TEXT: Tougher Sons
  of Gruumsh
  Sons�of�Gruumsh�is�a�FORGOTTEN REALMS adventure�for�4th-level
  characters�set�in�the�Moonsea�region�of�Faerûn.�Several�scions�of
  the�great�families�have�disappeared�from�the�city�of�Melvaunt,�and
  the�player�characters�(PCs)�have�been�recruited�to�find�and�rescue
  them.�Their�investigations�lead�them�north�into�Thar,�where�they
  discover�an�orc�army�massing�for�an�attack.�At�that�point,�it’s�up�to
  the�characters�to�carry�out�their�original�mission,�as�well�as�foil�the
  plans�of�the�orc�adept�Jurrg�and�her�orog�companions.
  Tougher�Sons�of�Gruumsh�provides�all�the�adjustments�required�to
  make�Sons�of�Gruumsh suitable�for�8th-level�characters.�As�in�the
  adventure,�appropriate�miniatures�for�all�adversaries�are�suggested
  as�part�of�the�creature�statistics�blocks.
  As�always,�feel�free�to�adapt�the�material�presented�here�as�you
  see�fit�to�make�it�work�with�your�campaign.
  Preparation
  You�(the�DM)�need� the�D&D� core�rulebooks—the�P�l�a�y�e�r�’�s
  Handbook, the�Dungeon�Master’s�Guide,�and�the�Monster�Manual—
  as�well�as�Sons�of�Gruumsh—to�utilize�the�material�in�this�web
  enhancement.�Tougher�Sons�of�Gruumsh�also�draws�on�material
  from�FORGOTTEN REALMS Campaign�Setting,�Monster�Manual�III,
  Monsters�of�Faerûn,�and Races�of�Faerûn.�The�information�pre-
  sented�here�utilizes�the�D&D�v.3.5�rules.
  Part� 1:�
  The� Lost� Scions
  This�section�has�only�one�encounter�that�needs�to�be�scaled.
  Street� Fight� (EL� 10)
  Make�the�following�adjustments�to�the�adversaries�given�for�this
  encounter.
  • Add�three�more�Leiyraghon�bravos�to�this�encounter,�for�a�total
  of�eight.
  • Reduce�the�number�of�Natali�mercenaries�by�one,�for�a�total�of
  one.
  A Sons�of�Gruumsh FORGOTTEN REALMS®�Web�Enhancement
  1
  Design: Eric�Cagle
  Editing: Penny�Williams
  Typesetting: Nancy�Walker
  Design�Manager: Christopher�Perkins
  Web�Production: Bart�Carroll
  Web�Development: Mark�A.�Jindra
  Graphic�Design: Robert�Campell,�Cynthia�Fliege,�Dee�Barnett�and
  Jen�Page
  Based�on�the�original�DUNGEONS &�DRAGONS®�game�by�E.�Gary
  Gygax�and�Dave�Arneson�and�on�the�new�edition�of�the
  DUNGEONS &�DRAGONS game�designed�by�Jonathan�Tweet,�Monte
  Cook,�Skip�Williams,�Richard�Baker,�and�Peter�Adkison.
  D&D,�DUNGEONS�&�DR�A�G�O�N�S,�FO�R�G�O�T�T�E�N RE�A�L�M�S,�and�DU�N�G�E�O�N
  MA�S�T�E�R are�registered�trademarks�owned�by�Wizards�of�the�Coast,�Inc.
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  likenesses�thereof�are�trademarks�owned�by�Wizards�of�the�Coast,�Inc.
  This�material�is�protected�under�the�copyright�laws�of�the�United�States
  of�America.�Any�reproduction�or�unauthorized�use�of�the�material�or
  artwork�contained�herein�is�prohibited�without�the�express�written
  permission�of�Wizards�of�the�Coast,�Inc.�This�product�is�a�work�of�fiction.
  Any�similarity�to�actual�people,�organizations,�places,�or�events�is�purely
  coincidental.�This�Wizards�of�the�Coast�game�product�contains�no�Open
  Game�Content.�No�portion�of�this�work�may�be�reproduced�in�any�form
  without�written�permission.�To�learn�more�about�the�Open�Gaming
  License�and�the�d20�System�License,�please�visit�www.wizards.com/d20.
  ©2006�Wizards�of�the�Coast,�Inc.�All�rights�reserved.�Made�in
  the�U.S.A.
  Visit�our�website�at�www.wizards.com/forgottenrealms
  Additional�Credits
  
  Sons�of�Gruumsh Web Enhancement
  2
  Part� 2:�
  Crossing�Thar
  Several�encounters�in�this�section�require�adjustment�for�an�8th-
  level�party.
  Random�Encounters�
  in� Thar
  Replace�the�Random�Encounters�in�Thar�Table�on�page�8�with�the
  following.
  Day� 3:� The� Ambush� Site�
  (EL� 8)
  Make�the�following�adjustments�to�this�encounter,�which�is�detailed
  on�page�9.
  • Replace�the�owlbear�with�the�following�creature.
  Tyrannosaurus: hp�180;�MM 61;�suggested�miniature�Fiendish
  Tyrannosaurus�(Giants�of�Legend 68/72).�
  • Replace�the�final�sentence�of�the�flavor�text�with�the�following.
  A�dead�horse,�half�shrouded�in�the�mist,�lies�amid�the�dead�orcs.
  Some�large,�scaly�creature�is�rooting�around�near�the�corpse.
  Day� 4:� Orc� Scout� Camp�
  (EL� 10)
  Adjust�the�opponents�in�this�encounter�(detailed�on�page�9)�as�fol-
  lows.
  • Add�one�extra�orc�sergeant,�for�a�total�of�two.
  • Add�two�more�orc�warriors,�for�a�total�of�ten.
  • Add�one�additional�dire�boar,�for�a�total�of�two.
  • Double�the�treasure�given�for�the�orc�sergeant�to�account�for�the
  extra�one�present.�Increase�the�treasure�noted�for�each�orc�warrior
  to�3d8�gp�and�4d10�sp.
  Day� 5:� Haravak� and�
  Grûnhawr� (EL� 8)
  Use�the�revised�statistics�given�below�for�Haravak�and�Grûnhawr.
  Haravak
  CR� 8
  Male half-orc ranger 8
  N Medium humanoid (orc)
  Init +6; Senses Listen +9, Spot +8; darkvision 60 ft.
  Languages Common, Orc
  AC 18, touch 13, flat-footed 16; Two-Weapon Defense
  (+2 Dex, +4 armor, +1 enhancement, +1 deflection)
  hp 40 (8 HD)
  Fort +6, Ref +8, Will +3
  Speed 30 ft. (6 squares); woodland stride
  Melee +1 handaxe +14 (1d6+5) or
  Melee +1 handaxe +12/+7 (1d6+5) and
  Melee mwk handaxe +12/+7 (1d6+2) or
  Ranged mwk composite longbow +11 (1d8+4/X3) 
  Ranged mwk composite longbow +11/+6 (1d8+4/X3) 
  Base Atk +8; Grp +12
  Combat Gear oil of magic weapon, 3 potions of cure light
  wounds, potion of magic fang
  Ranger Spells Prepared (CL 4th):
  1st—magic fang, resist energy
  Abilities Str 18, Dex 15, Con 10, Int 11, Wis 12, Cha 6
  S Q animal companion, favored enemy goblinoids +2,
  favored enemy orcs +4, link with companion, share spells,
  swift tracker, wild empathy +8 (+4 magical beasts)
  Feats E n d u r a n c eB, Improved Initiative, Improved Tw o -
  Weapon FightingB, Tr a c kB, Tw o - Weapon Defense, Tw o -
  Weapon FightingB, Weapon Focus (handaxe)
  Skills Handle Animal +4, Hide +12, Knowledge (geography)
  +7, Knowledge (nature) +8, Listen +9, Move Silently +9,
  Ride +4, Search +9, Spot +8, Survival +10* (+12 when track-
  ing, +12 to avoid hazards or avoid getting lost, +12 in
  aboveground natural environments)
  P o s s e s s i o n s combat gear plus +1 chain shirt, ring of protection
  + 1 , +1 handaxe (S n i c k), masterwork handaxe (S n a c k), master-
  work composite longbow (+4 Str bonus) with 20 arrows, s l e e p
  a r r o w, cloak of elvenkind, 5 gp in pouch, map of Thar (with
  notes)
  Skills *Haravak gains a +2 bonus on Survival checks when
  tracking, to avoid hazards, to avoid getting lost, and in
  aboveground natural environments.
  Suggested Miniature Half-Orc Fighter (Harbinger 43/80).
  RANDOM ENCOUNTERS IN THAR
  D%
  Encounter
  Source
  Suggested�Miniature
  01–20
  Troll�(EL�5)
  MM 247
  Troll�(Harbinger 77/80)�or�Troll�Slasher�(Angelfire 59/60)
  21–30
  2�werewolves�(EL�5)
  MM 175
  Wolf�(Harbinger 37/80)�or�Werewolf�(Giants�of�Legend 60/72)�or�Timber�Wolf
  (Deathknell 27/60)
  31–60
  Ettin�(EL�6)
  MM 106
  Ettin�Skirmisher�(Deathknell 52/60)
  61–80
  Shambling�mound�(EL�6)
  MM 222
  Shambling�Mound�(Harbinger 36/80)
  81–90
  Bulette�(EL�7)
  MM 30
  Bulette�(Giants�of�Legend 67/72)
  91–100
  Ogre�barbarian�(EL�7)
  MM 198
  Ogre�(Harbinger 71/80)�or�Ogre�Ravager�(Dragoneye 56/60)
  
  Sons�of�Gruumsh Web Enhancement
  3
  Grûnhawr
  CR� —
  Male boar animal companion
  N Medium Animal
  Init +0; Senses Listen +7, Spot +5; low-light vision, scent
  AC 16, touch 10, flat-footed 16
  (+6 natural)
  hp 25 (3 HD)
  Fort +6, Ref +3, Will +3
  Speed 40 ft. (8 squares)
  Melee gore +4 (1d8+3)
  Base Atk +2; Grp +4
  Atk Options ferocity
  Abilities Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
  SA ferocity
  SQ link with master, tricks (attack, come, down, fetch, heel,
  seek, stay)
  Feats Alertness, Toughness
  Skills Jump +6, Listen +7, Spot +5
  Ferocity (Ex): Grûnhawr is such a tenacious combatant that
  he continues to fight without penalty even while disabled or
  dying.
  Suggested Miniature Dire Boar (Harbinger 34/80).
  Day� 6:� Manticore� Attack�
  (EL� 8)
  Replace�the�creature�in�this�encounter�with�the�one�noted.�
  • Replace�the�manticore�with�a�behir.�Just�like�the�manticore�it
  replaces,�the�behir�is�not�ready�to�die�for�a�fresh�meal.�Thus,�it
  retreats�into�the�fog�if�it�is�reduced�to�30�or�fewer�hit�points.
  Behir: hp:�94;�MM 25;�suggested�miniature�Behir�(Giants�of
  Legend 66/72).
  Part�3:�Xul-Jarak
  The�required�adjustments�for�this�section�are�given�below.
  3.� Gatehouse� (EL� 6)
  This�encounter�involves�orc�archers�and�can�be�scaled�up�simply�by
  adding�more,�as�noted�below.
  • Add�three�more�orc�archers�to�each�room,�for�a�total�of�six�per
  room.
  4.� Courtyard� (EL� 10)
  This�encounter�is�scaled�by�advancing�Dregthaug,�the�wyvern.
  • Add�an�amulet�of�health�+2 to�the�treasure�and�double�the�value
  of�the�gems�in�the�helmet�(to�200�gp�each).
  • Advance�Dregthaug�to�10�HD.�Use�the�following�statistics�for
  him.
  Dregthaug
  CR� 10
  Male advanced wyvern
  N Huge dragon
  Init +0; Senses Listen +16, Spot +19; darkvision 60 ft.; low-
  light vision, scent
  Languages Draconic
  AC 20, touch 8, flat-footed 20; Improved Natural Armor
  (–2 size, +12 natural)
  hp 109 (10 HD)
  Immune paralysis, sleep
  Fort +11, Ref +7, Will +8
  Speed 20 ft. (4 squares), fly 60 ft. (poor); Flyby Attack
  Melee sting +16 (1d8+8 plus poison) or
  Melee talon +16 (3d6+8) or
  Melee bite +16 (3d8+8) or
  Melee sting +16 (1d8+8 plus poison) and
  Melee talon +14 (3d6+8) and
  Melee bite +14 (3d8+8) and
  Melee 2 wings +14 (2d6+4)
  Space 20 ft.; Reach 10 ft.
  Base Atk +10; Grp +26
  Atk Options poison
  Special Actions improved grab
  Abilities Str 27, Dex 10, Con 19, Int 6, Wis 12, Cha 9
  SA improved grab
  Feats Ability Focus (poison), Alertness, Flyby Attack,
  Improved Natural Armor, MultiattackB
  S k i l l s Hide +5, Jump +2, Listen +16, Move Silently +13,
  Spot +19
  Improved Grab (Ex): If Dregthaug hits with his talons, he can
  attempt a grapple as a free action without provoking an
  attack of opportunity.
  Poison (Ex): I n j u r y, Fortitude DC 21, initial and secondary
  damage 2d6 Con. 
  Suggested Miniature Behir (Giants of Legend, 66/72), Huge
  Gold Dragon (Giants of Legend, 61/72), or Fiendish Ty r a n-
  nosaurus (Giants of Legend, 68/72) 
  7.� Tavern� (EL� 10)
  This�encounter�can�be�scaled�up�by�adding�more�of�the�creatures
  already�present.
  • Add�one�more�orc�sergeant,�for�a�total�of�two.
  • Add�an�ogre�barbarian�to�the�creature�mix,�for�a�total�of�one.
  Ogre�Barbarian: hp�79;�MM 199;�suggested�miniature�Ogre
  (Harbinger 71/80)�or�Ogre�Ravager�(Dragoneye 56/60).
  10.� Old� Barracks� (EL� 4)
  Scale�up�this�encounter�by�switching�the�monsters�given�for�a�different
  creature,�as�noted�below.
  • Replace�the�monstrous�centipedes�with�a�single�Large�monstrous
  spider.
  Large�Monstrous�Spider: hp�22;�MM 289;�suggested�miniature
  Large�Monstrous�Spider�(Dragoneye 54/60).
  
  11.� Emissaries� of� the�
  Broken� Fang� (EL� 8)
  Add�more�emissaries�to�the�band�to�scale�up�this�encounter.
  • Add�two�extra�mountain�orcs,�for�a�total�of�four.
  12.�Zhentarim�Emissaries�
  (EL� 9� and� 4)
  Replace�the�statistics�blocks�for�the�two�Zhentarim�emissaries�with
  updated�ones.
  • Use�the�statistics�for�Livikus�Arthantar�and�Xeldar�Orsalyn�given
  in�the�Appendix.
  • Double�the�value�of�the�treasure�indicated,�for�a�total�of�4,000�gp
  in�coins,�twelve�pieces�of�jewelry�worth�8,000�gp,�and�1,000�pp.
  13.� Emissaries� of� the�
  Roving� Eye� (EL� 10)
  This�encounter�can�be�scaled�up�by�adding�more�of�the�creatures
  already�present.
  • Add�two�extra�orc�raiders,�for�a�total�of�four.
  14.� Hall� of� the� Orc� King�
  (EL� 13)
  Scaling�up�this�encounter�requires�upgrading�the�statistics�of�the
  named�opponent,�adding�more�minions,�and�increasing�the�toxicity
  of�the�poison.
  • Use�the�statistics�for�Vhazror�given�in�the�Appendix.
  • Add�one�extra�ogre,�for�a�total�of�two.
  • Add�three�orc�raiders,�for�a�total�of�three.
  • Change�the�statistics�for�the�black�wine�poison�to:�Fortitude�DC
  18�negates;�initial�and�secondary�1d6�Str.
  • Increase�the�value�of�the�gem�to�10,000�gp.
  16.� Kitchen� (EL� 4)
  This�encounter�can�be�scaled�up�by�adding�more�of�the�creatures
  already�present.
  • Add�four�more�orc�warriors,�for�a�total�of�six.
  18.� Outer� Wall� Parapets�
  (EL� 12)
  This�encounter�can�be�scaled�up�by�adding�more�of�the�creatures
  already�present,�plus�some�extra�threats.
  • Add�four�more�orc�archers,�for�a�total�of�fourteen.
  • Add�two�gargoyles�to�the�encounter,�for�a�total�of�two.
  Gargoyles�(2): hp�37�each;�MM 113;�suggested�miniature
  Gargoyle�(Dragoneye 52/60).
  19.� Barbican� (EL� 8)
  This�encounter�can�be�scaled�up�by�adding�more�challenging�oppo-
  nents�to�those�already�present.
  • Add�an�orc�sergeant,�for�a�total�of�one.
  • Add�an�orc�berserker,�for�a�total�of�one.
  • Add�two�extra�orc�warriors,�for�a�total�of�ten.
  22.� Citadel� Curtain� (EL� 4)
  Scale�up�this�encounter�by�adding�more�of�the�opponents�already
  present.
  • Add�two�more�orc�archers,�for�a�total�of�four.
  24.� Hall� of� Warriors� (EL� 8)
  Scale�up�this�encounter�by�adding�more�of�the�opponents�already
  present.
  • Add�two�orc�spearfighters,�for�a�total�of�four.
  • Add�two�orc�warriors,�for�a�total�of�four.
  • Double�the�total�value�of�the�treasure,�to�600�gp�and�300�sp.
  26.�Vhazror’s�Bedroom
  Increase�the�value�of�the�treasure�in�this�room�to�make�it�suitable
  for�8th-level�characters.
  • The�chest�contains�3,600�gp,�2�potions�of�cure�moderate�wounds,
  and�2�potions�of�lesser�restoration.
  Dungeon� Level� 1
  This�section�has�only�a�few�adjustments�to�make.
  28.� The� Hall� of�
  Beating� Drums� (EL� 8)
  Scale�up�this�encounter�by�adding�more�of�the�opponents�already�present.
  • Add�two�more�orc�spearfighters,�for�a�total�of�four.
  • Add�two�extra�orc�warriors,�for�a�total�of�four.
  29.� King’s� Sepulcher� (EL� 11)
  To�scale�up�this�encounter,�add�a�trap�to�the�lock.
  • Replace�the�arcane�lock with�a�flame�strike trap.
  Flame�Strike Trap: CR�6;�magic�device;�proximity�trigger�(detect
  magic);�automatic�reset;�spell�effect�(flame�strike,�9th-level�cleric,
  9d6�fire,�DC�17�Reflex�half);�Search�DC�30;�Disable�Device�DC�30.
  Sons�of�Gruumsh Web Enhancement
  4
  
  Sons�of�Gruumsh Web Enhancement
  5
  Dungeon� Level� 3
  This�section�requires�several�adjustments.
  33.� The� Hall� of�
  Raging� Battle� (EL� 10)
  To�adjust�this�encounter,�add�more�of�the�opponents�already�present.
  • Add�four�orc�brutes,�for�a�total��of�eight.
  • Add�a�second�worg,�for�a�total�of�two.
  35.� Tomb� of� Kursk�
  One-Tusk�(EL�10)
  This�section�requires�adjustments�to�both�mechanisms�and�treasure.
  • Make�the�arcane�lock caster�level�9th,�with�a�break�DC�of�35.
  • Replace�the�poisonous�scything�blades�trap�with�an�incendiary
  cloud trap.
  Incendiary�Cloud Trap: CR�9;�magic�device;�touch�trigger;�no
  reset;�spell�effect�(incendiary�cloud, 15th-level�wizard,�4d6/round
  for�15�rounds,�DC�22�Reflex�half);�Search�DC�33;�Disable�Device
  DC�33.
  • Double�the�value�of�the�jewelry�(to�3,600�gp).
  36.� Forge� (EL� 11)
  Adjust�this�encounter�by�raising�Naazlog’s�character�level�and�giv-
  ing�him�some�minions.
  • Use�the�statistics�provided�for�Naazlog�in�the�Appendix.
  • Add�two�ogres,�for�a�total�of�two.
  Ogres�(2): hp�29�each;�MM 199;�suggested�miniature�Ogre
  (Harbinger 71/80)�or�Ogre�Ravager�(Dragoneye 56/60).
  37.�Armory
  Adjust�the�treasure�to�suit�an�8th-level�party.
  • One�stone�bin�contains�eighteen�masterwork�chain�shirts,�eight
  masterwork�breastplates,�and�sixteen�heavy�steel�shields.�The
  other�contains�thirty�falchions,�twenty-four�handaxes,�twenty
  longspears,�eight�masterwork�orc�double�axes,�four�masterwork
  greataxes,�and�six�masterwork�halberds.
  Dungeon� Level� 4
  The�required�adjustments�for�this�section�are�detailed�below.
  38.� The� Hall� of� Triumph�
  (EL� 12)
  Scale�up�this�encounter�by�adding�more�of�the�opponents�already
  present.
  • Add�four�extra�tanarukks,�for�a�total�of�eight.
  39.� Ambush� Cavern� (EL� 9)
  Scale�up�this�encounter�by�advancing�the�opponents.
  • Replace�the�immature�ambush�drakes�with�full-grown�versions.
  Ambush�Drake
  CR� 9
  Male or female ambush drake
  CE Medium dragon
  Init +6; Senses Listen +12, Spot +12; darkvision 60 ft., low-
  light vision, scent
  Languages Common, Draconic; telepathic link 30 ft.
  AC 18, touch 12, flat-footed 16
  (+2 Dex, +6 natural)
  hp 73 (7 HD)
  Immune paralysis, sleep
  SR 16
  Fort +9, Ref +7, Will +5
  Speed 40 ft. (8 squares), fly 30 ft. (poor)
  Melee bite +10 (1d8+3 plus poison)
  Base Atk +7; Grp +10
  Atk Options poison
  Special Actions breath weapon
  Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9
  SA breath weapon, poison
  SQ telepathic link 30 ft.
  Feats Alertness, Improved Initiative, Multiattack
  Skills Hide +16, Listen +12, Move Silently +12, Spot +12
  Breath Weapon (Su): 30-foot cone, once every 1d4 rounds,
  slow (duration 7 rounds), Will DC 17 negates. Ambush
  drakes are immune to the breath weapons of other ambush
  drakes.
  Poison (Ex): Bite—injury, Fortitude DC 17 resists, initial and
  secondary 1d6 Dex.
  Telepathic Link (Ex): Ambush drakes within 30 feet of each
  other are in constant telepathic contact. If one is aware of a
  particular danger, they all are. If one of them is not flat-
  footed, none of them are. No ambush drake in the group is
  considered flanked unless they all are.
  Suggested Miniature Ambush Drake (Deathknell 30/60) 
  42.� Drake� Lair
  Upgrade�the�treasure�in�this�encounter�to�make�it�suitable�for�an
  8th-level�party.
  • Replace�the�entire�treasure�in�the�encounter�with�the�following:
  six�gems�(worth�300�gp�each),�a�ring�of�counterspells,�two�scrolls
  in�carved�bone�scroll�tubes�(one�each�of�confusion and�freedom�of
  
  movement),�a�wand�of�lightning (CL�5th;�50�charges;�command
  word�“vaestar”),�a�potion�of�gaseous�form,�a�cloak�of�resistance�+1,
  and�2,000�gp�in�loose�coins.�
  44.� Sunken� Cave� (EL� 10)
  Scale�up�this�encounter�by�adding�more�of�the�creatures�already
  present,�plus�a�couple�of�additional�monsters.
  • Add�one�more�orc�sergeant,�for�a�total�of�two.
  • Add�two�ogres,�for�a�total�of�two.
  Ogres�(2): hp�29�each;�MM 199;�suggested�miniature�Ogre
  (Harbinger 71/80)�or�Ogre�Ravager�(Dragoneye 56/60).
  45.� Jurrg’s� Cave� (EL� 11)
  Add�levels�to�Jurrg�to�make�her�a�more�worthy�opponent.
  • Use�the�statistics�for�Jurrg�given�in�the�Appendix.
  • Use�the�treasure�indicated�in�the�encounter,�supplemented�with
  Jurrg’s�additional�gear.
  47.� Temple� of� Gruumsh�
  (EL� 14)
  Add�extra�character�levels�to�Thrull�and�Rûlgar,�and�increase�the
  number�of�other�creatures.
  • Use�the�statistics�for�Thrull�and�Rûlgar�given�in�the�Appendix.
  • Add�four�more�orc�warriors,�for�a�total�of�eight.
  48.� Thrull’s� Den� (EL� 8)
  Upgrade�this�encounter�by�replacing�the�creature�with�a�different
  one�and�increasing�the�value�of�the�treasure.
  • Replace�the�basilisk�in�this�encounter�with�a�dire�tiger.
  Dire�Tiger: hp�120;�MM 65;�suggested�miniature�Dire�Lion
  (Dragoneye 11/60).�
  • Add�a�masterwork�greatsword�and�a�longspear�to�the�treasure.
  Double�the�value�of�the�goods,�furs,�pelts,�and�coins,�and�include
  an�additional�potion�of�cure�light�wounds and�an�oil�of�keen�edge.
  Part� 4:� Flight�
  or� Fight
  Adjust�the�encounter�as�follows.
  A� Feast� of� Heroes� (EL� 14)
  Scale�up�this�encounter�by�adding�levels�to�Daazlag�and�including
  more�of�the�other�monsters.
  • Use�the�statistics�for�Daazlag�given�in�the�Appendix.
  • Add�two�more�orc�raiders,�for�a�total�of�four.
  • Add�four�more�orc�archers,�for�a�total�of�twelve.
  • Add�two�orc�berserkers,�for�a�total�of�two.
  Appendix
  The�following�adjusted�statistics�replace�the�corresponding�ones
  given�in�the�Appendix�in�Sons�of�Gruumsh.
  Daazlag
  CR� 14
  Male orog fighter 7/rogue 5
  CE Medium humanoid (orc)
  Init +7; Senses Listen +7, Spot +7; darkvision 120 ft.
  Languages Common, Orc, Undercommon
  AC 25, touch 18, flat-footed 22; Dodge, Mobility; +1 against
  traps; uncanny dodge
  (+3 Dex, +4 armor, +1 enhancement, +5 deflection, +2 natural)
  hp 67 (12 HD)
  Resist cold 5, fire 5; evasion
  Fort +9, Ref +11 (+12 against traps), Will +5
  Weakness light blindness
  Speed 30 ft. (6 squares); Spring Attack
  Melee +2 longspear +18 (1d8+11/X3) or 
  Ranged +1 throwing axe +16 (1d6+6) or
  Melee +2 longspear +18/+13 (1d8+11/X3) or 
  Ranged +1 throwing axe +16/+11 (1d6+6)
  Base Atk +10; Grp +15
  Atk Options Cleave, Power Attack; sneak attack +3d6
  Combat Gear potion of bull’s strength, potion of fly, 2 potions of
  cure serious wounds, potion of invisibility, potion of protection
  from fire, potion of shield of faith (+5; already consumed)
  Abilities Str 20, Dex 16, Con 13, Int 10, Wis 10, Cha 10
  SA sneak attack +3d6
  SQ trapfinding
  Feats Alertness, CleaveB, DodgeB, Improved Initiative, Mobil-
  ityB, Power AttackB, Spring Attack, Weapon Focus (long-
  spear), Weapon Specialization (longspear)
  Skills Craft (armorsmithing) +2, Craft (weaponsmithing) +2,
  Diplomacy +2, Gather Information +9, Hide +13, Intimidate
  +8, Jump +9, Knowledge (local) +6, Listen +7, Search +7,
  Sense Motive +7, Spot +7
  P o s s e s s i o n s combat gear plus +1 shadow mithral shirt, +2
  l o n g s p e a r, +1 throwing axe, hat of disguise, cloak of resistance
  +2, 237 gp.
  Light Blindness (Ex): Abrupt exposure to bright light (such
  as sunlight or a daylight spell) blinds Daazlag for 1 round.
  In addition, he takes a –1 penalty on attack rolls, saves, and
  checks while operating in bright light.
  Suggested Miniature Orc Savage (Deathknell 57/60)
  Jurrg
  CR� 11
  Female orc adept 12
  LE Medium humanoid
  Init +3; Senses Listen +5, Spot +5; darkvision 60 ft.
  Languages Common, Orc; empathic link
  Sons�of�Gruumsh Web Enhancement
  6
  
  Sons�of�Gruumsh Web Enhancement
  7
  AC 13, touch 9, flat-footed 13
  (–1 Dex, +2 armor, +1 enhancement, +1 natural)
  hp 41 (12 HD)
  Fort +8, Ref +5, Will +16
  Weakness light sensitivity
  Speed 30 ft. (6 squares)
  Melee mwk quarterstaff +10 (1d6+3) or
  Melee mwk quarterstaff +10/+5 (1d6+3)
  Base Atk +6; Grp +8
  Combat Gear potion of cat’s grace, potion of cure moderate
  wounds, potion of bear’s endurance, potion of remove paraly-
  sis, potion of shield of faith (+5)
  Adept Spells Prepared (CL 12th):
  4th—wall of fire
  3rd—continual flame, deeper darkness, lightning bolt (DC 17)
  2nd—bull’s strength, invisibility, scorching ray (+5 ranged
  touch), see invisibility
  1st—burning hands (DC 15), cure light wounds, obscuring
  mist, protection from good
  0—create water, cure minor wounds (DC 14), detect magic
  Abilities Str 14, Dex 9, Con 11, Int 10, Wis 18, Cha 6
  SQ familiar (rat), share spells
  Feats AlertnessB (if familiar within 5 ft.), Brew Potion,
  Combat Casting, Improved Initiative, Iron Will, Weapon
  Focus (quarterstaff)
  S k i l l s Concentration +10, Craft (alchemy) +3, Heal +7,
  Knowledge (history) +5, Knowledge (religion) +5, Listen +5,
  Spot +5
  Possessions combat gear plus +1 leather armor, amulet of
  natural armor +1, masterwork quarterstaff, periapt of
  Wisdom +4, cloak of resistance +2
  Light Sensitivity (Ex): Jurrg is dazzled in bright sunlight or
  within the radius of a daylight spell.
  Suggested Miniature Orc Druid (Dragoneye 57/60) 
  After drinking a potion of cat’s grace and a potion of bear’s
  endurance, Jurrg has the following changed statistics:
  Init +5
  AC 15, touch 11, flat-footed 14
  hp 65 
  SV Fort +8, Ref +7 
  Adept Spells Prepared (CL 12th):
  2nd—scorching ray (+7 ranged touch)
  Abilities Dex 13, Con 15
  After drinking the above potions plus a potion of shield of
  faith (+5), Jurrg has the following changed statistics:
  AC 20, touch 16, flat-footed 19
  Snyrr
  CR� —
  Male rat familiar
  LE Tiny magical beast
  Init +2; Senses Listen +2, Spot +2; low-light vision, scent
  Languages empathic link, speak with master, speak with rats
  AC 20, touch 14, flat-footed 18
  (+2 size, +2 Dex, +6 natural)
  hp 20 (1/4 HD; effective 12 HD)
  Resist improved evasion; SR 17
  Fort +4, Ref +6, Will +9
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.
  Melee bite +10 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  Base Atk +6; Grp –6
  Atk Options deliver touch spells
  Abilities Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2
  Feats Weapon Finesse
  Skills Balance +10, Climb +12, Concentration +10, Craft
  (alchemy) +3, Heal +4, Hide +14, Jump –13, Listen +2,
  Move Silently +8, Spot +2, Swim +10
  S k i l l s Snyrr has a +1 racial bonus on Hide and Move Silently
  checks, and a +8 racial bonus on Balance, Climb, and Swim
  checks. He can always choose to take 10 on Climb checks,
  even if rushed or threatened. He uses his Dexterity modifier
  instead of his Strength modifier for Climb and Swim checks.
  Snyrr has a +8 racial bonus on any Swim check to perform
  some special action or avoid a hazard. He can always choose
  to take 10 on a Swim check, even if distracted or endangered.
  He can use the run action while swimming, provided he
  swims in a straight line.
  Livikus�Arthantar
  CR� 9
  Male human cleric 9 of Bane
  LE Medium humanoid
  Init +1; Senses Listen +6, Spot +7
  Languages Common, Damaran
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +8 armor, +1 enhancement)
  hp 49 (9 HD) 
  Fort +8, Ref +7, Will +12
  Speed 30 ft. (6 squares)
  Melee +2 morningstar +11 (1d8+5) or
  Melee +2 morningstar +11/+6 (1d8+5)
  Base Atk +6; Grp +8
  Atk Options hate 1/day, smite 1/day (+4 attack, +9 damage)
  Special Actions rebuke undead 6/day (+1, 2d6+8, 9th)
  Cleric Spells Prepared (CL 9th):
  5th—mass inflict light woundsD (DC 18), slay living (DC 18)
  4 t h —dismissal, inflict critical woundsD (DC 17), p o i s o n (DC 17)
  3rd—contagionD (DC 16), create food and water, deeper dark-
  ness, invisibility purge, summon monster III
  2nd—death knell (DC 15), hold person (DC 15), resist energy,
  scareD (DC 15), sound burst (DC 15), spiritual weapon
  1st—bane (DC 14), command (DC 14), deathwatch, divine
  favor (+3 atk, +3 dmg), doomD (DC 14), shield of faith (+3)
  0—create water, cure minor wounds (2), detect magic, read
  magic, virtue
  D: Domain spell. Deity: Bane. D o m a i n s : D e s t r u c t i o n ,
  Hatred (see page 87 of Player’s Guide to Faerûn).
  Abilities Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 9
  SA hate 1/day, smite 1/day
  Feats Combat Casting, Extra Turning, Iron Will, Lightning
  Reflexes, Weapon Focus (morningstar)
  S k i l l s Concentration +13 (+17 casting defensively), Knowledge
  (religion) +5, Listen +6, Spellcraft +5, Spot +7
  Possessions combat gear plus +1 full plate, +2 morningstar,
  cloak of resistance +1, holy symbol of Bane, key to locked
  chest in area 12
  
  Hate (Su): Once per day, against one opponent of his choos-
  ing, Livikus gains a +2 profane bonus on attack rolls, saving
  throws, and AC for 1 minute. Activating this ability is a free
  action.
  Smite (Su): Once per day, Livikus can make a single melee
  attack with a +4 bonus on the attack roll and a +9 bonus on
  the damage roll. He must declare the smite before making
  the attack.
  Suggested Miniature Human Cleric of Bane (Archfiends
  35/60)
  Xeldar�Orsalyn
  CR� 4
  Male human fighter 4
  LE Medium humanoid
  Init +1; Senses Listen +5, Spot +5
  Languages Common, Damaran
  AC 21, touch 11, flat-footed 20; Dodge, Mobility
  (+1 Dex, +8 armor, +2 shield)
  hp 29 (4 HD)
  Fort +6, Ref +2, Will +2
  Speed 20 ft. (4 squares); Spring Attack
  Melee mwk short sword +9 (1d6+5/19–20) or
  Ranged mwk light crossbow +6 (1d8/19–20)
  Base Atk +4; Grp +7
  Combat Gear oil of magic weapon, potion of blur, 2 potions of
  cure light wounds, potion of cure moderate wounds, potion of
  protection from arrows (10/arrows)
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Feats Alertness, DodgeB, MobilityB, Spring Attack, Weapon
  Focus (short sword)B, Weapon Specialization (short sword)
  Skills Intimidate +4, Jump –11, Listen +5, Search +0, Spot +5
  Possessions combat gear plus full plate, heavy steel shield
  (emblazoned with the Zhentarim emblem), masterwork
  short sword, masterwork light crossbow with 10 bolts
  Suggested Miniature Zhentarim Fighter (Archfiends 40/60)
  Naazlog
  CR� 9
  Male orog barbarian 3/fighter 4
  CE Medium humanoid (orc)
  Init +0; Senses Listen +4, Spot +0; darkvision 120 ft.
  Languages Orc, Undercommon
  AC 15, touch 8, flat-footed 15; uncanny dodge; +1 against
  traps
  (+5 armor, +2 natural, –2 rage)
  hp 69 (7 HD)
  Resist cold 5, fire 5
  Fort +12, Ref +3 (+4 against traps), Will +5
  Weakness light blindness
  Speed 30 ft. (40 squares)
  Melee +1/+1 orc double axe +17 (1d8+15/X3) or
  Melee +1/+1 orc double axe +17/+12 (1d8+15/X3) or
  Melee +1/+1 orc double axe +15/+10 (1d8+11/X3) and
  Melee +1/+1 orc double axe +15 (1d8+7/X3)
  Base Atk +7; Grp +15
  Atk Options Cleave, Power Attack; rage 1/day (7 rounds)
  Combat Gear potion of enlarge person, potion of haste
  Abilities Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 12
  SA rage 1/day (7 rounds)
  Feats CleaveB, Exotic Weapon Proficiency (orc double axe),
  Power AttackB, Two-Weapon FightingB, Weapon Focus (orc
  double axe), Weapon Specialization (orc double axe)
  Skills Climb +11, Craft (armorsmithing) +2, Craft (weapon-
  smithing) +2, Intimidate +7, Jump +9, Listen +4, Spot +0
  P o s s e s s i o n s combat gear plus masterwork breastplate,
  +1/+1 orc double axe, cloak of resistance +1, 40 gp
  Light Blindness (Ex): Abrupt exposure to bright light (such
  as sunlight or a daylight spell) blinds Naazlog for 1 round.
  In addition, he takes a –1 penalty on attack rolls, saves, and
  checks while operating in bright light.
  When not raging, Naazlog has the following changed statistics:
  AC 17, touch 10, flat-footed 17
  hp decrease by 14
  SV Fort +10, Will +3
  Melee +1/+1 orc double axe +15 (1d8+12/X3) or
  Melee +1/+1 orc double axe +15/+10 (1d8+12/X3) or
  Melee +1/+1 orc double axe +13/+8 (1d8+9/X3) and
  Melee +1/+1 orc double axe +13 (1d8+6/X3)
  Grp +13
  Abilities Str 22, Con 14
  Skills Climb +9, Jump +7
  Suggested Miniature Eye of Gruumsh (Dragoneye 51/60).
  Rûlgar
  CR� 8
  Male orc ranger 3/rogue 5
  CE Medium humanoid
  Init +7; Senses Listen +6, Spot +6; darkvision 60 ft.
  Languages Common, Orc
  AC 18, touch 13, flat-footed 15; uncanny dodge; +1 against
  t r a p s
  (+3 Dex, +3 armor, +1 enhancement, +1 shield)
  hp 46 (8 HD)
  Resist evasion
  Fort +6, Ref +10 (+11 against traps), Will +2
  Weakness light sensitivity
  Speed 30 ft. (6 squares)
  Melee mwk short sword +11 (1d6+2) or
  Ranged +1 composite shortbow +11 (1d6+3/X3) or
  Melee mwk short sword +9/+4 (1d6+2) or
  Ranged +1 composite shortbow +11/+5 (1d6+3/X3) or
  Ranged +1 composite shortbow +9/+9/+3 (1d6+3/X3) with
  Rapid Shot
  Base Atk +6; Grp +8
  Atk Options Point Blank Shot, Precise Shot; favored enemy
  humans +2, sneak attack +3d6
  Combat Gear 2 potions of cure light wounds, oil of magic
  weapon, potion of shield of faith (+2)
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 11, Cha 6
  SA sneak attack +3d6
  SQ trapfinding, wild empathy +1 (–3 magical beasts)
  Feats EnduranceB, Improved Initiative, Point Blank Shot, Pre-
  cise Shot, Rapid ShotB, TrackB
  Skills Balance +5, Hide +12, Jump +4, Knowledge (dun-
  geoneering) +8, Knowledge (geography) +7, Listen +6,
  Move Silently +12, Open Lock +7, Search +5, Spot +6, Sur-
  vival +8, Swim +6, Tumble +8
  P o s s e s s i o n s combat gear plus +1 studded leather, m a s t e r w o r k
  light steel shield, +1 composite shortbow (+2 Str bonus) with
  20 rows, masterwork short sword, lesser bracers of archery
  8
  
  Sons�of�Gruumsh Web Enhancement
  9
  Light Sensitivity (Ex): Rûlgar is dazzled in bright sunlight or
  within the radius of a daylight spell.
  Suggested Miniature Orc Archer (Harbinger 72/80) 
  After drinking his potion of shield of faith (+2), Rûlgar has the
  following changed statistics:
  AC 20, touch 15, flat-footed 17
  Thrull
  CR� 14� or� 16
  Male orog fighter 14
  LE Medium humanoid (orc)
  Init +3; Senses Listen +3, Spot +3; darkvision 120 ft.
  Languages Common, Orc, Undercommon
  AC 13, touch 11, flat-footed 13
  (–1 Dex, +2 deflection, +2 natural)
  hp 118 (14 HD)
  Resist cold 5, fire 5
  Fort +12, Ref +5, Will +4
  Weakness light blindness
  Speed 30 ft. (6 squares)
  Melee Hammer of Gruumsh +20 (1d10+9/19–20) or
  Melee Hammer of Gruumsh +20/+15/+10 (1d10+9/19–20)
  Base Atk +14; Grp +19
  Atk Options Cleave, Great Cleave, Improved Sunder, Power
  Attack
  Combat Gear potion of shield of faith (+4)
  Abilities Str 20, Dex 8, Con 16, Int 12, Wis 6, Cha 15
  Feats Blind-Fight, CleaveB, Great CleaveB, Improved Critical
  (maul)B, Improved Initiative, Improved SunderB, Iron Will,
  Leadership, Lightning Reflexes, Power AttackB, Weapon
  Focus (greatsword)B, Weapon Focus (maul)B, Weapon Spe-
  cialization (greatsword)B, Weapon Specialization (maul)B
  Skills Appraise +3 (armor and weapons), Climb +13, Craft
  (armorsmithing) +6, Craft (weaponsmithing) +9, Intimidate
  +11, Jump +10, Listen +3, Spot +3
  P o s s e s s i o n s combat gear plus Hammer of Gruumsh
  (increased to +2 maul, same abilities), ring of protection +2
  Light Blindness (Ex): Abrupt exposure to bright light (such
  as sunlight or a daylight spell) blinds Thrull for 1 round. In
  addition, he takes a –1 penalty on attack rolls, saves, and
  checks while operating in bright light.
  Suggested Miniature Orog Warlord (Angelfire 47/60)
  After hastily donning his +3 full plate armor (from area 48),
  Thrull has the following changed statistics:
  AC 24, touch 11, flat-footed 24
  Speed 20 ft. (4 squares), base speed 30 ft.
  Skills Climb +8, Jump +5
  If Thrull takes a full 4 minutes to don his +3 full plate armor
  (from area 48), he has the following changed statistics:
  AC 22, touch 11, flat-footed 22
  Speed 20 ft. (4 squares), base speed 30 ft.
  Skills Climb +9, Jump +6
  Vhazror
  CR� 11
  Male orc barbarian 3/fighter 8
  CE Medium humanoid
  Init +1; Senses Listen +5, Spot +4; darkvision 60 ft.
  Languages Common, Orc
  AC 17, touch 9, flat-footed 16; Dodge; uncanny dodge; +1
  against traps
  (+1 Dex, +5 armor, +3 enhancement, –2 rage)
  hp 107 (11 HD)
  Fort +13, Ref +4 (+5 against traps), Will +7
  Weakness light sensitivity
  Speed 30 ft. (6 squares)
  Melee +1 halberd +21 (1d10+14/X3) or
  Ranged javelin of lightning +12 (5d6) or
  Melee +1 halberd +21/+16/+11 (1d10+14/X3)
  Base Atk +11; Grp +18
  Atk Options Cleave, Mounted Combat, Power Attack; rage
  1/day (7 rounds)
  Combat Gear potion of barkskin (+4), potion of cure light
  wounds, potion of shield of faith (+3)
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 6
  SA rage 1/day (7 rounds)
  Feats Alertness, CleaveB, DodgeB, Great Cleave, Iron Will,
  Mounted CombatB, Power AttackB, Weapon Focus (hal-
  berd)B, Weapon Specialization (halberd)
  Skills Climb +10, Jump +7, Listen +5, Ride +3, Spot +4, Sur-
  vival +3, Swim +4, Tumble –1
  Possessions combat gear plus +3 breastplate, +2 halberd,
  javelin of lightning, iron key (unlocks chest in area 26)
  Suggested Miniature Orc Champion (Archfiends 55/60)
  Light Sensitivity (Ex): Vhazror is dazzled in bright sunlight or
  within the radius of a daylight spell.
  When not raging, Vhazror has the following changed statistics:
  AC 19, touch 11, flat-footed 18; Dodge; uncanny dodge; +1
  against traps
  hp decrease by 22
  SV Fort +11, Will +7
  Melee +1 halberd +19 (1d10+11/X3) or
  Ranged javelin of lightning +12 (5d6) or
  Melee +1 halberd +19/+14/+9 (1d10+11/X3)
  Grp +16
  Abilities Str 20, Con 14
  Skills Climb +8, Jump +5, Swim +2
  About�the�Author
  Eric�Cagle�cut�his�teeth�at�Wizards�of�the�Coast,�Inc.,�but�he�now
  lives�the�extravagant�freelancer�lifestyle.�Look�for�his�name�on
  D&D,�d20�MODERN,�and�Star�Wars�books.�Recent�credits�include
  d20�Apocalypse,�Races�of�Destiny, and�Monster�Manual�III. He�is
  also�a�contributor�to�the�Game�Mechanics,�Green�Ronin�Publishing,
  DRAGON Magazine,�and�this�lovely�website.�Eric�lives�in�Seattle,
  where�the�coffee�is�dark�and�bitter,�like�his�goddesses.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Tougher Sons of Gruumsh.pdf