TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  A Little 
  A Little 
  A Little 
  A Little 
  Reconnai
  Reconnai
  Reconnai
  Reconnaissance
  ssance
  ssance
  ssance    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Adam H. Morse
  by Adam H. Morse
  by Adam H. Morse
  by Adam H. Morse    
   
   
   
   
   
   
  The Secretary of the Lady Regent of Cryllor needs you to do a little investigation of the humanoid troubles in western 
  Cryllor. Sounds fairly easy, but these things always sound easier than they are... An adventure for characters levels 1-4. 
   
   
   
   
   
   
   
   
   
  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. Scenario detail 
  copyright 2000 by 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.  
  
  A Little Reconnaissance  
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute  
  14 sp 
   
  -2 
  Poor  
   
  43 sp 
   
  -1 
  Common  
  3 gp 
   
   0 
  High 
   
  250 gp 
   
  +1 
  Luxury 
   
  500 gp 
   
  +2 
  
  A Little Reconnaissance  
   
  Page 3 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  This adventure is about giving the PCs meaningful 
  choices with consequences. This scenario can be 
  extremely deadly if the PCs try to tackle problems that are 
  bigger than they can handle, but the PCs should be able to 
  reach reasonable conclusions about the dangers that their 
  actions expose them to. The point isn't to kill PCs, it's to 
  force them to make choices and realize that they can't 
  fight every enemy they encounter, at least at this point in 
  their careers. 
   
  Because the game is based on PC flexibility, it is very 
  important that you as DM allow the PCs flexibility. Don't 
  try to constrict their choices too much, although they are 
  somewhat constrained by the circumstances of the 
  scenario. If they come up with inventive, but unexpected, 
  solutions try to deal with it in a reasonable manner. They 
  shouldn't be able to eliminate the difficulties of the 
  scenario, but clever ideas should give them advantages. 
   
  Many of the encounters are written with no box text 
  at all. Even the encounters that have box text do not have 
  unbreakable box text; if the PCs want to interrupt the 
  description, let them. Under no circumstances should 
  you force the PCs to watch action that they can't react to 
  in this scenario. 
   
  Also remember that this is an investigation 
  adventure. It is important that you convey the tone of 
  information gathering, not just combat, to the PCs. Of 
  course, if they want to turn it into straight combat, there 
  are more than enough enemies to fight. But it is 
  important that the PCs perceive the situation as an 
  investigation. 
   
  Finally, this is a very long scenario. Try to keep 
  things moving as much as possible, and don't be afraid to 
  gloss over things to keep the scenario
  scenario
  scenario
  scenario moving. In 
  particular, if your players are more interested in the role-
  playing and investigating aspects than in the combat, 
  don't let the game bog down too much in protracted 
  fights. There still need to be real threats, and if the PCs 
  get involved in a big battle, it needs to be played out. But 
  keep an eye on the clock and keep things moving along. 
   
  Please refer to the write-up on Cryllor available on 
  the Triad website and from the Triad before running this 
  scenario
  scenario
  scenario
  scenario. 
   
  On coinage in Keoland:
  On coinage in Keoland:
  On coinage in Keoland:
  On coinage in Keoland:    
  Keoish coins are named; griffon (pp), lion (gp), eagle (ep), 
  hawk (sp), and sparrow (cp) 
   
  Story thus far:
  Story thus far:
  Story thus far:
  Story thus far:    
  A Suloise mage has begun a plan for slave taking and 
  disrupting the supply of metals to Cryllor, a crucial local 
  economy that has major importance for Keoland as a 
  whole. 
  This 
  mage 
  is 
  acting 
  through 
  various 
  intermediaries. First, the mage recruited Jurlgam 
  Jurlgamson, a young hill giant, as an aide and field 
  captain. He then sent Jurlgam to assume control of 
  several of the local orc bands in western Cryllor, which 
  Jurlgam was able to accomplish with little difficulty 
  because of his great personal strength and combat ability. 
  Jurlgam established a base in a cave complex in the 
  foothills of the Jotens, near the road between the mining 
  settlement of Denlock and the trade town of Gammel. 
  From this base, Jurlgam's orcs and orc leaders have been 
  launching attacks on lightly defended caravans travelling 
  in either direction, trying to both seize the food and 
  supplies or metal wealth of the caravans and to take 
  humans and demihumans as prisoners. Periodically, the 
  mage comes to the base to lead the prisoners away as 
  slaves. The disruption of the caravan traffic is putting 
  stress on the local area and will eventually begin to 
  disrupt the County as a whole. After receiving reports of 
  the problems from the Lord of Denlock, the Lady Regent 
  of Cryllor asked her Secretary to recruit a small group to 
  determine the precise nature of the threat so that an 
  appropriate response can be made. The PCs are the small 
  group sent to investigate. 
   
  Adventure Synopsis:
  Adventure Synopsis:
  Adventure Synopsis:
  Adventure Synopsis:    
  After being briefed by the Lady Regent’s Secretary, the 
  PCs will travel to Gammel. A variety of people within the 
  town can give them information about the orc raids; in 
  particular, there are some survivors of attacks on previous 
  caravans and the town scribe is a scholar of all things 
  orcish and can give much background information. After 
  the PCs have gathered some information, they will 
  presumably head out to encounter the orcs, most likely by 
  signing on as guards with one of the caravans. They will 
  encounter an orc ambush. They can either be captured, in 
  which case they will be within the orcish base but need to 
  escape or they can defeat the orcs and follow the routing 
  orcs back to the base. There are vastly more orcs in the 
  base than the PCs could possibly fight, but the PCs can 
  explore some. They may discover a back entrance into the 
  base as well. The PCs can see Jarlgam, the hill giant, or 
  they may hear of him by interrogating the orcs. They 
  might fight Jarlgam, but that would probably get several 
  of them killed and the rest captured or fleeing. 
  Interrogating orcs or finding a friendly NPC in the prison 
  chamber can lead to the PCs finding out about the human 
  mage, although they will only be able to learn the most 
  cursory details (which is why only a small number of 
  details are provided within this scenario). The PCs will 
  then presumably return to make their report. The PCs 
  may also make it to Denlock itself, but there is little of 
  relevance there. 
   
   
  Encounter 1: Introduction
  Encounter 1: Introduction
  Encounter 1: Introduction
  Encounter 1: Introduction    
  "You are all in the City of Cryllor in the County of Cryllor as 
  "You are all in the City of Cryllor in the County of Cryllor as 
  "You are all in the City of Cryllor in the County of Cryllor as 
  "You are all in the City of Cryllor in the County of Cryllor as 
  High Summer begins to give way to Fall in the month of 
  High Summer begins to give way to Fall in the month of 
  High Summer begins to give way to Fall in the month of 
  High Summer begins to give way to Fall in the month of 
  Harvester. The temperatures in Cryllor are still oppressively 
  Harvester. The temperatures in Cryllor are still oppressively 
  Harvester. The temperatures in Cryllor are still oppressively 
  Harvester. The temperatures in Cryllor are still oppressively 
  hot, but less so than a few
  hot, but less so than a few
  hot, but less so than a few
  hot, but less so than a few months ago. Each of you has come to 
   months ago. Each of you has come to 
   months ago. Each of you has come to 
   months ago. Each of you has come to 
  request an audience with Lady Delana, the Secretary to the 
  request an audience with Lady Delana, the Secretary to the 
  request an audience with Lady Delana, the Secretary to the 
  request an audience with Lady Delana, the Secretary to the 
  Lady 
  Lady 
  Lady 
  Lady Regent
  Regent
  Regent
  Regent of Cryllor. Some of you may be natives of Cryllor 
   of Cryllor. Some of you may be natives of Cryllor 
   of Cryllor. Some of you may be natives of Cryllor 
   of Cryllor. Some of you may be natives of Cryllor 
  
  A Little Reconnaissance  
   
  Page 4 
  who were requested to come see her. Some may have been 
  who were requested to come see her. Some may have been 
  who were requested to come see her. Some may have been 
  who were requested to come see her. Some may have been 
  directed to her when you inquired about int
  directed to her when you inquired about int
  directed to her when you inquired about int
  directed to her when you inquired about interesting work at 
  eresting work at 
  eresting work at 
  eresting work at 
  the government offices in the City of Cryllor. And some of you 
  the government offices in the City of Cryllor. And some of you 
  the government offices in the City of Cryllor. And some of you 
  the government offices in the City of Cryllor. And some of you 
  may have been told by mercenaries, warriors, and tavern 
  may have been told by mercenaries, warriors, and tavern 
  may have been told by mercenaries, warriors, and tavern 
  may have been told by mercenaries, warriors, and tavern 
  keepers who attract a certain kind of clientele that the Lady 
  keepers who attract a certain kind of clientele that the Lady 
  keepers who attract a certain kind of clientele that the Lady 
  keepers who attract a certain kind of clientele that the Lady 
  Regent’s Secretary often has tasks that need doing. But fo
  Regent’s Secretary often has tasks that need doing. But fo
  Regent’s Secretary often has tasks that need doing. But fo
  Regent’s Secretary often has tasks that need doing. But for r r r 
  whatever reasons, you have all come to ask an audience with 
  whatever reasons, you have all come to ask an audience with 
  whatever reasons, you have all come to ask an audience with 
  whatever reasons, you have all come to ask an audience with 
  the Secretary."
  the Secretary."
  the Secretary."
  the Secretary."    
      
  When the PCs come to request an audience with Lady 
  Delana, they will meet with her assistant, Beltan, first. 
  Beltan is a young man, in his mid-twenties. He is quick, 
  intelligent, polished, and efficient. Beltan is handsome, 
  although not remarkably so, and has brown hair, blue 
  eyes, and an unremarkable, slightly olive skin tone. After 
  determining that the PCs are interested in work, he'll 
  arrange for them to all gather at a waiting room attached 
  to his office at noon, where they will be offered drinks 
  and snacks. Once all of the PCs are gathered, after a brief 
  wait, he will show them in to see Lady Delana. 
   
  Lady Delana is an attractive middle-aged woman, 
  with long black hair and smooth, somewhat dark skin. 
  She is obviously of predominantly Oeridian descent. Lady 
  Delana is dressed in fine but not ostentatious clothes (a 
  light, wrapped, yellow garment), and wears a chain and 
  pendant of office about her neck. PCs who ask and make a 
  Spot roll of 16 or better will note that she has a short 
  sword concealed within the folds of her clothing. Her 
  desk is a large, fine wooden desk with a variety of 
  parchments on it; PCs who try to see what sorts of 
  parchments will note that she has carefully covered all of 
  them with blank sheets. When Beltan announces the PCs, 
  she will, without rising, gesture for them to come in, and 
  then gesture towards the six comfortable chairs within 
  the room. "Please, be seated. I understand that you are 
  interested in serving the County of Cryllor?" Her manner 
  is brisk, but not unfriendly. She simply has many things 
  that she must attend to.  
   
  If the PCs inquire about money, Lady Delana will 
  mention that she believes that there will be opportunities 
  for enterprising young people to acquire treasure along 
  the way. Such people would not need payment per se, and 
  with that she offers them the favor of the County of 
  Cryllor, which cannot be bought with mere money. She 
  will also invoke the PCs sense of duty and will assure 
  them that it offers plenty of opportunity for adventure, 
  and may mention that her friendship and the friendship 
  of the Lady Regent can be a valuable thing. Once the PCs 
  have agreed to help, or if they insist on a more detailed 
  explanation of what she needs their assistance with, Lady 
  Delana will describe the problem. 
   
  "As you may know, the County of Cryllor extends 
  west into the foothills of the Jotens. Three caravans have 
  been taken, and one more narrowly repelled an attack, 
  over the past three weeks, all on the same stretch of road. 
  The attacks occurred between Denlock, one of our 
  mining settlements in the Jotens, and Gammel, a small 
  town to the west of the Javan through which most of the 
  caravans into the mining areas travel. 
   
  In the westernmost portions of the County, there are 
  always problems with orcs and their ilk, but the problems 
  are generally not too severe. A persistent threat to the 
  caravans could greatly endanger Denlock, which depends 
  on the caravans for food, and could weaken the entire 
  County, because of the importance of the mines to our 
  economy." Lady Delana pauses in her description and 
  holds up a Cryllorian Lion (Gold coin) meaningfully. 
  "Beyond that, several of the Lady Regent’s people have 
  been killed or disappeared in these attacks, and the Lady 
  Regent will not tolerate threats to her people. The sudden 
  increase in successful attacks, all within a specific area, 
  raises concerns that this is more than just normal orc 
  problems. 
   
  Before the Lady Regent dispatches a suitable force to 
  deal with the problems, however, she needs to know a 
  little more about the strength and nature of the threat. 
  We would like you to investigate.  
   
  We need a reasonably accurate account of the numbers, 
  We need a reasonably accurate account of the numbers, 
  We need a reasonably accurate account of the numbers, 
  We need a reasonably accurate account of the numbers, 
  organization, and location of the orcs behind these attacks. 
  organization, and location of the orcs behind these attacks. 
  organization, and location of the orcs behind these attacks. 
  organization, and location of the orcs behind these attacks. 
  Anything t
  Anything t
  Anything t
  Anything that would be helpful in planning a response would 
  hat would be helpful in planning a response would 
  hat would be helpful in planning a response would 
  hat would be helpful in planning a response would 
  be useful. I don't expect that you' will be able to stop the threat 
  be useful. I don't expect that you' will be able to stop the threat 
  be useful. I don't expect that you' will be able to stop the threat 
  be useful. I don't expect that you' will be able to stop the threat 
  yourselves. 
  yourselves. 
  yourselves. 
  yourselves.     
      
  Remember. You are being sent to investigate. Although 
  Remember. You are being sent to investigate. Although 
  Remember. You are being sent to investigate. Although 
  Remember. You are being sent to investigate. Although 
  we'll certainly be pleased if you kill some of the orcs, it is vastly 
  we'll certainly be pleased if you kill some of the orcs, it is vastly 
  we'll certainly be pleased if you kill some of the orcs, it is vastly 
  we'll certainly be pleased if you kill some of the orcs, it is vastly 
  more important that you report back accurately. Don't take 
  more important that you report back accurately. Don't take 
  more important that you report back accurately. Don't take 
  more important that you report back accurately. Don't take 
  chances that may prevent you from filing a report. The sooner 
  chances that may prevent you from filing a report. The sooner 
  chances that may prevent you from filing a report. The sooner 
  chances that may prevent you from filing a report. The sooner 
  you can report back, the better, but you can take as long as a 
  you can report back, the better, but you can take as long as a 
  you can report back, the better, but you can take as long as a 
  you can report back, the better, but you can take as long as a 
  fortnight (two weeks) before reporting back. It is probably best 
  fortnight (two weeks) before reporting back. It is probably best 
  fortnight (two weeks) before reporting back. It is probably best 
  fortnight (two weeks) before reporting back. It is probably best 
  that yo
  that yo
  that yo
  that you not reveal that you have been sent by the Lady 
  u not reveal that you have been sent by the Lady 
  u not reveal that you have been sent by the Lady 
  u not reveal that you have been sent by the Lady 
  Regent; I don't want anyone wondering why you aren't doing 
  Regent; I don't want anyone wondering why you aren't doing 
  Regent; I don't want anyone wondering why you aren't doing 
  Regent; I don't want anyone wondering why you aren't doing 
  more to stop the problem, and I don't want any of the County's 
  more to stop the problem, and I don't want any of the County's 
  more to stop the problem, and I don't want any of the County's 
  more to stop the problem, and I don't want any of the County's 
  enemies deciding that you should be eliminated. Do you have 
  enemies deciding that you should be eliminated. Do you have 
  enemies deciding that you should be eliminated. Do you have 
  enemies deciding that you should be eliminated. Do you have 
  any questions?"
  any questions?"
  any questions?"
  any questions?"    
      
  Lady Delana knows nothing more about the attacks 
  themselves.  
  • 
  She suggests that the PCs ask around at the 
  Wounded Lion, a tavern in Gammel that is popular 
  among the mercenaries that serve as caravan guards.  
  • 
  If the PCs ask, she will order Beltan to draw up 
  papers, including descriptions of the PCs, that state 
  that they were sent to investigate by the Secretary to 
  the Lady Regent. She will stress that the PCs should 
  not show these papers unless necessary, but that they 
  may show them to the lords of either Gammel or 
  Denlock or to representatives of those lords.  
  • 
  Lady Delana can give the names of the rulers of 
  Gammel (Lady Merra of House Trelock) and of 
  Denlock (Lord Bartok of House Gerth) if asked. She 
  will not describe what she thinks of them to the PCs; 
  she keeps that information more tightly.  
  • 
  Lady Delana will also offer to have Beltan supply 
  them with the loan of horses, to speed their travel.  
  • 
  She will also supply them with a map of the area 
  around Gammel and Denlock, if requested.  
   
  She will then send them on their way. 
   
   
  
  A Little Reconnaissance  
   
  Page 5 
  Encounter 2: Investigating in 
  Encounter 2: Investigating in 
  Encounter 2: Investigating in 
  Encounter 2: Investigating in 
  Gammel
  Gammel
  Gammel
  Gammel    
  After ferrying across the Javan River, and several long 
  hours of riding, the PCs finally arrive in Gammel. 
  Gammel is a small town of perhaps 1100 people. Small 
  roads lead from Gammel, which is itself in the foothills of 
  the Jotens, farther up to the mining areas of the County. 
  Gammel is cooler than the rest of Cryllor, because of the 
  increase in altitude. There is no wall around Gammel, 
  although there is a watchtower, whose efficacy is 
  somewhat reduced by the frequency of rain and fog. Two 
  of the roads farther into the Jotens are simply named after 
  the mining towns they lead to, Denlock Road and 
  Eldmyn Road. The third, the County Road, leads to the 
  mines that are held directly by the Lady Regent.  
   
  Gammel has three taverns, one blacksmith, one inn, 
  two cartwrights (because of its importance as a trade 
  community), and a host of minor other businesses. There 
  is a single large manor house dominating the northern 
  section of town, where the ruling lady of Gammel, Lady 
  Merra of House Trelock, lives with her family, and a 
  variety of smaller wealthy homes surrounding that area. 
  The farther south within town, the cheaper and more 
  rundown the houses get. There are also three small 
  temples in the town, one each to Fharlanghn, 
  Heironeous, and St. Cuthbert. Near the southern end of 
  town, two caravans are gathered together, with tents set 
  up around the carts. 
   
  The obvious places for the PCs to go are to the 
  caravans, to the taverns (in particular to the Wounded 
  Lion), and to the manor house. The PCs may also wish to 
  go to one of the chapels. The PCs may also gain 
  information in one of the places that they visit that leads 
  them to the shop of Marga the scribe. Encounter 2a:  
   
   
  Encounter 2A 
  Encounter 2A 
  Encounter 2A 
  Encounter 2A     
  The Wounded Lion tavern
  The Wounded Lion tavern
  The Wounded Lion tavern
  The Wounded Lion tavern    
  The Wounded Lion is a large, white building in the 
  poorer section of town. Like most of the buildings in 
  Gammel, it has an open construction designed to allow 
  easy ventilation in a hopeless attempt to minimize the 
  heat of the summer. There are a few horses tied up 
  outside of the building, and a clear place where more can 
  be tied. A large sign hangs outside the door sporting a 
  picture of a lion with a wound in its right side charging 
  forward and attacking. 
   
  There are eight tables inside and a bar. There is a 
  bartender and one waitress working the tables. Four of 
  the tables are occupied, and there are two patrons 
  drinking at the bar. The bar inside is reasonably well kept 
  up, but certainly not wealthy. The tables are heavy wood, 
  but show the signs of years of rough use, and there are 
  some broken chairs in one corner waiting to be fixed. 
  Some dogs are chewing on meat in one corner. The 
  patrons at every table except one (Table 3) are wearing 
  armor and have weapons larger than short swords with 
  them. The other patrons generally have a dagger or short 
  sword each. 
   
  Table 1:
  Table 1:
  Table 1:
  Table 1: Three human males, two human females: These 
  five are part of the guard detachment for one of the two 
  caravans leaving soon; their caravan is scheduled to make 
  the trip up to Denlock in two days. They are worried 
  about the trip; their caravan only has a total of 6 guards 
  (the five of them and a captain, who is at one of the better 
  taverns, the Silver Tankard).  
   
  Most of them travel with the caravan, but one of the 
  men, Gareth, lives in Gammel. He signs on with caravans 
  that are making the trip to one of the mining towns; there 
  is always plenty of work available because the trip into the 
  mountains is the most dangerous part of the trip.  
   
  All of the guards will encourage the PCs to sign on 
  with their captain, Captain Durnik. If questioned, Gareth 
  will admit to having some experience with the recent 
  orcish attacks.  
      
  "Aye, lad, I 'ave seen 'em. Blasted Bloody Skulls...one of their 
  "Aye, lad, I 'ave seen 'em. Blasted Bloody Skulls...one of their 
  "Aye, lad, I 'ave seen 'em. Blasted Bloody Skulls...one of their 
  "Aye, lad, I 'ave seen 'em. Blasted Bloody Skulls...one of their 
  warbands or what
  warbands or what
  warbands or what
  warbands or what----have
  have
  have
  have---- you. It was nigh on three weeks ago. 
   you. It was nigh on three weeks ago. 
   you. It was nigh on three weeks ago. 
   you. It was nigh on three weeks ago. 
  We was making the run up to D
  We was making the run up to D
  We was making the run up to D
  We was making the run up to Denlock, and the captain got 
  enlock, and the captain got 
  enlock, and the captain got 
  enlock, and the captain got 
  hit by a few arrow. Then about a dozen of 'em came running 
  hit by a few arrow. Then about a dozen of 'em came running 
  hit by a few arrow. Then about a dozen of 'em came running 
  hit by a few arrow. Then about a dozen of 'em came running 
  at us hollering like mad. They were laying into us all about, 
  at us hollering like mad. They were laying into us all about, 
  at us hollering like mad. They were laying into us all about, 
  at us hollering like mad. They were laying into us all about, 
  and several of the lads bought it that day, but we gave as good 
  and several of the lads bought it that day, but we gave as good 
  and several of the lads bought it that day, but we gave as good 
  and several of the lads bought it that day, but we gave as good 
  as we got, and then some. We schooled 'em s
  as we got, and then some. We schooled 'em s
  as we got, and then some. We schooled 'em s
  as we got, and then some. We schooled 'em some. How could I 
  ome. How could I 
  ome. How could I 
  ome. How could I 
  tell they were Bloody Skulls? They brought their war 
  tell they were Bloody Skulls? They brought their war 
  tell they were Bloody Skulls? They brought their war 
  tell they were Bloody Skulls? They brought their war 
  banner...if it's a skull dripping blood on a black field, it's a fair 
  banner...if it's a skull dripping blood on a black field, it's a fair 
  banner...if it's a skull dripping blood on a black field, it's a fair 
  banner...if it's a skull dripping blood on a black field, it's a fair 
  bet that it's the Bloody Skulls. Darnedest thing about it was 
  bet that it's the Bloody Skulls. Darnedest thing about it was 
  bet that it's the Bloody Skulls. Darnedest thing about it was 
  bet that it's the Bloody Skulls. Darnedest thing about it was 
  'ow they run away. I've beaten orcs before; after twen
  'ow they run away. I've beaten orcs before; after twen
  'ow they run away. I've beaten orcs before; after twen
  'ow they run away. I've beaten orcs before; after twenty years 
  ty years 
  ty years 
  ty years 
  guardin' caravans, you've beaten a few. When you whomp on 
  guardin' caravans, you've beaten a few. When you whomp on 
  guardin' caravans, you've beaten a few. When you whomp on 
  guardin' caravans, you've beaten a few. When you whomp on 
  orcs, they usually scatter every which way, soon as you scare 
  orcs, they usually scatter every which way, soon as you scare 
  orcs, they usually scatter every which way, soon as you scare 
  orcs, they usually scatter every which way, soon as you scare 
  any one of 'em. But this time was funny. They all fought...not 
  any one of 'em. But this time was funny. They all fought...not 
  any one of 'em. But this time was funny. They all fought...not 
  any one of 'em. But this time was funny. They all fought...not 
  a one of 'em ran. Then there were two short calls, hunting 
  a one of 'em ran. Then there were two short calls, hunting 
  a one of 'em ran. Then there were two short calls, hunting 
  a one of 'em ran. Then there were two short calls, hunting 
  horn
  horn
  horn
  horn----like, and they all broke and ran. Ain't never seen orcs do 
  like, and they all broke and ran. Ain't never seen orcs do 
  like, and they all broke and ran. Ain't never seen orcs do 
  like, and they all broke and ran. Ain't never seen orcs do 
  that before...orcs don't retreat, they rout. But these retreated." 
  that before...orcs don't retreat, they rout. But these retreated." 
  that before...orcs don't retreat, they rout. But these retreated." 
  that before...orcs don't retreat, they rout. But these retreated."     
      
  If the PCs press Gareth on whether the orcs were 
  pursued, he'll hesitate----    
      
  "Chasin' the lousy creatures could get a man killed."
  "Chasin' the lousy creatures could get a man killed."
  "Chasin' the lousy creatures could get a man killed."
  "Chasin' the lousy creatures could get a man killed."        
   
  After more pushing, he'll admit that they did pursue the 
  orcs.        
      
  "We was dumb. Nalon took a spear in his side, and we could 
  "We was dumb. Nalon took a spear in his side, and we could 
  "We was dumb. Nalon took a spear in his side, and we could 
  "We was dumb. Nalon took a spear in his side, and we could 
  tell he was dyin'. And it just wasn't right, that a bunch of orc 
  tell he was dyin'. And it just wasn't right, that a bunch of orc 
  tell he was dyin'. And it just wasn't right, that a bunch of orc 
  tell he was dyin'. And it just wasn't right, that a bunch of orc 
  scum get away with killing a good fellow like Nalon. So we 
  scum get away with killing a good fellow like Nalon. So we 
  scum get away with killing a good fellow like Nalon. So we 
  scum get away with killing a good fellow like Nalon. So we 
  ran a
  ran a
  ran a
  ran after 'em, to cut a few more down. But they was ready; 
  fter 'em, to cut a few more down. But they was ready; 
  fter 'em, to cut a few more down. But they was ready; 
  fter 'em, to cut a few more down. But they was ready; 
  some sort of snare trap and an ambush. We lost Jana to that 
  some sort of snare trap and an ambush. We lost Jana to that 
  some sort of snare trap and an ambush. We lost Jana to that 
  some sort of snare trap and an ambush. We lost Jana to that 
  and went back to the trail, tails between our legs. Nolan was a 
  and went back to the trail, tails between our legs. Nolan was a 
  and went back to the trail, tails between our legs. Nolan was a 
  and went back to the trail, tails between our legs. Nolan was a 
  good man, but Jana was a good woman. And losin' Jana don't 
  good man, but Jana was a good woman. And losin' Jana don't 
  good man, but Jana was a good woman. And losin' Jana don't 
  good man, but Jana was a good woman. And losin' Jana don't 
  help bring Nolan ba
  help bring Nolan ba
  help bring Nolan ba
  help bring Nolan back, and it's not worth it just to kill a few 
  ck, and it's not worth it just to kill a few 
  ck, and it's not worth it just to kill a few 
  ck, and it's not worth it just to kill a few 
  more of the slugs. I won't chase 'em again; if you insist on 
  more of the slugs. I won't chase 'em again; if you insist on 
  more of the slugs. I won't chase 'em again; if you insist on 
  more of the slugs. I won't chase 'em again; if you insist on 
  runnin' after 'em, just be careful." 
  runnin' after 'em, just be careful." 
  runnin' after 'em, just be careful." 
  runnin' after 'em, just be careful."     
   
  If the PCs have a map, he can show them where the attack 
  occurred. 
   
  
  A Little Reconnaissance  
   
  Page 6 
  Table 2:
  Table 2:
  Table 2:
  Table 2: Eight human males, four human females, with a 
  banner with a gold mailed fist emblazoned on a red 
  field—the Gold Fist mercenary company. The Gold Fists 
  are marching out this evening with a caravan to Denlock. 
  They're bold and brassy, and sure that they'll do fine.  
   
  "We've made this run six
  "We've made this run six
  "We've made this run six
  "We've made this run six times since the attacks started, and 
   times since the attacks started, and 
   times since the attacks started, and 
   times since the attacks started, and 
  they haven't hit us once. Truth be told, I don't mind the 
  they haven't hit us once. Truth be told, I don't mind the 
  they haven't hit us once. Truth be told, I don't mind the 
  they haven't hit us once. Truth be told, I don't mind the 
  problems. They just drive up our wages; you can charge more 
  problems. They just drive up our wages; you can charge more 
  problems. They just drive up our wages; you can charge more 
  problems. They just drive up our wages; you can charge more 
  when there's reason to think you'll be facing action. But it's 
  when there's reason to think you'll be facing action. But it's 
  when there's reason to think you'll be facing action. But it's 
  when there's reason to think you'll be facing action. But it's 
  just a bunch of orcs, so even if they
  just a bunch of orcs, so even if they
  just a bunch of orcs, so even if they
  just a bunch of orcs, so even if they do attack, it shouldn't be too 
   do attack, it shouldn't be too 
   do attack, it shouldn't be too 
   do attack, it shouldn't be too 
  bad. Not like Gorvok over there." Gestures towards the dwarf. 
  bad. Not like Gorvok over there." Gestures towards the dwarf. 
  bad. Not like Gorvok over there." Gestures towards the dwarf. 
  bad. Not like Gorvok over there." Gestures towards the dwarf. 
  "Shows the stupidity of travelling in an under protected 
  "Shows the stupidity of travelling in an under protected 
  "Shows the stupidity of travelling in an under protected 
  "Shows the stupidity of travelling in an under protected 
  caravan. But we haven't faced the problems, since the Gold 
  caravan. But we haven't faced the problems, since the Gold 
  caravan. But we haven't faced the problems, since the Gold 
  caravan. But we haven't faced the problems, since the Gold 
  Fists aren't stupid and never lose." 
  Fists aren't stupid and never lose." 
  Fists aren't stupid and never lose." 
  Fists aren't stupid and never lose." (cheers)    
   
  Table 3:
  Table 3:
  Table 3:
  Table 3: Two human males, Three human females:  
      
  "Hail travellers. Care to join us for some dice? Orcs? No, don't 
  "Hail travellers. Care to join us for some dice? Orcs? No, don't 
  "Hail travellers. Care to join us for some dice? Orcs? No, don't 
  "Hail travellers. Care to join us for some dice? Orcs? No, don't 
  know much about that. It's been a while since they've raided 
  know much about that. It's been a while since they've raided 
  know much about that. It's been a while since they've raided 
  know much about that. It's been a while since they've raided 
  the town. I think the dwarf might have had some problems 
  the town. I think the dwarf might have had some problems 
  the town. I think the dwarf might have had some problems 
  the town. I think the dwarf might have had some problems 
  with 'em. Oh, and the t
  with 'em. Oh, and the t
  with 'em. Oh, and the t
  with 'em. Oh, and the town scribe likes to talk with people 
  own scribe likes to talk with people 
  own scribe likes to talk with people 
  own scribe likes to talk with people 
  who have experience fighting orcs. Her shop is in the high
  who have experience fighting orcs. Her shop is in the high
  who have experience fighting orcs. Her shop is in the high
  who have experience fighting orcs. Her shop is in the high----
  class section of town. But back to the dice..." 
  class section of town. But back to the dice..." 
  class section of town. But back to the dice..." 
  class section of town. But back to the dice..."     
      
  If the PCs wish to gamble they can. Make opposed Sense 
  Motive or Wisdom checks; the NPCs have bonuses of +4, 
  +3, +2, +1, and 0. High roll wins everyone's stakes; repeat 
  as many times as the PCs want. The NPCs will drop out 
  after losing 2 Gold Lions. The initial stake is 3 hawks, but 
  PCs can raise or lower the stakes, as high as one platinum 
  piece and as low as 5 coppers. 
      
  Table 4
  Table 4
  Table 4
  Table 4: One dwarven male, very drunk: Gorvak has been 
  drinking for days on end. He's drunk and depressed:  
   
  "What good's a fighter who won't fight? They hired me to 
  "What good's a fighter who won't fight? They hired me to 
  "What good's a fighter who won't fight? They hired me to 
  "What good's a fighter who won't fight? They hired me to 
  guard that caravan...a lot of guarding I did lying in the mud. 
  guard that caravan...a lot of guarding I did lying in the mud. 
  guard that caravan...a lot of guarding I did lying in the mud. 
  guard that caravan...a lot of guarding I did lying in the mud. 
  Yeah, they'd wound
  Yeah, they'd wound
  Yeah, they'd wound
  Yeah, they'd wounded me, but I still should've fought on. But 
  ed me, but I still should've fought on. But 
  ed me, but I still should've fought on. But 
  ed me, but I still should've fought on. But 
  so many people died. They were just orcs, but if an orc kills 
  so many people died. They were just orcs, but if an orc kills 
  so many people died. They were just orcs, but if an orc kills 
  so many people died. They were just orcs, but if an orc kills 
  you, you're just as dead. Buy me another beer?" 
  you, you're just as dead. Buy me another beer?" 
  you, you're just as dead. Buy me another beer?" 
  you, you're just as dead. Buy me another beer?"     
   
  As the PCs drink with the depressed dwarven warrior, 
  he'll gradually reveal what happened. His caravan was 
  attacked by a group of orcs about a week ago. He doesn't 
  remember how many orcs or whether there were 
  warband markings. They killed most of the guards, and 
  stabbed him. He fell to the ground and feigned death. The 
  guards that surrendered, along with the people who 
  didn't fight, were spared. They were rounded up and tied 
  together. They, along with the goods from the wagons, 
  were dragged off into the woods. They took some of the 
  dead, but left some behind; he was among the ones that 
  were left. They pushed the wagons of the trail, and they 
  slid down a slope before shattering. Gorvak feels 
  miserable. He doesn't want to go back, because he's afraid 
  of the orcs; being captured by orcs is a pretty vile fate for a 
  dwarf. At the same time, he's humiliated by his failure, 
  and doesn't know how to earn a living if he doesn't dare 
  work as a mercenary. So he just sits around, gets drunk, 
  and spills beer on himself. The PCs, particularly if they 
  include a dwarf, might be able to talk him into cleaning 
  up and giving it another try, but he’s a tough sell. Gorvak 
  is too drunk to interpret a map. If they get him to sober 
  up, he'll show them where the attack took place. 
   
  Bar patrons:
  Bar patrons:
  Bar patrons:
  Bar patrons: One human male, one human female: Both 
  of these patrons are just locals, enjoying some ale. Neither 
  knows much about the orcs, although they can point out 
  the caravan guard tables. 
   
  Bartender:
  Bartender:
  Bartender:
  Bartender: Devon has been tending bar here for several 
  years, since he lost his leg in the Wars. He's happy to talk 
  with travelers and is curious to hear news. He's sure that 
  the Lady Regent will send someone to deal with the orc 
  problem soon enough. After all, she helped him get this 
  job after he was hurt in her army (well, not her 
  PERSONALLY, mind you, but it was the Lady Regent’s 
  Secretary that signed the letter that got him in good with 
  the owner). Most of the employees of the Wounded Lion, 
  like the owner, are soldiers who were wounded serving 
  Keoland, and they're proud of that service. He can point 
  out Gorvak as a survivor of one of the attacks, and the 
  other two tables of caravan guards. Also, if he's asked 
  about orcs specifically, he'll mention that Marga, the town 
  scribe, knows a thing or two about orcs and is always 
  happy to talk about them. 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Any gambling winnings. 
   
   
  Encounter 2b: The Silver 
  Encounter 2b: The Silver 
  Encounter 2b: The Silver 
  Encounter 2b: The Silver 
  Tankard 
  Tankard 
  Tankard 
  Tankard Tavern
  Tavern
  Tavern
  Tavern    
  The Silver Tankard is a nicer tavern in the middle area of 
  the town. It looks reasonably well maintained. It has six 
  tables, of which three are occupied. There is a bar, but it 
  serves more wine than the Wounded Lion and less ale. 
  Drinks here are fairly expensive (prices in silver, not in 
  copper). There are three waiters (two female, one male) 
  and one male bartender, all human. They expect the PCs 
  to order, and if the PCs sit at tables will strongly 
  encourage them to order meals. They will insist on 
  checking the PCs' weapons at the door. The servants can 
  direct the PCs to Captain Durnik and Mistress Gwenna, 
  or to Master Carter, if they are asked. 
   
  Table 1:
  Table 1:
  Table 1:
  Table 1: Two male humans, two female humans: These 
  are some of the locals, having dinner. They are 
  uninterested in conversing with the PCs, unless the PCs 
  are remarkably polished, in which case they will politely 
  discuss the news of the day, the PCs' trip to Gammel, and 
  so forth. They don't really know much about the orc 
  attacks, although they are a little concerned about them. 
  Organized orc raids on caravans could lead to an attack on 
  Gammel, and its defenses aren't what might be liked. 
  They will mention Marga, the town scribe, who knows a 
  thing or two about orcs. 
   
  Table 2:
  Table 2:
  Table 2:
  Table 2: One male human, armored, and one female 
  human. This is Captain Durnik, the captain of the caravan 
  
  A Little Reconnaissance  
   
  Page 7 
  guard that was at table 1 in the Wounded Lion, and 
  Gwenna, the caravan master. They are very concerned 
  about the orc problems. They know that they are 
  understaffed for the trip, but they have to carry out their 
  contract to deliver foodstuffs to Denlock in exchange for 
  precious metals that they will then haul back to the City 
  of Cryllor. They don't own the metals at any point, but 
  receive a shipping fee. They will be extremely happy to 
  hire on more guards, and will offer up to 5 Lions each (a 
  high wage for a short bit of caravan guarding). They don't 
  know anything specific about the orc attacks. They leave 
  in two days. They're hoping that the delay will let them 
  dig up some more guards, but they aren't optimistic. They 
  are also happy to have travelers join them without serving 
  as guards, as long as the travelers don't bring wagons (that 
  could cut into their business). 
   
  Table 3:
  Table 3:
  Table 3:
  Table 3: One male human, two female humans. The male 
  human is Bennon Carter, the caravan master whose 
  caravan leaves tonight. One of the women is his wife, 
  Hilka. The other is a good friend of theirs. The Carters 
  live in Gammel, and Bennon is enjoying the stop over. 
  He's interested in hiring more guards, but will only offer 
  2 Lions apiece. He's already hired the Gold Fists, and is 
  fairly confident of their ability to protect his caravan. He's 
  made the run a few times before since the start of the 
  attacks with the Gold Fists, and hasn't had any problems. 
  If the PCs want to join them without signing on as 
  guards, Bennon will insist on 5 Hawks (silver pieces) 
  each, to pay for the protection of the Gold Fists. 
   
  Table 4:
  Table 4:
  Table 4:
  Table 4: 2 male humans, dressed in nice studded leather, 
  with swords, shields, and a large satchel. Geloff and Denk 
  are messengers. They are employed by a variety of 
  individuals, generally noble and in particular Lady 
  Delana, Lady Merra, and the lord of Denlock, to transport 
  messages and letters back and forth to the mining 
  communities. They will not discuss the contents of any 
  messages, and will kill to protect their satchel of mail. 
  They are aware of the orc attacks and have seen the 
  wreckage after the fact, but have not been bothered by the 
  orcs themselves. They view this as good luck; their horses 
  are fast, and they're both decent fighters, but a 
  concentrated orc attack would be the end of them. If 
  asked, they will say that they haven't heard of any 
  messengers lost in this area in the past few weeks (thanks 
  be to Fharlanghn.) 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: 2 Gold lions or 1 Gold Lion depending, on who 
  the PCs sign up with, balance to be paid when the caravan 
  reaches Denlock. 
   
   
  Encounter 2c: The County 
  Encounter 2c: The County 
  Encounter 2c: The County 
  Encounter 2c: The County 
  Arms Restaurant
  Arms Restaurant
  Arms Restaurant
  Arms Restaurant    
  The County Arms is a tavern/restaurant in the wealthiest 
  portion of town. If the PCs look like rough types or do 
  not appear particularly cultured, they will be denied 
  entrance. Half- orcs will not be admitted under any 
  circumstances. The County Arms functions almost as 
  much as a club for the leading residents of Gammel and 
  any visiting dignitaries as it does as a restaurant. Many of 
  the petty nobility who lives in and around Gammel eat 
  many of their meals in the County Arms. Most of the 
  patrons have some claim to nobility, although often very 
  petty nobility (younger daughter of a knight sort of 
  things). It is extremely well appointed, with a relatively 
  nice rendition of the arms of the County of Cryllor above 
  the entrance. The PCs will be disarmed before entering. 
  Showing the letter from the Secretary, if they received 
  one, will be sufficient to obtain entrance, but by the time 
  they leave the County Arms, everyone in Gammel will 
  have heard of them and their mission.. 
   
  If the PCs are admitted, they will find that there are a 
  half-dozen knights and similar petty nobles, each with 
  several family members or friends, sitting at the 
  comfortable tables. Some are discussing hunting, some 
  are discussing an upcoming tournament in Flen that they 
  plan on jousting in (once the weather gets a little cooler 
  and they can imagine wearing plate armor in Flen), and so 
  forth. They will not appreciate intrusions, although if the 
  PCs manage to convince them that they are important 
  people, they will talk with them. They know nothing of 
  substance about the orc attacks, although they are a little 
  concerned. They expect that the Lady Regent may 
  organize them as part of the force to attack the orcs, or 
  that they may have to defend their lands from a larger orc 
  attack soon. Neither prospect fills them with joy, 
  although they are willing. Some of the nobles know of the 
  town scribe Marga's interest in orcs. Her shop is near the 
  County Arms. 
   
   
  Encounter 2d: The caravans
  Encounter 2d: The caravans
  Encounter 2d: The caravans
  Encounter 2d: The caravans    
  Both of the caravans currently in Gammel are bound for 
  Denlock and are currently camped in a clearing near the 
  main road through town. There are a total of fourteen 
  carts and wagons, but they are fairly clearly divided into a 
  group of six and a group of eight. The carts and wagons 
  are all heavily laden with basic supplies. If the PCs 
  examine closely they can see that it's overwhelmingly 
  supplies of food, with most of the additional goods being 
  clothes. There are tents set up near each wagon. There are 
  a variety of servants and teamsters around. They won't 
  appreciate prying eyes of the PCs, and may give the PCs a 
  hard time depending on how the PCs approach them. If 
  the PCs speak to the people around the larger, apparently 
  nicer caravan, they will be told that it is Master Bannon 
  Carter's caravan. If they ask, they will be told that it's 
  already well guarded by the Gold Fists, but that Master 
  Carter might be interested in more guards—he's at the 
  Silver Tankard. The smaller caravan is Gwenna's caravan. 
  She is also at the Silver Tankard. The teamsters with 
  Mistress 
  Gwenna's 
  caravan 
  will 
  enthusiastically 
  encourage the PCs to contact Captain Durnik about 
  joining the guard detail; they know that they are under-
  protected and that this endangers them all. The teamsters 
  also know that the guards for both caravans are drinking 
  at the Wounded Lion. 
  
  A Little Reconnaissance  
   
  Page 8 
   
  If the PCs have signed on with a caravan, they will be 
  welcome to pitch tents in the area around it, and will be 
  treated relatively nicely. Master Carter's caravan leaves 
  the evening of the first day that the PCs are in Gammel; 
  Mistress Gwenna's leaves two days later. 
   
   
  Encounter 2e: The Manor 
  Encounter 2e: The Manor 
  Encounter 2e: The Manor 
  Encounter 2e: The Manor 
  House
  House
  House
  House    
  The PCs may want to speak to the ruler of Gammel. Lady 
  Merra of House Trelock lives in a large manor house at 
  the north end of the town. Her house is clearly the finest 
  building in the town, and far and away the largest. It is 
  somewhat defensible, and the immediate grounds (500 ft. 
  square) are surrounded by an 8 ft. wall with a heavy iron 
  gate; in a crisis, the entire town could withdraw within 
  the walls and defend the grounds, although it would not 
  be a terribly secure defense. The town watchtower is 
  within the manor grounds. The gate is open during the 
  day. The arms of house Trelock are enblazoned on both 
  the outside wall and above the door. A difficult 
  Knowledge Heraldry roll (DC 22) will reveal that House 
  Trelock is a minor Oeridian noble house, with some Suel 
  blood from intermarriages (mostly lesser children of 
  House Bazrial, the ruling House of Cryllor) and that the 
  current head of House Trelock is Lady Merra. 
   
  If the PCs approach the heavy, iron-shod wooden 
  front doors of the manor house and use the knocker 
  Dunoft, a serious looking middle-aged liveried servant 
  will quickly greet them.  If the PCs say they would like to 
  speak to Lady Merra, Lady Trelock, or Lady Gammel (all 
  of which are proper terms for Lady Merra), he will soberly 
  inform them that "Her Ladyship is not available to see 
  visitors today. Perhaps if you would be so good as to leave 
  your names, she may see you when it suits her?" If asked, 
  he will say that it will probably suit her to hold audiences 
  in a few days or a week. If there are half-orcs in the party, 
  the servant will ignore them completely. If the PCs 
  appear as polished people of importance, or if they show 
  servant the letter from the Secretary, he will regretfully 
  inform them: "Her Ladyship and her noble husband are 
  hunting today, but if you would care to wait, she will 
  grant you the honor of dining with her." Dunoft has a 
  high opinion of his Lady's importance, and of his own 
  importance derived from that; he will never state his 
  name unless asked, but is addressed by Lady Merra as 
  "Dunoft" and supervises the lesser servants. 
   
  If the PCs manage to arrange an audience with Lady 
  Merra and Lord Trelock, they will meet two rather 
  unintelligent nobles who mostly like enjoying the 
  privileges of privilege. The dinner, if they join the nobles 
  for dinner, will be excellent, fresh game, served expertly 
  by the household staff under Dunoft's supervision. Lady 
  Merra and Lord Trelock are middle aged. She is in her 
  mid 40s, he is a few years younger. They both have the 
  dark hair and olive complexions typical of Oeridians, but 
  are somewhat fairer than is typical of pureblooded 
  Oeridians. They have three living children, but only their 
  youngest is home now. Their eldest is a knight, and is 
  serving his responsibilities to the Lady Regent currently. 
  The nobles know nothing of consequence about the orc 
  attacks, although they can supply a map of the road to 
  Denlock if asked. They will report that the messengers 
  who occasionally travel between Denlock and Gammel 
  haven't been harmed, despite travelling in small groups. 
  They are certainly ready to help deal with the orc 
  problems if ordered to by their liege-lady, but see no need 
  to extend themselves otherwise, especially since the 
  hunting on the northern slopes (to the north of the road) 
  have improved markedly in the past few weeks. If asked, 
  they will say that that could indeed be a result of the 
  orcish groups moving southward and further up the 
  slope, but that idea wouldn't occur to them on their own. 
  If the PCs know anything about hunting or show any 
  interest in the subject, Lady and Lord Trelock will bore 
  them to tears discussing bow, spear, and falcon hunting 
  near their town, and may, if the PCs seem sufficiently 
  important, invite the PCs to join them for tomorrow's 
  hunt. 
   
   
  Encounter 2f: The chapels
  Encounter 2f: The chapels
  Encounter 2f: The chapels
  Encounter 2f: The chapels    
  The three chapels, to Heironeous, St. Cuthbert, and 
  Fharlanghn, are all located together. They are not ornate 
  buildings, but are simple, wood and plaster affairs with 
  the respective holy symbols over the doors and in the 
  ground by the roadside. Each chapel could hold no more 
  than a congregation of 25-40. They ar rundown, with the 
  chapels of Heironeous and Fharlanghn appearing slightly 
  wealthier (gold and silver decorations for Heironeous, 
  beautiful wooden carvings in slightly exotic woods for 
  Fharlanghn). The chapel of St. Cuthbert shows signs of 
  vigorous efforts to maintain the building and grounds 
  through hard work; one of the Cuthbertian acolytes is 
  busily doing yard work around the chapel when the PCs 
  arrive. 
   
  Three acolytes staff each of the chapels. If asked, they 
  will admit somewhat ashamedly that they do not have an 
  actual priest, although there are traveling priests who 
  attend to the needs of each chapel periodically. Very few 
  of the townsfolk ever pray in these chapels. They 
  primarily serve the caravan guards and the merchants 
  who pass through. The merchants tend to go to the 
  chapel of Fharlanghn, Lord of Travel, whereas the guards 
  split between Heironeous and St. Cuthbert. The acolytes 
  of Heironeous will encourage the PCs to patronize the 
  Wounded Lion, whose owner and staff attend chapel at 
  least occasionally. 
   
  The Cuthbertian acolytes know that there is an 
  undermanned caravan leaves in two days. Several of its 
  guards have visited the temple to pray and to make 
  offerings for victory in battle. The Cuthbertians 
  thoroughly approve of the coming fighting with the orcs, 
  but are a little concerned that the caravan will be 
  overmatched. If asked, they will suggest that the PCs seek 
  out Gareth at the Wounded Lion. He is one of the locals 
  that they know will be guarding that caravan. 
   
  The Heironeous acolytes know that the Gold Fists, a 
  company of appropriately devout mercenaries, will be 
  
  A Little Reconnaissance  
   
  Page 9 
  guarding a caravan leaving tonight. They will mention 
  that the Gold Fists are always devout, but that their 
  donations haven't increased lately. 
   
  The Fharlanghn temple will report that lately some 
  of the caravan masters are concerned about orc attacks—
  most notably Mistress Gwenna. The Fharlanghnian 
  acolytes will also mention that they've heard reports from 
  messengers and returning miners who were travelling 
  without the caravans that the orcs didn't attack them. If 
  asked specifically about how to find out more about orcs, 
  the Fharlanghnians will mention Marga, the town scribe. 
   
  The acolytes at any of the temples will encourage the 
  PCs to pray and make donations to their gods (or in the 
  case of the Fharlanghnians, to donate to their god and 
  pray). 
   
   
  Encounter 2g: Marga, the 
  Encounter 2g: Marga, the 
  Encounter 2g: Marga, the 
  Encounter 2g: Marga, the 
  Town Scribe's Shop
  Town Scribe's Shop
  Town Scribe's Shop
  Town Scribe's Shop    
  Marga's shop is in the wealthier section of town. Because 
  it is not raining, she is working from a covered stall 
  outside her home. There is a clear marking of a quill on 
  parchment to indicate the purpose of her shop. If this is 
  examined closely, the PCs will note the seal of the County 
  of Cryllor Scribes Guild. As the PCs approach, Marga is 
  drilling four children, ages 8-12, on the basics of writing. 
  When the PCs greet her, she will interrupt the lesson, and 
  tell the children they can take a break (cheers!). If asked 
  about this, she will say that several of the wealthier 
  residents of Gammel employ her to teach their children 
  the basics of reading and writing. 
   
  Marga is an attractive young woman (late 20s) of 
  indeterminate ancestry. She is a relatively fair brunette, 
  dressed in nice but not flashy robes, the traditional 
  clothes of scribes. She is happy to talk to strangers, and 
  her face lights up with joy when the PCs mention orcs. 
  She will happily discuss orcs until sometime after the 
  cows have come home, gone out again, and come home 
  again. She will happily talk about how although she 
  makes her living as a small town scribe and children's 
  tutor she likes to think of herself as a scholar. Her 
  primary topic of study is orcs, and a notably understudied 
  field it is. She is quite well informed about orcs in general 
  and can discuss Gruumsh, typical orcish societal patterns, 
  and so forth at great length. She will be particularly happy 
  to discuss this with any intelligent (14+) reasonably 
  attractive (charisma 11+) male human PCs. She may even 
  invite PCs who meet this description and are interested in 
  her field of study to join her for dinner at the County 
  Arms that evening. As a member of the County Arms, her 
  guests will not be denied admittance. She mostly goes to 
  the County Arms because she likes their food, but also 
  because many of her clients are among the upper class 
  patrons of the County Arms. 
   
  Marga knows a great deal about the local orcs (this 
  information is located on player handout 1). She will copy 
  it down for the PCs for a small fee (5 Hawks). Obviously, 
  she is giving away information, but she really is more 
  interested in discussing her research than she is in 
  making money, since her regular business makes plenty 
  of money. She will, in fact, mention everything on the 
  player handout orally without being paid. 
   
  As she discusses the attacks, she will point out 
  several interesting patterns. The attacks are carefully 
  controlled ambushes, based on the survivor’s reports. This 
  contrasts with typical orc tactics of frenzied frontal 
  assaults. If the PCs mention that the orcs are apparently 
  only attacking caravans, not messengers or others 
  travelling alone, she will say that that is odd, because orcs 
  usually aren't discerning enough to concentrate on 
  lucrative prey. Organized retreats are very rare among 
  orcs; usually, they simply rout. Typically, when orcs are 
  more organized than usual, it represents a chain of fear, 
  with the rank-and-file kept in line by fear of a boss, who 
  in turn fears a chief, and so forth. Generally, the most 
  effective tactic against orcs is killing leaders, since that 
  can produce chaos, retreat, and in extreme cases even 
  infighting as the orcs fight to determine who the new 
  boss is. Priests of Gruumsh should always be treated as 
  leaders, even if they aren't explicitly. 
   
  Orcs sometimes take prisoners, generally for slaves. 
  Sometimes prisoners are abused or tortured for fun or 
  eaten. Surrendering to orcs is highly dangerous, since 
  they often kill surrendering enemies anyway. It is 
  particularly dangerous for women to be captured by orcs. 
  If told that this group is carefully taking prisoners, Marga 
  will say that that probably indicates that their bosses want 
  undamaged slaves; surrender is probably fairly safe under 
  those circumstances, if slavery can ever be described as 
  safe. Taking corpses back to a base probably means that 
  they have wolves to feed, or possibly that some of the orcs 
  simply like human flesh. It probably indicates that the 
  slaves won't be killed for food, because it requires more 
  forethought. Typically, orcs wouldn't plan that far in 
  advance, and would simply eat a prisoner (or feed one to 
  the wolves) when they realized that they needed food. 
   
  Marga does not know the precise locations of any orc 
  lairs or hideouts. She does, however, know that the hills 
  at the base of the Jotens are riddled with caves and with 
  abandoned mines, and that orcs prefer to lair in these 
  caves. Some of these cave complexes are huge; often, the 
  orcs themselves only occupy areas near the entrance. 
  Travelling deep within these complexes could be 
  extremely hazardous for inexperienced adventurers. 
   
  Marga is very interested in whatever the PCs can find 
  out. She will offer a small fee (1 Lion each) for particularly 
  interesting information about these orcs. She will also be 
  very friendly towards PCs that help her. It is possible for a 
  PC to begin a romance with Marga, if they're interested 
  and meet the requirements mentioned above. 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Up to 1 Lion each for information about the 
  orcs raiding the caravans. 
   
   
  
  A Little Reconnaissance  
   
  Page 10 
  Encounter 3: On the road 
  Encounter 3: On the road 
  Encounter 3: On the road 
  Encounter 3: On the road 
  again
  again
  again
  again    
  The PCs will presumably eventually head out on the road 
  to Denlock. This encounter varies a great deal depending 
  on how they travel. There are essentially six basic 
  possibilities. 
  1. 
  They can travel with Master Carter's caravan with the 
  Gold Fists (see below under "Travelling with a 
  caravan.") 
  2. 
  They can travel with Mistress Gwenna and Captain 
  Durnik's caravan (see below under "Travelling with a 
  caravan.") 
  3. 
  They can wait until after both of these caravans have 
  left; in this case, one day after Gwenna's caravan 
  leaves, a caravan under Master Geth will return from 
  Denlock, and report having seen the wreckage of a 
  destroyed caravan and one dead body that they can 
  identify as being Durnik. The PCs can then travel 
  with this caravan on a return trip, wait for Master 
  Carter to make another trip, or proceed on to one of 
  the other options. Master Carter and this caravan all 
  simply return to Gammel, where they meet a 
  separate caravan that transports in food and out 
  metals to the City of Cryllor. If they travel with 
  Master Geth's, or with Master Carter's on a second 
  trip, see below under "Travelling with a caravan." 
  4. 
  They can contact the cartwrights, put up enough 
  money to buy or lease (at high prices) carts and 
  wagons, and form their own fake caravan. See under 
  "Travelling with a caravan," but note that there will 
  be no additional guards and that if they are taken 
  prisoner, the fact that the caravan was empty will 
  draw the notice and ire of the orcs in charge of the 
  attack. Note that the PCs are unlikely to win a fight 
  with the ambush without the help of caravan guards; 
  that's okay. Hopefully, they'll have the sense to 
  surrender before they die. 
  5. 
  The PCs may travel along the road to Denlock 
  without a caravan. The orcs will still be waiting in 
  ambush, like under "Travelling with a caravan," but 
  will not attack. If the PCs do not notice the orcish 
  ambush, proceed to encounter 5, The Town of 
  Denlock. 
  6. 
  The PCs can simply start searching the wood covered 
  slopes to the south of the road. This is a disaster. The 
  road to Denlock is 20 miles long, and the orcish 
  settlement is 1 mile south of a point 14 miles towards 
  Denlock. The PCs will not be able to find this by 
  simply randomly searching the woods; there's simply 
  too much ground to cover. If they trace the road, 
  then handle this as choice 5. Otherwise, proceed to 
  "3b. Pointless random encounters before failure." 
   
   
  Encounter 3a: Travelling with 
  Encounter 3a: Travelling with 
  Encounter 3a: Travelling with 
  Encounter 3a: Travelling with 
  a caravan
  a caravan
  a caravan
  a caravan    
  If the PCs are travelling with a caravan, they will have the 
  assistance of the caravan guards in a fight. The caravan 
  guards will not pursue retreating orcs; neither the caravan 
  masters nor the teamsters and servants will fight. Feel 
  free to handwaive combat between caravan guards and 
  orcs, especially if time is tight. DM Aid #1
  DM Aid #1
  DM Aid #1
  DM Aid #1 contains the 
  caravan guard stats. 
   
  The trip to Denlock is a long trip, along a narrow 
  road (15 ft.), on a steep slope (about 50 feet drop for every 
  150 foot run). The slope rises to the south. To the north, 
  there is a valley, and then another group of hills rising in 
  the distance to the north. The road leads east, towards the 
  great mountain range of the Jotens. The road itself is 
  reasonably level, although you wouldn't want to make 
  this trip in the rain, because it is just packed earth, and a 
  cart sliding off the road could be disastrous. There are 
  moderately dense trees on either side of the road. The 
  trees are largely deciduous trees, running in size from 
  about 3 inches diameter to about 2 feet diameter; there 
  are ferns, brambles, and other undergrowth around the 
  base of the trees. The forest is perpetually dark. During 
  the day, humans can see, but it is dim and shadowy. The 
  trees are not the trees that you see in the rest of Keoland. 
  The rising altitude brings cooler temperatures that 
  support a different group of trees in the hillsides. The 
  denser vegetation could easily conceal orcs or worse.  
   
  Allow the PCs to announce their plans for travelling 
  with the caravan. The caravan guards will be spaced out 
  evenly around the caravan. If the PCs wish to travel 
  concealed in the woods, either uphill (south) or downhill 
  (north) of the road, they may. It is easy to walk within the 
  woods, and because of the relatively slow pace of the 
  wagons (about 3-4 miles per hour), it is easy to keep pace 
  within the cover of the forest. It would be difficult to ride 
  within the woods, however, and it would be impossible to 
  bring either a cart or a wagon up through the woods. 
   
  After several hours of travel (11 miles), they begin 
  approaching the ambush. They will notice, if they are 
  looking, wrecked wagons north (downhill) of the road 
  (the site of a previous attack). Further examination will 
  reveal a human body left behind (nothing of value), that 
  the wagons were emptied, and that they were just pushed 
  down the hill.  
   
  The orcs are from the Severed Heads tribe. Several of 
  them have severed heads dangling on their armor, and 
  there are a few "banners" consisting of cross bars with 
  heads or skulls suspended from them. 
   
  This encounter is highly dependent on PC action. 
  Four outcomes are covered here.  
  1. 
  PCs traveling in the woods uphill from the road. 
  2. 
  PCs traveling along the road. 
  3. 
  PCs trailing the caravan and help. 
  4. 
  PCs traveling in the woods downhill from the road 
  and help. 
  5. 
  PCs watch. 
   
  
  A Little Reconnaissance  
   
  Page 11 
  Uphill:
  Uphill:
  Uphill:
  Uphill:    If PCs are travelling in the woods uphill from the 
  road as "outriders," they will encounter orcs as they travel 
  along, before the ambush is intended, and will trigger a 
  battle in the trees on much more favorable terms than the 
  ambush would produce.  
   
  Traveling along the road:
  Traveling along the road:
  Traveling along the road:
  Traveling along the road:    If the PCs traveling with the 
  wagons they will be attacked unless there are a total of 15 
  or more guards (including the PCs.) This means that the 
  orcs don't attack the Gold Fists or Master Geth's caravan 
  (the first time) with the PCs.  
   
  If the orcs decide to not attack, the PCs may make 3 
  Spot rolls each, once as they pass the first orcs, once as 
  they pass the middle of the orc position, and once as they 
  pass the last orcs (see DM Aid #N
  DM Aid #N
  DM Aid #N
  DM Aid #N). Each of those Spot 
  rolls has a DC of 16. They may also make a Listen check 
  with a DC of 16, if they specifically mention listening. If 
  the PCs do not mention looking around for orcs and seem 
  to be careless, the DC for the Spot rolls is 18. If the PCs 
  miss the ambush, proceed to encounter 5, the Town of 
  Denlock.  
  Note:
  Note:
  Note:
  Note: If the PCs travel with the Gold Fists, they could 
  return to Gammel and repeat the trip with Mistress 
  Gwenna's caravan if they think to. 
   
  If the PCs are travelling with a caravan that will be 
  attacked and are travelling on the road, they may each 
  make a Spot (DC 16) roll to see the orcs before the 
  ambush. Again, if they do not mention looking for orcs 
  and seem careless, the DC is 18. The orcs will start by 
  throwing a volley of javelins. If the PCs didn't notice they 
  are surprised and caught flat-footed. Roll for initiative 
  normally to determine order of action. 
   
  Trailing the Caravan
  Trailing the Caravan
  Trailing the Caravan
  Trailing the Caravan: If the PCs decided to shadow one 
  of the Caravans it will be attacked. Determine how far 
  behind the PCs are following and if they are mounted. If 
  mounted they can close on the battle at a rate of 160 feet 
  per round if they "run." PCs on foot can run at 4X their 
  base move to close. If they choose to "Charge" they can 
  only move 80 feet on horseback or 2X their normal move. 
   
  Down Hill:
  Down Hill:
  Down Hill:
  Down Hill:    If the PCs are travelling hidden on the 
  downhill side, they may make Spot rolls at DC 20 to try to 
  see the ambush before it happens, but they are unlikely to 
  succeed. Due to the undergrowth and trees the PCs will 
  only be able to perform a double move at best (2X 
  movement) to close to the battle. Determine how far from 
  the road they were traveling to determine how much 
  time it takes to close to the battle. 
   
  Watch:
  Watch:
  Watch:
  Watch:    The PCs do not have to get involved if they don't 
  want to, although the caravan members will cry out for 
  help (the orcs won't notice). This will be ugly, but 
  eventually enough of the guards will die that the rest will 
  surrender. The orcs will round up the prisoners, tie them 
  up, loot the wagons (loading goods onto the horses and 
  forcing the prisoners to carry some goods, and consuming 
  some of the food and drink), and then throw the wagons 
  down the hillside. This may require a Reflex save at DC 13 
  to avoid being buffeted for 1-6 damage by a sliding wagon, 
  depending on where the PCs describe themselves as 
  hiding. 
      
  The orcs will fight until one of three conditions are 
  met:  
  1. 
  half or more of the orcs (not counting leaders) are 
  down, in which case the leaders will blow their horns 
  twice, calling a retreat (proceed to Encounter 4);  
  2. 
  the three leaders are all down, causing a rout as the 
  orcs scatter, but with the bulk heading towards the 
  prepared ambush and back towards the cave 
  (proceed to Encounter 4);  
  3. 
  everyone surrenders or dies. If the PCs are defeated 
  and surrender, the orcs will disarm them, tie them up 
  (tying their hands and running rope between them), 
  and force them to carry goods back to the camp. The 
  orcs will drag some of the dead or unconscious with 
  them; this should include any PCs. If the PCs ask 
  (either in orcish or through hand signs) to be allowed 
  to bandage the wounded and dying, this will be 
  allowed, but the orcs will not think of this on their 
  own.  
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Orcs (14):
  Orcs (14):
  Orcs (14):
  Orcs (14): Medium Humanoid (orc) (5 1/2 ft. tall); HD 
  1d8; hp 3; Init 0; Spd 30 ft.; AC 12 (+2 Armor); Atks +2 
  melee (1d6+2 [crit 19-20], Short Sword), +0 ranged 
  (1d6+2, javelin); SA Nil; AL NE; SV Fort +2, Ref +0, Will -
  1.  
      
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: leather armor, shortsword, 1 javelin, 4 
  hawks, and 13 sparrows 
   
  Three orc leaders (do not engage unless attacked; they are 
  present to motivate the orcs and to control the battle) 
   
  Orc Leaders (3), Bbn1:
  Orc Leaders (3), Bbn1:
  Orc Leaders (3), Bbn1:
  Orc Leaders (3), Bbn1: CR 1; Medium Humanoid (orc) (5 
  1/2 ft. tall); HD 1d8 + 1d12; hp 11(13); Init +0; Spd 30 ft.; 
  AC 15(13) (+5 Armor); Atks +2(4) melee (1d8+2(4) [crit 
  19-20], Long Sword); SA Bbn Rag; AL NE; SV Fort +3(5), 
  Ref +0, Will -1(+1). 
   
  Str 15(19), Dex 10, Con 11(5), Int 9, Wis 8, Cha 8. 
   
  Skills: +4 Listen, +3 Spot, +5 Climb, +4 Intimidate. 
  Feats: Alertness 
   
  SA—Barbarian Rage.1/ day Dur. 5 rounds; +4 Str, +4 
  Con, +2 Will saves, -2 AC 
   
  Equipment: chainmail armor, longsword, crude 
  hunting horn (made of goats horn) 2 Lions, 2 Hawks; 8 
  Sparrows 
      
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Orcs (
  Orcs (
  Orcs (
  Orcs (14): 
  14): 
  14): 
  14): Medium Humanoid (orc) (5 1/2 ft. tall); HD 
  1d8; hp 4; Init 0; Spd 30 ft.; AC 12 (+2 Armor); Atks +2 
  melee (1d6+2 [crit 19-20], Short Sword), +0 ranged 
  (1d6+2, javelin); AL NE; SV Fort +2, Ref +0, Will -1.  
      
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: leather armor, shortsword, 2 javelins, 4 
  Hawks, and 13 Sparrows 
   
  
  A Little Reconnaissance  
   
  Page 12 
  Three orc leaders (do not engage unless attacked; they are 
  present to motivate the orcs and to control the battle) 
   
  Orc Leaders(3), Bbn 2:
  Orc Leaders(3), Bbn 2:
  Orc Leaders(3), Bbn 2:
  Orc Leaders(3), Bbn 2: CR 2; Medium Size Humanoid 
  (orc) (5 1/2 ft. tall); HD 1d8 + 2d12; hp 18(22); Init +0; Spd 
  30 ft.; AC 15(13) (+5 Armor); Atks +2(4) melee (1d8+2(4) 
  [crit 19-20], Long Sword); SA Bbn Rage; AL NE; SV Fort 
  +3(5), Ref +0, Will -1(+1). 
   
  Str 15(19), Dex 10, Con 11(5), Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Intimidate +4. 
  Feats: Alertness 
   
  SA: Barbarian Rage—1/ day Dur. 5 rounds; +4 Str, +4 
  Con, +2 Will saves, -2 AC 
   
  Equipment: Chain Mail armor, Long Sword, Crude 
  hunting horn (made of Goats Horn) 2 Lions, 2 Hawks; 8 
  Sparrows 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: 6 Lions, 62 Hawks, 206 Sparrows 
   
   
  Encounter 3b: Pointless 
  Encounter 3b: Pointless 
  Encounter 3b: Pointless 
  Encounter 3b: Pointless 
  Random Encounters Before 
  Random Encounters Before 
  Random Encounters Before 
  Random Encounters Before 
  Failure
  Failure
  Failure
  Failure    
  If the PCs simply start wandering about in the woods and 
  hills, stress the size of the area and the difficulties from 
  the dark woods in searching effectively. Note that if the 
  PCs know where the base is, from having already gone 
  through the ambush and figured out where to go, they 
  should not get this encounter unless they start wandering 
  aimlessly. After the PCs have wandered for about an hour 
  (3 miles in, if they travel mostly westerly), they encounter 
  a small group of orcs. These orcs are not aligned with any 
  of the tribes in this area. They will attack when they 
  encounter the PCs, unless the PCs quickly start talking to 
  them in orcish. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Orcs (6):
  Orcs (6):
  Orcs (6):
  Orcs (6): Medium Humanoid (orc) (5 1/2 ft. tall); HD 
  1d8; hp 4; Init 0; Spd 30 ft.; AC 12 (+2 Armor); Atks +2 
  melee (1d6+2 [crit 19-20], Short Sword; AL NE; SV Fort 
  +2, Ref +0, Will -1.  
      
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: leather armor, short sword, 3 Hawks, 
  and 3 Sparrows 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Orcs
  Orcs
  Orcs
  Orcs (6):
  (6):
  (6):
  (6): Medium Humanoid (orc) (5 1/2 ft. tall); HD 
  1d8; hp 6; Init 0; Spd 30 ft.; AC 13 (+2 Armor, +1 Dex); 
  Atks +2 melee (1d6+2 [crit 19-20], Short Sword), +0 
  ranged (1d6+2, javelin); AL NE; SV Fort +2, Ref +0, Will -
  1.  
      
  Str 15, Dex 12, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: leather armor, short sword, 2 javelins, 3 
  Hawks, and 3 Sparrows 
   
  If they capture one of the orcs and interrogate it in orcish, 
  it will say that it knows nothing about the caravan attacks. 
  If asked about orcs groups of orcs, the captives will say 
  that there are several large tribes in the area, most notably 
  the Sword Orcs and the Split Skulls, but these orcs don't 
  know where they are now. If asked about the Bloody 
  Skulls specifically, the orcs will say that they are "long 
  walk that way," gesturing towards the west. "You not live 
  to see them, walk through woods that way," adds the orc, 
  smiling. These orcs really don't know much.  
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: 18 Hawks, 18 Sparrows 
   
   
  After a while more of wandering around, the PCs will 
  encounter two ogres, messily eating a raw mountain goat 
  that they have recently killed. The PCs will probably hear 
  the eating before they see the ogres. If the PCs attack, or if 
  they let the ogres know of their presence, the ogres will 
  fight them, and it may get ugly. 
   
  Ogres
  Ogres
  Ogres
  Ogres (2): 
  (2): 
  (2): 
  (2): Large Giant (10 ft. tall); HD 4d8+8; hp 32; Init -
  1 (Dex); Spd 30 ft.; AC 16 (-1 Size, -1 Dex, +5 Natural, +3 
  Hide); Atks +7 melee (2d6+7, Huge Great Club); 
  Face/Reach 5 ft. x 5 ft./10 ft.; AL CE; SV Fort +6, Ref +0, 
  Will +1.  
      
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills: Climb +5, Listen +3, Spot +3. Feats: Weapon 
  Focus (greatclub) 
   
  Equipment: hide armor, greatclub 
   
  If one of the ogres dies, the other will retreat (unless the 
  party is badly injured and it thinks it can win), back 
  towards a cave. If the PCs follow, they will end up after 
  150 yards of tough uphill running (less tough for the 
  strong ogre), at a cave where another two adult ogres and 
  one immature ogre live.  
      
  Ogres
  Ogres
  Ogres
  Ogres (2):
  (2):
  (2):
  (2): Large Giant (10 ft. tall); HD 4d8+8; hp 32; Init -
  1 (Dex); Spd 30 ft.; AC 16 (-1 Size, -1 Dex, +5 Natural,+3 
  Hide); Atks +7 melee (2d6+7 ( 20/ X2), Huge Great Club); 
  Face/Reach 5 ft. x 5 ft./10 ft.; AL CE; SV Fort +6, Ref +0, 
  Will +1.  
      
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills: Climb +5, Listen +3, Spot +3. Feats: Weapon 
  Focus (Great Club) 
   
  Equipment: hide armor, greatclub 
   
  Immature Ogre
  Immature Ogre
  Immature Ogre
  Immature Ogre (1):
  (1):
  (1):
  (1): Large Giant (8 ft. tall); HD 2d8+4; hp 
  16; Init -1 (Dex); Spd 30 ft.; AC 16 (-1 Size, -1 Dex, +5 
  Natural, +3 Hide); Atks +4 melee (1d10+4 ( 20/ X2), Great 
  Club); Face/Reach 5 ft. x 5 ft./10 ft.; SA; AL CE; SV Fort 
  +6, Ref +0, Will +1.  
      
  Str 18, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills: Climb +5, Listen +1, Spot +1. Feats: None 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Back at the cave the ogres have the remains of a 
  human adventurer; there is a badly damaged suit of plate 
  mail (reparable in Cryllor for 100 Lions), 30 Lions, 12 
  Eagles, 40 Hawks, 50 Sparrows. The PCs can also find this 
  cave by tracking the ogres to their lair (DC 15). 
  
  A Little Reconnaissance  
   
  Page 13 
   
   
  After a while more of wandering (still only about 6 miles 
  in), the PCs will notice orc trails leading back towards a 
  cave. The cave is occupied by a bunch of orcs from 
  Gruumsh's Own Warband, as they can tell by the banner 
  hung outside the cave. If they just blunder into the cave, 
  they face a tough, pointless fight.  
   
  Tier 1 or 2
  Tier 1 or 2
  Tier 1 or 2
  Tier 1 or 2    
  Orcs
  Orcs
  Orcs
  Orcs (8):
  (8):
  (8):
  (8): Medium Humanoid (orc) (5 1/2 ft. tall); HD 
  1d8; hp 5; Init 0; Spd 30 ft.; AC 12 (+2 Armor); Atks +2 
  melee (1d8+1 [crit x3], Short Spear), +0 ranged (1d6+2, 
  javelin); AL NE; SV Fort +2, Ref +0, Will -1.  
      
  Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: Leather Armor, Short spear, 4 Hawks, 
  and 13 Sparrows 
   
  Orc Leaders (2), Ftr 1:
  Orc Leaders (2), Ftr 1:
  Orc Leaders (2), Ftr 1:
  Orc Leaders (2), Ftr 1: Medium Humanoid (orc) (5 1/2 ft. 
  tall); HD 1d8 + 1d10; hp 15; Init +0; Spd 20 ft.; AC 14 (+4 
  Armor); Atks +4 melee (1d8+2 ( 20/ X3), Short Spear); AL 
  NE; SV Fort +3(5), Ref +0, Will -1(+1). 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Intimidate +4. 
  Feats: Alertness, Weapon Focus (Short Spear) 
   
  Equipment: Scale Mail armor, Short Spear, 1 Lion, 5 
  Hawks; 3 Sparrows 
      
  Orc under
  Orc under
  Orc under
  Orc under----clerics (3), Clr1:
  clerics (3), Clr1:
  clerics (3), Clr1:
  clerics (3), Clr1: Medium Humanoid (orc) (5 
  1/2 ft. tall); HD 1d8 + 1d8; hp 11; Init +0; Spd 20 ft.; AC 14 
  (+4 Armor); Atks +2 melee (1d8+2 [crit x3], Short Spear); 
  SA Spells; SQ Evil and War domains; AL NE; SV Fort +2, 
  Ref +0, Will +2. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 12, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Spell Craft +3. 
  Feats: Alertness, Weapon Focus (Short Spear);  
   
  SQ: Evil Domain—Evil sphere spells cast at +1 level, 
  War Domain—Free Proficiency and Weapon focus with 
  Short Spear 
   
  Equipment: scale mail armor, short spear, 2 Lions, 2 
  Hawks; 8 Sparrows 
   
  Spells (3/3): 0-lvl—cure minor wounds, resistance, virtue; 
  1st-lvl—bless, death watch, protection from good 
   
  Orc Cleric(1), Clr3:
  Orc Cleric(1), Clr3:
  Orc Cleric(1), Clr3:
  Orc Cleric(1), Clr3: CR 3; Medium Humanoid (orc) (5 
  1/2 ft. tall); HD 1d8 + 3d8; hp 21; Init +0; Spd 20 ft.; AC 14 
  (+5 Armor); Atks +4 melee (1d8+1 ( 20/ X3), Short Spear); 
  SA Spells; SQ Death and War domains; AL NE; SV Fort 
  +3, Ref +1, Will +3. 
   
  Str 13, Dex 10, Con 11, Int 9, Wis 14, Cha 8. 
   
  Skills: +6 Listen, +5 Spot, +4 Climb, +5 Spell Craft. 
  Feats: Alertness, Concentration, Weapon Focus (Short 
  Spear).  
   
  SQ: Evil domain—Evil sphere spells cast at +1 level; 
  War domain—Free Proficiency and Weapon focus with 
  Short Spear 
   
  Equipment: Chain Mail armor, Short Spear, 2 Lions, 
  1 hawk; 8 sparrows, 1 Piece of Garnet worth 50 Lions 
   
  Spells (4/3/3): 0-lvl—cure minor wounds, light, 
  resistance, virtue; 1st-lvl—bless, death watch, cure light wounds, 
  protection from good; 2nd-lvl—spiritual weapon, death knell, 
  hold person 
   
  Noncombatant Orcs
  Noncombatant Orcs
  Noncombatant Orcs
  Noncombatant Orcs (16):
  (16):
  (16):
  (16): Medium Humanoid (orc); HD 
  1d6; hp 2; Init 0; Spd 30 ft.; AC 10; Atks +0 melee 
  (1d3(sub), fists); AL NE; SV Fort +2, Ref +0, Will -1.  
   
  Str 10, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +2, Spot +1. Feats: None 
   
  If Gruumsh's Own Warband becomes aware of the PCs, 
  they will try to hunt them down and kill them for 
  disturbing them (and out of spite). It is fine if the PCs die 
  here; it's a dumb, pointless death, but the PCs have to 
  have chosen dumb, pointless actions to get here.  
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: 1 Piece of Garnet worth 50 Lions, 10 Lions, 49 
  Hawks, 142 Sparrows 
   
  By this point, it should be fairly clear that the PCs are 
  going about this the wrong way. If not, keep throwing 
  encounters with random groups of creatures; a few orcs, a 
  group of orc leaders, a couple of ogres, another pointless 
  lair, a few wolves, a handful of orcs hunting with 2 or 3 
  wolves, and so forth. 
   
   
  Encounter 4: The Orc base
  Encounter 4: The Orc base
  Encounter 4: The Orc base
  Encounter 4: The Orc base    
  There are several different likely approaches that the PCs 
  may make to the orcish base. 
  1. 
  The PCs may be captured; bypass the ambush 
  completely, and go to the description of the prison 
  pen. The base will not be alerted. 
  2. 
  The PCs may simply watch the orcs defeat a caravan, 
  and follow the orcs back. There is some chance that 
  the orcs will notice the PCs following them, 
  dependant on what the PCs do see 4b. “Sneaking 
  Around," below. If they do they will probably attack 
  the PCs, depending on circumstances. Before 
  reaching the defensive ambush. If they don't, they 
  will walk back through the defensive ambush, but 
  the ambush will be obvious, because the defensive 
  ambush orcs will be standing around greeting the 
  returning raiders. If the PCs continue sneaking, they 
  can approach the base without alerting the base. 
  3. 
  The PCs may defeat the orcs at the caravan, and 
  pursue them back towards the base immediately in 
  hot pursuit. The orcs will quickly run through the 
  defensive ambush and the PCs will likely be 
  ambushed there. If they continue to just fight their 
  way through, they can pursue the orcs all the way 
  back to the base; unless they kill all of the orcs, the 
  base will be alerted. 
  4. 
  The PCs may rout the orcs by killing their leaders. 
  The orcs will scatter, some running off, never to be 
  seen again, but the bulk will run towards the 
  ambush. However, they will not run through the 
  ambush as cleanly, so the difficulty numbers to 
  notice the ambush will be 3 lower. Also, because the 
  
  A Little Reconnaissance  
   
  Page 14 
  orcs will be simply fleeing, they will not turn to fight 
  again at the ambush, but will continue back to the 
  base, leaving the ambushing orcs to keep fighting. 
  5. 
  The PCs may defeat the orcs, allow them to flee, and 
  then track them back towards their base. This is a 
  fairly easy tracking task; DC 10. The defensive 
  ambush will go to just being a guard picket after 
  about 2 hours. Depending on how the PCs handle 
  the defensive ambush, the base may or may not be 
  alerted. 
  6. 
  The PCs may try to track the orcs back from the 
  wreckage of the first caravan, instead of waiting until 
  they reach the ambush. This is a difficult tracking 
  task; DC 23, because of the age of the trail. If they 
  succeed, they will bypass the ambush (although they 
  may hear noise from the ambush taking the caravan, 
  depending on circumstances). This will lead them 
  back to the base, without taking them through the 
  defensive ambush (although there is some danger 
  from the patrols, see below). The base will not be 
  alerted. 
  7. 
  The PCs may come up with some clever other way. 
  Note that simply wandering off into the woods is not 
  sufficiently clever. Play this by ear. 
   
   
  Encounter 4a: The defensive 
  Encounter 4a: The defensive 
  Encounter 4a: The defensive 
  Encounter 4a: The defensive 
  ambush
  ambush
  ambush
  ambush    
  Note: 
  Note: 
  Note: 
  Note: If the PCs are traveling with Mistress Gwenna's 
  caravan and the PCs set off in pursuit of the orcs Gareth 
  will try and call them back to warn them about the Orc's 
  ambush. 
   
  As the orcs retreat from the battle at the caravan, they will 
  all end up running through a clearing approximately 150 
  yards from the road. PCs can make a Spot check (DC 10) 
  to notice the orc leaders; they are fairly obvious, because 
  they sounded the retreat. At the end of the 30 by 15 foot 
  clearing, there is a net trap that must be manually 
  operated. There are three orcs on each side to operate the 
  nets, plus a priest of Gruumsh supervising them. PC’s 
  have a chance (DC 16) to spot the orcs, but it will be easier 
  (DC 12) to do so if they are not charging forward because 
  the orcs are not very well hidden. After the orcs have run 
  through the clearing, the net will be sprung on the lead 
  PCs (with a maximum of two PCs effected). Reflex saves 
  (DC 13) are needed to avoid entanglement. If a PC is 
  entangled, they lose all of their attacks and are at -4 to AC 
  until they break free. They can either cut themselves free, 
  or try to wrestle free which requires a Strength check (DC 
  14). One of the orcs from each side will have to hold the 
  net down. The surviving orcs from the attack on the 
  caravan and the orc leaders will join in the fight. 
   
  The orcs will accept surrender, and will take 
  surrendering PCs to the prison room at their base. They 
  also will rout if their leaders (the orc leaders and the 
  cleric) are killed. If any leaders or more than 3 orcs die 
  they will run back towards the base. If they make it, they 
  will alert the base. If 2 or less orcs escape, they will simply 
  scatter. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Orcs
  Orcs
  Orcs
  Orcs (6+Survivors from the ambush): Medium humanoid; 
  HD 1d8; hp 3; Init 0; Spd 30 ft.; AC 12 (+2 Armor); Atks 
  +2 melee (1d6+2 [crit 19-20], Short Sword), +0 ranged 
  (1d6+2, javelin); AL NE; SV Fort +2, Ref +0, Will -1.  
      
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: leather armor, short sword, 1 javelin, 4 
  Hawks, and 13 Sparrows 
   
  Orc Leaders 
  Orc Leaders 
  Orc Leaders 
  Orc Leaders (Survivors from the ambush), Bbn 1:
  , Bbn 1:
  , Bbn 1:
  , Bbn 1: CR 1; 
  Medium-size humanoid; HD 1d8 + 1d12; hp 11(13); Init 
  +0; Spd 30 ft.; AC 15(13) (+5 Armor); Atks +2(4) melee 
  (1d8+2(4) [crit 19-20], Long Sword); SA Bbn Rage; AL NE; 
  SV Fort +3(5), Ref +0, Will -1(+1). 
      
  Str 15(19), Dex 10, Con 11(5), Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +3, Spot +3, Climb +5, Intimidate +4. 
  Feats: Alertness 
   
  SA: Barbarian Rage—1/day Dur. 5 rounds; +4 Str, +4 
  Con, +2 Will saves, -2 AC 
   
  Equipment: chainmail armor, long sword, crude 
  hunting horn (made of goats horn) 2 Lions, 2 Hawks; 8 
  Sparrows 
      
  Orc priest of Gruumsh(1), Cleric 1:
  Orc priest of Gruumsh(1), Cleric 1:
  Orc priest of Gruumsh(1), Cleric 1:
  Orc priest of Gruumsh(1), Cleric 1: CR 1; Medium 
  humanoid; HD 1d8 + 1d8; hp 11; Init +0; Spd 20 ft.; AC 14 
  (+4 Armor); Atks +2 melee (1d8+2 [crit x3], short spear); 
  SA Spells; SQ Evil and War domains; AL NE; SV Fort +2, 
  Ref +0, Will +2. 
      
  Str 15, Dex 10, Con 11, Int 9, Wis 12, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Spell Craft +3. 
  Feats: Alertness, Weapon Focus (Short Spear). 
   
  SQ Evil domain—Evil sphere spells cast at +1 level, 
  Free Proficiency and Weapon focus with Short Spear 
   
  Equipment: Scale Mail armor, Short Spear, 2 Lions, 2 
  hawks; 8 sparrows 
   
  Spells (3/3): 0—cure minor wounds, resistance, virtue; 
  1st—bless, death watch, protection from good 
      
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Orcs
  Orcs
  Orcs
  Orcs (6+Survivors from the ambush): Medium humanoid; 
  HD 1d8; hp 4; Init 0; Spd 30 ft.; AC 12 (+2 Armor); Atks 
  +2 melee (1d6+2 [crit 19-20], Short Sword), +0 ranged 
  (1d6+2, javelin); AL NE; SV Fort +2, Ref +0, Will -1.  
      
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: leather armor, short sword, 2 javelins, 4 
  Hawks, and 13 Sparrows 
   
  Orc Leaders
  Orc Leaders
  Orc Leaders
  Orc Leaders (Survivors from the ambush), Bbn 2:
   Bbn 2:
   Bbn 2:
   Bbn 2: CR 2; 
  Medium humanoid; HD 1d8 + 2d12; hp 18(22); Init +0; 
  Spd 30 ft.; AC 15(13) (+5 Armor); Atks +2(4) melee 
  (1d8+2(4) [crit 19-20], Long Sword); SA Bbn Rage; SQ Nil; 
  SR 0; AL NE; SV Fort +3(5), Ref +0, Will -1(+1). 
   
  Str 15(19), Dex 10, Con 11(5), Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Intimidate+4. 
  Feats: Alertness 
  
  A Little Reconnaissance  
   
  Page 15 
   
  SA: Barbarian Rage—1/ day Dur. 5 rounds; +4 Str, +4 
  Con, +2 Will saves, -2 AC 
   
  Equipment: chainmail armor, longsword, crude 
  hunting horn (made of goats horn) 2 Lions, 2 Hawks; 8 
  Sparrows 
   
  Minor priest of Gruumsh (1),
  Minor priest of Gruumsh (1),
  Minor priest of Gruumsh (1),
  Minor priest of Gruumsh (1), Clr1:
   Clr1:
   Clr1:
   Clr1: Medium humanoid; 
  HD 1d8 + 1d8; hp 11; Init +0; Spd 20 ft.; AC 14 (+4 
  Armor); Atks +2 melee (1d8+2 [crit x3], short spear); SA 
  Spells; SQ Evil and War domains; AL NE; SV Fort +2, Ref 
  +0, Will +2. 
      
  Str 15, Dex 10, Con 11, Int 9, Wis 12, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Spell Craft+3. 
  Feats: Alertness, Weapon Focus (short spear);  
   
  SQ Evil domain—Evil sphere spells cast at +1 level, 
  War domain—Free Proficiency and Weapon focus with 
  Short Spear 
  Equipment: scale mail armor, short spear, 2 Lions, 2 
  Hawks; 8 Sparrows 
   
  Spells (3/3): 0-lvl—cure minor wounds, resistance, virtue; 
  1st-lvl—bless, death watch, protection from good 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: Remnants from the ambush plus 2 lions, 26 
  hawks, 86 sparrows. 
   
   
  Encounter 4b: Sneaking 
  Encounter 4b: Sneaking 
  Encounter 4b: Sneaking 
  Encounter 4b: Sneaking 
  Around
  Around
  Around
  Around    
  The PCs may make it past the ambush and simply start 
  sneaking around to look at the base. You can assume that 
  for every two hours they spend near the base (within the 
  perimeter of the ambush/picket guard, which is about 
  1,200 yards in radius), a patrol will pass near them. If the 
  base is alerted, patrols double in frequency and increase 
  in strength and difficulty to avoid. Bear in mind that this 
  is a relatively small area. The PCs can cover most of it in 
  an hour, and can, assuming they are moving reasonably 
  quickly, cover the whole area within two. The base will go 
  from being alert to normal after four hours. 
   
  If the PCs show any sense of caution, they will see 
  the patrols before the patrols see them, because the 
  patrols are orcs, and are loud and obvious. As long as the 
  PCs immediately hide and stop talking, they should be 
  fine. Have them make Hide checks with +6 against the 
  Orc's spot checks add a bonus of +2 if anyone makes a 
  Hide check against a DC of 15 (to find a good hiding 
  spot). If the base is alerted, they need to make hide checks 
  at only +2, because of the better searching and the wolves 
  with the patrols. 
   
  The point of this encounter is mood. The PCs should 
  be scared and cautious. Try to get them to jump at 
  shadows and feel edgy. It shouldn't devolve into another 
  fight unless they make it a fight. 
   
  Normal patrol: 
  Normal patrol: 
  Normal patrol: 
  Normal patrol:     
  Orcs
  Orcs
  Orcs
  Orcs (8): Medium Humanoid (orc) (5 1/2 ft. tall); HD 1d8; 
  hp 6; Init 0; Spd 30 ft.; AC 12 (+2 Armor); Atks +2 melee 
  (1d8+1 [crit x3], Short Spear); AL NE; SV Fort +2, Ref +0, 
  Will -1.  
      
  Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: Leather Armor, Short spear 
   
  Alert patrol: 
  Alert patrol: 
  Alert patrol: 
  Alert patrol:     
  Orcs
  Orcs
  Orcs
  Orcs (10): Medium-size humanoid; HD 1d8; hp 6; Init 0; 
  Spd 30 ft.; AC 12 (+2 Armor); Atks +2 melee (1d8+1 [crit 
  x3], short spear), +0 ranged (1d6+2, javelin); AL NE; SV 
  Fort +2, Ref +0, Will -1.  
      
  Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: Leather Armor, Short spear, 4 Hawks, 
  and 13 Sparrows 
   
  Orc Leaders (2), Ftr1:
  Orc Leaders (2), Ftr1:
  Orc Leaders (2), Ftr1:
  Orc Leaders (2), Ftr1: Medium Humanoid (orc) (5 1/2 ft. 
  tall); HD 1d8 + 1d10; hp 15; Init +0; Spd 20 ft.; AC 14 (+4 
  Armor); Atks +4 melee (1d8+2 [crit x3], short spear); AL 
  NE; SV Fort +3(5), Ref +0, Will -1(+1). 
      
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Intimidate +4. 
  Feats: Alertness, Weapon Focus (short spear) 
   
  Equipment: scale mail armor, short spear  
   
  Wolf
  Wolf
  Wolf
  Wolf: Medium Animal; HD 2d8+4; hp 13; Init +2 (+2 
  Dex); Spd 50 ft.; AC 14 (+2 Natural, +2 Dex); Atks +2 
  melee (1d6+1, bite), AL N; SV Fort +5, Ref +5, Will +1.  
      
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +6, Spot +2, Move Silently +4, Hide +3. 
  Feats: Scent 
   
   
  Encounter 4c: Interrogating 
  Encounter 4c: Interrogating 
  Encounter 4c: Interrogating 
  Encounter 4c: Interrogating 
  captives:
  captives:
  captives:
  captives:    
  The PCs may take an orc alive, particularly by way of a 
  sleep spell, outside the base. Note that the orcs won't 
  surrender. If so, they may try to interrogate the hostage. 
  This is only possible if they either speak orcish or have a 
  magical means of communication. Half-orcs will have a 
  much easier time interrogating orcs—dwarves, elves, and 
  gnomes will have a much harder time. 
   
  The orcs won't be cooperative, although a charm spell 
  would help. They assume that the PCs will kill them 
  eventually. However, with lots of persuading, they can be 
  forced to answer a few questions. 
  • 
  Where is your base? "That way." The orc will have no 
  way of communicating distance. How can we find it? 
  "Big cave in hill top." 
  • 
  Where are the rest of your tribe or band? "Back at home 
  cave." 
  • 
  Are you working with other tribes? "No! Severed Heads 
  too strong to need weakling tribes!" This is a lie, of 
  course. If magical persuasion is used, the orc will 
  admit "Three other weak bands under Severed 
  Heads' control, back at cave." This is still a lie, but is 
  more accurate. 
  
  A Little Reconnaissance  
   
  Page 16 
  • 
  Are there any non-orcs with you? "Some of bosses not 
  orcs; big uns." Further questioning on this topic will 
  be difficult, but can, if the orc is charmed or 
  otherwise highly cooperative, produce an admission 
  that there is a boss that is bigger than any of the old 
  Severed Heads bosses. 
  • 
  Are there any human leaders? "No." This is a lie. If 
  charmed, "One human come sometimes. He BIG 
  SCARY man. No like. No talk about more" 
  • 
  What is done with prisoners? "Slaves, stupid!" If 
  charmed, "Slaves for little while; then taken away." 
  • 
  Is there any other way into the cave except the main 
  entrance? "No! No, no, no. Only main entrance." This 
  is a lie. If the orc is charmed, it will think about the 
  question for a while, and then give the same answer; 
  it is too scared of the hill giant to betray the secret 
  entrance. 
   
   
  Encounter 4d: The b
  Encounter 4d: The b
  Encounter 4d: The b
  Encounter 4d: The base itself
  ase itself
  ase itself
  ase itself    
  The orc base is located in a large, natural cave complex 
  near the top of one of the many hills that dot this area. It 
  is dark, dank, and unpleasant. If the PCs get past the 
  guard post, they can explore the entire area without being 
  seen, although they will need to on occasion scramble to 
  avoid orcs walking around, and if they talk loudly or 
  spend an excessive amount of time in the base they may 
  be seen. Also, if they watch the patrols and random orcs 
  entering and leaving for four hours, they will see orcs 
  from each of the four bands within the caves. Remember, 
  four hours after the base is alerted it will go back to 
  normal, if there has been no further signs of danger.  
   
  Use DM Aid #2
  DM Aid #2
  DM Aid #2
  DM Aid #2 for the stats of the creatures living here. 
   
  Encounter Areas: 
  Encounter Areas: 
  Encounter Areas: 
  Encounter Areas:     
  AAAA. Guard post:
  . Guard post:
  . Guard post:
  . Guard post:    The mouth of the cave complex is a large 
  open area, about 20' across. There are some orc guards 
  standing around (5 if not alerted, 8 and a leader if alerted). 
  The orcs are not terribly attentive, unless they are already 
  alerted. There is a gong set back within the mouth of the 
  cave. One orc will stay by that at all times; the rest can be 
  lured away fairly easily. In case of an attack, the orcs will 
  try to sound the gong, but any orc engaged in melee will 
  melee instead of sounding the alarm.  
   
  If the gong is struck, it will have different effects 
  depending on whether the base is alerted. If the base is 
  not alerted, reinforcements will arrive in the following 
  rounds: 
  • 
  3 rounds after gong, 4 normal orcs. 
  • 
  4 rounds: 3 normal orcs, 1 orc leader 
  • 
  5 rounds: 2 normal orcs, minor priest of Gruumsh  
  • 
  6 rounds: 12 normal orcs, 1 ogre 
  • 
  7 rounds: 8 normal orcs, 2 orc leaders, 1 ogre 
  • 
  8 rounds: The hill giant from area G, 15 normal orcs 
  • 
  9 rounds: 25 normal orcs It is essentially 
  unimaginable that the party will still be fighting after 
  9 rounds. As always, the orcs will accept surrender.  
   
  If the base is alerted, things are worse. 
  • 
  2 rounds: 3 normal orcs, 1 orc leader 
  • 
  3 rounds: 3 normal orcs, minor priest of Gruumsh; 1 
  orc leader 
  • 
  4 rounds: 12 normal orcs, 2 orc leaders, 1 ogre 
  • 
  5 rounds: 12 normal orcs, 3 orc leaders, 1 ogre 
  • 
  6 rounds: The hill giant from area G, 15 normal orcs 
  • 
  7 rounds: 25 normal orcs Again, it should be 
  impossible for the PCs to handle that many orcs.  
   
  Note that once the gong is sounded, essentially the only 
  options for the PCs are retreat and surrender, because 
  they can't possibly win the fight. If the PCs flee, pursuit 
  will gradually drop off; basically, after a round of 
  throwing spears the orcs will give up, as long as the PCs 
  keep running. They may try to loop around later, in 
  which case everything has reset, except that the base will 
  be alert. 
      
  B The animal pen
  B The animal pen
  B The animal pen
  B The animal pen: A group of wolves are kept in this 
  pen. They are chewing on some corpses. Observant PCs 
  can notice that the corpses include an orc with a sword 
  wound in his chest. If the base is not alerted, there are 6 
  wolves. If it is alerted there are only 4, since the other two 
  are on patrol. 
   
  C Hilk's Hammers
  C Hilk's Hammers
  C Hilk's Hammers
  C Hilk's Hammers: This chamber is the home of Hilk's 
  Hammers. There are 20 warriors here, less if the base is 
  alert (Hilk's Hammers will form the patrols). There are 
  also 50 noncombatants. 4 wolves are in this chamber, 
  playing with some of the young orcs; this is basically like 
  children playing with dogs, but a little more bloody and 
  rough. Hilk himself is also here. He is and a very wise and 
  smart (for an orc) gray-haired orc. In the hallway outside 
  the chamber, there is a banner for Hilk's Hammers (crude 
  hammers (almost clubs) smashing heads). Hilk doesn't 
  particularly like being under the control of Jurlgam 
  Jurlgamson, the hill giant, but isn't stupid. He has no 
  interest in fighting the other groups or the hill giant. 
  However, he is perfectly happy to wander off if the giant 
  were killed. He has enough sense to not mention the 
  human under any circumstances. He speaks Common 
  and Orcish, and will talk with the PCs if they approach 
  him although he will still need to be persuaded to not 
  simply have them seized and imprisoned. The best way to 
  approach him is to pretend to be slaves. Hilk has arranged 
  a clear succession, and his people love him. If he is killed, 
  the Hammers will stop at nothing to kill the PCs, and will 
  not degenerate into chaos. 
      
  D Bloody Skulls:
  D Bloody Skulls:
  D Bloody Skulls:
  D Bloody Skulls: Another chamber hosting one of the 
  bands of orcs. The Bloody Skulls banner (a skull dripping 
  blood on a black field) is in the hall outside this chamber. 
  There are 20 warriors here, in addition to 67 
  noncombatants. The chieftain of the Bloody Skulls is 
  
  A Little Reconnaissance  
   
  Page 17 
  currently Gnarsh, a 2nd level fighter orc, mostly notable 
  for being tough in a fight and for his Masterwork 
  longsword. (If the PCs can come up with some way to get 
  this longsword, more power to them, but I don't see it 
  happening.) 
  Gnarsh 
  only 
  speaks 
  orcish. 
  He 
  is 
  considerably more belligerent and less intelligent than 
  Hilk. He would be willing to fight the other orcs, but is 
  unwilling to face Jurlgam Jurlgamson. He will also be 
  strongly inclined to simply beat the PCs up and enslave 
  them. If the PCs kill Gnarsh, the Bloody Skulls will 
  degenerate into a bloody power struggle. 
      
  E Severed Heads:
  E Severed Heads:
  E Severed Heads:
  E Severed Heads: A variety of severed heads dangle 
  outside the entrance to this chamber. Within the 
  chamber, there are seven orc warriors (plus any survivors 
  from the attack on the caravan), three orc leaders, and two 
  ogres. three minor priests of Gruumsh. There are also 50 
  noncombatants. Just within the chamber lie the corpses 
  of two dead ogres, one with its head suspended from the 
  ceiling and deep cuts from a large sword, the other with 
  its head split in and burn marks on its torso. Spellcraft 
  check (DC 12) reveals that they were probably magical 
  burns. A piece of parchment of some form is spiked into 
  the wall, with the message "Obey or Die!" scrawled on it 
  in very large letters in orcish. The leader of the Severed 
  Heads is Humgar, a female ogre and the larger of the 
  surviving ogres. Humgar hates Jurlgam with a passion for 
  killing the other ogres, but is terrified of him. It will be 
  extremely difficult to persuade her that she should fight 
  against him and she will be understandably unconvinced 
  that the PCs would be strong enough to help her win. She 
  thinks it's a much better idea to just attack and kill the 
  PCs. She is very dangerous, because she is very cruel. If 
  the PCs just fight, she may not accept surrender; it 
  depends on how well they convince her that Jurlgam will 
  punish her for killing prisoners. Humgar speaks Orc and 
  Ogre fluently, and a smattering of Common (enough to 
  get by, but not for clear conversation). If the PCs talk with 
  her about Jurlgam, she will curse about both him and "the 
  human wot he work for." If pressed, she can describe the 
  human as wearing white pantaloons and a green wrapped 
  shirt, creating fire by waiving his hands, and looking 
  Suelish, although Humgar won't recognize the word. 
   
  F Gruumsh's Teeth:
  F Gruumsh's Teeth:
  F Gruumsh's Teeth:
  F Gruumsh's Teeth: The final large orcish band's area. 
  There is a banner in the main hallway before the corridor 
  leading to this chamber that depicts a one-eyed orc head 
  with very large teeth, with blood dripping from the teeth. 
  Raucaus noise can be heard from within as the tribe 
  celebrates recent victories. There are 50 orc warriors 
  within this chamber, four minor orc priests, two lesser 
  orc priests, and one orc priest named Hreg. There are also 
  six orc leaders and, and 85 noncombatants. The largest 
  orc, a male named Grek, is the leader of this group, 
  although the chief priest also has substantial power. 
  Because the tribe is celebrating (Gruumsh's Teeth spends 
  a great deal of time celebrating, partially to honor all of 
  the many holy days to Gruumsh, all of which are much 
  the same: kill enemies and party), it should be easy for the 
  PCs to look around without being noticed. If the PCs do 
  get noticed, or attempt to gain Grek's attention, Grek will 
  have a hard time understanding why they aren't with the 
  rest of the slaves. Grek only speaks orcish, although the 
  head priest, Hreg, speaks some Common (and is much 
  more intelligent, although still no great thinker). Grek is 
  pretty content with his current life, although the PCs can 
  build some discontent if they discuss how powerful he is 
  and how only the giant is keeping him back from being a 
  great leader in his own right. Hreg simply doesn't want to 
  fight the giant; he doesn't trust the giant, but he knows 
  that the giant will crush anyone who opposes him. If the 
  PCs begin to persuade Grek to think about revolting, 
  which is doable but difficult. Hreg will remind Grek of 
  the pale-skinned human who throws fire and Grek will 
  become very afraid. The PCs might be able to get a 
  description out of Hreg, but this is difficult; Hreg knows 
  that the human has very pale skin and wears white 
  pantaloons and a green wrapped shirt with red trim. 
  Killing Grek will not cause chaos, because Hreg will 
  immediately assert control. Killing both Hreg and Grek 
  will cause Gruumsh's Teeth to become very confused for 
  a while until one of the orc leaders manages to convince 
  the others that it is the new boss. 
   
  G Jurlgam Jurlgamson's Chamber:
  G Jurlgam Jurlgamson's Chamber:
  G Jurlgam Jurlgamson's Chamber:
  G Jurlgam Jurlgamson's Chamber: This room, 
  separated from the main hallway by a curtain, is the living 
  space of a single hill giant. Jurlgam Jurlgamson is a 
  relatively small and weak hill giant, but if the PCs fight 
  him there should still be about a 75-90% chance of him 
  killing all of the PCs that don't surrender or flee; don't 
  hesitate to kill PCs that fight him. He will accept 
  surrender. Jurlgam is lying on a giant size mattress against 
  the west wall when the PCs arrive. He is dressed in skins 
  that have been sewn together into crude clothing, and has 
  his greatsword and shield near him at all times. Jurlgam is 
  ugly, with a scraggly brown beard and wild and unkempt 
  brown hair and an enormous amount of brown body hair 
  on his arms and legs. He is awake unless the PCs have 
  entered late at night, in which case he will be asleep but 
  will awaken unless the PCs succeed a Sneak roll (DC 20) 
  when they enter the room, and for every three rounds 
  they stay in the room. Jurlgam has a Greatsword +1, 
  which he wields one-handed because of his large size, 
  allowing him to use a shield as well. If he becomes aware 
  of the PCs, he will demand that they surrender, but not 
  bother to yell for guards because he believes (correctly) 
  that the PCs couldn't possibly be a match for him. 
  Jurlgam speaks Common, Orcish, and Hill Giant, but will 
  be uninterested in talking to the PCs; he'll simply try to 
  enslave them. Jurlgam is too big to fit into the small 
  tunnel leading to K; if the PCs attack from that tunnel, he 
  can still attack anyone near enough to attack him. If they 
  use only missile weapons, he will leave the room to get a 
  group of orcs to flush the PCs out. In addition to his 
  greatsword and the shield, Jurlgam keeps the processed 
  gold that the raids recover in his room. He has 500 Gold 
  Lions worth of gold, in 10 Lion ingots, piled next to his 
  bed. It would be very difficult (DC 25 Sneak) to take these 
  ingots without him noticing, although if he's asleep up to 
  a half dozen could be taken with only the DC 20 check to 
  avoid waking him. 
  
  A Little Reconnaissance  
   
  Page 18 
   
  In addition to Jurlgam, his bed, and some other 
  crude giant size furniture, there is a human or orc size bed 
  with a comfortable mattress and a human or orc size 
  writing desk. There is parchment, ink, and a quill pen on 
  the writing desk, although no obvious signs of use. The 
  desk is slightly dusty, although not excessively so, and the 
  bed does not appear to have been slept in recently. 
   
  H The Midden: 
  H The Midden: 
  H The Midden: 
  H The Midden: this is the garbage area for the caves, 
  and is predictably disgusting. If the PCs hide within the 
  midden heap, they can easily avoid detection because the 
  orcs won't look in it beyond a cursory visual check, so PCs 
  who bury themselves in garbage are safe, albeit 
  disgusting. 
      
  I The Prison/Slave pen:
  I The Prison/Slave pen:
  I The Prison/Slave pen:
  I The Prison/Slave pen: Three bored orcs are on duty 
  here at all times. They can't see out into the hall, but they 
  spend more time paying attention to each other than they 
  do watching the prisoners. This room is where the 
  prisoners that the orcs take are kept. There are no doors to 
  this prison and no cells. The prisoners are simply left tied 
  up in the center of the room. Escaping from the bonds 
  requires an Escape Artist roll (DC 23).  
   
  Note
  Note
  Note
  Note that even unskilled characters with high dexterity 
  will be able to succeed by taking <<20>>. If the PCs are 
  placed here, escape, and are recaptured, they will be tied 
  better, requiring a more difficult Escape Artist check (DC 
  27).  
   
  The orc guards won't notice an escape attempt unless 
  the PCs are massively obvious about it. The orcs don't 
  have weapons out, and the PCs should be able to jump 
  them if they're trying to escape. If the PCs are here as 
  prisoners, they will have been disarmed, although not had 
  their armor stripped off, and their weapons will be in area 
  J.  
      
  The number of prisoners here depends on prior PC 
  actions. Any guards and caravan members captured from 
  a caravan the PCs were guarding will be here. In addition, 
  if the PCs allowed Mistress Gwenna's caravan to travel out 
  without protecting it, the survivors will be here (Mistress 
  Gwenna, Shef, Merp, Belia, and five teamsters and 
  porters). Finally, there will be seven survivors from a 
  previous raid, who are disconsolate and exhausted. 
  They've been here for six days, and the poor food, 
  continual confinement, and lack of exercise is getting to 
  them. They don't know what their fate will be and they're 
  scared. Two of them were guards, and are willing to help 
  fight the orc guards to escape, but are in no condition to 
  help fight other orcs, just to help ambush the three 
  guards within the room. 
   
  The final occupant of this room is Hamdall Half-Orc. 
  Hamdall is sitting in a corner. Periodically, he leaves the 
  room to go work as a blacksmith/armorer to the orcs. 
  Hamdall was a caravan guard on one of the first caravans 
  that were captured. He fought loyally against the orcs, 
  and doesn't particularly like the orcs, but he was captured 
  with all the rest and figured that his skills might prevent 
  him from being treated as an ordinary slave. He was right. 
  He isn't much of a smith, but he's better than what the 
  orcs had before, and so he travels periodically to the 
  chambers of each of the orcish bands to sharpen weapons, 
  repair armor, and so forth. 
   
  Hamdall speaks Keolandish, Common, and Orc. He 
  will happily discuss things with the PCs. He knows that 
  the only thing holding together the orc warbands is fear 
  of Jurlgam Jurlgamson, who he can identify as a hill giant. 
  He also knows that the prisoners are kept in the pens and 
  not used as slaves, and that once every two to four weeks a 
  human Suloise mage in white pantaloons with a red 
  trimmed green wrapped shirt comes to pick up the 
  prisoners and to lead them away. He doesn't know where 
  they go after that, but fears the worst. If asked, he'll 
  mention that Jurlgam seems scared of the human, and 
  that all of the orcs are terrified of the human. Hamdall 
  will also happily describe the layout of the cave complex. 
  He knows all of the details on the map except for the 
  secret tunnel leading from area G to area K. He also 
  knows that the PCs weapons, and any other belongings 
  that have been seized, will be in area J until they are 
  divvied up among the orcs. 
   
  Hamdall is happy to help the PCs in minor ways and 
  to give them information; he actually hates the orcs he's 
  among, but he's terrified of running. Under no 
  circumstances will he fight with the PCs, but he'll happily 
  let them try to escape. He won't help directly, but will 
  conveniently leave the room so he doesn't have to try to 
  fight against them. If the PCs manage to organize the 
  other prisoners to escape, which is difficult, he'll try to 
  flee as well. He simply doesn't want to be killed and 
  REALLY doesn't want to be sent away as a slave with the 
  Suloise mage. 
   
  Hamdall will also offer to put in a good word for any 
  half-orc PCs. He'll be able to convince the orcs to let a 
  half-orc go, although not to leave the camp or give them 
  their weapons back. But if a half-orc PC is willing to 
  become a servant, at least ostensibly, Hamdall can arrange 
  this. The PC would then be able to travel about within the 
  cave complex unmolested. 
      
  J Treasure/Supply room:
  J Treasure/Supply room:
  J Treasure/Supply room:
  J Treasure/Supply room: This is a small room where 
  the supplies and treasure are kept until they are divided 
  among the orcs. The room is not guarded, and contains 
  three basic things. There is a large supply of plundered 
  food and drink (water, wine and ale), seized from caravans 
  stored here, along with some clothing and similar 
  provisions. Also, the weapons of the PCs if they were 
  captured and any caravan guards and any other loose 
  items (lanterns, torches, backpacks, etc.) are stored here 
  until some orc claims them. If the PCs successfully 
  defended Mistress Gwenna's caravan, there are only two 
  empty backpacks; the supplies from the previous caravan 
  have already been divided up. There are also 3 extremely 
  large chests (5 by 8 by 4 feet), with locks. The PCs cannot 
  possibly lift the chests; trying to break the locks will make 
  a very large amount of noise. Even if a spell is used to 
  move the chests, orcs will notice, and that will result in 
  the PCs quickly being captured. The locks on the chests 
  are DC 30, 27, and 24. The DC 30 chest contains gold ore 
  and processed but impure silver, of approximately the 
  same value. It contains a total of 700 pounds; each pound 
  
  A Little Reconnaissance  
   
  Page 19 
  is worth 1 Gold Lions, and it is in 1 pound ingots and 
  pieces of ore. The middle chest contains 100 pounds of 
  impure silver, and 300 pounds each of impure copper and 
  iron. A pound of copper is worth 5 Silver Hawks and a 
  pound of iron is worth 7 Silver Hawks. The final chest has 
  10 gems worth 5 Gold Lions each in a velvet pouch and 
  700 pounds of silver ore, worth 1 silver piece per pound 
  (because it is very impure and there are significant 
  refining costs). Note that it would be very difficult for the 
  PCs to steal more than a fraction of this, and orcs tend to 
  notice noise in the treasure room because they don't trust 
  each other. Indicate to the PCs if they try to take more 
  than 200 pounds of materials that the noise they are 
  making is likely to attract the attention of the orcs. If the 
  PCs persist without an extremely good plan, a group of 
  orcs (similar in strength to the guards at the mouth of the 
  caves) will come to investigate, and the PCs are probably 
  captured. 
   
  K The secret tunnel
  K The secret tunnel
  K The secret tunnel
  K The secret tunnel exits on the east face of the hilltop; 
  the main entrance and rear entrance are not visible from 
  each other. The rear entrance is fairly obvious, and is 
  guarded by two normal orcs, The tunnel is narrow (about 
  5 to 7 feet wide) and about 6 feet tall, although sometimes 
  as much as 8 feet or as little as 5 feet.  
   
  The Suloise mage enters and leaves through this 
  tunnel, but enters invisibly. He is not scheduled to arrive 
  for another 10 days after the PCs arrive; given the time 
  frame of the adventure, they will probably not wait and 
  should be discouraged from doing so. If the PCs wait for 
  the Suloise mage, they will not see him arrive. When he 
  departs, he will have two orc leaders, and 4 orcs from 
  Gruumsh's Teeth as guards for the slaves. He is also a 
  mage of considerable power, and will be invisible from a 
  magic item. If the PCs attack to free the prisoners, he will 
  cast spells to support the guards, starting with Sleep spells 
  (after focusing in the first round while still invisible to 
  ensure that he acts first in the second and subsequent 
  rounds). If the PCs look likely to win, he will throw 
  fireball (8d6), and if that doesn’t kill the PCs (and it 
  probably will) he will flee.  
   
  Basically, this is a fight they can't win, but should 
  know better than to start. If PCs are among the prisoners 
  being taken away, inform them that they are placed in 
  manacles (DC 30 to escape) and led to room G. Once they 
  reach the giants room, declare end of game, and 
  announce that their characters are enslaved. Mark this on 
  the ical Event Summary and send it to the Triad who will 
  contact them about what happens. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: Each orc has seven Hawks worth of coin. Tally 
  the total orcs killed and looted to determine the coin 
  taken. +1 Great Sword, Masterwork Longsword, 700 1 
  pound gold ingots worth 1 Gold Lion/ pound; 100 pounds 
  impure silver worth 1 Gold Lion/ pound, 700 pounds of 
  silver ore, worth 1 silver hawk/ pound (because it is very 
  impure and there are significant refining costs), 300 
  pounds copper worth 5 silver hawks/ pound, 300 pounds 
  iron. worth 7 silver hawks/ pound and 10 gems worth 5 
  Gold Lions each. 
      
      
  Encounter 5: Denlock
  Encounter 5: Denlock
  Encounter 5: Denlock
  Encounter 5: Denlock    
  The PCs may go to Denlock at some point, most likely 
  with a caravan. There is very little information available in 
  Denlock, but they may be able to provide some useful 
  information to the locals, and reasonable tasks that need a 
  small town can be accomplished here. 
   
  As they approach Denlock, the PCs will see a fair size 
  mining community. Denlock itself has a stockade 
  surrounding it, an earthenwork wall with wood 
  reinforcement. At the main gate, several dwarves are 
  supervising a group of humans in building a proper 
  stonework gatehouse; there is much work to be done 
  before the gatehouse is ready, but the construction looks 
  SOLID to any PCs who have the skill to tell. The relief in 
  the caravan when they get near enough to see the armed 
  guards in the livery of the lord of Denlock will be 
  palpable, as everyone realizes that they have survived the 
  trip. The guards look competent and are numerous, and 
  some are mounted. 
   
  Denlock itself is not immediately near any active 
  mines; the miners work from a variety of mining camps a 
  short distance away from Denlock, and ship the ore back 
  to Denlock, where some of it is processed. The processed 
  metal and the rest of the ore is then shipped back to the 
  City of Cryllor through Gammel. Denlock is also 
  reasonably defensible against the perennial threat of 
  humanoid attacks, and the miners can retreat back into 
  the town when necessary. Denlock also has a substantially 
  different look from the rest of Cryllor because it is far 
  enough up in the mountains that it does not have the 
  semitropical feel of most of Keoland. 
   
  The caravan will, after presumably having arrived in 
  the evening, spend one full day unloading the food, 
  drink, and similar supplies and loading metal and ore. It 
  will then head back to Gammel on the following 
  morning. While the PCs are in Denlock, they may wish to 
  visit a few sites; the lord of Denlock, the local chapel 
  (mostly for healing), and the combination tavern/inn are 
  the obvious places, but they may wish to visit areas 
  besides these. Any stores that can be reasonably expected 
  in a frontier town of about 800 can be found here 
  (blacksmith, herbalist, shoemaker, cartwright, butcher, 
  etc.) Try to hurry them through Denlock, particularly if 
  time is running short and they haven't been to the orcish 
  base yet; there isn't much of interest here. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: PCs will receive the balance of their pay if they 
  escorted a caravan all the way here. That is three Gold 
  lions with Gwenna or 1 more Gold lion with Master 
  Carter. 
   
   
  Encounter 5a: The Lord of 
  Encounter 5a: The Lord of 
  Encounter 5a: The Lord of 
  Encounter 5a: The Lord of 
  Denlock
  Denlock
  Denlock
  Denlock    
  Lord Bartok of House Gerth rules over Denlock and the 
  surrounding lands. Lord Bartok is a good ruler (although 
  not an exceptional one) from an Oeridian noble house 
  
  A Little Reconnaissance  
   
  Page 20 
  that has several fiefs within Cryllor. Although Lord 
  Bartok is the Lord of Denlock and holds his grant directly 
  from the Lady Regent, he is not the head of House Gerth, 
  which is head by another of the Lady Regent’s vassals 
  some distance away. Lord Bartok's manor house is the 
  largest stone building within Denlock, a two story stone 
  building that could function as a small keep in a crisis, 
  complete with battlements and crenellations on the roof. 
   
  If the PCs ask to see Lord Bartok, they will be able to 
  get an appointment at the end of the day. Or, if they can 
  convince the majordomo that they are working for the 
  Lady Regent’s Secretary (either by showing the letter, if 
  they got one, or by convincing him through role-play) 
  they may gain an appointment immediately. 
   
  Lord Bartok is an attractive man in late middle age 
  (approximately 60). He has relatively dark skin, although 
  less dark than many Oeridians; he would be more 
  attractive than he is if he didn't have a scar on his right 
  cheek from fighting the orcs. He will be happy to discuss 
  the problems with the orcs and is waiting for the Lady 
  Regent to deal with the raids; he sent messengers to 
  describe the problem to her shortly after it arose. He does 
  not have the resources to deal with the problem directly. 
   
   
  Encounter 5b: The local chapel
  Encounter 5b: The local chapel
  Encounter 5b: The local chapel
  Encounter 5b: The local chapel    
  There is one chapel in Denlock, dedicated to St. Cuthbert. 
  It is a rude stone building, obviously designed with an eye 
  towards defensibility, near the earthen work wall. One of 
  the 3 acolytes stationed here will be walking on the roof 
  of the tall one-story building (about 20 ft.) overlooking 
  the wall and carrying a longbow, obviously on guard duty. 
  The acolytes are all low-level clerics (two 1st level and one 
  2nd level, the senior acolyte who is looking forward to 
  becoming an actual priest soon). Like Gammel, there is no 
  priest in Denlock, but there is a circuit priest who comes 
  here periodically. The acolytes spend most of their time 
  railing about the immorality of many of the residents of 
  Denlock and advocating "taking up the cudgel" against 
  the orcs. The people of Denlock tolerate the chapel 
  because the acolytes help defend the town and heal those 
  wounded within the city, but few are actually adherents. 
  Most of the people who come to the temple are either 
  among the guards and knights of Denlock or caravan 
  guards. The acolytes will cast their healing spells upon the 
  faithful without charge, leading them in a short prayer. 
  People who do not venerate St. Cuthbert will be healed 
  for a donation (10 Lions) and if they agree to sit through a 
  several hour service and sermon about the path of the 
  righteous and the vengeance of St. Cuthbert. No amount 
  of money will convince the acolytes to heal any 
  nonbelievers who won't respectfully sit through the 
  service. If asked, the acolytes will mention that they are 
  aware of the problems with the orcs raiding the caravans, 
  but don't think they can do much to help. They wish that 
  the orcs would just assault Denlock directly so that they 
  could fight against them, but are confident that the Lady 
  Regent will deal with the problem soon enough. If there 
  is a Cuthbertian among the PCs and they are persuasive, 
  they can convince one acolyte to make the trip to 
  Gammel to help guard the caravan. 
   
   
  Encounter
  Encounter
  Encounter
  Encounter 5c: The tavern and 
   5c: The tavern and 
   5c: The tavern and 
   5c: The tavern and 
  inn
  inn
  inn
  inn    
  Denlock has one tavern that has a few private rooms to let 
  and a common room in which people can stay. The 
  common room is where the caravan guards typically stay 
  when they are in Denlock. The tavern, the Drunken 
  Miner, is a sturdily constructed wood building, more 
  heavily built and less airy than the buildings in Gammel. 
  It has the general feel of a Wild West saloon. The 
  bartender will be happy to sell the PCs drinks and rent 
  them space in the inn. The wait staff is happy to provide 
  the PCs with food and can arrange other services for 
  reasonable fees. Everyone is aware and concerned about 
  the orcs and will be interested in gossiping with the PCs, 
  but nobody has anything to add to the information that 
  was available in Gammel. If the PCs did a miserable job of 
  investigating in Gammel, they can get some of the same 
  information as was available in the taverns there, 
  although a little less. Nobody in Denlock is as 
  knowledgeable about the orcs of the area as the scribe in 
  Gammel was. 
   
   
  Concl
  Concl
  Concl
  Conclusion
  usion
  usion
  usion    
  Once the PCs have gathered all of the information that 
  they care to, they will presumably return to give their 
  report to Lady Delana. Delana will see them immediately 
  and allow them to describe what they have discovered, 
  asking intelligent questions about any information that is 
  unclear. She will thank them for their able assistance as 
  long as they discovered the location of the orcish base. If 
  they also discovered the hill giant's existence and 
  importance in controlling the orcs, she will remark that it 
  should be relatively easy to disperse the orcs by sending a 
  group of adventurers to eliminate the hill giant. If the PCs 
  discovered the back entrance, she will comment that that 
  will make the task much easier and safer. Should the PCs 
  have actually killed the hill giant, Lady Delana will be 
  impressed, surprised, and very pleased. If the PCs 
  describe the human pure blood Suel mage, she will look 
  very thoughtful. "That's interesting, and disturbing. We 
  may well have need of your assistance in the future to 
  deal with more problems arising from this. I believe the 
  Lady Regent would appreciate hearing about this 
  directly." Under these last circumstances, she will arrange 
  for a brief audience with the Lady Regent, who will go 
  over the details of what they have discovered calmly and 
  intelligently while maintaining an even calm. She will 
  thank the PCs for their most helpful services and 
  mention that she would be happy to perform some small 
  favor for them should they need it in the future. 
   
  The End
  The End
  The End
  The End    
   
  
  A Little Reconnaissance  
   
  Page 21 
   
  Experience Po
  Experience Po
  Experience Po
  Experience Point Summary
  int Summary
  int Summary
  int Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  The PCs only receive XP for information gathering if at 
  least one PC succeeds in reporting the information back 
  to Lady Delana. All experience awards are per PC.  
   
  Encounter 2: 
  Encounter 2: 
  Encounter 2: 
  Encounter 2:     
  Gathering information from survivors 
  25 xp 
  Getting information from Marga 
  50 xp 
  Figuring out the Orcs don't attack small groups 
  25 xp 
   
  Encounter 3a: 
  Encounter 3a: 
  Encounter 3a: 
  Encounter 3a:     
  Successfully defending Gwenna's caravan 
  25 xp  
  Defeating the Orcs 
  50 xp 
   
  Encounter 3b: 
  Encounter 3b: 
  Encounter 3b: 
  Encounter 3b:     
  Defeating the Ogres 
  75 xp 
  Defeating Gruumsh's ' Warband 
  100 xp 
   
  Encounter 4: 
  Encounter 4: 
  Encounter 4: 
  Encounter 4:     
  Locating the Base 
  25 xp 
  Determining what Tribes are in the Base 
  25 xp 
  Scouting within the Base 
  25 xp 
  Discovering a Suel wizard is in charge 
  25 xp 
  Freeing the Slaves 
  50 xp 
   
  Bonus:
  Bonus:
  Bonus:
  Bonus:    
  Killing the Hill Giant 
  200 xp 
   
  Total experience for objectives 
  700 xp 
   
  Total Possible Experience
  Total Possible Experience
  Total Possible Experience
  Total Possible Experience    
  750 xp
  750 xp
  750 xp
  750 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 500 gp or that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  There is a lot of treasure available, but very little of it is 
  likely to leave the game. Keep in mind the relative 
  weights of all the coinage and raw ore available in the 
  event. Enforce encumbrance rules. 
   
  Remember the currency names: Lions are gp, Hawks 
  are sp, Sparrows are cp. 
   
  Encounter 2A
  Encounter 2A
  Encounter 2A
  Encounter 2A    
  • 
  Any gambling winnings. 
   
  Encounter 2B
  Encounter 2B
  Encounter 2B
  Encounter 2B    
  • 
  2 Gold lions or 1 Gold Lion depending, on who the 
  PCs sign up with, balance to be paid when the 
  caravan reaches Denlock. 
   
  Encounter 2G
  Encounter 2G
  Encounter 2G
  Encounter 2G    
  • 
  Up to 1 Lion each for information about the orcs 
  raiding the caravans. 
   
  Encounter 3A
  Encounter 3A
  Encounter 3A
  Encounter 3A    
  • 
  6 lions, 62 Hawks, 206 Sparrows 
   
  Encounter 3B
  Encounter 3B
  Encounter 3B
  Encounter 3B    
  Orc Patrol 
  • 
  18 Hawks, 18 Sparrows 
   
  Ogres (in Lair) 
  • 
  A badly damaged suit of plate mail (reparable in 
  Cryllor for 100 Lions),  
  • 
  30 Lions, 12 eagles, 40 hawks, 50 sparrows. 
   
  Gruumsh's Warband 
  • 
  1 Piece of Garnet worth 50 Lions 
  
  A Little Reconnaissance  
   
  Page 22 
  • 
  10 Lions, 49 Hawks, 142 Sparrows 
   
  Encounter
  Encounter
  Encounter
  Encounter 4A
   4A
   4A
   4A    
  • 
  Remnants from the ambush plus 2 lions, 26 hawks, 
  86 sparrows. 
   
  The Base 
  • 
  For simplicity sake we are going to say each orc has 7 
  Hawks worth of coin. Tally the total orcs killed and 
  and 
  and 
  and 
  looted
  looted
  looted
  looted to determine the coin taken.  
  • 
  Greatsword +1 (Large, Value 2,000 gp, Weight 18 lb., 
  Unusual): This greatsword is unusually thick and 
  heavy, 
  and 
  seems 
  to 
  be 
  of 
  rather 
  coarse 
  workmanship. The metal seems dull and blemished. 
  Hoewver, it holds an amazing edge, and is actually of 
  above-average quality despite its appearance. 
  • 
  Masterwork Longsword (Medium, Value 315 gp, 
  Weight 4 lb.) 
  • 
  50 10-lb gold ingots worth 10 Gold Lions each  
  • 
  700 1-pound gold ingots worth 1 Gold Lion/ pound 
  • 
  100 pounds impure silver worth 1 Gold Lion/ pound 
  • 
  700 pounds of silver ore, worth 1 silver hawk/ pound 
  (because it is very impure and there are significant 
  refining costs) 
  • 
  300 pounds copper worth 5 silver hawks/ pound 
  • 
  300 pounds iron worth 7 silver hawks/ pound 
  • 
  10 gems worth 5 Gold Lions each. 
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5    
  • 
  PCs will receive the balance of their pay if they 
  escorted a caravan all the way here. That is 3 Gold 
  Lions with Gwenna or 1 more Gold lion with Master 
  Carter. 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  • 
  One Influence Point with the Secretary to the Lady 
  Regent of Cryllor 
  Or 
  • 
  One Influence Point with the Lady Regent of Cryllor  
   
  They receive one with the secretary as long as they report 
  back on at least the location of the base. If they report 
  both the existence of the hill giant and the description of 
  the Suloise mage, they will receive one with the Lady 
  Regent to reward them for their superior performance. 
   
  
  A Little Reconnaissance  
   
  Page 23 
  DM Aid #1
  DM Aid #1
  DM Aid #1
  DM Aid #1: : : : Caravan Stats
  Caravan Stats
  Caravan Stats
  Caravan Stats    
   
  Mistress Gwen
  Mistress Gwen
  Mistress Gwen
  Mistress Gwenna's Guards: 
  na's Guards: 
  na's Guards: 
  na's Guards:     
  Captain Durnik, male human Ftr2:
  Captain Durnik, male human Ftr2:
  Captain Durnik, male human Ftr2:
  Captain Durnik, male human Ftr2: Medium humanoid 
  (6 ft. tall); HD 2d10; hp 13; Init 0; Spd 20 ft.; AC 16 (+5 
  Armor, +1 Shield); Atks +4 melee (1d8+1 [crit 19-20], 
  Long Sword); AL NG; SV Fort +3, Ref +0, Will -1.  
      
  Str 13, Dex 10, Con 11, Int 14, Wis 10, Cha 16. 
   
  Skills: Listen +4, Spot +4, Ride +5, Profession 
  (Caravan Guard) +1, Healing +2, Climb +2. Feats: 
  Alertness, Mounted Combat, Power Attack, Cleave 
   
  Equipment: chainmail, shield, longsword 
   
  Gareth, Shef, Merp, Belia, and Lisen; ma
  Gareth, Shef, Merp, Belia, and Lisen; ma
  Gareth, Shef, Merp, Belia, and Lisen; ma
  Gareth, Shef, Merp, Belia, and Lisen; male/female 
  le/female 
  le/female 
  le/female 
  human Ftr1:
  human Ftr1:
  human Ftr1:
  human Ftr1: Medium humanoids (6 ft. tall); HD 1d10; hp 
  7; Init 0; Spd 20 ft.; AC 14 (+3 Armor, +1 Shield); Atks +2 
  melee (1d8 [crit 19-20], Long Sword); AL NG; SV Fort +3, 
  Ref +0, Will -1.  
      
  Str 11, Dex 10, Con 11, Int 14, Wis 14, Cha 10. 
   
  Skills: Listen +6, Spot +6, Ride +5, Profession 
  (Caravan Guard)+3, Healing +4, Climb +1. Feats: Alertness, 
  Mounted Combat, Power Attack 
   
  Equipment: Studded leather, Shield, Long sword 
   
  The Gold Fists
  The Gold Fists
  The Gold Fists
  The Gold Fists    
  Sarge, male human Ftr2:
  Sarge, male human Ftr2:
  Sarge, male human Ftr2:
  Sarge, male human Ftr2: CR 2; Medium-size humanoid; 
  HD 2d10; hp 15; Init +4; Spd 20 ft.; AC 16 (+5 Armor, +1 
  Shield); Atks +4 melee (1d8+1 [crit 19-20], Long Sword; 
  AL LG; SV Fort +3, Ref +0, Will +0.  
      
  Str 13, Dex 10, Con 11, Int 14, Wis 10, Cha 16. 
   
  Skills: Listen +4, Spot +4, Ride +5, +Profession 
  (Caravan Guard) +1, Healing +2, Climb +2. Feats: 
  Alertness, Power Attack, Improved Initiative, Combat 
  reflexes 
  Equipment: chainmail, shield, longsword 
   
  Corporal, male human War2:
  Corporal, male human War2:
  Corporal, male human War2:
  Corporal, male human War2: Medium humanoid (6 ft. 
  tall); HD 2d8; hp 11; Init 0; Spd 20 ft.; AC 16 (+5 Armor, 
  +1 Shield); Atks +3 melee (1d8+1 [crit 19-20], Long 
  Sword); AL LG; SV Fort +3, Ref +0, Will +0. 
      
  Str 13, Dex 10, Con 11, Int 14, Wis 10, Cha 16. 
   
  Skills: Listen +4, Spot +4, Ride +2. Feats: Alertness, 
  Power Attack 
   
  Equipment: chainmail, shield, longsword 
      
  The Grunts, male human War1
  The Grunts, male human War1
  The Grunts, male human War1
  The Grunts, male human War1    ((((8):
  8):
  8):
  8): Medium humanoid 
  (6 ft. tall); HD 1d8+1; hp 7; Init 0; Spd 30 ft.; AC 13 (+2 
  Armor, +1 Shield); Atks +2 melee (1d6+1 [crit 19-20], 
  Short Sword); AL LN; SV Fort +2, Ref +0, Will +0.  
      
  Str 13, Dex 10, Con 12, Int 9, Wis 10, Cha 8. 
   
  Skills: +4 Listen, +3 Spot. Feats: Alertness 
   
  Equipment: Leather Armor, Short sword 
      
  The Chaplain
  The Chaplain
  The Chaplain
  The Chaplain—
  —
  —
  —Priest of Heironeous, human male Clr1:
  Priest of Heironeous, human male Clr1:
  Priest of Heironeous, human male Clr1:
  Priest of Heironeous, human male Clr1: 
  Medium humanoid (5 1/2 ft. tall); HD 1d8 + 2; hp 11; Init 
  +0; Spd 20 ft.; AC 14 (+4 Armor); Atks +2 melee (1d8+2 
  [19-20/ X2], Longsword); SA Spells; SQ Good and War 
  domains; AL LG; SV Fort +2, Ref +0, Will +2. 
      
  Str 15, Dex 10, Con 11, Int 9, Wis 12, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Spell Craft +3. 
  Feats: Alertness, Weapon Focus (longsword);   
   
  SQ Good domain—Good sphere spells cast at +1 level; 
  War domain—Free Proficiency and Weapon focus with 
  longsword 
   
  Equipment: scale mail armor, longsword 
   
  Spells (3/3): 0-lvl—cure minor wounds, resistance, virtue; 
  1st-lvl—bless, bless, protection from evil 
   
  The Sorceror, male human Sor1:
  The Sorceror, male human Sor1:
  The Sorceror, male human Sor1:
  The Sorceror, male human Sor1: CR 1; Medium-size 
  humanoid  (5 1/2 ft. tall); HD 1d4 + 2; hp 4; Init +3; Spd 
  30 ft.; AC 13 (+3 Dex); Atks -1 melee (1d6-1, Quarter 
  Staff); SA Spells; SD Spells; AL LN; SV Fort +2, Ref +0, 
  Will +2. 
      
  Str 8, Dex 16, Con 14, Int 10, Wis 12, Cha 15. 
   
  Skills: Listen +2, Spot +1, Spell Craft +3. Feats: Combat 
  Casting 
   
  Spells (5/3): 0-lvl—resistance, ray of frost, disrupt undead, 
  detect magic; 1st-lvl—burning hands, magic missile 
  Equipment: quarterstaff 
   
  The Gold Fists will attempt to persuade PCs to wear their 
  colors, to make them look more intimidating to orcs.  
  They will not want to conceal their numbers (they think, 
  correctly, that that scares the orcs off), but Master Carter 
  can order them to do this (particularly if he's offered 
  significant money (at least 50 Lions)). 
   
  Master Geth's guards: 
  Master Geth's guards: 
  Master Geth's guards: 
  Master Geth's guards:     
  Pelvaris, male human Ftr2:
  Pelvaris, male human Ftr2:
  Pelvaris, male human Ftr2:
  Pelvaris, male human Ftr2: Medium humanoid (6 ft. tall); 
  HD 2d10; hp 13; Init +4; Spd 20 ft.; AC 16 (+5 Armor, +1 
  Shield); Atks +4 melee (1d8+1 [crit 19-20], Long Sword); 
  AL NG; SV Fort +3, Ref +0, Will +0.  
      
  Str 13, Dex 10, Con 11, Int 14, Wis 10, Cha 16. 
   
  Skills: Listen +6, Spot +6, Ride +5, Profession 
  (Caravan Guard) +1, Healing+2, Climb +2. Feats: Alertness, 
  Power Attack, Improved Initiative, Alertness 
   
  Equipment: chain mail, shield, longsword 
   
  Guards, male human War1 (6): 
  Guards, male human War1 (6): 
  Guards, male human War1 (6): 
  Guards, male human War1 (6): Medium human (6 ft. 
  tall); HD 1d8+1; hp 7; Init 0; Spd 30 ft.; AC 14 (+3 Armor, 
  +1 Shield); Atks +2 melee (1d6+1 [crit 19-20], Short 
  Sword); AL N; SV Fort +2, Ref +0, Will +0.  
      
  Str 13, Dex 10, Con 12, Int 9, Wis 10, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
   
  Equipment: Studded Leather Armor, Short sword 
   
  On his last trip, Master Geth had another 8 guards, but 
  they have decided to travel to Eldmyn for a change 
  (basically out of fear) 
   
  
  A Little Reconnaissance  
   
  Page 24 
  DM Aid #2
  DM Aid #2
  DM Aid #2
  DM Aid #2::::    Creatures at the Base
  Creatures at the Base
  Creatures at the Base
  Creatures at the Base    
   
  Orcs
  Orcs
  Orcs
  Orcs: Medium humanoid (orc); HD 1d8; hp 6; Init 0; Spd 
  30 ft.; AC 12 (+2 Armor); Atks +2 melee (1d6+1 [crit 19-
  20], shortsword); AL NE; SV Fort +2, Ref +0, Will -1.  
      
  Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness 
  Equipment: leather armor, shortsword 
   
  Orc Leader, Ftr1:
  Orc Leader, Ftr1:
  Orc Leader, Ftr1:
  Orc Leader, Ftr1: Medium humanoid; HD 1d8 + 1d10; hp 
  15; Init +0; Spd 20 ft.; AC 14 (+4 Armor); Atks +4 melee 
  (1d8+2 [crit x3], short spear); AL NE; SV Fort +3(5), Ref 
  +0, Will -1(+1) 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Intimidate +4. 
  Feats: Alertness, Weapon Focus (short spear) 
   
  Equipment: scale mail armor, short spear 
   
  Minor priest of Gruumsh, Clr
  Minor priest of Gruumsh, Clr
  Minor priest of Gruumsh, Clr
  Minor priest of Gruumsh, Clr1:1:1:1: CR 1; Medium-size orc; 
  HD 1d8 + 1d8; hp 11; Init +0; Spd 20 ft.; AC 14 (+4 
  Armor); Atks +2 melee (1d8+2 [crit x3], short spear); SA 
  spells; SQ Evil and War domains; AL NE; SV Fort +2, Ref 
  +0, Will +2. 
      
  Str 15, Dex 10, Con 11, Int 9, Wis 12, Cha 8. 
   
  Skills: Listen +4, Spot +3, Climb +5, Spell Craft +3. 
  Feats: Alertness, Weapon Focus (short spear). 
   
  SQ: Evil domain—Evil sphere spells cast at +1 level; 
  War domain—Free Proficiency and Weapon focus with 
  short spear 
   
  Equipment: scale mail armor, short spear 
   
  Spells (3/3): 0-lvl—cure minor wounds, resistance, virtue; 
  1st-lvl—bless, death watch, protection from good 
   
  Lesser priest of Gruumsh, Clr2:
  Lesser priest of Gruumsh, Clr2:
  Lesser priest of Gruumsh, Clr2:
  Lesser priest of Gruumsh, Clr2: Medium humanoid; HD 
  1d8 + 3d8; hp 21; Init +0; Spd 20 ft.; AC 14 (+5 Armor); 
  Atks +4 melee (1d8+1 [crit x3], short spear); SA spells; SQ 
  Evil and War domains; AL NE; SV Fort +3, Ref +1, Will 
  +3. 
      
  Str 13, Dex 10, Con 11, Int 9, Wis 14, Cha 8. 
   
  Skills: +6 Listen, +5 Spot, +4 Climb, +5 Spell Craft, . 
  Feats: Alertness, Concentration, Weapon Focus (short 
  spear) 
   
  SQ Evil domain—Evil sphere spells cast at +1 level; 
  War domain—Free Proficiency and Weapon focus with 
  short spear 
   
  Equipment: Chain Mail armor, Short Spear 
   
  Spells (4/3/3): 0-lvl—cure minor wounds, light, 
  resistance, virtue; 1stlvl—bless, death watch, cure light wounds, 
  protection from good; 2nd-lvl—spiritual weapon, death knell, 
  hold person 
   
  Priest of Grummsh, Clr3:
  Priest of Grummsh, Clr3:
  Priest of Grummsh, Clr3:
  Priest of Grummsh, Clr3: Medium humanoid; HD 1d8 + 
  3d8; hp 21; Init +0; Spd 20 ft.; AC 14 (+5 Armor); Atks +4 
  melee (1d8+1 [crit x3], short spear); SA Spells; SQ Evil 
  and War domains; AL NE; SV Fort +3, Ref +1, Will +3. 
      
  Str 13, Dex 10, Con 11, Int 9, Wis 14, Cha 8. 
   
  Skills: Listen +6, Spot +5, Climb +4, Spell Craft +5. 
  Feats: Alertness, Concentration, Weapon Focus (short 
  spear)   
   
  SQ: Evil domain—Evil sphere spells cast at +1 level; 
  War domain—Free Proficiency and Weapon focus with 
  short spear 
   
  Equipment: Chain Mail armor, Short Spear, 
   
  Spells (4/3/3): 0-lvl—cure minor wounds, light, 
  resistance, virtue; 1st-lvl—bless, death watch, cure light wounds, 
  protection from good; 2nd-lvl—spiritual weapon, death knell, 
  hold person  
   
  Noncombatant Orcs
  Noncombatant Orcs
  Noncombatant Orcs
  Noncombatant Orcs: Medium humanoids; HD 1d6; hp 2; 
  Init 0; Spd 30 ft.; AC 10; Atks +0 melee (1d3, fists); AL NE; 
  SV Fort +2, Ref +0, Will -1.  
      
  Str 10, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +2, Spot +1. Feats: None 
   
  Ogres
  Ogres
  Ogres
  Ogres: Large giant; HD 4d8+8; hp 32; Init -1 (Dex); Spd 30 
  ft.; AC 16 (-1 Size, -1 Dex, +5 Natural, +3 Hide); Atks +7 
  melee (2d6+7, huge greatclub); Face/Reach  5 ft. x 5 ft./10 
  ft.; AL CE; SV Fort +6, Ref +0, Will +1.  
      
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills: Climb +5, Listen +3, Spot +3. Feats: Weapon 
  Focus (greatclub) 
   
  Wolves
  Wolves
  Wolves
  Wolves: Medium animal; HD 2d8+4; hp 13; Init +2 (+2 
  Dex); Spd 50; AC 14 (+2 Natural, +2 Dex); Atks +2 melee 
  (1d6+1, bite); AL N; SV Fort +5, Ref +5, Will +1.  
      
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +6, Spot +2, Move Silently +4, Hide +3. 
  Feats: Scent 
   
  Hilk, male orc Ftr3:
  Hilk, male orc Ftr3:
  Hilk, male orc Ftr3:
  Hilk, male orc Ftr3: Medium humanoid; HD 1d8 + 3d10; 
  hp 29; Init +0; Spd 20 ft.; AC 14 (+4 Armor); Atks +6 
  melee (1d8+2 [crit x3], warhammer); AL NE; SV Fort +4, 
  Ref +1, Will +1. 
      
  Str 15, Dex 10, Con 11, Int 10, Wis 10, Cha 12. 
   
  Skills: Listen +4, Spot +3, Climb +5, Intimidate +4. 
  Feats: Alertness, Weapon Focus (War hammer), Power 
  Attack  
   
  Equipment: scale mail armor, warhammer 
   
  Gnarsh,
  Gnarsh,
  Gnarsh,
  Gnarsh, male orc Fighter 2:
  male orc Fighter 2:
  male orc Fighter 2:
  male orc Fighter 2: Medium humanoid; HD 
  1d8+1 + 2d10+2; hp 26; Init +0; Spd 20 ft.; AC 14 (+4 
  Armor); Atks +6 melee (1d8+3 [19-20/ X2], longsword); 
  AL NE; SV Fort +4, Ref +0, Will -1. 
      
  Str 15, Dex 10, Con 12, Int 9, Wis 9, Cha 9. 
   
  Skills: Listen +4, Spot +3, Climb +5, Intimidate +4. 
  Feats: Alertness, Weapon Focus (longsword) 
   
  Equipment: scale mail armor, masterwork longsword 
   
  Humgar, female ogre
  Humgar, female ogre
  Humgar, female ogre
  Humgar, female ogre: Large Giant; HD 4d8+12; hp 40; 
  Init -1 (Dex); Spd 30 ft.; AC 16 (-1 Size, -1 Dex, +5 Natural, 
  +3 Hide); Atks +7 melee (2d6+7, huge greatclub); 
  Face/Reach 5 ft. x 5 ft./10 ft.; AL CE; SV Fort +6, Ref +0, 
  Will +1.  
      
  Str 21, Dex 8, Con 17, Int 9, Wis 10, Cha 7. 
   
  Skills: Climb +5, Listen +3, Spot +3. Feats: Weapon 
  Focus (greatclub) 
   
  Equipment: Hide armor, huge greatclub 
  
  A Little Reconnaissance  
   
  Page 25 
   
  Grek, male orc, Bbn 2:
  Grek, male orc, Bbn 2:
  Grek, male orc, Bbn 2:
  Grek, male orc, Bbn 2: Medium humanoid; HD 1d8 + 
  2d12; hp 22(26); Init +0; Spd 30 ft.; AC 15(13) (+5 Armor); 
  Atks +2(4) melee (1d8+2(4) [crit 19-20], longsword); SA 
  Bbn Rage; AL NE; SV Fort +3(5), Ref +0, Will -1(+1). 
   
  Str 15(19), Dex 10, Con 11(5), Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot+3, Climb+5, Intimidate+4. 
  Feats: Alertness 
   
  SA—Barbarian Rage.1/ day Dur. 5 rounds; +4 Str, +4 
  Con, +2 Will saves, -2 AC 
   
  Equipment: chainmail armor, longsword    
   
  Jurlgam Jurlgamson, young male hill giant
  Jurlgam Jurlgamson, young male hill giant
  Jurlgam Jurlgamson, young male hill giant
  Jurlgam Jurlgamson, young male hill giant: Large Giant; 
  HD 10d8+10; hp 70; Init -1 (Dex); Spd 30 ft.; AC 17 (-1 
  Size, -1 Dex, +5 Natural, +3 Hide, +1 Shield ); Atks 
  +20/+15 melee (2d6+14 19-20/ X2], greatsword +1); 
  Face/Reach 5 ft. x 5 ft./10 ft.; AL NE; SV Fort +6, Ref +0, 
  Will +1.  
      
  Str 32, Dex 8, Con 12, Int 9, Wis 10, Cha 7. 
   
  Skills: Climb +5, Listen +3, Spot +3. Feats: Weapon 
  Focus (great sword) 
   
  Equipment: shield, greatsword+1    
   
  
  A Little Reconnaissance  
   
  Page 26 
  DM Aid #3
  DM Aid #3
  DM Aid #3
  DM Aid #3: : : : Tribal Quick reference card.
  Tribal Quick reference card.
  Tribal Quick reference card.
  Tribal Quick reference card.    
      
  Hilk's Hammers
  Hilk's Hammers
  Hilk's Hammers
  Hilk's Hammers    
  Warriors 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.
  Non-combatants 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24.
  25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48.
  49. 50. 
  Wolves 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 
  Hilk 
  1. 
   
  The Bloody Skulls
  The Bloody Skulls
  The Bloody Skulls
  The Bloody Skulls    
  Warriors 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.
  Non-combatants 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24.
  25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48.
  49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67.
  Gnarsh 
  1. 
   
  The Severed Heads 
  The Severed Heads 
  The Severed Heads 
  The Severed Heads     
  Warriors 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24.
  25. 26. 27. 
  Orc Leaders 
   
   
  Minor priests 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
   
   
  1. 
  2. 
  3.
  4.
  Ogres 
  1. 
  2. 
  Non-combatants 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24.
  25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48.
  49. 50. 
  Humgar 
  1. 
   
  Gruumsh's Teeth
  Gruumsh's Teeth
  Gruumsh's Teeth
  Gruumsh's Teeth    
  Warriors 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24.
  25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48.
  49. 50. 
  Non-combatants 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24.
  25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48.
  49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67. 68. 69. 70. 71. 72.
  73. 74. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85.
  Orc Leaders 
   
   
  Minor priests 
   
  Lesser Priests 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
   
   
  1. 
  2. 
  3.
  4.
   
   
  1. 2.
  Priest 
   
  Grek 
  1. 
   
   
   
   
  1. 
  
  A Little Reconnaissance  
   
  Page 27 
  Players' Handout 1
  Players' Handout 1
  Players' Handout 1
  Players' Handout 1    
   
  A text quickly copied in a clear, precise, practiced hand: 
   
  Orc and related tribes and warbands of the western reach of the County of Cryllor: 
   
  (n.b. "heraldry" is a loose term at best for orc groups; these are the markings that indicate the warband, but they do not 
  have the formality or regularity of true heraldry) 
   
  Bloody Skulls (heraldry: skull dripping blood on a black field): A band of orcs, consisting of approximately 25-30 
  warriors, 60-80 noncombatants.  Traditionally very aggressive, harrassing caravans with little regard for likelihood of 
  victory (hence high ration of noncombatants to warriors).  Generally prey on road between Gammel and Denlock. 
   
  Bloody Spears (heraldry: long spear, diagonal, dripping blood from point, on a dark (black or brown) field): A tribe of 
  orcs, approximately 45-50 warriors and 50-80 noncombatants (many of the females are counted as warriors in this tribe).  
  Generally harasses trade between Gammel and either Denlock or Eldmyn.  Includes an unusual number of sorcerers or 
  mages and several orogs or ogrillons, generally as leaders. 
   
  Gruumsh's Own Warband (heraldry: crude drawings of a one-eyed orc head with a spear horizontal beneath): A warband, 
  with less noncombatants; about 20-30 warriors, 5-10 priests, and 20-30 noncombatants.  A theocratic group, ruled by a 
  head priest of Gruumsh; believed to recruit young orcs from other tribes and possibly to supply priests to other tribes.  
  Travels widely throughout the Joten foothills. 
   
  Gruumsh's Teeth (heraldry: crude drawings of a one-eyed orc head with highly exaggerated teeth, often dripping blood 
  or chewing on enemies): A tribe of orcs, with some religious tendencies.  Approximately 50-60 warriors, 75-100 
  noncombatants, 3-7 priests.  Ruled over by a clan of orogs and ogrillons, and believed to have ties to a small band of 
  ogres. 
   
  Hilk's Hammers (heraldry: crude hammers (almost clubs) smashing heads): A small, clever tribe, led ably by Hilk.  25-30 
  warriors, 40-60 noncombatants.  Hilk is a dangerous, cunning, and independent leader; although not as tough as several 
  other groups, Hilk's Hammers are notably skilled at avoiding trouble.  Also, Hilk's Hammers are skilled at using wolves 
  as war dogs and hunting companions. 
   
  Severed Heads (heraldry: real severed heads dangled from poles): A warband, known for their cruelty and wantonness.  
  35-45 warriors (including several orogs and ogrillons), 45-60 noncombatants, believed to be ruled by a small group of 
  ogres (3-4).  Often attack miners and even Denlock itself, with disastrous results for both sides. 
   
  Split Skulls (heraldry: axe splitting a skull, perhaps dwarvish): A tribe of orcs notable mostly for its size and particular 
  hatred of and cruelty towards dwarves.  180-250 warriors, 240-350 noncombatants.  Generally more located in the Little 
  Hills in the Yeomanry, but occasionally attacks and destroys a caravan in Cryllor.  Prone to rampant infighting. 
   
  Sword Orcs (heraldry: none, but use swords more often and spears less often than other groups): Another large, badly 
  organized tribe.  150-175 warriors, 180-250 noncombatants.  Tends towards the northern Joten foothills and the southern 
  edge of the Lost Lands of Sterich. 
   
  Unaligned orcs: at any given time, there are another 300-500 warriors and 300-500 noncombatants scattered through the 
  area in small groups (generally 5-15 warriors and an approximately equal number of noncombatants).  These groups 
  rejoin and split off from larger groups frequently.  Occasionally, a new leader emerges who puts together a larger tribe or 
  band that remains stable for some time and may emerge as a new, noteworthy tribe. 
   
  The hills in these areas are riddled with caves and abandoned mines.  Most of the orcish groups dwell within these caves. 
  
  A Little Reconnaissance  
   
  Page 28 
  DM Map #1
  DM Map #1
  DM Map #1
  DM Map #1    
  Map of the region 
   
   
   
  
  A Little Reconnaissance  
   
  Page 29 
  DM Map #2
  DM Map #2
  DM Map #2
  DM Map #2    
  Tactical Map 
   
   
   
  
  A Little Reconnaissance  
   
  Page 30 
  DM Map #3
  DM Map #3
  DM Map #3
  DM Map #3    
  The Base 
   
   
   
   
  
  A Little Reconnaissance  
   
  Page 31 
  Player Map
  Player Map
  Player Map
  Player Map    
   
  
  A Little Reconnaissance  
   
  Page 32 
  Appendix A
  Appendix A
  Appendix A
  Appendix A    
  PPPProfessions in Keoland
  rofessions in Keoland
  rofessions in Keoland
  rofessions in Keoland    
      
  Working in Keoland
  Working in Keoland
  Working in Keoland
  Working in Keoland    
  Keoland is the oldest kingdom in the Flanness, founded over nine centuries ago. Guilds, licensed by the nobles of the 
  Kingdom, have existed since the earliest years of the Kingdom, many growing in wealth and power over the centuries.  
  These guilds watch over most crafts and professions in Keoland.  Also, the guilds will typically investigate any 
  infringements of their license for the noble, thus saving on enforcement costs. A few crafts, such as goldworking and 
  receiving payment to argue in a court, require royal licenses. This results in the creation of Royal Guilds. Nobles often 
  then create requirements of local licenses.  
   
  As a result in order to practice a craft, or work one of the professions listed below (Table 1.1), one must join the 
  appropriate guild.  In exchange the guild pays wages to and offers some legal protection for its membership.  The wages 
  paid depend on the individual's rank in the guild and the cost of living in the area.  Table 1.2 shows the ranks, dues and 
  supported lifestyles. 
   
  Guilded professions in Keoland  
  Guilded professions in Keoland  
  Guilded professions in Keoland  
  Guilded professions in Keoland      
  Crafts
  Crafts
  Crafts
  Crafts: 
  Armor Smith, Basket Weaving, Book Binding, Bow making, Black Smithing, Calligraphy, Carpentry, Cobbling, Gem 
  Cutting, Leather working, Lock Smithing, Painting, Pottery, Performing*, Sculture, Ship Building, Stone Masonry, 
  Tailoring, Trap making, Weapon Smithing, Weaving 
   
  Professions
  Professions
  Professions
  Professions: 
  Apothecary, Barrister, Book Keeper, Brewer, Drover, Guide, Herbalist, Inn Keeper, Miller, Scribe, Teamster,  
   
  Guild Data:
  Guild Data:
  Guild Data:
  Guild Data:    
  Rank 
  Skill Mod* 
  Dues/ Year 
  Lifestyle 
  Apprentice 
  1-10 
  10 Tu or 100 gp 
  Low 
  Journeyman 
  11-15 
  +5 Tu or +400 gp 
  Medium 
  Master 
  16-19 
  +5 Tu or +1500 gp 
  High 
  * This is the character's total skill modifier including ranks, ability adjustments, racial modifiers, competence bonuses… 
  A character does not have to advance upon reaching Skill mods of 11 and 16 that is just the earliest time they will qualify 
  for the new rank. 
   
   
  
  A Little Reconnaissance  
   
  Page 33 
  A Little 
  A Little 
  A Little 
  A Little Reconnaissance
  Reconnaissance
  Reconnaissance
  Reconnaissance    Critical Event Summar
  Critical Event Summar
  Critical Event Summar
  Critical Event Summaryyyy    
  Part One:
  Part One:
  Part One:
  Part One:    Player Summary
  Player Summary
  Player Summary
  Player Summary    
   
  Character 1          RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 2          RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 3          RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 4          RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 5          RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 6          RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 7          RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
   
  Please fill in this information.  Only player name and RPGA # 
  is required of the Player information.  This information will 
  be used to keep the membership informed of local events and 
  to allow us to gage tournament challenges. 
   
  Return it to Frank Timar, POC for the Keoland Triad 
  101 Yorktown Drive 
  Mt Laurel, NJ  08054 
  Frank@compunet-2000.com 
   
   
  
  A Little Reconnaissance  
   
  Page 34 
  Part 2
  Part 2
  Part 2
  Part 2: Event Summary
  : Event Summary
  : Event Summary
  : Event Summary    
      
  1.  Did the PCs report the location of the orcish base to Lady Delana:  
  Yes  
    No  
    
  2.  Did the PCs determine the tribes and approximate numbers of orcs:  
  Yes  
    No  
     
  3.  Did the PCs report the giant's existence:  
   
   
   
  Yes  
    No  
     
  4.  Did the PCs report that the giant was the leader of the orcs:  
   
  Yes  
    No  
     
  5.  Did the PCs report the existence of a mage:   
   
   
  Yes  
    No  
     
  6.  Did the PCs report a description of the mage  
   
   
   
  Yes  
    No  
   
  (Suelese, wearing pantaloons and a wrapped shirt):  
  7.  Did the PCs report that the mage takes the prisoners away as slaves:  
  Yes  
    No  
     
  8.  Did the PCs kill the hill giant:  
   
   
   
   
   
  Yes  
    No  
     
  9.  Were any PCs killed:  
   
   
   
   
   
  Yes  
    No  
   
   
  If so, Which ones:  
   
   
   
   
   
   
  1    2    3    4    5    6    7 
  10.  Were any PCs left as prisoners of the orcs:  
   
   
   
  Yes  
    No  
   
   
  If so, Which ones: 
   
   
   
   
   
   
  1    2    3    4    5    6    7 
  11.  Did any of the Caravans get wiped out 
   
   
   
  Yes  
    No  
   
   
  (Note:  If the PCs waited then Gwenna's caravan would have) 
  12.  If yes which one(s)?  Circle all that apply.  
  Gwenna's 
  Master Carter  
  Master Geth 
   
  What NPCs died? 
   
   
  Durnik  
  Gwenna Bennon Carter 
  Hilka Carter 
   
   
   
   
   
   
   
   
   
   
   
   
  Master Gerth 
  13.  Did anyone take an interest in Marga?  If so which character? 
  1    2    3    4    5    6    7 
  14.  Any other notable events from your table that you want to report: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Keoland/KEO1-02 - A Little Reconnaissance.pdf