Orcs are burning!
1st Adventure, by Raph.

Note about the Adventure description: I noticed that many of my visitors got real excited about the adventures page, and many of them asked me to describe the first one as soon as possible (just take a look at the GuestBook, hehe). Well, the first thing I have to mention there is that too post an adventure here, I have to play it first for my PCs... Since there are times that we just can`t play too frequently, the adventures descriptions will take some breaks. Its very important to nay NetPC to understand that... In other words, just don`t get mad on me, cause I will only put here stuff that I actually played.
Second one is about the way of describing the adventures... Yeah, I know I said on the mailing list that I would do it just like a fantasy tale, telling not only what happens, but what the PCs are doing too. Well, I gave up on that, basically cause it would be alot harder for me, a brazilian that can`t write with too much depth in english... yet :o)
So, I will describe the adventures just like at the RPG modules that all of us are familiar with. Each one wil have three parts: The Scene, where I will descibe the environment where the PCs are playing, and what is the exact main mission that they must accomplish. The Development, in which the adventure sequence and specific areas (such as dungeons or caves) will be described and detailed with some maps. And finally The People, where both the NPCs, NetPCs and monsters will be described... And that`s all, hope you enjoy that.

The Scene

This adventure takes place on the city of Bak and its surroundings. I suggest you to take a look at the descriptions of Bak (cities), South Wood (places), Torannians, Rotunnians, Dwarves and Barren Orcs (races). It`s a rainy afternoon, and the Inn of the Gray Mage is full of people, looking for the storytelling show of Wick the Old (hey, that`s me!). The PCs should be there too, cause he`s really a charismatic and famous personality, and cause all adventures must start at an inn or tavern (hey, I`m a tradicionalist, if that word exists :o)
Wick the Old starts to tell the tale of the Goldmen (see Ancient Lores), and its really great to ear the glorious tales that he had to tell... After another sucessfull presentation, Wick the Old leaves the estabilishment and goes to his mansion at the northern part of the city. From the people that remains at the inn, about 15 torannians (Brawlers) starts to play a game that involves dices and money (Oh no!). The PCs may wish to buy a night at the inn (8sp, a costly one), to enter the game (well, use d6 for that one... bets starts at 3sp, who wins takes all the money from the round), to watch the surroundings, or even to start a blood ritual to call some evil god, who knows?
In fact, after half-hour of play, a brawl will take place on the gamers table (how creative!). Instantly, the innkeeper will run out of the place. Five of them will be accused of possessing vicious dies, then the rest ten will fight with them... This fight will last about 1 turn, the PCs may wish to help some side, some chair may be throwed accidentally at the PCs table, one of the torannians may insult some PC... Anyway, after 1 turn the adventure will really begins.
After 1 turn the innkeeper will bring 12 Purple Guards (see The Knight of the Purple Army at Kits) to the place, and they will get ALL people on the place and send to the prision, just to relax for about one or two nights. Some wise PC may archive to escape from the prision, but that will not affect the development of the adventure: When the PCs and brawlers are being escolted by the guards to the prision (near the southern entrance of Bak), all of them will notice some weird things going on the portals of the city...
About 12 barren orcs are just trying to enter the city armed, and they demand to speak with Deldor Daryll (Bak`s governor, if you don`t know already). The orcs will be stop by the portal guards, and will be sent to the prision as well... At the prision (who`s really well guarded. no real chance of escaping at the first level :o) the PCs and the brawlers will be divided among three cells (possibly by race, sex or age. I mean, syllian orc PCs at one cell, elvens at another one :o), and all the 12 Barren Orcs will be put at a larger cell, that have even a large table for audiences.
For about 3 hours, the PCs will have to wait. Anyone who want to observe the orcs will note that they are dressed for war (chain mails, axes, swords, crossbows..) and are very worried about something. They are talking in orkish, if any PC can understand these language, he will note that they are saying things about demon attacks to their village, and that they are here to call for Bak`s help... After 3 hours, Deldor himself will enter the prison with 5 purple knights, and will start to talk with the orcs in torak (so the PCs will understand).
The leader of the group, called Troldagg, starts to speak about his people disgrace with the demon attacks that are taking place ar their village inside South Wood, just about 3 and a half days (by horse) to the south of Bak. Deldor get real upset when he talks about the violent death of orkish childrens and females... But Deldor says that he can`t help then officialy (using Bak`s army), cause the city haven`t good relations with Sur, the city governed by the barren orc Zurtak. Because of strict political codes, Bak can`t help a village of barren orcs without affecting the relations with all the other great cities, which are as well not good related with Sur. After a long talk, Deldor promises to Troldagg that he will think on some way to help them non-officialy.
When Deldor is walking on the cells corridor, he suddenly steps by the PCs cell. He analysis them and asks why they are being retained at the prision. Well, the PCs should say that they are being injusticed, because they haven`t made anything (well, if they entered the brawl, they can lie about that :o) After some explanation from the PCs, Deldor recognizes them as adventurers, and asks them for helping the orkish village. Deldor offers stant freedom from prision (the PCs should remain there for 48 hours!) and a good treasure for the mission (I think the DM should know what a "good treasure" is.. but remember that magical items are rare on this world). I really hope that the PCs accepts this mission... Otherwise I will have to think on another adventure :o)

The Development

Deldor calls Troldagg and one or two more orcs of his group to lead the PCs back to their village. He also gives one riding horse and 1 week of provisions to each person involved on the mission. If any PCs asks with sufficient etiquette for some good weapon or armor, there`s a slight chance that Deldor will give some too (but remember that the PCs can`t use any armor from the knights vestuary, cause they are not supposed to be on a mission for Bak). So, on the very morning of the other day, the group leaves the portals of Bak reading for the orkish village at South Wood.
The whole travel will take just 3 and a half days, as said before. Troldagg will ride as fast as possible, and will not admit any unecessary interval in the journey. The group will have to pass the Baldan River by a bridge just near Bak`s area, and follow its watershed that goes to the South Wood. At the map (see Maps), the orkish village can be located at the western part of this watershed, and just at the edge of the "N" for "STONEBRIDGE", that is writen big at the picture (I just doesn`t seen any perticualr reason for making a map for that :o)
The first encounter will occur while the group is just entering the big forest: It will be near the night of the third day, and wolvish howls will break the silence of the trees! Suddenly, about five Wolves will attack the group... If the PCs run away, Troldagg and any other orc of his group will fight the wolves (and will also get really upset with the coward act of the PCs). Anyway, the group should pass by this danger with no losts...
At the final day`s afternoon, the group should be arriving at the orkish village, and they will see nothing but bloodly war! About 30 surviving orcs will be standing against 20 Lesser Baldreads, the group will be watching all the fight at the top of a small hill that are just near the village and the watershed itself... Troldagg will want to enter the battle instantly, but some wise PC may convince him to wait a bit and think on a good plan. Anyway, when Troldagg sees that 2 baldreads are flying to the hug where the females and children are hidden, he will run to protect them, with his axe at his hands, and a blood thirst at his eyes. I think the PCs will want to aid him this time...
Well, if the group manage to defeat the 2 baldreads, the PCs will them have two options: To aid the orcs on the big battle, or to just hide at the hug with the females (how, great idea!). Some real wise PCs may try to aid the orcs with some good idea... There are fishing nets at the river`s shore, just a few feets from the village. And, well, all the flamable hugs or houses are already burning (the baldreads actually seen to like fire, hehe). The orcs should win the battle, but the number of survivors will depend of the PCs aiding on the struggle. This number may vary from 8 (no aid at all) to 22 (a great aid) orcs.. from the 30 total. Troldagg should survive as well.
At the other day, the orcs will treat the wounded (a orkish shaman may cast up to 3 cure light wounds spells on the PCs) and think on a plan for actually attack the cave from where the baldreads are coming to attack. The village leader, Uythak, will exlain that the demons came about two times per week, and it simply doesn`t metter how many of them they kill, cause more and more are always coming. Several orkish villages (and even rotunnian ones) were being destroyed this way. Their village are about to suffer the same disgrace, so the PCs must find and destroy their base (how easy!).
Uythak says that a small group of spies have been sent the past day for finding the demon base... Well, at the middle of the morning, these spies return from their seek. 5 orcs had come, just 2 had returned! These 2 explain that the baldreads are hiding themselves at a cave there is about 8 hours of walking to the eastern part of the Baldan watershed. They say that 3 of them decided to explore the cave inside, and never came back... These two, called Throddan and Furhgugg, will lead Troldagg and the PCs to the cave on the next day. So, at this same day, by night, a short man wearing a long black cloack appears at the village. He says that his name is Nillos, and that he`s a skilled rogue, willing to help the orcs on the mission to the cave. He says that he heard about the demon attacks on the surroundings of Bak, and that he came for help cause his older brother died just two months ago, victim of these vile demons... He looks really sincere and trustable aslo! Finally, Uythak decides to include Nillos with the group that will explore the demon cave...

At the other day, the morning begins with the party going out for the demon cave. After the 8 walking hours, the party will see about 30 Lesser Baldreads flying out of the cave to the direction of the orkish village! If no PC makes the real dumb move of attacking those demons, the party will finally reach the cave entrance. So, it`s better for you to take a look at the Cave Map, and then you just read the descriptions of the eight numbers signed at the image:

1 - There are 2 Lesser Baldreads guarding the entrance. It may be a good opportunity for making a surprise attack there. If the things get hard for them, they may flee away to the woods or to inside of cave. If the party looses them, they will call for help! So, its better for the party to not loose them at all, hehe...
2 - At this room, the party will have to choose with path to follow: The hole at the left, or the passage at right. The passage leads to a room with no light, so a torch or a infravision ability will be good there. The hole ends up on a apparently sand ground at about 10 feet bellow (1d6 points of falling damage if no rope available). Nillos will want to follow the hole, and the orcs will go to the passage. The PCs will have to choose which one to follow, but Nillos will ask for at least one guy helping him.
3 - This room have no light and two monsters: one Carrion Crawler and one Rust Monster. They have near no intelligence and will try to eat the party`s fresh and metals. They will just follow their food to wherever it goes!
4 - Going by the hole will lead the party to a subterranean river. It will be possible to see a long stairway at the north side, but the party will have to swim a little bit to reach there: A sucessfull swimming check (with +3 bonus) will be required to avoid being washed away by the force of the waters. Someone falling this check can still be helped by a friend who makes a second check with a -2 penalty.
5 - At the other side the party will be surprised by a gargantuan Giant Slug. I mean, this slug is really huge, and the PCs may wish to run away instead of fighting it. Two notes there: The slug will not spit any acid during the battle, but while near dying it will spit one last shot. Also, if the party go upstairs the slug will not follow them, and that`s because it has a "demon fear instinct". I gave this chance to the PCs cause its a really hard to kill monster.
6 - This room has some torches bringing it light, and a fearfull statue of the Balrog standing at the center of it. Any PC willing to take a better look at it will have the chance to discover the buttom which opens the secret door at the wall behind it. There`s no other way to discover that door, and a sucessfull Wisdom check with -2 penalty is required... Note that if the PCs is really bad hurt at this point, you can easy this chance because after the secret door there`s some healing potions! Going to the north passage will lead the party to a huge iron door. It`s unlocked, tough...
7 - Hey, there you will find 20 Halberdies, 5 Long Swords, 2 Light Crossbows, 60 Quarrels, 5 Chain Mails, 2 Splint Mails, 50 Torches, 250 ponds of Fresh Meat, 3 Vials with Blood, 1 Bastard Sword +1, 1 Ring of Weakness (Cursed), 1 Necklace of Adaptation, 3 Oils of Acid Resistance (hey, the baldreads doesn`t like giant slugs!), 5 Potions of Healing (1d8), 2 Potions of Extra-Healing (3d8+3), 3 Bottles of Firewine (a good wine), 10 Turquoise (10gp each), 3 Amethysts (100gp each), 1 Black Opal (1000 gp, Nillos will die to take this one home!) and 2.080gps... Uff... Remember just one thing: If the party came there by the secret door, the Greater Baldread`s pet will hear any loud noise and alert its master!
8 - Upon opening the door, the party will instantly bring the attention of the Greater Baldread that is sitted at a throne to the other side of the room. Of course, the demon will attack without asking anything, and it will scream as well! There`s some nice things along this room as well: A pile of humanoid skulls with about 50 at the western wall; A dimensional portal just beside the skulls. That portal leads to some point of Dordread, and if any PC enter it, you will gain a great opportunity to end his life with DMing style!; There`s a trap (hole with spikes) at the center of the room, covered by a big round carpet. Anyone walking by the carpet will have a 70% chance of being hurt by the trap (2d8 damage, and Useless leg critical); Locked to the throne by a 5 feet chain, there`s the demon`s pet, a Leucrotta. The demon may try to free it while near dying, otherwise it will be a easy missele range kill; At a small table besides the throne, there`s a Crystal Ball glowing a red light (the same light of the portal, by the way), if any PC have the good idea of breaking it, the portal will start to close, and the demon will get really furious, tough it will try to enter the portal instead of killing his oppoennents...

Well, that`s that... If the party archives to escape alive from the cave, they will discover, for the pleasure of Troldagg, that about 50 Rotunnians from near villages came to aid the orkish village. So, all the Baldreads were finally killed. Fortunelly, because the PCs destroyed the crystal ball and closed the warp, no more demons will plague this lands for a quite long time! The only treasure that Uythak can offer to the PCs is his healing magic.

The rotunnian leaders gives some message to Deldor Daryll: They say that he should be more worried about the lives that are being lost at South Wood than to the polictical consequences of aiding them. Also, the rotunnains doesn`t seen to like the Daryll`s party as well. So, the orcs stays at their village, Nillos vanishes away during the night, and the Rotunnians goes back to their own villages. At the other day the PCs may return to Bak, and receive their residence from Deldor Daryll. Well, finally this adventure is finished...

The People

Wick the Old: I`m a very old and, fortunelly, very famous storyteller that lives at Bak. From my quite long existance at this great world, I heard a million fantastic stories and tales... Some of them are quite imaginative and fictional, but a few others are just the exact truth. I dedicated all my life to the study of the ancient history of Near World, so I think I have alot to say to the younger folks. But, I`m yet learning, and that`s the ultimate wisdom!
Notes: Wick is very sick, and even the most skilled healers of Soldur can`t help him anymore...
STR 6, DEX 11, CON 4 (9 before disease), INT 15, WIS 19, CHA 17; Lvl. 0, HP 2, AC 10, Thaco 20, #ATT 1, DAM SM/L 1d6/1d6 (Staff), Magical Items 3 Potions of Cure Disease (3rd Clerical Spell), 1 Potion of Heal (6th Clerical Spell); Special Abilities His high Wisdom gives him immunities to certain spells, see PH for details.

Brawlers: These are common folk from the city of Bak. Much more interested on fighting than on thinking :o)
Lvl. 0, HP 1d8, AC 10 to 9, Thaco 20 to 19, #ATT 1, DAM SM/L 1d2/1d2 (Punch), Magical Items None; Special Abilities None.

Purple Guards: The extremelly tough army of Bak is also extremelly lawfull!
Lvl. 0 to 3, HP 1d8+1 to 3d8+3, AC 5 (Chain Mail) 4(Chain & Shield), Thaco 19 to 17, #ATT 1 to 3/2 (plus +2 dam), DAM SM/L 1d8/1d12 (Long Sword) 1d10/2d6 (Halberd), Magical Items None; Special Abilities 1 on 1d6 chance of having superior strength (16 to 18), and bonuses to both attack and damage rolls. See the kit Kinights of Purple Army for further beneficts and descriptions.

Deldor Daryll: The once grand paladin of Torann is now the wise governor of Bak. Unfortunelly, he seen to be very tired of his political life... Deldor has an incredible look, even for his tenre age (47y). His voice is gracefull, his eyes seen to uncover a man`s soul, and his determination inspires even the most coward. Also called as "the yellow paladin", because of the golden full plate that he received as a gift by the governor of Talantha, Deldor is sure a formidable opponent yet these days.
STR 18/45, DEX 16, CON 17, INT 16, WIS 16, CHA 17 (18); Lvl. 18, HP 107, AC 8 | -3 w/Full Plate | -6 w/Shield, Thaco 1 (-2 w/Sword), #ATT 2, DAM SM/L 1d8+3/1d12+3 (Long Sword +3) Also +3 str bonus, Magical Items Golden Full Plate +2 (treated as a chain mail for purposes of movement and weight, gives +1 Charisma as well); Long Sword +3; Shield +2; Horn of Blasting, 4 potions of Extra-Healing, 1 potion of invulnerability (very rare); Special Abilities See the paladin class at PH and the kit Kinights of Purple Army for details.

Barren Orcs: These are common orkish fighters from the South Wood villages. The long exposure to the sunlight seen to had decreased their formidable health, tough.
Lvl. 1, HP 1d8, AC 5 (Chain Mail), Thaco 19, #ATT 1, DAM SM/L 1d8/1d12 (Long Sword), Magical Items None; Special Abilities See the Barren Orcs at Torann Races for details.

Troldagg: The leader of the orkish party that came to Bak in a desperate search for help. He will give his life to save his folks, and the PCs should better understand that...
Lvl. 3, HP 3d8+6, AC 5 (Chain Mail), Thaco 16, #ATT 3/2, DAM SM/L 1d8/1d8 (Battle Axe) Also +3 str & specialization bonuses, Magical Items None; Special Abilities See the Barren Orcs at Torann Races for details.

Wolves: These animals are very hungry and will not let the PCs escape with easy.
Lvl. 3, HP 3d8, AC 7, Thaco 18, #ATT 1, DAM 1d4+1 (Bite), Magical Items None; Special Abilities +1 vs charm. See Wolf at MM for details.

Baldreads (Lesser) : These vile beings of evil seen to accept nothing but the total destruction of the orkish village!
Lvl. 5, HP 5d8, AC 5, Thaco 16, #ATT 3, DAM 1d4/1d4 (Claws) 1d10 (Bite), Magical Items None; Special Abilities Fire breath, immunity to charm, hold, sleep, polymorph and fear spells. See the Winged Demons at Monsters for details.

Uythak: The olden orc of the village seen to be the most wise as well, maybe that`s the reason why he`s the village leader...
Lvl. 7, HP 7d8+7, AC 5 (Chain Mail), Thaco 13, #ATT 2, DAM SM/L 1d6/1d8 (Spear) Also +2 specialization bonus, Magical Items None; Special Abilities See the Barren Orcs at Torann Races for details.

Throddan and Furhgugg: The two orkish scouts are very agile but not tough as the others. They are not too brave as well.
Lvl. 1, HP 1d6, AC 8, Thaco 19, #ATT 2, DAM SM/L 1d8/1d8 (Short Bow), Magical Items None; Special Abilities Thieving Skills: PP 30% OL 30% F/RT 25% MS 35% HS 25% DN 15% CW 70% RL -10%. See the Barren Orcs at Torann Races for details.

Nillos: Hey, I think you already saw this guy... He`s Sollin Herns in reality. But don`t tell the PCs :o)

Carrion Crawler : His tatic is simple indeed: Paralyse it first, and then just eat it!
Lvl. 3, HP 3d8+1, AC 3 head/7 body, Thaco 17, #ATT 1 or 8, DAM 1d2, Magical Items None; Special Abilities Paralyses. See the MM for details.

Rust Monster : This fiend is only interested on eating as many metal as it can...
Lvl. 5, HP 5d8, AC 2, Thaco 15, #ATT 2, DAM Nil, Magical Items None; Special Abilities Rust Metal. See the MM for details.

Giant Slug : A brainless and really huge slug. It likes to eat wet adventures.
Lvl. 12, HP 12d8, AC 8, Thaco 9, #ATT 1, DAM 1d12, Magical Items None; Special Abilities Spits Acid, Immune to Blunt Weapons, Plastic Body. See the MM for details.

Baldread (Greater) : This demon is really upset with the fact of having so many unknown guests at his home. He`s also very worried about his shinny crystal ball.
Lvl. 8, HP 8d8, AC 2, Thaco 12, #ATT 1, DAM 1d8+1/1d12+1 (Long Sword +1), Magical Items Long Sword +1; Special Abilities Fire breath, immunity to charm, hold, sleep, polymorph and fear spells. See the Winged Demons at Monsters for details.

Leucrotta : A ferocious kind of horse-like-dog animal. It can bite hard if get free from these damn chain...
Lvl. 6, HP 6d8+1, AC 4, Thaco 15, #ATT 1, DAM 3d6, Magical Items None; Special Abilities Kicks back in retreat for 2d6 damage.

 

Home | Heroes | People | Tales | Info | Back to the Main Site | Sign our Book