TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR3-07 
   
   
   
   
  Gruumsh’s Retort 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Nyrond MetaRegional Adventure 
  Version 0.1 
  by Craig Hier 
   
   
  Something evil is afoot in Eagle Crag Pass and it has taken hostages.  That is what two strange fellows from Ratik claim.  
  Is there something going on or are these guys a few coppers short of a silver piece?  A Living Greyhawk Metaregional 
  scenario for APLs 2-10. 
  
  Gruumsh’s Retort 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Gruumsh’s Retort 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of 
  experience you may gain at the end of the adventure. If 
  your character is three character levels or more either 
  higher or lower than the APL this adventure is being 
  played at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was not as 
  challenged as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Metaregional adventure, set 
  in the arch barony of Ratik.  Characters native to the 
  Nyrond and her Environs metaregion pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
  Adventure 
  Background 
  Our 
  story 
  starts 
  in 
  the 
  underground 
  city 
  of 
  Garel 
  Enkdal.  This is a great city of 
  orcs who enjoy keeping out of 
  the eye of the surface world.  
  This has allowed the city to grow 
  and be prosperous. 
   
  Some 250 years ago a young 
  orc named Granzed, a disciple of 
  Gruumsh, grew disenchanted with the way Gruumsh was 
  worshipped and decided to break away.  Taking a 
  contingent of others who believed his way was the true 
  way of Gruumsh, he set off to find a new place to live far 
  to the south. 
   
  After traveling many, many miles they found a 
  suitable site.  They founded the city of Kranzel.  This city 
  was also underground and flourished as well. As they 
  years went by, many orcs joined the city.   
   
  Within a few decades, the city was large enough to 
  start picking on other subterranean folks.  Through these 
  battles, the orcs proved their worth to Gruumsh and 
  became a well-seasoned fighting force. 
   
  They continued this way of life up to the present.  In 
  the past few years an exceptionally charismatic young 
  priest named Lorink claimed that to truly worship 
  Gruumsh, they must attack the surface world.  This idea 
  caught on like wild fire. 
   
  It is from this madness that the orcs in “Business is 
  Business” fled.  They left and soon found the Eagle Crag 
  ruins.  Hoping to be left alone and live in obscurity, they 
  setup a community for themselves.  Unfortunately the 
  events of “Business is Business” pushed them to the 
  forefront of the trade between Ratik and the Pale. 
   
  Now they have been found by the orcs from Kranzel. 
   It was a fluke that they were found at all.  A raiding party 
  was following a caravan when it entered the pass.  
  Following it in, they attacked and killed many of the 
  residents and took some captive.  Some of the people in 
  
  Gruumsh’s Retort 
   
  Page 3 
  the pass managed to escape.  It is these guys that will 
  soon encounter the PCs. 
  Adventure Summary  
  This adventure is pretty straightforward.  The PCs are 
  told that an evil party of orcs has taken the Eagle Crag 
  pass that bridges Ratik and the Pale.  The party is not 
  given any reward at that point by is told that there might 
  be something  given to them at the pass. 
   
  The party then heads out toward the pass.  The first 
  night they are attacked by a bunch of orc zombies.  If 
  they track the zombies back they will be lead to a pile of 
  dead orcs as well as humans. 
   
  The party then will approach the entrance to the 
  pass.  A couple of sentries have been left to guard the 
  approach.  If they are being beaten (which should be a 
  good bet) they will sound an alarm.  This will signal the 
  orcs inside that guests are coming to diner. 
   
  Once inside, the party needs to rescue the remaining 
  hostages.  Once this is accomplished they will tell the 
  party that another company of orcs is coming very soon. 
   
  The party will need to stay and defeat this next group 
  of orcs for the people who live here to be freed.   
  Introduction 
  You find yourself sitting in Rakerville, a nice enough 
  town in the Pale.  Fate has moved you around quite a 
  bit lately following this lead or that.  This time you 
  were told that there is always adventure enough in 
  the Rakers and Troll fens.  Of course, now that you 
  are here, there doesn’t seem to be much call for your 
  services.  In fact the town seems to be uneasily quite. 
   
  Sitting in the common room of the Pious Pilgrim, 
  you are greeted by a pair of men crashing through the 
  door, running as fast as they can. 
  If at least one of the players has played Business is 
  Business they will recognize these men as Hartel and 
  Oldreg. 
  � Hartel: Male human Ranger1 (Int 6) 
  � Oldreg: Male human Fighter 1(Int 7) 
  .  In fact, they will also recognize the PC(s) and run over 
  to them.  In that case read the following. 
  “<Insert PC Name here>!!  Thank Kord you are here.  
  Orcs have taken over the pass.  They have shut down 
  the trade route and have killed Sinit.  You have to 
  help us.”  They look at you expectantly. 
  If nobody has played Business is Business, read the 
  following. 
  “We need help!”  They stammer between ragged 
  breaths.  “Orcs!  Orcs have taken over the pass.  We 
  barely made it out alive.  They have hostages and need 
  help!”  They explain in a rush of words.  They turn to 
  the crowd expectantly. 
  The brothers know the following information 
  • 
  They were once simple woodsmen leading a 
  dull and uninteresting life.  One day they came 
  across an injured man and brought him into town.  
  While there they meet a band of adventurers who 
  inspired them to go on their own adventure.  After 
  months of arguing about how to do it, they set out. 
  (Events from Business is Business) 
  • 
  The adventurer’s found a pass through to the 
  Pale.  At the top of the pass was an ancient dwarven 
  outpost called Eagle’s Crag. (Events from Business is 
  Business) 
  • 
  They were staying with the Orcs at Eagle’s Crag 
  pass when a raiding party of orcs broke in and 
  started killing everybody.  They ran as fast as they 
  could to the front door and to safety.  They haven’t 
  stopped running since.  Except to eat once…or 
  twice.. and then there was this troll the had to 
  avoid…oh.. and they sleep one night…maybe two. 
  • 
  There were about 8 orcs in the raiding party 
  with one clear leader. 
  • 
  Sinit used to run the pass from the Ratik side.  
  He was with the brothers when the attack happened. 
   They assume he is dead, as he did not make it out 
  the front with them. 
  • 
  It is unusual but not unheard of to see organized 
  orc activity in this area of the Rakers. 
  • 
  They think the Pale is exceedingly cool. 
  • 
  Hey….I think I know that guy…. 
  When questioned, the brothers will give all the above 
  information freely.  Unfortunately, they are not the 
  sharpest crayons in the box.  While trying to be helpful, 
  they will occasionally slip in irrelevant details (which 
  may or may not be true) and take off on tangents. 
   
  If asked for a reward or some kind of treasure, 
  they will look puzzled and then pool together about 12 
  copper pieces from various pockets and pouches.  They 
  may also throw in some useless trinkets such as a lucky 
  rabbits foot, odd shaped pinecone or a bit of strange fur 
  (bear) they found.  They have not had much experience 
  
  Gruumsh’s Retort 
   
  Page 4 
  in this sort of thing and are confused.  After some 
  prodding they will mention that there were some nice 
  shiny weapons and armor in Eagle’s Crag. 
   
  Once the party agrees to go liberate the pass, the 
  brothers will start making excuses as to why they can’t go 
  with them.  The do wish the party luck and give them 
  directions.  Of course, these directions can be gotten 
  from many of the merchants in town as well. 
  Encounter 1: Things That Go 
  Bump in the Night 
  The first day of your journey was very uneventful.  
  Following the directions you were given has been 
  pretty easy.  It seems that the pass has seen a good 
  deal of use in the past months and a simple road of 
  sorts has begun to emerge.   
   
  Another benefit from all this traffic is that 
  camping locations have also been cleared from the 
  surrounding forest.  It is at such a place you find 
  yourselves as dusk falls. 
  If the party wishes to make use of the campsite that is 
  fine but not required.  If they are too paranoid to use the 
  camp double the number of hear noise checks. 
   
  Once the party has settled in and made a watch 
  schedule (If they make a watch schedule that is) have 
  each watch roll a hear noise check.  If they roll either 
  very good or very poorly have them make spot checks as 
  well.  Build the paranoia. 
   
  Towards the end of the second or middle watch have 
  the following come out of the forest.  They will be 
  coming from the direction of the pass (east).  If the 
  appropriate watchman makes a DC of 14 on her hear 
  noise roll, she will have heard them shuffling towards the 
  camp.  A DC 14 spot check will allow her to see them 
  before they get the drop on the party. 
  APL 2 (EL 1) 
  � 2 Orcan Child Zombie: hp 16 each; See Appendix 
  I. 
  APL 4 (EL 2) 
  � 4 Orcan Child Zombie: hp 16 each, See Appendix 
  I. 
  APL 6 (EL 2)  
  � 4 Orcan Child Zombie: hp 16 each, See Appendix 
  I. 
  APL 8 (EL 4)  
  � 7 Orcan Child Zombie: hp 16 each, See Appendix 
  I. 
  APL 10 (EL 5)  
  � 9 Orcan Child Zombie: hp 16 each, See Appendix 
  I. 
  If the party does not see or hear the zombies before they 
  attack, the zombies get a surprise round. 
   
  NOTE:  If any of the party members has a 
  Blimthor™ they will have the equivalent of a protection 
  from evil on them.  The zombies will favor other party 
  members over a wearer of such a device.  If the entire 
  party has them the zombies will hesitate before the attack 
  thereby loosing any surprise. 
  Encounter 2: The Trail 
  If the heroes track the zombies back to their “lair”, read 
  the following. 
  The zombies are easy to track.  Bits and peaces of 
  decaying flesh form a trail into the night.  At the end 
  of the trail is a grim sight.  Several bodies have been 
  piled in a heap for the scavengers of the wild to feast 
  upon.   
  Most of the bodies in the pile are orcs from Eagle Crag 
  but there are a few humans as well.  These are the 
  unfortunate souls that put up a fight when the pass was 
  attacked. 
   
  Searching the bodies will reveal nothing.  In fact, the 
  bodies have been stripped of all possessions before being 
  placed here.   
   
  Further investigation will reveal that none of the 
  bodies belong to Sinit.  He is alive and being held captive 
  by the invading orcs. 
   
  The pile lies only a few hundred yards from the 
  entrance to the pass.  The party may stay here relatively 
  safely but any going any further toward the pass will 
  require hide checks to avoid being spotted (Use the 
  sentries Spot checks as the DC).  
  Encounter 3: Sentries 
  Morning comes none too soon.  The road ahead is a 
  short one as you are within a half a days travel to the 
  entrance to the pass.   
  Late morning brings the 
  box canyon that serves as the entrance to the pass 
  into view.  Your destination is at hand.  The canyon is 
  actually formed by cliff faces from two neighboring 
  
  Gruumsh’s Retort 
   
  Page 5 
  mountains and a smooth patch of ground between 
  them.  It is only 40 feet wide and goes back a mere 70 
  feet.  At the far end is a rather large wooden door. 
  At this point the party needs to make a spot check.  The 
  DCs are pretty extreme as they are at a distance and 
  hiding.  They are as follows: 
  • 
  APL 2 – DC 25 
  • 
  APL 4 – DC 28 
  • 
  APL 6 – DC 32 
  • 
  APL 8 – DC 37 
  • 
  APL 10 – DC 43 
  Some of the invading orcs have been set up to deter any 
  new comers.  They are arrayed on ledges ranging from 10 
  feet to 50 feet above the canyon floor.  The Xs on the map 
  indicate probable locations.  If their efforts are failing, the 
  set off an alarm by striking the door with an arrow that 
  will make a very load noise when it hits (DC to hit the 
  door is 12).  
   
  The door at the far end is just an illusion setup to 
  make the very well concealed secret door (Spot DC APL + 
  20) easier to find.  If the party is never given reason to 
  suspect the door as an illusion, it will work normally.  If 
  they do disbelieve the illusion, it will disappear and they 
  will have to find the door on their own.  Reasons to 
  disbelieve are the alarm arrow not hitting the door right 
  or a detect magic on the door (it will radiate illusion). 
  APL 2 (EL 2) 
  � 2 Orc Archers: hp 11 each, See Appendix II 
  APL 4 (EL 3) 
  � 3 Orc Archers: hp 11 each, See Appendix II 
  APL 6 (EL 5) 
  � 3 Orc Archers: hp 18 each, See Appendix II 
  APL 8 (EL 5) 
  � 3 Orc Archers: hp 18 each, See Appendix II 
  APL 10 (EL 6) 
  � 3 Orc Archers: hp 25 each, See Appendix II 
  Encounter 4: Home Sweet Home 
  1.  Hallway 
   
   
   
   
   
  Once the PCs have pasted the front door, read the 
  following. 
  The 15 foot wide passageway in front of you stretches 
  as far as you can see.  On the sides are a mural 
  depicting the daily lives of the past owners of these 
  halls as Dwarves, Elves and Humans are seen 
  engaging in various mundane activities. 
  The passageway extends in a straight line through the top 
  of the mountain.  It is about 300 feet from end to end and 
  the mural covers the entire way on both sides. 
   
  The hall is very quite and still.  Normally there 
  would have been someone to greet the party and escort 
  them to the welcoming area (#2).  The brothers will note 
  this for the party. 
  2. Welcoming Area 
   
   
   
   
  Jutting from the side of the hallway is a 30-foot by 20-
  foot room.  The mural continues along the walls of 
  this room as well as continuing down the passageway. 
   In this room are two large tables with several 
  overturned benches scattered around them.  Two 
  smaller tables are overturned off to one side. 
  This is the welcoming hall.  It serves as a place to rest and 
  enjoy a good (well, at least home cooked) meal.   
   
  Under the overturned smaller tables is a ledger 
  detailing the caravans that have gone trough the pass.  
  Each entry, save the last one, has an entry and departure 
  date.  The last one just shows an entry date.  It lists Sinit 
  as the caravan master and his cargo as foodstuffs. 
   
  Closer inspection will reveal signs of a fight.  
  Bloodstains and broken weapons can be found lying 
  around the area. 
   
  Two of the back wall panels form a secret door.  It is 
  very easy to spot (DC 10) as it was not intended to be 
  hidden.  It allows some caravans to be taken into the 
  newly created storage and stable area (detailed below). 
  3. Passage to Storage Area 
   
   
   
  The secret doors open to reveal a 15-foot wide 
  passageway.  This passage way starts to decline at a 
  gradual rate just beyond the doorway. 
  The passageway drops 50’ into the storage area.  The 
  dotted lines on the map indicate where the decline starts 
  and stops.  It is 5
  o incline so some heavier loads will need 
  extra help getting up and down the slope. 
   
  It should also be noted that only the stable area has 
  any kind of continual light source.  All other areas are 
  pitch dark.  Once the party rounds the bend in the 
  passageway light from the stables will allow those party 
  
  Gruumsh’s Retort 
   
  Page 6 
  members with low-light vision to see normally in the hall 
  way. 
  4. Orc Warrens 
   
   
   
   
  On the left hand side of the wide passage is a roughly 
  carved out opening. 
  If the PCs enter the opening, read the following. 
  The roughly carved passage leads to a series of rooms 
  and cubbyholes.  They only thing you find in here are 
  a few children ‘s toys and cooking tools. 
  This is the area that the women and children lived.  There 
  is nothing of value here. 
  5. Storage Room #1 
   
   
   
   
  Opening this door reveals small storage room.  Along 
  the walls are weapons racks and armor storage.  All 
  empty. 
  This is where the orcs stored all the mithral weapons and 
  armor they had found in the complex.  The raiders have 
  taken it all and sent it back to their HQ. 
  6. Storage Room #2 
   
   
   
   
  This room has several boxes and shelves.  The shelves 
  contain jars of food and other foodstuff.  The boxes 
  are labeled as cloth, leather, dyes, and other 
  household items. 
  These boxes contain foodstuffs and basic supplies for the 
  orcs living here.  Stealing these supplies would be 
  considered theft and while there are no law enforcement 
  officials present, it should be discouraged.  If a PC still 
  wants to take the stuff, they will be fined 500gp and 5 
  TUs will be marked off as soon as word will get back to 
  people who care. 
  7. Stables 
   
   
   
   
   
  The passageway forms a Tee with what appears to be a 
  stable.  Several wooden stalls have been added to this 
  wide cave to house horses.  Unlike the rest of the 
  complex, this area is lit by a series of stones set into 
  the wall providing what appears to be natural 
  sunlight. 
   
  Currently there are six horses in the stalls.  The 
  other stalls appear to be empty.  There are also three 
  empty wagons stored at end of the right passage. 
  The stones are mimicking the natural conditions of light 
  and dark.  When the sun sets outside, they will dim to 
  provide a star light level of illumination.  This will be 
  good enough for low light vision but not normal vision.  
  If the stones are removed from the wall, they loose their 
  magic. 
   
  If the alarm was sounded or the party was making 
  too much noise, four of the Orc Warriors (See below) are 
  hiding in the stales waiting to ambush the party.  If the 
  party opens the door to room #8 (Storage Room #3) and 
  engages the Orc Leader and other Orc Warrior, these 
  Orcs will attack the party’s flank.  If the party finds these 
  guys first, the Orc Leader and Orc Warrior in room #8 
  will join the fight from behind. 
   
  If the alarm was not sounded, the only living things 
  here are the horses. 
   
  The wagons and horses are from Sinit’s caravan.  All 
  the supplies have been unloaded and placed into room #6 
  (Storage Room #2). 
  8. Storage Room #3 
   
   
   
   
  This room looks to be a storage room.  There is a door 
  to one side of the room.  It is currently devoid of 
  boxes, creates or anything else except for the orcs. 
  If the alarm was sounded or the party made too much 
  noise, there are two orcs here.  These are the Orc Leader 
  and one of the Orc Warriors (See Below).  They are 
  waiting for the party to come in and use the tactics 
  presented above. 
   
  If the Alarm was not sounded and the party was 
  stealthy, all the orcs are in this room milling about and 
  not expecting trouble. 
  9. Office 
   
   
   
   
   
  Opening the door reveals a small room.  It is obvious 
  that the room was once an office but now serves 
  another purpose.  The desk, files and shelves have 
  been moved to one side to make room for the tied and 
  gagged people on the floor.  There are a half a dozen 
  orcs and four humans. 
  These are the people the orcs did not kill.  They are 
  holding them in hopes they can be sold or ransomed.  
  The Orcs are pass workers and have no real value.  The 
  Humans are Sinit and some of his caravan hands.  Once 
  released Sinit will tell the party what has happened. 
  • 
  The Orcs are massing for something big.  Their 
  guards repeatedly made comments about how they 
  outnumber the humans in the area. 
  • 
  They are expecting reinforcements later today. 
  
  Gruumsh’s Retort 
   
  Page 7 
  • 
  The Orcs follow some fanatical leader whose 
  worships Gruumsh and believes the world must be 
  purged of all non-Orcs. 
  • 
  This is the first real indication that the Orcs are 
  planning something.  He has had one caravan 
  attacked before but he attributed that to simple 
  banditry. 
  APL 2 (EL 4) 
  � Orc Leader: hp 12; See Appendix III 
  � 6 Orc Warriors: hp 5; See Monster Manual page 
  203 
  APL 4 (EL 6) 
  � Orc Leader: hp 28; See Appendix III 
  � 6 Orc Warriors: hp 12; See Appendix III 
  APL 6 (EL 8) 
  � Orc Leader: hp 44; See Appendix III 
  � 6 Orc Warriors: hp 20; See Appendix III 
  APL 8 (EL 10) 
  � Orc Leader: hp 60; See Appendix III 
  � 6 Orc Warriors: hp 36; See Appendix III 
  APL 10 (EL 12) 
  � Orc Leader: hp 76; See Appendix III 
  � 6 Orc Warriors: hp 52; See Appendix III 
  Encounter 5: Reinforcements 
  From here we let the players drive.  They should know 
  that there are more orcs coming and will have plenty of 
  time to prepare.  They may also choose to go confront the 
  enemy.  If they take the direct route, they will meet up 
  with them outside the back door (See map). 
   
  If they decide to hole up and ambush the Orcs for a 
  change, go ahead and let them make plans to do so.  The 
  Orcs will, however, know that something is out of place 
  when they fails to see a guard posted. 
   
  The leader of the Orcs is not stupid about tactics.  He 
  will not blindly go into a known ambush and get 
  slaughtered.  Instead, he is likely to send two of his men 
  to draw out the party and make them expend valuable 
  resources.  
   
  The Shaman also has a good understanding of magic 
  and will have them wait 10 minutes after the “scouts” 
  make contact to advance into the complex.  During that 
  time, they will all hide outside waiting for the party to 
  come to them.  
   
  If by some miracle they advance group survives, they 
  will retreat and report on what they observed.  
  Otherwise, the Leader will send two more guys to see if 
  they can get information on how the first two were 
  killed.   
   
  The Leader will then use this knowledge to try and 
  force the PCs out.  He will use tricks like trying to smoke 
  them out or the like.  Be creative. 
  APL 2 (EL 5) 
  � Orc Leader: hp 25; See Appendix IV  
  � Orc Shaman: hp 10; See Appendix IV  
  � 4 Orc Warriors: hp 5;  
  APL 4 (EL 7) 
  � Orc Leader: hp 41; See Appendix IV  
  � Orc Shaman: hp 24; See Appendix IV  
  � 6 Orc Warriors : hp 5; See Monster Manual page 
  203 
  APL 6 (EL 9) 
  � Orc Leader: hp 56; See Appendix IV 
  � Orc Shaman: hp 38; See Appendix IV 
  � 10 Orc Warriors: hp 5; See Monster Manual page 
  203 
  APL 8 (EL 11) 
  � Orc Leader: hp 70; See Appendix IV  
  � Orc Shaman: hp 59; See Appendix IV 
  � 12 Orc Warriors: hp 5; See Monster Manual page 
  203 
  APL 10 (EL 13) 
  � Orc Leader: hp 81; See Appendix IV 
  � Orc Shaman : hp 73; See Appendix IV 
  � 12 Orc Warriors: hp 12; See Appendix IV 
  Encounter 7: Storm Clouds 
  Once this party has been routed, the PCs are free to do 
  whatever they like.  If they just want to pack up and go 
  home, skip to the conclusion.   
    On the other hand, if they want to go looking for more 
  Orcs, have them catch a glimpse of a very large patrol 
  (double the numbers from Encounter 5) in the distance.  
  
  Gruumsh’s Retort 
   
  Page 8 
  If they insist on trying to fight them, have a tree near the 
  PCs explode as a flame strike hits it.  A spellcraft check 
  will reveal that it was a very powerful (APL + 8 caster 
  level).  If that still doesn’t persuade them, have the Orcs 
  run away.  It wasn’t them that cast the spell after all…. 
  Conclusion 
  This mission was a success (failure?) but the news of 
  Orcs raising an army was not good news.  Sinit has 
  gone back into Ratik to warn them of the impending 
  threat and some of his men have gone into the Pale to 
  do the same.  Time will tell what ill they have planed 
  for the Flaness but hopefully forewarned is 
  forearmed. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One – Things That Go Bump 
  APL2 30xp; APL4 60xp; APL6 60xp;  
  APL8 120xp; APL10 150xp 
  Encounter Three -- Sentries 
  APL2 60xp; APL4 90xp; APL6 150xp;  
  APL8 150xp; APL10 180xp 
  Encounter Four – Home Sweet Home 
  APL2 120xp; APL4 180xp; APL6 240xp;  
  APL8 300xp; APL10 360xp 
  Encounter Six – Reinforcements  
  APL2 150xp; APL4 210xp; APL6 270xp;  
  APL8 330xp; APL10 360xp 
  Discretionary roleplaying award 
  APL2 90xp; APL4 135xp; APL6 180xp; 
  APL8 225xp; APL10 270xp 
  Total possible experience:  
   
  APL2 450xp;  APL4  675xp; APL6 900xp; 
  APL8 1125xp; APL10 1350xp 
  
  Gruumsh’s Retort 
   
  Page 9 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three:  Sentries 
   
  APL 2: L: 28 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 28 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 31 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 31 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 31 gp; C: 0 gp; M: 0 gp 
  Encounter Four:  Home Sweet Home 
   
  APL 2: L: 26 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 36 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 36 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 36 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 36 gp; C: 0 gp; M: 0 gp 
  Encounter Five:  Reinforcements 
   
  APL 2: L: 20 gp; C: 0 gp; M: 446 gp 
   
  APL 4: L: 10 gp; C: 0 gp; M: 613 gp 
   
  APL 6: L: 10 gp; C: 0 gp; M: 1,109 gp 
   
  APL 8: L: 10 gp; C: 0 gp; M: 1.609 gp 
   
  APL 10: L: 10gp; C: 0 gp; M: 2,775 gp 
  Total Possible Treasure 
  APL 2: L: 74 gp; C: 0 gp; M: 446 gp  - Total: 400 gp 
  APL 4: L: 74 gp; C: 0 gp; M: 613 gp  - Total: 600 gp 
  APL 6: L: 77 gp; C: 0 gp; M: 1,109 gp  - Total: 800 gp 
  APL 8: L: 77 gp; C: 0 gp; M: 1,609 gp  - Total: 1,250 gp 
  APL 10: L: 77 gp; C: 0 gp; M: 2,775 gp  - Total: 2,100 
  gp 
  Special 
  The Favor of the Orcs of Eagle Crag Pass:  You have 
  rescued the Orcs of Eagle Crag Pass.  In recognition of 
  this, they have invited you to become a member of their 
  tribe.  This will allow you a +2 circumstance bonus to 
  charisma-based skills when dealing with non-evil orcs. 
  Enmity of the Hand of Gruumsh:  For interfering in 
  their efforts to spread the will of Gruumsh you have 
  earned the enmity of the Hand of Gruumsh.  This has the 
  effect of granting a –2 circumstance bonus to all 
  charisma-based skill when dealing with evil Orcs.  Any 
  Orcs belonging to the Hand of Gruumsh will try to kill 
  the character on sight. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  
  Gruumsh’s Retort 
   
  Page 10 
  Universal solvent 
  APL 4 (all of APL 2 plus the following): 
  Amulet of Natural Armor +1 
  APL 6 (all of APL S 2-4 plus the following): 
  Amulet of Natural Armor +2 
  APL 8 (all of APL S 2-4 plus the following): 
  +2 Full Plate 
  +2 Chain Shirt 
  APL 10 (all of APL S 2-4 plus the following): 
  Amulet of Natural Armor +3 
  +2 Battle Axe 
  
  Gruumsh’s Retort 
   
  Page 11 
  Appendix One – Undead Orc Children 
  Orc Commoner Zombie: CR 1/2; Medium Undead; 
  HD 2d12+3; hp 16; Init -2; Spd 30 ft. (can’t run); AC 11 
  (-1 Dex, +2 natural), touch 9, flat-footed 11; Bab/Grp: 
  +1/5; Atk +5 melee [(1d6+4, slam)], Full Atk +5 melee 
  [(1d6+4, slam)]; SQ Single Actions only, damage 
  reduction 5/slashing, darkvision 60 ft., undead traits; 
  AL LE; SV Fort +0, Ref -1, Will +3; Str 19, Dex 9, Con 
  —, Int —, Wis 10, Cha 1.  
   
  Skills and Feats: —; Toughness. 
   
  Single Actions Only (Ex): Zombies have poor 
  reflexes and can perform only a single move action or 
  attack action each round. A zombie can move up to its 
  speed and attack in the same round, but only if it 
  attempts a charge. 
   
  Possessions: None. 
  
  Gruumsh’s Retort 
   
  Page 12 
  Appendix II – Orc Sentries
  APL 2 & 4 Statistics  
   
   
  Orc Archer: Male Orc Ranger 1; CR 1; Medium 
  Humanoid (Orc); HD 1d10+1; hp 11; Init +2; Spd 30 ft.; 
  AC 15 [[+2 Dexterity, +3 armor]], touch 12, flat-footed 
  13; BAB/Grp +1/+3; Atk +3 melee [(1d8+2, 19-20/x2, 
  longsword)] or +3 ranged [(1d8+2, range 110 ft. 20/x3, 
  mighty [+2] composite longbow)]; Full Atk +3 melee 
  [(1d8+2, 19-20/x2, longsword)] or +3 ranged [(1d8+2, 
  range 110 ft., 20/x3, mighty [+2] composite longbow)]; 
  SA Favored Enemy (Human +2); SQ Darkvision 60 ft., 
  Light Sensitivity, Wild Empathy (+1); AL LE; SV Fort 
  +3, Ref +4, Will +1; Str 14, Dex 14, Con 12, Int 10, Wis 
  12, Cha 10.  
   
  Skills and Feats: Climb +6, Hide +6, Listen +5, 
  Move Silently +6, Spot +5, Survival +5; Point Blank 
  Shot, Track 
  B. 
   
  Possessions: Longsword, Mighty [+2] Composite 
  Longbow, 30 arrows, Studded Leather Armor, 3 days 
  rations, 50 ft. hemp rope, bedroll. 
  APL 6 & 8 Statistics  
   
   
  Orc Archer: Male Orc Ranger 2; CR 2; Medium 
  Humanoid (Orc); HD 2d10+2; hp 18; Init +2; Spd 30 ft.; 
  AC 15 [[+2 Dexterity, +3 armor]], touch 12, flat-footed 
  13; BAB/Grp +2/+4; Atk +4 melee [(1d8+2, 19-20/x2, 
  longsword)] or +4 ranged [(1d8+2, range 110 ft. 20/x3, 
  mighty [+2] composite longbow)]; Full Atk +4 melee 
  [(1d8+2, 19-20/x2, longsword)] or +4 ranged [(1d8+2, 
  range 110 ft., 20/x3, mighty [+2] composite longbow)] 
  or +2/+2 ranged [(1d8+2, range 110 ft., 20/x3, mighty 
  [+2] composite longbow)]; SA Favored Enemy (Human 
  +2); SQ Darkvision 60 ft., Light Sensitivity, Wild 
  Empathy (+2); AL LE; SV Fort +4, Ref +5, Will +1; Str 
  14, Dex 14, Con 12, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Climb +7, Hide +7, Listen +6, 
  Move Silently +7, Spot +6, Survival +6; Point Blank 
  Shot, Rapid Shot 
  B,Track 
  B. 
   
  Possessions: Longsword, Mighty [+2] Composite 
  Longbow, 5 masterwork arrows, 30 arrows, Studded 
  Leather Armor, 3 days rations, 50 ft. hemp rope, 
  bedroll. 
  APL 10 Statistics 
   
   
   
   
  Orc Archer: Male Orc Ranger 3; CR 3; Medium 
  Humanoid (Orc); HD 3d10+3; hp 25; Init +2; Spd 30 ft.; 
  AC 15 [[+2 Dexterity, +3 armor]], touch 12, flat-footed 
  13; BAB/Grp +3/+5; Atk +5 melee [(1d8+2, 19-20/x2, 
  longsword)] or +6 ranged [(1d8+2, range 110 ft. 20/x3, 
  mighty [+2] composite longbow)]; Full Atk +5 melee 
  [(1d8+2, 19-20/x2, longsword)] or +6 ranged [(1d8+2, 
  range 110 ft., 20/x3, mighty [+2] composite longbow)] 
  or +4/+4 ranged [(1d8+2, range 110 ft., 20/x3, mighty 
  [+2] composite longbow)]; SA Favored Enemy (Human 
  +2); SQ Darkvision 60 ft., Light Sensitivity, Wild 
  Empathy (+3); AL LE; SV Fort +4, Ref +5, Will +2; Str 
  14, Dex 14, Con 12, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Climb +8, Hide +8, Listen +7, 
  Move Silently +8, Spot +7, Survival +7; Endurance 
  B, 
  Point Blank Shot, Precise Shot, Rapid Shot 
  B,Track 
  B. 
   
  Possessions: Longsword, Masterwork Mighty [+2] 
  Composite Longbow, 5 masterwork arrows, 30 arrows, 
  Studded Leather Armor, 3 days rations, 50 ft. hemp 
  rope, bedroll. 
  
  Gruumsh’s Retort 
   
  Page 13 
  Appendix Three – Lesser Squadron of Orcs
  APL 2 Statistics 
   
   
   
   
  Orc Leader: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1d10+2; hp 12; Init +0; Spd 20 ft.; 
  AC 15 [[+5 armor]], touch 10, flat-footed 15; BAB/Grp 
  +1/+6; Atk +7 melee [(1d10+5, 19-20/x2, bastard 
  sword)] or +1 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; Full Atk +7 melee [(1d10+5, 19-20/x2, 
  bastard sword)] or +1 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; SQ Darkvision 60 ft., Light Sensitivity; AL 
  LE; SV Fort +4, Ref +0, Will +0; Str 20, Dex 10, Con 14, 
  Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +9, Intimidate +3, Jump +9; 
  Exotic Weapon Proficiency (bastard sword), Weapon 
  Focus (bastard sword).  
   
  Possessions: Longbow, 40 arrows, bastard sword, 
  breastplate. 
  APL 4 Statistics 
   
   
   
   
  Orc Leader: Male Orc Fighter 3; CR 3; Medium 
  Humanoid (Orc); HD 3d10+6; hp 28; Init +0; Spd 20 ft.; 
  AC 15 [[+5 armor]], touch 10, flat-footed 15; BAB/Grp 
  +3/+8; Atk +9 melee [(1d10+5, 19-20/x2, bastard 
  sword)] or +3 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; Full Atk +9 melee [(1d10+5, 19-20/x2, 
  bastard sword)] or +3 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; SQ Darkvision 60 ft., Light Sensitivity; AL 
  LE; SV Fort +5, Ref +1, Will +1; Str 20, Dex 10, Con 14, 
  Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +11, Intimidate +5, Jump 
  +11; Cleave, Exotic Weapon Proficiency (bastard 
  sword), Power Attack, Weapon Focus (bastard sword).  
   
  Possessions: Longbow, 40 arrows, bastard sword, 
  breastplate. 
  Orc Warrior: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1d10+2; hp 12; Init +0; Spd 30 ft.; 
  AC 13 [[+3 armor]], touch 10, flat-footed 13; BAB/Grp 
  +1/+5; Atk +6 melee [(1d12+6, 20/x3, great axe)] or +1 
  ranged [(1d8, range 100 ft., 20/x3, longbow)]; Full Atk 
  +6 melee [(1d12+6, 20/x3, great axe)] or +1 ranged 
  [(1d8, range 100 ft., 20/x3, longbow)]; SQ Darkvision 
  60 ft., Light Sensitivity; AL LE; SV Fort +4, Ref +0, Will 
  -1; Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 8.  
   
  Skills and Feats: Climb +8, Intimidate +3, Jump +8; 
  Power Attack, Weapon Focus (great axe).  
   
  Possessions: Longbow, 10 arrows, great axe, 
  studded leather.  
  APL 6 Statistics 
   
   
   
   
  Orc Leader: Male Orc Fighter 5; CR 5; Medium 
  Humanoid (Orc); HD 5d10+10; hp 44; Init +0; Spd 20 
  ft.; AC 15 [[+5 armor]], touch 10, flat-footed 15; 
  BAB/Grp +5/+10; Atk +11 melee [(1d10+7, 19-20/x2, 
  bastard sword)] or +5 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; Full Atk +11 melee [(1d10+7, 19-20/x2, 
  bastard sword)] or +5 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; SQ Darkvision 60 ft., Light Sensitivity; AL 
  LE; SV Fort +6, Ref +1, Will +1; Str 20, Dex 10, Con 14, 
  Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Climb +13, Intimidate +7, Jump 
  +13; Cleave, Exotic Weapon Proficiency (bastard 
  sword), Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword).  
   
  Possessions: Longbow, 40 arrows, bastard sword, 
  breastplate. 
  Orc Warrior: Male Orc Fighter 2; CR 2; Medium 
  Humanoid (Orc); HD 2d10+4; hp 20; Init +0; Spd 30 ft.; 
  AC 13 [[+3 armor]], touch 10, flat-footed 13; BAB/Grp 
  +2/+6; Atk +7 melee [(1d12+6, 20/x3, great axe)] or +2 
  ranged [(1d8, range 100 ft., 20/x3, longbow)]; Full Atk 
  +7 melee [(1d12+6, 20/x3, great axe)] or +2 ranged 
  [(1d8, range 100 ft., 20/x3, longbow)]; SQ Darkvision 
  60 ft., Light Sensitivity; AL LE; SV Fort +5, Ref +0, Will 
  -1; Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 8.  
   
  Skills and Feats: Climb +9, Intimidate +4, Jump +9; 
  Cleave, Power Attack, Weapon Focus (great axe).  
   
  Possessions: Longbow, 10 arrows, great axe, 
  studded leather.  
  APL 8 Statistics 
   
   
   
   
  Orc Leader: Male Orc Fighter 7; CR 7; Medium 
  Humanoid (Orc); HD 7d10+14; hp 60; Init +0; Spd 20 
  ft.; AC 15 [[+5 armor]], touch 10, flat-footed 15; 
  BAB/Grp +7/+12; Atk +13 melee [(1d10+7, 19-20/x2, 
  bastard sword)] or +7 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; Full Atk +13/8 melee [(1d10+7, 19-20/x2, 
  bastard sword)] or +7/2 ranged [(1d8, range 100 ft., 
  20/x3, longbow)]; SQ Darkvision 60 ft., Light 
  Sensitivity; AL LE; SV Fort +7, Ref +2, Will +2; Str 20, 
  Dex 10, Con 14, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Climb +13, Intimidate +7, Jump 
  +13; Cleave, Exotic Weapon Proficiency (bastard 
  sword), Improved Sunder, Leadership, Power Attack, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword).  
   
  Possessions: Longbow, 40 arrows, bastard sword, 
  breastplate. 
  
  Gruumsh’s Retort 
   
  Page 14 
  Orc Warrior: Male Orc Fighter 4; CR 4; Medium 
  Humanoid (Orc); HD 4d10+8; hp 36; Init +0; Spd 30 ft.; 
  AC 13 [[+3 armor]], touch 10, flat-footed 13; BAB/Grp 
  +4/+8; Atk +9 melee [(1d12+8, 20/x3, great axe)] or +4 
  ranged [(1d8, range 100 ft., 20/x3, longbow)]; Full Atk 
  +9 melee [(1d12+8, 20/x3, great axe)] or +4 ranged 
  [(1d8, range 100 ft., 20/x3, longbow)]; SQ Darkvision 
  60 ft., Light Sensitivity; AL LE; SV Fort +6, Ref +1, Will 
  +0; Str 18, Dex 10, Con 14, Int 12, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +11, Intimidate +6, Jump 
  +11; Cleave, Improved Bull Rush, Power Attack, 
  Weapon Focus (great axe), Weapon Specialization 
  (great axe).  
   
  Possessions: Longbow, 10 arrows, great axe, 
  studded leather.  
  APL 10 Statistics 
   
   
   
   
  Orc Leader: Male Orc Fighter 9; CR 9; Medium 
  Humanoid (Orc); HD 9d10+18; hp 76; Init +0; Spd 20 
  ft.; AC 15 [[+5 armor]], touch 10, flat-footed 15; 
  BAB/Grp +9/+14; Atk +15 melee [(1d10+7, 17-20/x2, 
  bastard sword)] or +9 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; Full Atk +15/10 melee [(1d10+7, 17-20/x2, 
  bastard sword)] or +9/4 ranged [(1d8, range 100 ft., 
  20/x3, longbow)]; SQ Darkvision 60 ft., Light 
  Sensitivity; AL LE; SV Fort +8, Ref +3, Will +5; Str 20, 
  Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +15, Intimidate +10, Jump 
  +15; Cleave, Exotic Weapon Proficiency (bastard 
  sword), Improved Critical (bastard sword), Improved 
  Sunder, Iron Will, Leadership, Power Attack, Weapon 
  Focus (bastard sword), Weapon Specialization (bastard 
  sword).  
   
  Possessions: Longbow, 40 arrows, bastard sword, 
  breastplate. 
  Orc Warrior: Male Orc Fighter 6; CR 6; Medium 
  Humanoid (Orc); HD 6d10+12; hp 52; Init +0; Spd 30 
  ft.; AC 13 [[+3 armor]], touch 10, flat-footed 13; 
  BAB/Grp +6/+10; Atk +11 melee [(1d12+8, 20/x3, great 
  axe)] or +6 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; Full Atk +11/6 melee [(1d12+8, 20/x3, great 
  axe)] or +6/1 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; SQ Darkvision 60 ft., Light Sensitivity; AL 
  LE; SV Fort +7, Ref +2, Will +3; Str 18, Dex 10, Con 14, 
  Int 12, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +13, Intimidate +8, Jump 
  +13; Cleave, Improved Bull Rush, Iron Will, Power 
  Attack, Run, Weapon Focus (great axe), Weapon 
  Specialization (great axe).  
   
  Possessions: Longbow, 10 arrows, great axe, 
  studded leather. 
   
  
  Gruumsh’s Retort 
   
  Page 15 
   
  Appendix IV – Major Squadron of Orcs 
  All APLs 
   
   
   
   
   
  Orc Warrior: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1d10+2; hp 12; Init +0; Spd 20 ft.; 
  AC 13 [[+3 armor]], touch 10, flat-footed 13; BAB/Grp 
  +1/+6; Atk +7 melee [(1d12+7, 20/x3, greataxe)] or +1 
  ranged [(1d8, range 100 ft., 20/x3, longbow)]; Full Atk 
  +7 melee [(1d12+7, 20/x3, greataxe)] or +1 ranged 
  [(1d8, range 100 ft., 20/x3, longbow)]; SQ Darkvision 
  60 ft., Light Sensitivity; AL LE; SV Fort +4, Ref +0, Will 
  +0; Str 20, Dex 10, Con 14, Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +9, Intimidate +3, Jump +9; 
  Power Attack, Weapon Focus (greataxe).  
   
  Possessions: Longbow, 40 arrows, greataxe, 
  studded leather. 
  APL 2 Statistics 
   
   
   
   
  Orc Leader: Male Orc Ranger 2 Fighter 1; CR 3; 
  Medium Humanoid (Orc); HD 2d8+1d10+6; hp 25; Init 
  +1; Spd 30 ft.; AC 16 [[+1 Dexterity, +5 armor]], touch 
  11, flat-footed 15; BAB/Grp +3/+5; Atk +7 melee 
  [(1d8+3, 20/x3, +1 battleaxe)] or +4 ranged [(1d8, range 
  100 ft., 20/x3, longbow)]; Full Atk +7 melee [(1d8+3, 
  20/x3, +1 battleaxe)] or +5 melee [(1d8+3, 20/x3, +1 
  battleaxe)] and +4 melee [(1d6+1, 20/x3, handaxe)] or 
  +4 ranged [(1d8, range 100 ft., 20/x3, longbow)]; SA 
  Favored Enemy (Dwarf +2); SQ Darkvision 60 ft., Light 
  Sensitivity, Wild Empathy (+5); AL LE; SV Fort +7, Ref 
  +4, Will +1; Str 15, Dex 12, Con 14, Int 12, Wis 13, Cha 
  12.  
   
  Skills and Feats: Climb +7, Concentration +7, 
  Handle Animal +6, Knowledge (nature) +8, Listen +6, 
  Ride +6, Spot +6, Survival +6 (+8 above ground); Power 
  Attack 
  B, Track 
  B, Two-weapon Fighting 
  B, Weapon 
  Focus (handaxe), Weapon Focus (battleaxe).  
   
  Possessions: Longbow, 40 arrows, +1 battleaxe, 
  handaxe, +1 chain shirt. 
  Orc Shaman: Male Orc Cleric 1; CR 1; Medium 
  Humanoid (Orc); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; 
  AC 20 [[+1 Dexterity, +9 armor]], touch 11, flat-footed 
  19; BAB/Grp +0/+1; Atk +2 melee [(1d8+1, 20/x3, 
  spear)] or +1 ranged [(1d8, range 80 ft., 19-20/x2, 
  crossbow)]; Full Atk +2 melee [(1d8+1, 20/x3, spear)] or 
  +1 ranged [(1d8, range 80 ft., 19-20/x2, crossbow)]; SA 
  Rebuke Undead (2/day, 1d20-1, 2d6 damage); SQ 
  Darkvision 60 ft., Light Sensitivity, Spontaneous 
  Casting (inflict); AL LE; SV Fort +4, Ref +1, Will +4; Str 
  13, Dex 12, Con 14, Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +6 (+10 casting 
  defensively), Knowledge (religion) +5, Spellcraft +5; 
  Combat Casting, Weapon Focus (spear) 
  B.  
   
  Spells Prepared (3/2+1; base DC = 12 + spell 
  level): 0—cure minor wounds (2), guidance; 1st—
  bless, cure light wounds, enlarge person*. *Domain 
  spell.  
   
  Deity: 
  Gruumsh; 
  Domains: 
  [Strength 
  (+1 
  enhancement to Strength for 1 round once per day); 
  War (Weapon Focus (spear))].  
   
  Possessions: crossbow, 20 bolts, spear, +1 full-plate. 
  APL 4 Statistics 
   
   
   
   
  Orc Leader: Male Orc Ranger 2 Fighter 3; CR 5; 
  Medium Humanoid (Orc); HD 2d8+3d10+10; hp 41; 
  Init +1; Spd 30 ft.; AC 16 [[+1 Dexterity, +5 armor]], 
  touch 11, flat-footed 15; BAB/Grp +5/+7; Atk +9 melee 
  [(1d8+3, 20/x3, +1 battleaxe)] or +6 ranged [(1d8, range 
  100 ft., 20/x3, longbow)]; Full Atk +9 melee [(1d8+3, 
  20/x3, +1 battleaxe)] or +7 melee [(1d8+3, 20/x3, +1 
  battleaxe)] and +6 melee [(1d6+1, 20/x3, handaxe)] or 
  +6 ranged [(1d8, range 100 ft., 20/x3, longbow)]; SA 
  Favored Enemy (Dwarf +2); SQ Darkvision 60 ft., Light 
  Sensitivity, Wild Empathy (+5); AL LE; SV Fort +8, Ref 
  +5, Will +3; Str 15, Dex 12, Con 14, Int 12, Wis 14, Cha 
  12.  
   
  Skills and Feats: Climb +9, Concentration +7, 
  Handle Animal +8, Knowledge (nature) +8, Listen +7, 
  Ride +8, Spot +7, Survival +7 (+9 above ground); Cleave 
  B, Power Attack 
  B, Track 
  B, Two-weapon Fighting 
  B, 
  Weapon Focus (handaxe), Weapon Focus (battleaxe).  
   
  Possessions: Longbow, 40 arrows, +1 battleaxe, 
  handaxe, +1 chain shirt. 
  Orc Shaman: Male Orc Cleric 3; CR 3; Medium 
  Humanoid (Orc); HD 3d8+6; hp 24; Init +1; Spd 20 ft.; 
  AC 20 [[+1 Dexterity, +9 armor]], touch 11, flat-footed 
  19; BAB/Grp +2/+3; Atk +4 melee [(1d8+1, 20/x3, 
  spear)] or +3 ranged [(1d8, range 80 ft., 19-20/x2, 
  crossbow)]; Full Atk +4 melee [(1d8+1, 20/x3, spear)] or 
  +3 ranged [(1d8, range 80 ft., 19-20/x2, crossbow)]; SA 
  Rebuke Undead (2/day, 1d20-1, 2d6+2 damage); SQ 
  Darkvision 60 ft., Light Sensitivity, Spontaneous 
  Casting (inflict); AL LE; SV Fort +5, Ref +2, Will +5; Str 
  13, Dex 12, Con 14, Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +8 (+12 casting 
  defensively), Knowledge (religion) +7, Spellcraft +7; 
  Combat Casting, Power Attack, Weapon Focus (spear) 
  B.  
   
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell 
  level): 0—cure minor wounds (2), guidance, resistance; 
  
  Gruumsh’s Retort 
   
  Page 16 
   
  1st—bless, cure light wounds (2), enlarge person*; 
  2nd—bear’s 
  endurance, 
  hold 
  person, 
  spiritual 
  weapon*. *Domain spell.  
   
  Deity: 
  Gruumsh; 
  Domains: 
  [Strength 
  (+3 
  enhancement to Strength for 1 round once per day); 
  War (Weapon Focus (spear))].  
   
  Possessions: crossbow, 20 bolts, spear, +1 full-plate. 
  APL 6 Statistics 
   
   
   
   
  Orc Leader: Male Orc Ranger 3 Fighter 4; CR 7; 
  Medium Humanoid (Orc); HD 3d8+4d10+14; hp 56; 
  Init +1; Spd 30 ft.; AC 16 [[+1 Dexterity, +5 armor]], 
  touch 11, flat-footed 15; BAB/Grp +7/+9; Atk +11 
  melee [(1d8+5, 20/x3, +1 battleaxe)] or +8 ranged [(1d8, 
  range 100 ft., 20/x3, longbow)]; Full Atk +11/6 melee 
  [(1d8+4, 20/x3, +1 battleaxe)] or +9/4 melee [(1d8+5, 
  20/x3, +1 battleaxe)] and +8 melee [(1d6+3, 20/x3, 
  handaxe)] or +8/3 ranged [(1d8, range 100 ft., 20/x3, 
  longbow)]; SA Favored Enemy (Dwarf +2); SQ 
  Darkvision 60 ft., Light Sensitivity, Wild Empathy (+6); 
  AL LE; SV Fort +9, Ref +5, Will +4; Str 15, Dex 12, Con 
  14, Int 12, Wis 14, Cha 12.  
   
  Skills and Feats: Climb +11, Concentration +8, 
  Handle Animal +10, Knowledge (nature) +9, Listen +8, 
  Ride +9, Spot +8, Survival +8 (+10 above ground); 
  Cleave 
  B, Endurance 
  B, Power Attack 
  B, Track 
  B, Two-
  weapon Fighting 
  B, Weapon Focus (handaxe), Weapon 
  Focus (battleaxe), Weapon Specialization (handaxe) 
  B, 
  Weapon Specialization (battleaxe).  
   
  Possessions: Longbow, 40 arrows, +1 battleaxe, 
  handaxe, +1 chain shirt. 
  Orc Shaman: Male Orc Cleric 5; CR 5; Medium 
  Humanoid (Orc); HD 5d8+10; hp 38; Init +1; Spd 20 ft.; 
  AC 20 [[+1 Dexterity, +9 armor]], touch 11, flat-footed 
  19; BAB/Grp +3/+5; Atk +6 melee [(1d8+2, 20/x3, 
  spear)] or +4 ranged [(1d8, range 80 ft., 19-20/x2, 
  crossbow)]; Full Atk +6 melee [(1d8+2, 20/x3, spear)] or 
  +4 ranged [(1d8, range 80 ft., 19-20/x2, crossbow)]; SA 
  Rebuke Undead (2/day, 1d20-1, 2d6+4 damage); SQ 
  Darkvision 60 ft., Light Sensitivity, Spontaneous 
  Casting (inflict); AL LE; SV Fort +6, Ref +2, Will +6; Str 
  14, Dex 12, Con 14, Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +10 (+14 casting 
  defensively), Knowledge (religion) +9, Spellcraft +9; 
  Combat Casting, Power Attack, Weapon Focus (spear) 
  B.  
   
  Spells Prepared (5/4+1/3+1/1+1; base DC = 12 + 
  spell level): 0—cure minor wounds (2), guidance (2), 
  resistance; 1st—bless, cure light wounds (2), doom, 
  enlarge 
  person*; 
  2nd—bear’s 
  endurance, 
  hold 
  person(2), spiritual weapon*; 3rd— dispel magic, 
  magic vestment*. *Domain spell.  
   
  Deity: 
  Gruumsh; 
  Domains: 
  [Strength 
  (+5 
  enhancement to Strength for 1 round once per day); 
  War (Weapon Focus (spear))].  
   
  Possessions: crossbow, 20 bolts, spear, +1 full-plate. 
  APL 8 Statistics 
   
   
   
   
  Orc Leader: Male Orc Ranger 5 Fighter 4; CR 9; 
  Medium Humanoid (Orc); HD 5d8+4d10+18; hp 70; 
  Init +1; Spd 30 ft.; AC 17 [[+1 Dexterity, +6 armor]], 
  touch 11, flat-footed 16; BAB/Grp +9/+12; Atk +14 
  melee [(1d8+5, 20/x3, +1 battleaxe)] or +10 ranged 
  [(1d8, range 100 ft., 20/x3, longbow)]; Full Atk +14/9 
  melee [(1d8+5, 20/x3, +1 battleaxe)] or +12/7 melee 
  [(1d8+5, 20/x3, +1 battleaxe)] and +11 melee [(1d6+3, 
  20/x3, handaxe)] or +10/5 ranged [(1d8, range 100 ft., 
  20/x3, longbow)]; SA Favored Enemy (Dwarf +4, 
  Human +2); SQ Darkvision 60 ft., Light Sensitivity, 
  Wild Empathy (+8); AL LE; SV Fort +10, Ref +6, Will 
  +4; Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 12.  
   
  Skills and Feats: Climb +12, Concentration +10, 
  Handle Animal +12, Knowledge (nature) +11, Listen 
  +10, Ride +11, Spot +10, Survival +10 (+12 above 
  ground); Cleave 
  B, Endurance 
  B, Great Cleave, Power 
  Attack 
  B, Track 
  B, Two-weapon Fighting 
  B, Weapon 
  Focus (handaxe), Weapon Focus (battleaxe), Weapon 
  Specialization (handaxe) 
  B, Weapon Specialization 
  (battleaxe).  
   
  Spells Prepared (-/1; base DC = 12 + spell level): 
  1st—entangle.  
   
  Possessions: Longbow, 40 arrows, +1 battleaxe, 
  handaxe, +2 chain shirt. 
  Orc Shaman: Male Orc Cleric 8; CR 8; Medium 
  Humanoid (Orc); HD 8d8+16; hp 59; Init +1; Spd 20 ft.; 
  AC 21 [[+1 Dexterity, +10 armor]], touch 11, flat-footed 
  18; BAB/Grp +6/+8; Atk +9 melee [(1d8+2, 20/x3, 
  spear)] or +7 ranged [(1d8, range 80 ft., 19-20/x2, 
  crossbow)]; Full Atk +9/4 melee [(1d8+2, 20/x3, spear)] 
  or +7 ranged [(1d8, range 80 ft., 19-20/x2, crossbow)]; 
  SA Rebuke Undead (2/day, 1d20-1, 2d6+7 damage); SQ 
  Darkvision 60 ft., Light Sensitivity, Spontaneous 
  Casting (inflict); AL LE; SV Fort +8, Ref +3, Will +8; Str 
  14, Dex 12, Con 14, Int 12, Wis 15, Cha 8.  
   
  Skills and Feats: Concentration +13 (+17 casting 
  defensively), Knowledge (religion) +12, Spellcraft +12; 
  Cleave, Combat Casting, Power Attack, Weapon Focus 
  (spear) 
  B.  
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 
  12 + spell level): 0—cure minor wounds (2), guidance 
  (2), resistance (2); 1st—bless, enlarge person (3), doom, 
  enlarge person*; 2nd—bear’s endurance, owl’s wisdom, 
  hold person(2), spiritual weapon*; 3rd—dispel magic 
  (2), magic vestment*, prayer; 4th—divine power*, 
  
  Gruumsh’s Retort 
   
  Page 17 
   
  freedom of movement, summon monster IV. *Domain 
  spell.  
   
  Deity: 
  Gruumsh; 
  Domains: 
  [Strength 
  (+8 
  enhancement to Strength for 1 round once per day); 
  War (Weapon Focus (spear))].  
   
  Possessions: crossbow, 20 bolts, spear, +2 full-plate. 
  APL 10 Statistics 
   
   
   
   
  Orc Leader: Male Orc Ranger 7 Fighter 4; CR 11; 
  Medium Humanoid (Orc); HD 7d8+4d10+22; hp 81; 
  Init +1; Spd 30 ft.; AC 17 [[+1 Dexterity, +6 armor]], 
  touch 11, flat-footed 16; BAB/Grp +11/+14; Atk +17 
  melee [(1d8+7, 20/x3, +2 battleaxe)] or +12 ranged 
  [(1d8, range 100 ft., 20/x3, longbow)]; Full Atk 
  +17/12/7 melee [(1d8+7, 20/x3, +2 battleaxe)] or 
  +15/10/5 melee [(1d8+7, 20/x3, +2 battleaxe)] and 
  +13/8 melee [(1d6+3, 20/x3, handaxe)] or +12/7/2 
  ranged [(1d8, range 100 ft., 20/x3, longbow)]; SA 
  Favored Enemy (Dwarf +4, Human +2); SQ Darkvision 
  60 ft., Light Sensitivity, Wild Empathy (+10), 
  Woodland Stride; AL LE; SV Fort +11, Ref +7, Will +5; 
  Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 12.  
   
  Skills and Feats: Climb +13, Concentration +12, 
  Handle Animal +14, Knowledge (nature) +13, Listen 
  +12, Ride +12, Spot +12, Survival +12 (+14 above 
  ground); Cleave 
  B, Endurance 
  B, Great Cleave, 
  Improved Two-weapon Fighting 
  B, Power Attack 
  B, 
  Track 
  B, Two-weapon Fighting 
  B, Weapon Focus 
  (handaxe), 
  Weapon 
  Focus 
  (battleaxe), 
  Weapon 
  Specialization (handaxe) 
  B, Weapon Specialization 
  (battleaxe).  
   
  Spells Prepared (-/2; base DC = 12 + spell level): 
  1st—entangle, longstrider.  
   
  Possessions: Longbow, 40 arrows, +2 battleaxe, 
  handaxe, +2 chain shirt. 
  Orc Shaman: Male Orc Cleric 10; CR 10; Medium 
  Humanoid (Orc); HD 10d8+20; hp 73; Init +1; Spd 20 
  ft.; AC 21 [[+1 Dexterity, +10 armor]], touch 11, flat-
  footed 20; BAB/Grp +7/+9; Atk +10 melee [(1d8+2, 
  20/x3, spear)] or +8 ranged [(1d8, range 80 ft., 19-20/x2, 
  crossbow)]; Full Atk +10/5 melee [(1d8+2, 20/x3, 
  spear)] or +8 ranged [(1d8, range 80 ft., 19-20/x2, 
  crossbow)]; SA Rebuke Undead (2/day, 1d20-1, 2d6+9 
  damage); SQ Darkvision 60 ft., Light Sensitivity, 
  Spontaneous Casting (inflict); AL LE; SV Fort +9, Ref 
  +4, Will +9; Str 14, Dex 12, Con 14, Int 12, Wis 15, Cha 
  8.  
   
  Skills and Feats: Concentration +15 (+19 casting 
  defensively), Knowledge (religion) +14, Spellcraft +14; 
  Cleave, Combat Casting, Improved Counterspell, 
  Power Attack, Weapon Focus (spear) 
  B.  
   
  Spells Prepared (6/5+1/5+1/3+1/3+1/2+1; base 
  DC = 12 + spell level): 0—cure minor wounds (2), 
  guidance (2), resistance (2); 1st—bless, cure light 
  wounds (3), doom, enlarge person*; 2nd—bear’s 
  endurance (2), cure moderate wounds, hold person (2), 
  spiritual weapon*; 3rd—dispel magic (2), magic 
  vestment*, prayer; 4th—divine power*, freedom of 
  movement (2), summon monster IV; 5th—flame 
  strike, insect plague, righteous might*. *Domain spell.  
   
  Deity: Gruumsh; Domains: [Strength (+10 
  enhancement to Strength for 1 round once per day); 
  War (Weapon Focus (spear))].  
   
  Possessions: crossbow, 20 bolts, spear, +2 full-plate. 
   
  
  Gruumsh’s Retort 
   
  Page 18 
   
  DM Aid #1 – Undead Orc Children Map 
   
  
  Gruumsh’s Retort 
   
  Page 19 
   
  DM Aid #2 – Front Door Map (Sentries) 
   
   
  
  Gruumsh’s Retort 
   
  Page 20 
   
  DM Aid #3 – Eagle Crag Pass Map 
   
  
  Gruumsh’s Retort 
   
  Page 21 
   
  DM Aid #4 – Back Door Map 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/NMR3-07 - Gruumsh's Retort.pdf