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.  
   
  IUZ3−07 
   
   
   
   
   
  Infiltration 
  Part One Of “The Howling Hills Saga” 
   
   
  A One−Round D&D LIVING GREYHAWK® 
  Iuz Borderlands Meta−Regional Adventure 
  Version 1.0 
   
   
   
  by Bruce Paris 
  Reviewed by Jason Bulmahn 
   
   
   
   
  For over a century, the proud Wolf Nomads have been denied access to their sacred ancestral burial site located in the 
  Howling Hills – a place now under the control of Iuz The Evil. A nomad foray during the 580’s had early success but 
  eventual failure, and it seems the only way to retake the Wegwiur Thralls is to have a group of cunning adventurers 
  infiltrate the tomb, and secure it from the inside. But who would be mad enough to undertake such a mission? A Living 
  Greyhawk adventure for characters ranging from levels 3 to 13. 
  
  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. 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 three 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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  IUZ3-07 Infiltration 
   
  Page 2 
  
  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. 
  # 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. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  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 [number]-round Regional adventure, 
  set in [region].  Characters native to [region] 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. 
  IUZ3-07 Infiltration 
   
  Page 3 
  
  Adventure Background 
  The Wegwiur Thralls are an old Wolf Nomad burial site 
  situated approximately 40 miles inside the border of the 
  Land Of Iuz; and on the western edge of an area more 
  commonly, and terrifyingly, referred to as “The Howling 
  Hills”. The Thralls are also 28 miles NE of the bend in the 
  Blackwater River, and 80 miles south of the western side 
  of the dreaded Cold Marshes. 
   
  The Wegwiur Thralls are a series of caves which 
  contain the remains of the greatest Wolf Nomad warriors 
  who have fought to keep the borders safe from Howling 
  Hills maurauders for over 2,000 years. The site has 
  continuously been a place of pilgrimmage for young 
  warriors who believe that a journey to the caves will 
  present the opportunity for an old warrior spirit to enter 
  the body of the youth, and make him or her similarly 
  wise and powerful. There is no doubt that this, in reality, 
  has been documented as occuring on several occasions 
  (but only for those born Wolf Nomads). 
   
  More recently, just over one hundred years ago, the 
  Wegwiur Thralls came under the control of Iuz The Old. 
  The Wolf Nomads were denied access to their traditional 
  burial site, and Urzun orcs were set to guard the 
  entrances. Inside, clerics of Yurtrus (under the command 
  of clerics of Iuz) descecrated the tombs – and left foul 
  guardians in place to ward off potential intruders. It is 
  also rumored that the clerics stole bodies from the tombs 
  and raised them as terrible undead warriors. These foul 
  creatures now patrol the Howling Hills and fill the ranks 
  of the Urzun garrisons on patrol there. 
   
  News of such descecration reached the Wolf 
  Nomads and made them vengeful. In 586 CY, the 
  nomads launched an offensive against the Wegwiur 
  Thralls in an attempt to take control of the western edge 
  of the Howling Hills. It was led by a Paynim mercenary 
  named Tang The Horrific, who convinced the nomads 
  that they must rise en masse and “march to the Hills”. 
  The campaign, whilst initially successful, was eventually 
  a disaster. Though the nomads inflicted nearly 4,000 
  casualties on Iuz, over 1,500 of the Wolf Nomad’s best 
  warriors were slain in a single battle, and the campaign 
  was lost. Brave survivors still shiver whenever the 
  “Inhuman Gargantuan”, who descecrated the nomad 
  troops, is mentioned or whispered about. 
   
  Tang The Horrific escaped the battlefield like a 
  coward and is supposedly in hiding somewhere north-
  east of The Howling Hills. Tarkhan, fearless leader of the 
  Wolf Nomads, would pay dearly to see this traitor’s head 
  returned to him set securely on a very long, sharp pole. 
  But that is another story … 
   
  It is now seven years since “The Long March”, and 
  the Wolf Nomads are ready to attempt another assault on 
  the Wegwiur Thralls … but they need help. 
   
  Being mostly shahmans and barbarians, the nomads 
  lack the collective expertise amongst their own people to 
  face “The Gargantuan” again and traverse the dangerous 
  burial site (where it lives) once the Urzun guards are 
  defeated. The latest plan is to secretly send a group of 
  adventurers in through the least guarded entrace of The 
  Thralls. It will be the job of the adventurers to make the 
  burial site safe and secure. They will only have 11 hours 
  in which to do this, as the Urzun guard changes every 12 
  hours.  
   
  The party must be out of the burial site by midnight, 
  because at that time the nomad war brigand will attack 
  from the south, thus ensuring that the remaining Urzun 
  guards are at their weakest (and most tired). This means, 
  however, that the adventurers must overcome some 
  Urzun guards and infiltrate the burial site in broad 
  daylight (around midday). 
   
  Adventure Summary  
  During the Introduction, the players find them -selves 
  in Wolf Nomad territory, and heading towards the capital 
  called Eru Tovar. They think they are answering a call for 
  adventurers to help clear humanoid invaders raiding 
  from Blackmoor into the Burneal Forest – but this quest 
  will alter fairly quickly … 
   
  In Encounter One, the PC’s meet Head Chieftan, 
  Tungra Stillwater. He has seen the resume of the party 
  and believes he has a mission of far greater importance 
  (and richer rewards) than the Forest Quest. Stillwater 
  explains the mission to the players : infiltrate and secure 
  the Wegwiur Thralls – an old ancestral burial site now 
  under the control of Iuz and his Urzun orcs. Once done, 
  the nomads will be able to launch an attack on the 
  Thralls, and not have to worry about anything nasty 
  coming at them from within The Thralls (which is what 
  happened during a previous attempt – see Adventure 
  Background). 
   
  In Encounter Two the PCs will infiltrate Iuzian 
  territory and journey along the “Trail Of Death” – where 
  the PC’s will (by chance) meet up with Silas Gribble. Silas 
  is raiding “lesser” thralls around the primary Wegwiur 
  Thralls of their burial treasures. He secretly sells the 
  items back to families in Eru Tovar who he has convinced 
  that the items are those belonging to their ancient family 
  ancestors. A third of the money he keeps for himself – 
  the other two-thirds goes to paying off various Urzun 
  commanders in the region. The “lesser” Thralls do not 
  contain relics of any great importance (or religious 
  significance). Silas can give the party some information 
  about their journey ahead (and what’s going on in the 
  Howling Hills in general). If, however, the PC’s tell him 
  their “mission”, he will betray them and this will mean 
  IUZ3-07 Infiltration 
   
  Page 4 
  
  the party will have to battle many orcs in one possible 
  conclusion to this scenario (Conclusion B). 
   
  In Encounter Three, the PC’s will come to a back 
  entrance to the Thralls which is little used (and only 
  guarded by a small compliment of Urzun orcs). The party 
  will need to overcome the orc guards and enter the tomb. 
   
  In Encounter Four, the PC’s will meet the first of 
  their undead encounters (depending on the APL at 
  which this scenario is played).  
   
  In Encounter Five, the PC’s will meet the second of 
  their undead encounters (depending on the APL at 
  which this adventure is played).  
   
  In Encounter Six, the PC’s discover that the forces 
  of Iuz have established an underground laboratory 
  capable of constructing golems. The room has several 
  silent alarm spells cast on it which signal that an intruder 
  has invaded the thralls. As the players search the 
  laboratory, a secret door swings open and a golem attacks! 
  The PC’s battle a golem (more commonly referrred to as 
  “The Inhuman Gargantuan”) Which type of golem 
  depends on the APL at which this adventure is played. 
  Where all the other golems are which have been created 
  remains a mystery … 
   
  In the Conclusion A, the PC’s return via the Trail Of 
  Death and see the nomad onslaught take place in the 
  distance (from the top of a hill). It appears the nomads 
  are successful … for now. 
   
  In Conclusion B, the PCs may also have to fight an 
  orc garrison (but only if they told their mission to Silas 
  Gribble, and he betrayed them). Regard-less, the Wolf 
  Nomads win their battle and secure the Wegwiur Thralls 
  at last. 
   
  Introduction 
  Read this to players as the adventure begins : 
   
  You are starting to think that this journey was a 
  mistake. Two weeks ago you all left the comforts of 
  your homeland to join a growing caravan of crusading 
  adventurers headed for the vast expanses of the Wolf 
  Nomads. 
  The 
  tattered 
  poster 
  tacked 
  to 
  the 
  noticeboard of your local tavern said that Tarkhan, 
  leader of the fearless Wegwiur, was seeking 
  adventurers to lead skirmishes against small but nasty 
  groups of humanoid horrors coming down from 
  Blackmoor and invading the northern reaches of the 
  Burneal Forest. Considering that nobody has seen or 
  heard anything about Blackmoor in over 50 years, 
  blatant curiosity, mixed with a handsome promise of 
  rewards, has led many of you to come to Eru Tovar in 
  search of a job. 
   
  But the journey has been difficult. The first of 
  the bitterly cold northern winds are starting to sweep 
  the plains and, whilst some nomads offer shelter 
  willingly, others turn their heads away and groan 
  about “strangers”, “magic”, and “evil forbodings”. Even
  friendly nomads rustle their charms and trinkets 
  whilst chanting whispered prayers whenever you’re 
  around. At night, strange rituals are performed just 
  out of camp, and the howls of wolves become one 
  with the howls of humans – as if all of them 
  understand eachother as one. In the mornings, you 
  awaken to find that strange pentagrams have been 
  drawn in the sand around your camp – though 
  nobody recalls having seen anyone come and go or set 
  off any alarms. 
   
  f
  l
  t
  i  
   
   
   
   
  When at last you reach Eru Tovar, you realize 
  that it is as you’ve heard o  it in the legends. Huge, 
  sturdy, colorful tents litter the landscape – mixed in 
  with poorly built permanent structures here and 
  there. As you get closer you realize that there are no 
  streets, no alleyways, and no real “edge” of the city; 
  just one sprawling mass of cloth tents, stone walls, 
  cattle, and humanity al  wri hing on a barren plain n
  an attempt to eke out some existence. If fact, there are 
  so many poor and so many beggars underfoot, that 
  your horses cannot help but scatter them aside – their 
  pleas making you sadly realize that you are unable to 
  help – and too out of place to make a difference. 
   
  Eventually, your group is met by a nomad male 
  who appears linked to the leader they call Tarkhan. 
  He has very poor Common, and appears agitated. 
  “The chak-quoah welcome you,” he says, “You are 
  needed much. Much money for you we give. Much 
  killing you do for us. Now you tell me your names 
  and specialties and I tell the chak-quoah. Then they 
  come for you and you get started …” 
  DM’s Note : If anybody asks, the word “chak-quoah” is 
  explained as meaning “those chiefs who will be your 
  employers in this venture”. 
   
  It is now time for each player to introduce him or 
  her self to the man who calls himself Tenvu Kalak (Male 
  human Com3/Exp3). Tenvu takes scrappy notes on each 
  person, and thanks him or her politely, but insincerely.  
   
  Have the the PC’s make Sense Motive checks (DC 
  18). If they succeed, they realize that Tenvu is not so 
  much interested in “who” they are, but moreso “what” 
  special professional skills each PC has to offer. He seems 
  especially interested in any clerics or paladins. Tenvu 
  politely ignores any questions asked of him even to the 
  point of rudeness if any PC persists. 
   
  If any PC refuses to give his/her name and 
  information to Tenvu, then that person’s name will not 
  be read out by Tungra Stillwater in Encounter One and 
  thereby not get invited to go on the Special Mission. The 
  ignored party member will need to convince Tungra to 
  IUZ3-07 Infiltration 
   
  Page 5 
  
  go along (Diplomacy check DC 8+APL), or have another 
  party member try and convince (Diplomacy check DC 
  12+APL). Failing this, Tungra will let the party member 
  go, but will instruct Tenvu Kalak to “watch that one very 
  carefully”. 
   
  Before Tenvu leaves, the PC’s are invited to look 
  around the Eru Tovar Marketplace. The players may use 
  this opportunity to make purchases for any item that they 
  could normally buy at the end of this event (but not the 
  items gained in this event), but all items are 20% above 
  PHB, DMG, or Builder-Book requirements due to the 
  depressed economy of this place. There is also no item 
  here worth more than 2,000gps. 
   
  After any purchases, move on to Encounter One. 
   
  Encounter One 
  Tungra Stillwater 
  After a short while, a bull-horn sounds across the 
  market place and the crowd grows quiet and moves 
  aside. This has signaled the arrival of one of the great 
  tribal chiefs – Tungra Stillwater. Stillwater gathers all 
  the adventuring groups who arrived this afternoon 
  together, and begins to assign duties to those who 
  gave their names. Most adventurers are posted 
  somewhere in the vicinity of the Burneal Forest – but 
  your party is not. 
   
  Stillwater waits for the o her adventurers to be 
  led away, then signals for those of you remain ng to 
  follow h m. 
  t
  i
  i
  l
  t
   
   
  He leads you to a large tent situated near the 
  outskirts of the town. The tent is surrounded by 
  hundreds of smaller tents, with dozens of campfires, 
  and possibly two thousand nomads of al  genders, 
  ages, and professions. About a third appear to be 
  warriors – and they are practicing drills with almost 
  alarming tenacity, ferocity, and expertise! They look 
  like they are ready to fight in a large battle … at any 
  moment soon … 
   
  Tungra Stillwater leads you inside his ten . The 
  interior is beautifully pained with frescos depicting 
  grasslands, corn, dancing deer, antelopes, and 
  rampaging cattle. He sits on a plush cushion and begs 
  you to sit down the same in front of him. To his right, 
  he introduces a man called Jed-dah, his eldest son; to 
  his left sit seven women of various ages whom he 
  introduces as his “beautiful wives”. 
   
  “And now,” he says in broken common, “The 
  reason why I have separated you from the others …” 
  The DM Should Then Paraphrase The Following : 
  Tungra Stillwater has chosen these adventurers because 
  he believes they are suited to a special, more illustrious, 
  mission. He explains that the mission is dangerous and 
  involves traveling into enemy territory (Iuz). The 
  difference between the Burneal Missions and this one is 
  that whilst it brings more rewards, there is a good chance 
  that only half of the adventuring party will return alive.  
   
  Tungra Stillwater will not relay anymore 
  information until everyone in the party agrees to do 
  the job. Then he continues … 
   
  First, Tungra will relay the situation and events 
  outlined already in the DM’s Introduction (see earlier). 
  He does not know “what” the “foul guardians” are, nor 
  what the “inhuman gargantuan” actually is. He is only 
  sure that they exist, and that the party must “destroy 
  them all” if the Nomads have any chance at all of retaking 
  the thralls. 
   
  When they leave, Tungra says the PCs will have to 
  leave all horses and ponies behind. The fastest and safest 
  way (in order to ensure secrecy) is along an old nomad 
  pilgrim’s trail which has since been blocked in many 
  parts due to earth tremors. The party will need to climb 
  up and down some difficult surfaces quite a few times in 
  order to get to the Wegwiur Thralls. The trail cannot be 
  seen from the air as it weaves in amongst overgrown 
  copses and corn fields. If the party flies to the thralls (and 
  don’t use the trail), then they only have a 20% chance of 
  seeing the correct entrance from the air – otherwise they 
  enter via a more heavily guarded entrance with 3 times 
  more Urzun Orcs in defense – and miss Encounter Two. 
  Tungra relays that the trail leads to an entrance in the 
  thralls situated in the NW (north-west). There are other 
  more heavily guarded entrances in the NE, SW, and SE. 
  The Urzun hardly watch the NW entrance, as the trail is 
  impossible to move an army along it – particularly one 
  with cavalry. The bulk of the Urzun Army is situated at 
  Krangord, some 25 miles to the south of the thralls. If the 
  PCs stick to the trail, they will come across the “back 
  entrance” soon enough. 
   
  Tungra says that when the Urzun guards are 
  overcome, the PCs are to enter the burial site and secure 
  it from within. Once secure, the PCs must return to the 
  northern entrance and set fire to the Urzun Battlement. 
  The glow will signal that the party has succeeded, and 
  that the thralls are now secure. When the party hears the 
  Tovar Horm blow three times, they will know that the 
  Nomads have understood, and that they are ready for an 
  attack on the greater Urzun defense – one which will 
  rightfully restore the sacred burial grounds to the Wolf 
  Nomads. Success should be certain because the Urzun 
  will not be able to use the creatures they have locked in 
  the thralls, because the party will have already overcome 
  those creatures on the inside. 
   
  If the party asks for a map of any kind, the chieftain 
  will sadly state that nobody official has actually been to 
  the thralls in over 90 years – not since Iuz and the Urzun 
  IUZ3-07 Infiltration 
   
  Page 6 
  
  took it from the Nomads. Anybody from that time who 
  might have been able to draw a map is not long dead (and 
  buried themselves). 
   
  If the party enquires about “what to expect”, the 
  chieftain will simply say :  
   
  “I imagine you will encounter hoards of the very 
  worst undead creatures that have ever risen on the 
  face of Oerth. There is also talk of things far worse … 
  things that cannot be described by any who now live 
  …” 
   
  The party will be able to tell deceased nomad warriors 
  from evil undead corpses because the nomad warriors 
  were laid to rest wearing beautiful necklaces and crowns 
  made out of the horns of the wild deer that roam the 
  northern plains. 
   
  If the players ask : “What is our reward”?, Stillwater 
  explains : 
   
  “The Urzun use the thralls to hide treasure stolen 
  from raids on Kobold tribes up north in the Cold 
  Marshes. Your party can take for yourselves any of 
  that treasure which you can find (as it will belong to 
  the Urzun). The Nomads do not bury their dead 
  warriors with anything other than their weapons and 
  crowns, and you are asked to leave all such things in 
  tact if encountered.” 
   
   
  i
  The chieftain makes it VERY plain to the party that they 
  MUST secure the thralls and send the signal ON TIME. 
  The nomad brigand will depend upon it. If no signal is 
  given by near-to-high moon (quarter to midnight), then 
  the brigand will know that all is lost, and the attack must 
  be called off. There will not be another opportunity like 
  this for another 7 months. 
   
  Therefore, the party will take about 5 hours to 
  traverse the trail, then a further 12 hours or so to secure 
  the thralls once they enter. If they leave at dawn 
  tomorrow, the time frame will be safest and optimal (as 
  the trail is too dangerous to traverse at night). During the 
  battle, the party should hide nearby and should victory 
  come to the nomads they will be found and brought back 
  as heroes to Eru Tovar. If they fail, their bodies will most 
  probably be turned into undead – and forever walk the 
  thralls as guardians of Iuz. 
   
  Finally, Tungra urges the party to keep the location 
  and details of their mission a secret. He reminds them 
  that there “are many spies in the service of The Old 
  One walking the land as we speak.” 
   
  The chieftan then asks the party if anybody has any 
  further questions. The party is welcome to stay free of 
  charge in nearby tents, then leave at dawn tomorrow. 
  Tungra’s close servant, Tenvu Kalak (whom you met 
  earlier), will be your guide to the start of the trail. 
   
  The party is also able to return to the marketplace to 
  purchase anything else they think they might need 
  before they leave early the next morning. There will not 
  be enough time to shop before they leave tomorrow. 
   
  Move on to Encounter Two. 
   
  Encounter Two 
  Silas Gribble 
  Read to players : 
   
  Morning breaks, and as you rise and prepare 
  yourselves for what may very well be a suicidal 
  mission, you notice that, overnight, thousands of 
  Wolf Nomads have descended upon Eru Tovar. Tribe 
  by tribe, the warriors are being sorted out, and placed 
  into battalions. Line after line, the warriors stretch 
  out across the edge of the city like ants. 
   
  “It is time to leave,” says Tenvu, your guide. 
  “Come, follow me.” 
   
  As you walk silently northwards, you hear the 
  chants and war-crys of over 7,000 nomads, echoing 
  into the distance. Your only hope is that Iuz, the Old 
  One, is not listen ng. Suddenly, you all realise that 
  the fate of thousands – and thousands more – rest on 
  your very shoulders. Now you understand that you 
  must suceed … or die trying. These proud people will 
  not settle for anything in-between. 
   
  i
  f
  f
   
   
   
   
   
  At first, your journey easily follows a dry river 
  bed and the chill autumn air is cold but refreshing. 
  After an hour, though, you come over a ridge and 
  suddenly notice that the landscape is changing – for 
  the worse. Red dirt quickly turns sooty black. Green 
  scrub becomes brown, dead brush. Round hillocks 
  turn to jagged precipices dotted with the colonies of 
  millions of termites … and worse. The sky is a 
  broiling, seeth ng cauldron o  thick sludge – and 
  early drops o  rain sting like acid as it starts to whip 
  your faces, necks, legs, and arms. 
   
  “This is the border to the Land Of Iuz, and there 
  is the trail …” says Tenvu pointing to a narrow track 
  which already is obscured by rock and underbrush. 
  “The trail is not well guarded. You are lucky in that. 
  Go now. I go to join my brothers on the battlefield. 
  May your gods honour ours and grant us victory 
  before this day is out.” 
  DM Note : Give the PCs a chance to say goodbye and ask 
  any last minute questions, then read on : 
   
  IUZ3-07 Infiltration 
   
  Page 7 
  
  There is no doubt that the trail is difficult. Quickly, 
  you realise that any horses or ponies brought along 
  this route would have seen certain death. During the 
  second hour o  your journey, the trail winds up hill 
  and down dale – over boulders and through tight 
  rocky crevasses. In the third hour, the trail 
  unexpectedly turns underground. Thank ully, it is 
  not too deep, and the gigantic spiders which you see 
  sitting atop their webs have fat bellies and appear to 
  be content with eating the large termites you have 
  occasionally glimpsed out of the corners of your eyes. 
  f
  f
   
   
   
  Eventually, the trail returns to the light (or what 
  passes as light in this gods-forsaken land), and it is 
  the fourth hour since you left Eru Tovar. Quite 
  suddenly, you see what appears to be a lone, male, 
  humanoid figure with a whispy beard and a hunched, 
  elderly disposition sitting to the right of the road, on 
  a rock, about 80 feet ahead of you up the trail. The 
  figure has built a makeshift campfire and appears to 
  be boiling a billy whilst gnawing on some tough beef 
  jerky. There is a large backpack by his left hand side. 
  At this point the DM should set up the battlemat, and 
  place the party in marching order 80 feet back from 
  another figure representing the stranger. The party 
  should not be able to guess whether this will be a role-
  play or a combat encounter. Remember, this is the Land 
  Of Iuz. The players should be scared every moment they 
  take a step in this place … 
   
  Spot Checks : Give each party member a Hide 
  check (with plusses if they say they are Moving Silently 
  or some other). If any PC fails to beat DC 15+APL, then 
  they have been spotted by the stranger. Read the 
  appropriate text. If nobody is spotted, then read the 
  appropriate text. 
   
  If Any PC Is Spotted : 
  The stranger cocks one eye menacingly in your 
  direction. He stops chewing on the beef jerky, 
  frowns, and starts to move his left hand towards his 
  backpack … 
   
  If No PC Is Spotted : 
  The stranger does not appear to notice you, as he gags 
  and spits the beef jerky on the ground. He starts to 
  pour hot sludge from his billy can into a corroded tin
  cup … 
   
   
  DM’s Note : If the PC’s are spotted, roll for Initiative 
  immediately. If the PCs are not spotted, then play this 
  out as you see fit (depending on what the players do). 
  The stranger is Silas Gribble (not Old Iuz as some might 
  quiver to think!).  
   
  � Silas Gribble (LE Male Human Exp5, 27hp). His full 
  statistics can be found in the Appendix. 
   
  Silas has been raiding “lesser” thralls around the primary 
  Wegwiur Thralls of their burial treasures. He secretly 
  sells the items back to families in Eru Tovar who he has 
  convinced that the items are those belonging to their 
  ancient family ancestors. A third of the money he keeps 
  for himself – the other two-thirds goes to paying off 
  various Urzun commanders in the region. The “lesser” 
  Thralls, in reality, do not contain relics of any great 
  importance (or religious significance). The latest batch of 
  pilfered items are stashed in his backpack (of which he is 
  most protective). 
   
  In Round 1 (on his turn) : Silas Gribble will grab 
  his backpack with his left hand and drag it between his 
  legs. He will hunch over it and scream : “Don’t hurt me! 
  Don’t hurt me! Please!” 
   
  In Round 2 (if the party are attacking him still) : 
  Silas Gribble will fall to the ground cowering, dribbling 
  profusely, and pleading for his life. 
   
  What If The Party Kills Silas? 
  If they kill him cleanly, then they can search him (and 
  his packpack). He has no gold pieces or items on his 
  person, but the backpack is a different matter. Inside are 
  five very old, dusty wooden artefacts dating back 
  hundreds of years. The items are non-magical and are as 
  follows : 
   
  1 small hand-size wooden horse 
  1 small hand-size crossbow (replica only) 
  1 small wooden doll 
  1 little wooden dog with black stones for eyes  
  1 small wooden antelope in a resting position 
   
  The items (Knowledge Appraise DC 10+APL) are 
  probably not worth much to anybody except those who 
  might value them personally. There is nothing else in 
  Silas’ backpack except for a packet of beef jerkeys and 
  some tea leaves. He does not even possess a weapon. 
   
  If the party use fire, acid, or crushing area damage to 
  kill Silas, then when the party open his backpack, 
  everything in it is damaged and destroyed beyond 
  recognition.  
   
  What If The Party Talks With Silas? 
  Depending on what they do to him in Rounds 1 and 2, 
  Silas might appear quite congenial. If they do not attack 
  (or cast spells on him) then he will tell them about 
  himself and his work on a Gather Information check (DC 
  6+APL). If the party attacks him (or casts spells on him) 
  then he will be harder to converse with and require a 
  Gather Information check (DC 12+APL). He is quite 
  IUZ3-07 Infiltration 
   
  Page 8 
  
  proud of his sneaky expolits and likes to brag. Otherwise 
  he will be gruff, blunt, and want to move on his way 
  (towards Eru Tovar). 
   
  Silas will also ask the party what they are doing on 
  this trail (which he thought very few people knew about). 
   
  Now, the party may answer this in all sorts of ways, 
  but if any PC conveys about even a hint of “Wegwiur 
  Thralls + Invasion” (or variants thereof), the DM should 
  make a note of it. If a PC tells him a false story (but 
  mentions the Wegwiur Thralls), then the DM should 
  make a secret Bluff vs. Sense Motive check to see 
  whether Silas suspects something more sinister is going 
  on. If so, the DM should make a note of that, too. 
   
  Of course, Silas will honestly tell the party that he 
  never goes near the Wegwiur Thralls, as they are heavily 
  guarded – particularly for a man who can’t fight. He 
  knows nothing about the Wegwiur Thralls except some 
  of the recent stories he has heard : 
   
  � That there are many undead inside (True). 
  � That Priests Of Yurtrus have been raising undead 
  from within the thralls and placing them on 
  patrols with Urzun Orcs in and around the 
  Howling Hills (True). 
  � That one particular priest, Zandzibar, has taken 
  up full-time residence in the thralls to hold back 
  a 
  foul 
  creature 
  he 
  unleashed 
  from 
  the 
  underworld – a shadow dragon! (False – Bluff vs. 
  Sense Motive). The priest part is true, but he’s 
  creating golems (which the party won’t find out 
  until later). 
  � That he (Silas) stays clear of the Groaning Mines, 
  nearby, as there is something going on there 
  between the Urzun based at Krangord Keep and 
  the forces of the Old One who rule in 
  Kendragund, capital city of The Howling Hills 
  (True). 
   
  Under no circumstances will Silas show the PCs what is 
  in his backpack. If they force him, he makes them grasp 
  the backpack from his bony fingers whilst screaming out. 
  If this happens, the party finds what is described in the 
  previous section. 
   
  What If The Party Captures Silas? 
  Silas Gribble has been a sucessful thief mostly because he 
  is great at getting himself out of sticky situations. He has 
  an excellent Escape Artist check (see his stats) and will 
  try to break every bond, noose, gag, whatever every 1 
  minute of player time. This clearly (INT check DC 10) is 
  going to slow the party down to half speed (as well as 
  blow any chances they have of surprise anywhere). Even 
  if they don’t bind him, he coughs, snots, dribbles loudly, 
  mumbles, chortles, and is a real pain in the backside. 
   
  The DM should play this by ear, but it is not a best 
  option for the party to take Gribble with them. 
   
  What If The Party Lets Silas Go? 
  If the party lets Silas go (in whatever direction – but 
  preferably towards Eru Tovar), and they have not 
  revealed their mission (see above), then the party will 
  play Conclusion A at the end of this scenario. Therefore, 
  Silas Gribble will not betray the party to Urzun guards, 
  though Silas will continue to ply his deceptive trade (at 
  least for now). 
   
  If the party lets Silas go (in whatever direction – but 
  preferably towards Eru Tovar), and they have mentioned 
  some, all or part of their mission (see above); then the 
  party will play Conclusion B at the end of this scenario. 
  Silas Gribble, fearful that the thralls will be cleared, and 
  maybe invaded – thus cutting off his revenue from 
  surrounding thralls – will betray the party to the nearest 
  battalion of Urzun Orcs. It takes the Orcs until near-to-
  high moon (quarter to midnight) to reach the outside 
  back entrance to the thralls where they meet the party in 
  a final showdown (which is clearly stacked in their 
  favour). 
   
  After the party have dealt with Silas Gribble (in one 
  way or the other), move on to Encounter Three. 
   
  Encounter Three 
  Entrance To The Thralls 
  Read to players : 
   
  The final hour of your journey towards the Wegwiur 
  Thralls is fraught with more climbing, squeezing, and 
  jumping – enough to possibly cause some of you great 
  problems … 
   
   
  DM Note : Get every PC to make a Fortitude Save DC 
  8+APL or suffer the effects of being “Fatigued” as 
  described in the DMG.  PCs with the feat Endurance get 
  +4 to this saving throw. Note also that such fatigue can be 
  removed by spells such as lesser restoration and such. 
   
  Eventually, in the near distance, a series of low but 
  jagged cliff faces come into view. You are clearly 
  approaching the place known as the Wegwiur Thralls 
  – whilst in the far distance you see higher rock 
  edifices which you figure must be the dreaded 
  Howling Hills!
   
  Now, on either side, the trail is surrounded by 
  tall, crumbly mounds – much like the termite 
  mounds you saw earlier, only slightly different in 
  colour and shape. Then, one of you sees a giant wasp 
  fly from the top of one of the mounds! It flies about 
  IUZ3-07 Infiltration 
   
  Page 9 
  
  not appearing to notice you, then seems to visit 
  another mound nearby. It ooks as though whi st you 
  stay on the trail, you will not bother the giant wasps 
  … and they will not bother you. 
  l
  l
   
   
  -
  i
  i
   
  DM Note : Some PCs might want to do a Knoweldge 
  Nature check (DC 14) to determine this for sure. 
   
  Also, it is handy if (at this point) the DM places 
  down an already prepared battlemat, or draws a diagram, 
  of what is about to be described. This will help players 
  visualise this encounter more appropriately. Get the 
  players to place their figurines in the area of (1) on the 
  DM map. A full DM map is provided in the Appendix. 
  Then read : 
   
  After another 30 minutes or so, you appear to be very 
  close to what you might figure is the back entrance to 
  the thralls. Then, as you round a corner, you see what 
  appears to be a fortified entrance! 
   
  From where you are standing, the trail proceeds 
  for 35 feet then stops at a cliff face which is 40 feet 
  high. Cut into the cliff-face are a series of small, 
  crumbling steps leading up to what appears to be a 5ft 
  ledge covered in sharp spikes sticking outwards. 
  Beyond the ledge is a large, enclosed two storey pill-
  box – with several tiny slits facing outwards on both 
  levels towards the steps and the trail. The way the 
  pill-box is positioned makes you realise that anyone 
  (or thing) inside could effectively cover both the 
  steps and the trail with no problem (particularly from 
  the upper level). Beh nd the pillbox is a sheer cliff-
  face going upwards on 150 feet. Cut into the cliff-face 
  are some more steps, going up to an oval-shaped 
  entrance situated beh nd the pill-box. You might be 
  able to see more, and act more effectively, if you 
  moved closer … 
  DM’s Note : Because of the huge wasp nests, the PCs can 
  see the geography, but it is heavily obscured. A PC who 
  wished to fire a ranged weapon at the pill-box, or cast a 
  spell on it (or inside it) would definitely need to move to 
  the square on the trail between (1) and (3) in order to be 
  effective. 
   
  Similarly, the Urzun Guards do not spot the PCs 
  until one of them moves to the square on the trail 
  between (1) and (3) – or the party attack or give their 
  positions away. 
   
  If any PC tries to sneak up and hide behind wasp 
  mounds, they will be instantly attacked by one or more 
  Giant Wasps (whose loud attack buzzing signals the 
  Urzun Guards). Remember, the Giant Wasps only attack 
  if any PC goes off the trail and tries to employ “tactics” of 
  some kind (ie. Hide, get cover, etc). The DM might even 
  have one of the wasps “buzz meanacingly” at any PC who 
  looks like going near a mound, thus using the wasps as a 
  “warning” rather than a “set encounter”. That’s why 
  they haven’t been factored into the total EL of this 
  encounter. 
   
  APL 4  
  � Giant Wasp (1): hp 32. See Monster Manual, page 
  207. 
   
  APL 6  
  � Giant Wasps (2): hp 32 each. See Monster Manual, 
  page 207. 
   
  APL 8  
  � Giant Wasps (4): hp 32 each. See Monster Manual, 
  page 207. 
   
  APL 10  
  � Giant Wasps (6): hp 32 each. See Monster Manual, 
  page 207. 
   
  APL 12  
  � Giant Wasps (8): hp 32 each. See Monster Manual, 
  page 207. 
   
  If wasps are killed, and the party persists in going near 
  the mounds, more wasps will arrive immediately 
  thereafter until the party “gets the hint”. Of course, by 
  this time, the Urzun Guards will be well and truly 
  alerted. 
  All of the Urzun Guards in the pill-box are extremely 
  vigilant. They are tough, though low in numbers because 
  attacks are not usually expected from this quarter. They 
  constantly have their light crossbows loaded and cocked 
  ready to fire if anyone approaches (a readied action). 
   
  As soon as any PC is in a position to be seen (and 
  effectively hit) by one of the Urzun Guards, ie. On the 
  path near or past the mid-way point between (1) and (3), 
  then they will immediately open fire.  This is the orcs 
  action in a surprise round.  Any PC that is shot, or any PC 
  that succeeds at a Spot skill check (DC 20) can also act in 
  the surprise round. 
   
  As soon as the orcs have had their readied shots, roll 
  for the main Initiative. 
   
  It may be (via circumstances not described) that 
  initiative has already begun by this point. 
   
  About Urzun Orcs 
  Upon seeing any of the Urzun orcs up close, a PC might 
  know this information if they have Knowledge (History) 
  or (Local) or (Dungeons) and make a check DC 6+APL. 
  IUZ3-07 Infiltration 
   
  Page 10 
  
   
  Urzun Orcs are tougher than regular orcs, though 
  less 
  intelligent. 
  They 
  use 
  their 
  high 
  strength, 
  constitution, hit points and toughness feat to see them 
  through battles. Urzun placed on sentry duties (like the 
  ones listed below) are always the strongest and best 
  Urzun available (which is why they have maximum hit 
  points for their hit dice). 
   
  They prefer to use heavy maces and clubs in close 
  melee, and crossbows in ranged combat. They are noted 
  for their ritual face-paining and scarring of their faces and 
  upper bodies.  
   
  Most of the Urzun in the land of Iuz are dominated 
  by priests of the orcish deity, Yurtrus. It is not 
  uncommon to see high level Urzun commanding 
  undead, and leading such hoards into battle. 
   
  It is rumored that Iuz has the most difficulty 
  controlling the brutish anger of the Urzun, though he 
  has promised the Urzun first blood when (or if) he ever 
  allows them to take back the land in which the Urzun 
  were first spawned … the Sepia Uplands … 
   
  APL 4 
  � Urzun Guard, Orcs (4): hp 14 each. See Appendix II 
  for further statistics. 
   
  APL 6 
  � Urzun Guard, Orcs (6): hp 14 each. See Appendix II 
  for futher statistics. 
   
  APL 8 
  � Urzun Guard, Orcs (5): hp 14 each. See Appendix II 
  for futher statistics. 
  � Ogre (1): hp 29. See Monster Manual 3.5 page 199. 
   
  APL 10 
  � Urzun Guard, Orcs (7): hp 14 each. See Appendix II 
  for futher statistics. 
  � Ogre (1): hp 29. See Monster Manual 3.5 page 199. 
   
  APL 12 
  � Urzun Guard, Orcs (5): hp 14 each. See Appendix II 
  for futher statistics. 
  � Ogre, 4
  th Level Barbarian (1): hp 79. See Monster 
  Manual 3.5 page 199. 
   
  Urzun Tactics And Battlement Defenses 
  The slats through which the Urzun shoot their crossbows 
  is only 1.5ft x 1.5ft square. This gives the orcs a +8 bonus 
  to their AC due to the cover provided by the pill-box, and 
  +4 to any saving throws versus spells (such as fireball 
  which might explode nearby). Any damage resulting 
  from such an area effect only does half damage upon the 
  orcs, anyway (due to them gaining improved evasion as a 
  result of their cover (see PHB 3.5 page 152). Remember 
  that any PC who wants to shoot a spell inside the pill-box 
  must make a Spot check Vs. Orc Hide check (which is at 
  +11 due to cover) in order to see inside to “target” their 
  spell. 
   
  The Urzun orcs will always be firing from the upper 
  story of the pill-box (unless there are more than 3 on 
  guard). 
   
  The sheer cliff-face is a natural rock wall leading up 
  to the orc pill-box, and is 40ft high. It has a Climb DC of 
  25. Any PC who fails and falls takes 4d6 damage. 
   
  The crumbling, winding steps leading up to the pill-
  box are covered in rubble. Any PC traversing these steps 
  moves as if passing through Difficult Terrain (see PHB 
  3.5 page 148).  
   
  The sharp spikes guarding “the ledge” all the way 
  around the perimeter prevent any creature small or larger 
  from passing. The only way to pass is to “rip out” 
  (remove) each spike in order to pass. Removing one spike 
  takes 1 round and a STR check DC 16. Removing 2 spikes 
  allows a small-size PC to pass; whilst removing 3 spikes 
  allows medium-size PCs to pass. Four spikes must be 
  removed to let any large PCs through. Of course, the 
  Urzun Guards will take “pot shots” at anyone who tries to 
  remove any spikes. Jumping over the spikes is DC 
  10+APL (as is tumbling over them). Anyone failing their 
  check falls on 1d4 spikes (each doing 1d2 points of 
  damage). 
   
  � Spikes: AC 10, Hardness 5, hp4, STR check DC 16 to 
  remove. 
   
  Any PC/PCs using fly or levitate will be surprised to see 
  that the Urzun Guards also have 3 slats in the ROOF of 
  the pillbox as well! This cannot be seen ordinarily from 
  the trail. The orcs upstairs will, of course, take “pot shots” 
  at any flying PC’s and will probably target them first due 
  to their possible spell-casting capabilities. 
   
  If the pill-box is breached (and it can be via a 10ft 
  wide door at the middle back of the pill-box facing the 
  cliff-face), and if any Urzun (and Ogre) are still alive, they 
  will draw their heavy maces and go into close melee. 
  They will never surrender! 
   
  Treasure Found In The Battlement 
  Each Urzun Guard has a light crossbow with 50 bolts a 
  heavy mace, and scale mail armour. They have just been 
  paid their weekly wage, so each has a pouch on his person 
  containing some gold. Yes, Iuz pays the Urzun well so he 
  retains both their loyalty and strength on his side! 
   
  APL 4–L: 26 gp per character; C: 20 gp per character. 
   
  APL 6– L: 26gp per character; C: 40 gp per character. 
   
  APL 8– L: 42gp per character; C: 40gp per character. 
  IUZ3-07 Infiltration 
   
  Page 11 
  
   
  APL 10– L: 42gp per character; C: 100gp per 
  character. 
   
  APL 12– L: 52gp per character, C: 100gp per 
  character. 
   
  Any ogre present (at APLs 8-12) carries no loot of any 
  worth other than poorly designed weapons. 
   
  Inside The Entrance To The Thralls 
  After the PCs have defeated the orcs they will no doubt 
  walk up the steps to the entrance to the thralls. It is a 
  cave-like entrance, though anyone who is dwarven or 
  who has ranks in Knowledge (Stonework), will discern 
  that this entrance was artificially carved out of the rock 
  some 1,000 years ago. 
   
  As soon as anyone walks, or looks, inside – read the 
  following : 
   
  Inside the entrance you see a large vacant chamber 
  with a set of spiraling stone steps going downwards in 
  the middle of the chamber. The steps only allow one 
  person width at a time, so you will need to walk down
  single file (and nominate your marching order). 
  There is no light in here, beyond that which the 
  sunlight provides shining in from the outside. You 
  are certain that as soon as you descend the stairs you 
  will be p unged into darkness. 
   
   
  l
   
  The DM may like to have the PCs determine a marching 
  order here, as well as decide who lights torches, etc. 
  Because of the spiraling nature of the staircase, a torch or 
  lantern only shines 5 feet in this area before being 
  dissipated by walls. This means that unless a PC has 
  darkvision (not just low-light vision) that PC will need to 
  light a torch to see where he/she is going.  
   
  When ready, the DM should describe how the PCs 
  are descending downwards in his/her own words. It is a 
  long way down and, being careful, takes the party 30 
  minutes of time.  
   
  If anyone asks, an INT check DC 10 reveals that the 
  party are on track with time (unless they wasyed time 
  capturing Silas) and figure that it is now about 1 hour 
  after high sun (midday). 
   
  When the party reaches the bottom of the stairs, 
  proceed to Encounter Four. 
   
  Encounter Four 
  The Thralls – Areas 1 to 6 
  The DM should now need to refer to the map, The Map 
  Of The Wegwiur Thralls, which can be found in the 
  Appendix. The creature/s guarding these areas are 
  encountered in Area 4, and will not engage until any PC 
  comes within the 5ft square north of Area 4A (partially 
  blocked by a wall). 
   
  Area 1 
  This area is the 5ft square at the bottom of the stairs 
  leading down from the outside (Encounter Three). The 
  area is dirty and very dusty. An INT check DC 6+APL 
  reveals that this route into the thralls has not been used 
  for a long time. The passageway has a floor to ceiling 
  height of 10 feet. The stonework is rough-hewn, and of 
  barbarian-like quality (PC dwarves will shake their heads 
  and sigh with angst).  
   
  This means that all movement through the thralls is 
  as if moving through Difficult Terrain (see see PHB 3.5 
  page 148).  
   
  Area 2 
  This roughly-made iron door is rusty and decaying. It 
  opens outwards (away from the PCs), and does not have a 
  lock. It seems like it hasn’t been opened for a long time, 
  and the rust around the hinges suggests that the door will 
  be difficult to open quietly. Any PC with ranks in Disable 
  Device can attempt to remove the hinges (and the door) 
  in a quiet and efficient manner (DC 10+APL). If this is 
  done, then the guardian/s in Area 4 will not hear the 
  party enter (and not get a surprise attack). If the party 
  force the door open (ie. bash it), it only takes a combined 
  STR check of 16 (but it makes a big noise – thus alerting 
  the guardian in Area 4 – causing it the make a surprise 
  attack at the appropriate moment). 
   
  Area 3 
  Read this to the players as soon as they remove the iron 
  door (or bash it in) : 
   
  It appears as if you have finally reached the actual 
  burial site itself. The chamber you have stumbled 
  upon is centuries old, and is large enough to hold 
  about 36 corpses. The chamber is divided into 12 
  niches, each with a tier of 3 slabs – one on top of the 
  other. A wall divides each niche and separates it from 
  the others. From where you stand you can see that 
  some slabs are empty – whilst others contain the 
  skeletal remains of single humanoids, dressed in the 
  fineries of those who might have perished in battle. 
  Resting on their chests, still clutched in their hands, 
  are their greatswords – whilst on each head rests a 
  crown made from the antlers of local deer. There are 
  hundreds of mi es of thick cobwebs on the roof (and 
  stretching down and around those corpses which 
  remain). The webs do not, however, appear near the 
  empty niches – and the thousands of small spiders 
  scuttl ng around do not seem to pose any iminent 
  l
  i
  IUZ3-07 Infiltration 
   
  Page 12 
  
  danger. The floor is, strangely, clean; and you see a 
  fairly new iron door has been fitted to an archway to 
  the north of the chamber. 
   
  Iron Door : The “new iron door” refers to Area 6. 
   
  Warning! Thick Cobwebs : Before players enter, get 
  them to make a Spot check DC 10. Those who make it 
  realise that all the thick cobwebs in the area might help 
  to conceal creatures should a fight break out at some 
  stage (25% concealment). The DM must take this into 
  account during any melee (for both sides of the fight). 
   
  Empty Niches : If players ask which niches are “empty”, 
  say that there is no pattern; and point to about half that 
  they might see from standing in Area 2 (the doorway). 
   
  Door At Area 5 : Remember … unless a PC actually 
  moves into the diagonal west of Area 5, they will not 
  notice the door which is the main feature of Area 5! 
   
  Squeezing Rules : Medium size PCs moving through 
  this chamber may sometimes have to “squeeze” through 
  squares due to walls (thus those squares are worth 2 
  moves instead of 1 move under D&D 3.5 Ed. Rules). 
   
  Exploring Niches : Any PC exploring a niche finds 
  nothing more than what is described above (except for 
  Area 4A). If any PC decides to remove a greatsword or 
  crown (or multiples thereof), the spirits will be angry and 
  inform the shamans of the Wegwiur Tribes at the time of 
  the incursion (midnight). Those PCs who removed 
  Wegwiur treasure (even if they replaced it) will not 
  receive the Favour Of The Wegwiur (found on the 
  Adventure Certificate) at the end of this scenario. The 
  greatswords are rusty and worthless. The crowns look 
  like silly hats or halos to outsiders and are similarly 
  worthless. 
   
  Area 4A 
  This is where the guardian/s of this chamber reside. They 
  have been instructed to guard the Urzun treasure chest 
  stashed in the middle tier of the niche found in Area 4A.  
  As soon as any PC steps in the square directly north of 
  square 4A, then then one (or the only) guardian takes a 
  5ft step to square 4B and attacks. If the PCs did not bash 
  in the door, then there is no surprise attack. Roll 
  initiative normally. If the PCs were noisy, the/a 
  guardian/s get a surprise attack. 
   
  If there are two guardians, then the second will 
  emerge and attack (if possible) from the square directly 
  north of 4B (and fall in diagonally behind guardian #1). If 
  there are three guardians, then the third will emerge 
  from the area marked as “5” (and attack if possible). 
   
  If “turned” by a cleric or paladin, these undead will 
  retreat to Area 5 (or as near to it as possible). 
   
  APL 4 
  Ghouls (3): hp 13. See Monster Manual 3.5 page 119. 
   
  APL 6 
  Wights (3): hp 26 each. See Monster Manual 3.5 page 
  255. 
   
  APL 8 
  Spectre (1): hp 45. See Monster Manual 3.5 page 232. 
   
  APL 10 
  Spectres (2): hp 45 each. See Monster Manual 3.5 page 
  232. 
   
  APL 12 
  Bodaks (2): hp 58 each. See Monster Manual 3.5 page 28. 
   
  Treasure       
  Sitting in the niche marked 4A is a large treasure chest. 
  PCs can do a Knowledge (local) check to notice it is a 
  chest of orcish design. The chest has a large new lock on 
  it (Open Lock DC 14+APL). The chest may be “bashed” 
  open, but any potions or wands inside will be found 
  irreparably broken once the chest is opened. The chest 
  may be carried by two people with a combined STR of 16. 
  If the chest is carried out unopened, then it will be 
  opened back in Eru Tovar (and the contents revealed 
  there). 
   
  APL 4–L: 0, C: 0; M:  mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character). 
   
  APL 6-8– L: 0, C: 0; M: mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character), 
  Potion Of Barkskin +4 (75gp per character). 
   
  APL 10– L: 0, C: 0; M: mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character), Oil 
  of Greater Magic Weapon +3 (150gp per character), 
  Potion Of Barkskin +4 (75gp per character). 
   
  APL 12– L: 0, C: C: 0; M: mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character), Oil 
  of Greater Magic Weapon +3 (150gp per character), 
  Potion Of Barkskin +4 (75gp per character), Cape Of The 
  Mountebank (840gp per character). 
   
  The DM should remember that these items are not 
  “labelled” and, apart from the mithral shirt and mithral 
  shield, the PCs will need to cast identify (or use some 
  other means) in order to know what these items 
  IUZ3-07 Infiltration 
   
  Page 13 
  
  specifically “do”. However, back in Eru Tovar, the 
  Wegwiur will identify them for free. 
   
  Area 5 
  The highlight of this area is a brand new iron door. The 
  door does not appear to be locked (or jammed). The door 
  opens inwards (towards the PCs). 
   
  As soon as the PCs open this door, move on to 
  Encounter Six. 
   
  Area 6 
  The highlight of this area is a brand new iron door. The 
  door does not appear to be locked (or jammed). The door 
  opens inwards (towards the PCs). 
   
  As soon as the PCs open this door, move on to 
  Encounter Five. 
   
  Encounter Five 
  The Thralls – Areas 7 to 9 
  Read this to the players as soon as they open the door : 
   
  At first sight, this long hallway simply has five n ches 
  all in a row (much like the previous chamber); 
  however, you quickly realise that these niches have 
  been reserved for warriors who were the greatest of 
  them all. The swords are silver, and the crowns are 
  more ornate and better crafted to fit the heads of the 
  deceased. The niche furthest west is empty, as is the 
  niche in the middle. There is a newly installed iron 
  door down the eastern end of the corridoor. 
  i
   
  The same fire rules apply here as in Encounter Four. Any 
  searching of niches uncovers the same tribal treasures 
  earlier encountered. 
   
  Area 7 
  As soon as any PC steps on the western square which is 
  diagonal to Area 7, the PC must make a Listen check (DC 
  12+APL) to hear the guardian hiding in the niche. If they 
  hear, roll initiative straight up for everyone. If they don’t 
  hear, the guardian steps out in front of the PC (from Area 
  7) and does a surprise attack on the PC. 
   
  APL 4 
  � Mummy (1): hp 55. See Monster Manual 3.5 page 190. 
   
  APL 6 
  � Spectre (1): hp 45. See Monster Manual 3.5 page 232. 
   
  APL 8 
  � Bodak (1): hp 58. See Monster Manual 3.5 page 28. 
   
  APL 10 
  � Devourer (1): hp 78. See Monster Manual 3.5 page 58. 
   
  APL 12 
  � Dread Wraith (1): hp 104. See Monster Manual 3.5 
  page 258. 
   
  Treasure 
  The treasure guarded in this niche can be found stashed 
  in the highest tier of the three tier niche. It is another 
  chest – same as the last (see Encounter Four). 
   
  APL 4-6– L: 0; C: 0; M: Ring Of Jumping (208gp per 
  character). 
   
  APL 8-10– L: 0; C: 0; M: Arcane Scroll Of Summon 
  Monster V (108gp per character), Arcane Scroll Of 
  Heroism, greater (138gp per character), Ring Of Jumping 
  (208gp per character). 
   
  APL 12– L: 0, C: 0; M:  Arcane Scroll Of Summon 
  Monster V (108gp per character), Arcane Scroll Of 
  Heroism, greater (138gp per character), Pipes Of 
  Haunting (500gp per character), Ring Of Jumping (208gp 
  per character). 
   
  The DM should remember that these items are not 
  “labelled” and the PCs will need to cast identify (or use 
  some other means) in order to know what these items 
  specifically “do”. However, back in Eru Tovar, the 
  Wegwiur will identify them for free. 
   
  Area 8 
  The highlight of this area is a brand new iron door. The 
  door does not appear to be locked (or jammed). The door 
  opens inwards (towards the PCs). 
   
  Area 9 
  The PCs should immediately recognise that these steps 
  are identical to those they originally came down when 
  they first entered the thralls. An INT check DC 10 will 
  figure that these steps must go up to another, yet more 
  heavily guarded entrance, into the Wegwiur Thralls. If 
  any PC starts to go up (to “take a look”), remind them that 
  it took 30 minutes to originally get down, and will take at 
  least 45 minutes to walk back up. A further INT check 
  DC 10 will remind the PC that this is not their objective 
  – and time is running out … 
   
  Failing this, if any PC (or party) goes up top, give 
  them one final warning. Read : 
   
  You hear the sounds up ahead of many many orcs. 
  There appear to be many more here than what you 
  IUZ3-07 Infiltration 
   
  Page 14 
  
  encountered upon infiltration. To go any further will 
  certainly alert them to your presence … 
  If the PCs still proceed, they are surprised (and attacked) 
  by twice the number of Urzun orcs (and ogres) they 
  encountered in Encounter Three. Even if they survive 
  this, by the time they get back down, there is not enough 
  time to finish the mission. When they leave, they will 
  encounter Conclusion B if that is the case – except there 
  will be twice the number of orcs mentioned in the text. 
   
  Encounter Six 
  The Thralls – Areas 10 to 14 
  Area 10 
  After passing through the corridor from Area 5, the 
  players come to another door of similar design (see map). 
  The door opens inwards (away from the party). When any 
  PC opens this door and looks into Area 10, read : 
   
  Upon opening the door, you come across quite an 
  unexpected sight. This is a large, fully lit chamber 
  freshly decorated in the most bizzare and frightening 
  frescos you have seen in a very long time. The frescos 
  appear to almost leap out of each wall as if they were 
  begging to live; though each fresco ironically portrays 
  large creatures wreaking death and destruction on 
  hamlets, villages, towns, and cities. There is one type 
  of creature (and the story of it’s havoc) depicted on 
  each wall.  
   
  The eastern wall (the one where your door is) 
  shows a large pathetic creature made up of odd, sewn-
  on body parts (some of which are clearly both male 
  and female, with some body organs turned inside-out 
  or sickeningly protruding from i s head or gul et). 
  This ungodly creature, clearly standing at least 10 feet 
  tall, is swallowing villages piece by piece.  
  t
  l
   
  The western wall (opposite you) shows a large, grinning, 
  grey, “blob-like” creature with eyes – sitting on top of 
  several young mothers whilst their children cry in terror 
  nearby. The women are screaming for help, but they are 
  doomed, as their intestines can already be seen spewing 
  forth from their mouths. 
   
  The southern wall, to your left, reveals the fresco of a 
  large creature made up of rocks from the oerth. It is 
  standing upright – approximately 10 feet tall – and is 
  pounding the body parts of victims on a table, whilst 
  servants then scrape the tender “meat” into a pot to bake a 
  huge pie. In a separate frame there is a family of nobility 
  sitting at a table. A mother is clearly looking for her 
  children – who are strangely late. A servant watches 
  grinning as the father takes his first bite … of pie … 
   
  The northern wall, to your right, is only half painted. 
  It seems that the painter has knocked down most of the 
  bruial niches that once filled this room – though a few 
  remain in ruins – and this is preventing the fresco from 
  being finished – yet. The fresco is of some kind of large 
  humanoid in iron-clad armor – though it appears that 
  this armor is unremoveable. The iron-man is holding an 
  unfinished figure in one hand (and smiling fondly), 
  whilst squeezing the innards out of what was once young, 
  human flesh, with the other … 
   
  In the centre of the room is a very long bench. On 
  the bench are dozens of alchemetical beakers, vials, and 
  jars – most filled with strange concoctions – others with 
  eyes, tongues, ears, noses, and other organs. In the far 
  south/west corner are scraps of metal, and the floor is 
  covered in globules of clay. There are also several rocks 
  stacked hurriedly in the north/east corner (to your right). 
   
  There is only one other door in the chamber, and it 
  is to your left (in the south/east corner of the room). It is 
  new, and made of iron. 
   
  The room is lit by torches in sconces on the walls – 
  one every 10 feet of the chamber. 
   
  A Search of the knocked-down burial niches 
  discovers 10 skulls belonging to 10 remaining skeletal 
  bits and pieces (including their ordinary greatswords and 
  crowns – all broken and smashed). An INT check DC 12 
  reveals that this chamber should have housed about 32 
  dead warriors – but there is no sign of them now … 
   
  Area 11 
  This is a long bench as described above. A Knowledge 
  (Arcana) check DC 12+APL will determine for sure that 
  this bench (and chamber) has been (or is being) used for 
  the construction of golems. A Track + Survival check DC 
  12+APL will ascertain that somebody was here only 24 
  hours ago, and that he or she came and went via the 
  south/east door (which is not locked, and opens inwards 
  towards the PCs). 
   
  A thorough Search (DC 12+APL) of the cluttered 
  bench reveals : 
   
  APL 4 Only: There are 4 adamantine weapons on the 
  workbench – a short sword, a bastard sword, a mace, and 
  a scimitar. Each of them have the Symbol Of Iuz 
  inscribed upon it. A WIS check DC 10 will reveal that 
  whilst it might be safe to touch or use these weapons, it 
  might not be wise to take them out of the thralls (as such 
  items serve as beacons through which evil finds its 
  mark). Even after realizing this, any PC who takes an 
  adamantine weapon from the thralls takes 1d4 
  permanent CON damage and gains the Ire Of Iuz (see 
  Items For Adventure Certificate at end of this scenario). 
   
  IUZ3-07 Infiltration 
   
  Page 15 
  
  All APLs:  
  � The organs in jars are fresh human remains – maybe 
  only 2 or 3 days old. 
  � There are various scalpels, tongs, seutures, and other 
  terrible equipment used in torture and human 
  experimentation on the table. There is also a 
  medium-sized 
  chest 
  filled 
  with 
  gold 
  pieces 
  (unlocked and untrapped). 
  � There also appears to be a note of some kind on the 
  table. If anyone says they are picking it up and 
  reading it, hand them Player Handout #1. 
   
  Treasure: Some Treasure (according to APL) is found in 
  the bench square furthest west – so make sure you get 
  the PCs to place their figurines along the bench and tell 
  you exactly which parts of the bench they are searching. 
   
  APL 4– L: 0, C: 0; M:  Heward’s Handy Haversack 
  (167gp per character). 
   
  APL 6– L: 0, C: 0; M:  Heward’s Handy Haversack 
  (167gp per character), Wand Of Charm Person (63gp per 
  character). 
   
  APL 8– L: 0, C: 0; M:  Heward’s Handy Haversack 
  (167gp per character), Lens Of Detection (292gp per 
  character), Wand Of Charm Person (63gp per character). 
   
  APL 10-12– L: 0, C: 0; M:  Circlet Of Persuasion 
  (458gp per character), Heward’s Handy Haversack (167gp 
  per character), Lens Of Detection (292gp per character), 
  Wand Of Charm Person (63gp per character). 
   
  The DM should remember that these items are not 
  “labelled” and the PCs will need to cast identify (or use 
  some other means) in order to know what these items 
  specifically “do”. However, back in Eru Tovar, the 
  Wegwiur will identify them for free. 
   
  As Soon As The Treasure On The Bench Is Picked Up: 
  The DM should read the following to the players : 
   
  As soon as you pick up the item, you cannot fail to 
  hear an ominous sound … that of the slow but 
  deliberate opening of a cold stone door – somewhere 
  near you! Frantically searching, your eyes rest upon 
  the southern wall, near to the south/east doorway. 
  There, you see a 10ft x 10ft secret panel slowly sliding 
  upwards into the ceiling! And beyond the secret door
  you see a creature so terrible, it makes your blood run 
  cold and makes you wish you’d never come here! 
   
   
  APL 4 
  It is clearly an automation of some kind, standing 10 
  feet tall and nearly as wide. It looks as though it was 
  constructed, perhaps too hastily, from a grizzly 
  assortment of decaying human body parts, which 
  have been stitched and bolted together. It smells 
  faintly of freshly dug earth and dead flesh … 
   
  � Golem, Flesh (1): hp 59. See Monster Manual 3.5 
  page 135.This creature has reduced hit points due to the 
  fact that it was created too hastily. It also only has one 
  arm, so can only deliver one Slam Attk per round (instead 
  of two). 
   
  APL 6 
  It is clearly an automation of some kind, standing 10 
  feet tall and nearly as wide. It ooks as though i  was 
  constructed from a grizzly assortment of decaying 
  human body parts, which have been stitched and 
  bolted together. It smells faintly of freshly dug earth 
  and dead flesh … 
  l
  t
   
  � Golem, Flesh (1): hp 79. See Monster Manual 3.5 
  page 135. 
   
  APL 8 
  It is clearly some kind of human-like automation 
  sculptured from soft clay, standing 10 feet tall and 
  nearly as wide. Its chest is overly large, with arms 
  attached by thick knots of muscle at the shoulder, 
  hanging down to its knees. It has no neck, and the 
  large head has broad, flat features. Its legs are short 
  and bowed, ending in wide, flat feet. It smells faintly 
  of wet clay … 
   
  � Golem, Clay (1): hp 90. See Monster Manual 3.5 page 
  134. 
   
  APL 10 
  It s clearly some kind of human-like automation 
  sculptured from hard stone, standing 10 feet tall and 
  nearly as wide. It resembles a roughly chiseled statue 
  of a soldier … 
  i
   
  � Golem, Stone (1): hp 107. See Monster Manual 3.5 
  page 137. 
   
  APL 12 
  It s clearly some kind of human-like automation 
  sculptured from wrought iron. Standing 10 feet tall 
  and nearly as wide, it resembles an armored giant … 
  i
   
  � Iron Golems (2): hp 129. See Monster Manual 3.5 
  page 136. 
   
  Whatever the guardian, it belows with rage and seeks to 
  protect that which it has been commissioned to guard. 
  IUZ3-07 Infiltration 
   
  Page 16 
  
   
  The DM should now roll initiative. The golem will 
  fight until destroyed. If it can, it will move so that it 
  positions itself between the bench and the east door 
  through which the PCs first entered the room. 
   
  Area 12 
  This is a 10ft wide secret door. The door is so well hidden 
  that only those PCs who actively say they are searching 
  for secret doors along the south wall have a chance of 
  finding it (Search check DC 14+APL). 
   
  If found, a Disable Device (DC 12+APL), will unlock 
  the mechanism and allow the door to be slid, manually, 
  upwards. 
   
  As soon as the door starts to be opened, magic takes 
  over and it strangely rises by itself, revealing the golem 
  behind it. 
   
  Paraphrase what is said in Area 11, and roll for 
  initiative. The golem will attack whoever is nearest first 
  of all. 
   
  Area 13 
  This is some kind of “storage area”. An INT check DC 
  8+APL will have a PC consider the idea that this area is 
  where already constructed golems might be kept until 
  needed. Unfortunately, at least two which might have 
  been here are gone. It is impossible to tell where they 
  went (or what kind they were). There is also no 
  evidebnce as to when they will be back. 
   
  There is nothing alse in this area. 
   
  Area 14 
  The PCs should immediately recognise that these steps 
  are identical to those they originally came down when 
  they first entered the thralls. An INT check DC 10 will 
  figure that these steps must go up to another, yet more 
  heavily guarded entrance, into the Wegwiur Thralls. If 
  any PC starts to go up (to “take a look”), remind them that 
  it took 30 minutes to originally get down, and will take at 
  least 45 minutes to walk back up. A further INT check 
  DC 10 will remind the PC that this is not their objective 
  – and time is running out … 
   
  Failing this, if any PC (or party) goes up top, they are 
  surprised (and attacked) by 3 times the number of Urzun 
  orcs encountered in Encounter Three. Even if they 
  survive this, by the time they get back down, there is not 
  enough time to finish the mission. When they leave, they 
  will encounter Conclusion B if that is the case – except 
  there will be twice the number of orcs mentioned in the 
  text. 
   
  Conclusion A 
  Run this conclusion if the PCs never told Silas 
  Gribble the details of their mission; and if no PC ever 
  went up the other sets of stairs and attracted the 
  attention of the larger groups of orcs. 
   
  As soon as the PCs are sure they have secured the thralls, 
  read the following passage : 
   
  You are now very sure that the thralls are secure, and 
  that should the Wegwiur succeed in their attack up 
  top, the battalions of nomads are now safe from the 
  terrible golem which resided here and killed so many
  of them when last they fought. 
   
   
  f 
  ,
   
   
   
   
   
  But who is the creator of the golems? Where are 
  the two that were missing? Where are the bodies of 
  the ancient nomad warriors who have been stolen 
  from their resting place? 
   
  There is no time to answer these questions now. 
  Slowly, but surely, you trundle back up the steps on 
  the way you came in. It is near midnight, and at the 
  Urzun battlement, you gather up the furniture inside, 
  chop down the few trees which are growing far 
  enough away from the giant wasp nests, make a large 
  bonfire – and set fire to the lot! 
   
  As the fire burns, and a huge glow grows, you 
  hear the sounds of horns in the distance! Hiding as 
  instructed, you hear a wild and terrible battle raging 
  in the distance. The battle goes on for so long, that 
  you all slowly drift asleep … 
   
  You are awakened in the morning by a grinning 
  Tungra Stillwater : 
   
  “Wake up, my friends and drink our wine of 
  celebration! We have liberated that which we came 
  for, and you have made that certain for us! For this, 
  you have our eternal favour, and I invite you back to 
  Eru Tovar for further celebrations as well as appraisal 
  of your well earned rewards!” 
  With that, you start to leave the Wegwiur Thralls 
  and, as you do, you look back to see thousands of 
  Wolf Nomads cheering and swarming over their 
  ancient burial site … and then you see the first young 
  warriors in over a century prepare to enter the thralls 
  to receive the Blessing Of The Elder Spirits – and you 
  realise that, for now, a small piece of The Land OF Iuz 
  exists no more; and rests rightfully in the hands o a 
  few thousand nomads and their children  who will 
  never forget the night that 3,000 Urzun Orcs were 
  killed …
  And not one single nomad life was lost …
  THE END 
   
  IUZ3-07 Infiltration 
   
  Page 17 
  
  Conclusion B 
  Run this conclusion if the PCs told Silas Gribble the 
  details of their mission; and if any PC went up the 
  other sets of stairs and attracted the attention of the 
  larger groups of orcs. This combat is NOT calculated 
  in the total Els of this scenario due to the fact that it 
  is “punnishment” for those parties who inadvertently 
  betray the nomad’s plea for secrecy. 
   
  As soon as the PCs are sure they have secured the thralls, 
  read the following passage : 
   
  You are now very sure that the thralls are secure, and 
  that should the Wegwiur succeed in their attack up 
  top, the battalions of nomads are now safe from the 
  terrible golem which resided here and killed so many
  of them when last they fought. 
   
   
   
   
  But who is the creator of the golems? Where are 
  the two that were missing? Where are the bodies of 
  the ancient nomad warriors who have been stolen 
  from their resting place? 
   
  There is no time to answer these questions now. 
  Slowly, but surely, you trundle back up the steps on 
  the way you came in; but as you exit the cave in the 
  vicinity of the Urzun battlement, you hear an orcish 
  voice in broken common come from inside the 
  battlement : 
   
  “Drop 
  your 
  weapons, 
  infiltrators! 
  This 
  is 
  Commander Grogg!” 
  At this point, Commander Grogg explains how they came 
  to know about the party’s infiltration of the thralls. Let 
  the party kick themselves for talking to Silas Gribble, or 
  wasting time back on the stairs inside. Then, continue … 
   
  “There are too many of us for you to win! Prepare to 
  surrender or die!” 
  If the party surrender they are taken to Doraaka as slaves 
  and are never heard from again. Game Over. 
   
  If the party choose to make a “final stand”, then roll 
  for initiative and play it out.  
   
  APL 4 
  � Urzun Guard, Orcs (6): hp 14 each. See Appendix II 
  for further statistics. 
   
  APL 6 
  � Urzun Guard, Orcs (8): hp 14 each. See Appendix II 
  for futher statistics. 
   
  APL 8 
  � Urzun Guard, Orcs (12): hp 14 each. See Appendix II 
  for futher statistics. 
   
  APL 10 
  � Urzun Guard, Orcs (14): hp 14 each. See Appendix II 
  for futher statistics. 
   
  APL 12 
  � Urzun Guard, Orcs (16): hp 14 each. See Appendix II 
  for futher statistics. 
   
  Tactics: Half the Urzun fight with light crossbows from 
  within the battlement, and try to pin the party down 
  quickly. The other half come running around the corners 
  of each side of the battlement to attack with their heavy 
  maces in melee. 
   
  Treasure: These Urzun fight with maces and 
  crossbows not worth taking or selling. These guys are 
  truly infantry scum. Neither do they have any money. 
   
  Development: Is is very possible that the party will 
  dispatch the orcs and win. If they do not, then proceed to 
  Conclusion C.  
   
  If the PCs defeat the Urzun Orcs, continue reading : 
  It is near midnight, and at the Urzun battlement, you 
  gather up the furniture inside, chop down the few 
  trees which are growing far enough away from the 
  giant wasp nests, make a large bonfire – and set fire to 
  the lot! 
   
  As the fire burns, and a huge glow grows, you 
  hear the sounds of horns in the distance! Hiding as 
  instructed, you hear a wild and terrible battle raging 
  in the distance. The battle goes on for so long, that 
  you all slowly drift asleep … 
   
  You are awakened in the morning by a grinning 
  Tungra Stillwater : 
   
  “Wake up, my friends and drink our wine of 
  celebration! We have liberated that which we came 
  for, and you have made that certain for us! For this, 
  you have our eternal favour, and I invite you back to 
  Eru Tovar for further celebrations as well as appraisal 
  of your well earned rewards!” 
   
  f 
  ,
  With that, you start to leave the Wegwiur Thralls 
  and, as you do, you look back to see thousands of 
  Wolf Nomads cheering and swarming over their 
  ancient burial site … and then you see the first young 
  warriors in over a century prepare to enter the thralls 
  to receive the Blessing Of The Elder Spirits – and you 
  realise that, for now, a small piece of The Land OF Iuz 
  exists no more; and rests rightfully in the hands o a 
  few thousand nomads and their children  who will 
  IUZ3-07 Infiltration 
   
  Page 18 
  
  never forget the night that 3,000 Urzun Orcs were 
  killed … 
   
  if
   
   
  And not one single nomad l e was lost … 
  THE END 
   
  Conclusion C 
  Run this conclusion if the party all die, or get 
  captured by the Urzun and taken away. 
   
  Read to the players : 
   
  As you might imagine, the Wolf Nomads never 
  received your signal, and so never attacked that night. 
  But the story of your party’s bravery in infiltrating the 
  Wegwiur Thralls inspired others to follow after you 
  … and suceed! 
   
  And so it came to pass that, after an entire 
  century or more, the Wegwiur Thralls eventually 
  were passed back into the hands of the Wolf Nomads.  
  The final battle took place one month later under dire 
  conditions. Just as all seemed lost, the battlefield 
  came alive with hundreds of ghostly images – all 
  weilding their greatswords and singing the ancient 
  nomad songs. They were the ancestor spirits, fighting 
  one last fight … and winning … 
   
  That night, over 3,000 Urzun orcs were killed in 
  battle, and Old Iuz gave up a little chunk of his land. 
  And not one single nomad life was lost . 
  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 
  No experience awarded. 
   
   
  Encounter Two 
  No experience awarded. 
   
  Encounter Three 
  Defeating the Urzun Guards. 
  APL4 90 xp; APL6 120 xp;  
  APL8 150 xp; APL10 150 xp; APL 12 180 xp 
   
  Encounter Four 
  Defeating the guardian of Area 4. 
  APL4 120 xp; APL6 180 xp;  
  APL8 210 xp; APL10 270 xp; APL 12 300 xp 
   
  Encounter Five 
  Defeating the guardian of Area 7. 
  APL4 150 xp; APL6 180 xp;  
  APL8 240 xp; APL10 330 xp; APL 12 330 xp 
   
  Encounter Six 
  Defeating the golem. 
  APL4 180 xp; APL6 210 xp;  
  APL8 300 xp; APL10 330 xp; APL 12 450 xp 
   
  Role-Playing Award (Optional) 
  Award this only if the players played their characters in 
  role (and if they achieved Conclusion A only). 
  APL 4 108 xp; APL 6 180 xp;  
  APL 8 225 xp; APL 10 270 xp; APL 12 315 xp 
   
  Total possible experience :  
  The total in brackets designates the total minus the added 
  optional role-playing award. 
   
  APL 4 (540) 648xp 
  APL 6 (690) 870xp 
  APL 8 (900) 1,125xp 
  APL 10 (1,080) 1,350xp 
  APL 12 (1,230) 1,545xp 
   
  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 
  IUZ3-07 Infiltration 
   
  Page 19 
  
  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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items (sell 
  value) 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Two:   
  Nothing but the worthless knick-knacks in Silas’ 
  backpack (which he stole from other thralls). 
   
  Encounter Three:  
   
  APL 4–L: 26 gp per character; C: 20 gp per character. 
   
  APL 6– L: 26gp per character; C: 40 gp per character. 
   
  APL 8– L: 42gp per character; C: 40gp per character. 
   
  APL 10– L: 42gp per character; C: 100gp per 
  character. 
   
  APL 12– L: 52gp per character, C: 100gp per 
  character. 
   
  Encounter Four:  
   
  APL 4–L: 0, C: 0; M:  mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character). 
   
  APL 6-8– L: 0, C: 0; M: mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character), 
  Potion Of Barkskin +4 (75gp per character). 
   
  APL 10– L: 0, C: 0; M: mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character), Oil 
  of Greater Magic Weapon +3 (150gp per character), 
  Potion Of Barkskin +4 (75gp per character). 
   
  APL 12– L: 0, C: C: 0; M: mithril shirt (92gp per 
  character); mithral heavy shield (85gp per character), Oil 
  of Greater Magic Weapon +3 (150gp per character), 
  Potion Of Barkskin +4 (75gp per character), Cape Of The 
  Mountebank (840gp per character). 
   
  Encounter Five:  
   
  APL 4-6– L: 0; C: 0; M: Ring Of Jumping (208gp per 
  character). 
   
  APL 8-10– L: 0; C: 0; M: Arcane Scroll Of Summon 
  Monster V (108gp per character), Arcane Scroll Of 
  Heroism, greater (138gp per character), Ring Of Jumping 
  (208gp per character). 
   
  APL 12– L: 0, C: 0; M:  Arcane Scroll Of Summon 
  Monster V (108gp per character), Arcane Scroll Of 
  Heroism, greater (138gp per character), Pipes Of 
  Haunting (500gp per character), Ring Of Jumping (208gp 
  per character). 
   
  Encounter Six:  
   
  APL 4– L: 0, C: 0; M:  Heward’s Handy Haversack 
  (167gp per character). 
   
  APL 6– L: 0, C: 0; M:  Heward’s Handy Haversack 
  (167gp per character), Wand Of Charm Person (63gp per 
  character). 
   
  APL 8– L: 0, C: 0; M:  Heward’s Handy Haversack 
  (167gp per character), Lens Of Detection (292gp per 
  character), Wand Of Charm Person (63gp per character). 
   
  APL 10-12– L: 0, C: 0; M:  Circlet Of Persuasion 
  (458gp per character), Heward’s Handy Haversack (167gp 
  per character), Lens Of Detection (292gp per character), 
  Wand Of Charm Person (63gp per character). 
   
  Total Possible Treasure 
   
  APL 4: L: 26gp per character; C: 20gp per character; 
  M: 552gp per character  -    Total: 598gp per character. 
   
  APL 6: L: 26gp per character; C: 40gp per character; 
  M: 690gp per character  - Total: 756gp per character. 
   
  APL 8: L: 42gp per character; C: 40gp per character; 
  M: 1228gp per character  - Total: 1310gp per character. 
   
  APL 10: L: 42gp per character; C: 100gp per 
  character; M: 1836gp per character  - Total: 1978gp per 
  character. 
   
  APL 12: L: 52gp per character; C: 100gp per 
  character; M: 3221gp per character  - Total: 3373gp per 
  character. 
   
  Items for the Adventure 
  Record 
  � Favour Of The Wolf Nomads : This favour gives the 
  recipient a +2 bonus on all Diplomacy checks when 
  dealing with native Wegwiur tribes-people anywhere on 
  the face of Oerth. 
   
  IUZ3-07 Infiltration 
   
  Page 20 
  
  � The Ire Of Iuz : Due to your actions in removing 
  some adamantine weapons from the Wegwiur Thrall, you 
  have drawn His attention upon yourself.  Therefore, in 
  any battle (ie. A melee involving initiative) that involves 
  any minions of Iuz, you attract their attention above and 
  beyond anyone else.  His minions might single you out 
  for attack ahead of other more perceivable threats if 
  convenient.  There is, therefore, a 5% chance in any battle 
  with any of Iuz’s minions that one of them will be 
  granted the benefit of an aid spell and a single true strike 
  spell against you in order to increase its chances of 
  striking down an enemy of Iuz the Old.  
   
  Item Access 
  APL 4: 
  Mithril Shirt (Adventure, DMG)  
  Mithral Heavy Shield (Adventure, DMG) 
  Ring Of Jumping (Adventure, DMG) 
  Heward’s Handy Haversack (Adventure, DMG) 
   
  APL 6: 
  Potion Of Barkskin +4 (Adventure, DMG) 
  Wand Of Charm Person (Adventure, DMG) 
  . 
  APL 8: 
  Arcane Scroll Of Summon Monster V (Adventure, DMG) 
  Arcane Scroll Of Heroism, greater (Adventure, DMG) 
  Lens Of Detection (Adventure, DMG) 
   
  APL 10: 
  Oil Of Greater Magic Weapon +3 (Adventure, DMG)  
  Circlet Of Persuasion (Adventure, DMG) 
   
  APL 12: 
  Pipes Of Haunting (Adventure, DMG) 
  Cape Of The Mountebank (Adventure, DMG) 
   
   
  IUZ3-07 Infiltration 
   
  Page 21 
  
  Appendix I 
   
  Encounter Three : Entrance To The Thralls 
  1 square = 5 feet 
   
   
  AREA 1 :  This is where the PCs figurines are placed at the start of this encounter. 
  AREA 2 :  These little bumps are symbolic of all the wasp mounds (each 15 foot high) which surround the trail in this 
  area. 
  AREA 3 :  This is where the trail ends and small narrow steps start to lead upwards. The crumbling, winding steps 
  leading up to the pill-box are covered in rubble. Any PC traversing these steps moves as if passing through Difficult 
  Terrain (see PHB 3.5 page 148).  
  AREA 4 :  This is a flat platform 15ft long and 12ft wide. 
  AREA 5 :  This is a sheer cliff face – 40 feet high. There are no hand-holds and has a Climb DC of 25. 
  AREA 6 :  This is “the 5ft ledge” covered with sharp spikes sticking outwards. 
  AREA 7 :  This is a two-storey pill-box with three slats cut into each level so that missile weapons may be fired from 
  inside. There is a 10ft wide iron door in the middle of the lower floor facing towards the cliff-face (not the direction the 
  PCs come from). It is shut, and loced from the inside (Pick Locks check DC 15+APL to enter). Otherwise, the door is AC 
  10 with Hardness 8 (hp15). 
  AREA 8 :  This is the 150ft sheer cliff face going upwards. 
  AREA 9 :  This is the oval-shaped entrance into the Wegwiur Thralls. There is no “door”. It is just an opening (like a 
  cave entrance). Inside the cave entrance is a series of steps winding down into the burial chambers. 
   
  IUZ3-07 Infiltration 
   
  Page 22 
  
  Map Of The Wegwiur Thralls 
  1 square = 5 feet 
   
   
   
   
  Look for the map key in the main text of the scenario (Encounters 4 – 6)
  IUZ3-07 Infiltration 
   
  Page 23 
  
  Appendix II 
  Monster Statistics 
  Encounter Two 
  � Silas Gribble: Male Human Exp5: Medium 
  Humanoid ; HD 5d6+5 ( Expert) ; hp 27; Init -1; Spd 20; 
  AC 12 (Flatfooted: 12 Touch: 9); BAG -1/-1; Full Attk -1 
  ( 1d3-1, Unarmed ); AL LE; SV Fort + 2, Ref + 0, Will + 
  6; STR 9, DEX 9, CON 12, INT 18, WIS 14, CHA 10. 
   
  Skills: Appraise + 12, Bluff + 10, Climb + 4, Craft 
  (Metalworking) + 10, Decipher Script + 12, Diplomacy 
  + 2, Disable Device + 7, Escape Artist + 4, Gather 
  Information + 8, Intimidate + 2, Intuit Direction + 8, 
  Listen + 3, Open Lock + 2.  
   
  Feats: Armor Proficiency: light, Blind-Fight, 
  Endurance, Simple Weapon Proficiency, Skill Focus: 
  Bluff. 
   
  Encounter Three and Conclusion B 
  � Urzun Guard, Orcs: Medium Humanoid (Orc) CR 
  1; HD 1d8+3; hp 14; Init +0; Spd 30ft (6 squares); AC 14 
  (touch 10, flat footed 14) AC 22 (with pill-box cover); 
  Atk Melee +5 Heavy Mace (1d8+4); Ranged Light 
  Crossbow +1 (1d8, 19-20); Grapple +5; Space/Reach 
  5ft/5ft; SA None; SQ Darkvision, Light Sensitivity; AL 
  CE; SV Fort +4, Ref +0 (+4 with cover), Will –2; Str 18, 
  Dex 11, Con 16, Int 6, Wis 7, Cha 6. 
     Skills and Feats: Hide +1, Spot +1; Toughness. 
     Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  However, in Encounter 3, the orcs are stationed in a 
  battlement with only minimal light intrusion (thus, 
  they are not affected unless they actually go outside). 
  In Conclusion B, it is midnight, so daylight is not an 
  issue (unless the spell is cast). 
   
  Urzun Society  
   
  Urzun Orcs are tougher than regular orcs, though 
  less intelligent. They use their high strength, 
  constitution, hit points and toughness feat to see them 
  through battles. Urzun placed on sentry duties (like 
  the ones listed below) are always the strongest and best 
  Urzun available (which is why they have maximum hit 
  points for their hit dice). 
   
  They prefer to use heavy maces and clubs in close 
  melee, and crossbows in ranged combat. They are 
  noted for their ritual face-paining and scarring of their 
  faces and upper bodies.  
   
  Most of the Urzun in the land of Iuz are 
  dominated by priests of the orcish deity, Yurtrus. It is 
  not uncommon to see high level Urzun commanding 
  undead, and leading such hoards into battle. 
   
  It is rumored that Iuz has the most difficulty 
  controlling the brutish anger of the Urzun, though he 
  has promised the Urzun first blood when (or if) he 
  ever allows them to take back the land in which the 
  Urzun were first spawned … the Sepia Uplands … 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  IUZ3-07 Infiltration 
   
  Page 24 
   
  
  Player Handout #1 : The Letter Found On The Table In The 
  Wegwiur Thralls (IUZ3−07) 
   
  My dear Batfy, 
   
  I want to start by thanking you for your continuing work on the Golem Project. 
  My master is keen to see as many of his underlings engaged in this pursuit as is 
  demonically possible. Recently, one of our project towers was raided and several 
  Golems were destroyed by meddling do-gooders from the south. It is comforting 
  to know that (at least) this project of yours is safe. 
   As you may or may not know, I recently lost a varrangoin whom I had 
  raised and treated as a son. His name was Chi Chi, and he was slain during a 
  recently failed operation in the Perrenland city of Traft. The box containing this 
  letter also contains Chi Chi’s heart. I want him resurrected, Batfy! I want you 
  to do this for your old friend. And I don’t want my master knowing about it! 
   Go immediately to the Dread City Of Kendragund. Seek out Eorkbled The 
  Dealer. Join with him in the ancient ceremony of Kaled-Kali. But shroud 
  yourself in secrecy!  
   When Chi Chi has returned, feed him some local peons as fast as you can (or 
  he will turn on you)! Then let him gather a new force of other varrangoin. Help 
  him as much as you can! 
   Now go quickly and, whatever you do … 
   Don’t drop the box. 
   
   Yours in blood, 
   
   PANSHAZEK 
   Of the Greater Bonehart 
  IUZ3-07 Infiltration 
   
  Page 25 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/593/Normal Scenarios/IUZ3-07 Infiltration (APL 4-12)/IUZ3-07 - Infiltration.pdf