs should use the NPC Attitudes section
in the D UNGEON M ASTER ’s Guide to help adjudicate the situation;
orcs range from hostile to unfriendly initially:
• PCs are escorted back to the sergeant and left in his custody, with
a slew of complaints about their presence at the meeting.
• The PCs must fulfill some task for some of the orcs to appease
them and help calm down the angrier ones. This task could
include working the jobs of some of the orcs present for a couple
of days and would invariably involve mining iron.
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