TEXT: BDK3−04 
   
   
   
   
   
   
   
   
   
   
   
  Torrock’s Bane 
   
  A One Round D&D LIVING GREYHAWK® 
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Jimmy B. Ellis 
  Reviewed by Jason Bulmahn 
   
   
   
  Torrock, a powerful ogre leader, continues to spread evil, death and ruin throughout the Bluff Hills region. Can you 
  bring an end to his rampage?  An adventure for characters levels 3-13.  Part two of the Bluff Hills Silver series. 
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Torrock’s Bane 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  1. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
   
  Torrock’s Bane 
   
  Page 3 
  
  Background 
  This adventure takes place in and around the Bluff Hills 
  region of the Bandit Kingdoms.  A powerful ogre, 
  Torrock, has united the tribes of ogres, orcs, and hill 
  giants in this region.  His forces have been attacking 
  settlements and caravans around the Bluff Hills and into 
  the Fellreev.  Life in these areas has become increasingly 
  hazardous. 
   
  Within the Bluff Hills is the Perdition silver mine. 
  Until recently the human wizard, Traflgar the 
  Transmogrifier had conned a group of over 200 ogres into 
  guarding the mine for him (see Iuz the Evil), while his 
  friends, posing as human slaves, mined the silver.  
  Xavendra, Iuz’s governor over this area of the BK, has 
  long lusted for the Perdition mine’s silver and came up 
  with a scheme to gain control. She found an 
  exceptionally intelligent ogre named Torrock, gave him 
  special training, and assigned him the task of infiltrating 
  the ogres guarding the Perdition Silver Mine.  He then 
  was to report back to her so she could plan a way to take 
  the mine as her own. 
   
  In his search to find the Perdition silver mine, 
  Torrock came near the greatsword Soul Forge and was 
  magically drawn to the sword.  This soul-draining 
  greatsword was previously owned and used by the demon 
  Fronuex during Iuz’s invasion. The demon was in the 
  Bluff Hills when the Crook of Rao was activated.  Rather 
  then being forced back to the Abyss, Fronuex 
  deliberately impaled his prime material body on the Soul 
  Forge, allowing his soul to be drawn into the sword.  
  Fronuex used his powers to enslave the souls already 
  trapped within the sword and twisted the magic of the 
  sword to his own purposes.   
   
  Once Torrock found the Soul Forge, a magical bond 
  was formed between Fronuex and Torrock.  As long as 
  Torrock possesses the Soul Forge, Fronuex can share 
  Torrock’s body.  In essence Torrock became an Ogre 
  shaped demon. 
    
  With the help of the Demon Froneux, Torrock easily 
  discovered the location of the Perdition silver mine.  He 
  exposed Traflgar the Transmogrifier as the wizard that he 
  was and the ogres joyfully killed him.  At least that is 
  what the Ogres and Torrock thought.  In reality what 
  they killed was a simulacrum of the wizard, who was 
  away at the time gathering spell components.  The wizard 
  has remained in the area awaiting the opportunity to 
  recover some lost spell books, magical possessions, and to 
  free his men. 
   
  Meanwhile, Torrock successfully challenged the 
  ogre chieftain for leadership of the tribe, and truly 
  enslaved the silver miners who were already posing as 
  slaves.  Since ogres are too large to enter the mines and 
  control 
  the 
  human 
  slaves, 
  Torrock 
  successfully 
  convinced the Eiger tribe of orcs to join forces with him 
  and act as overseers of the human slaves, as well as grunts 
  in his fast growing army.  Torrock was now in possession 
  of a working silver mine and in control of a large group of 
  ogres and orcs.  This is when the demon blade Froneux 
  started planting seeds of rebellion in Torrock’s black 
  heart.  
   
  Torrock continued to unite other tribes of ogres, 
  orcs, and hill giants under his control until he became a 
  powerful force to be reckoned with.  With his power 
  swelled to greater levels, he turned stag. 
   
  When Torrock failed to report in, Xavendra 
  attempted to use her powers to scry on him, without 
  success.  Reports reached her that Torrock had betrayed 
  her and had begun attacking settlements in and around 
  the Bluff Hills. Xavendra was furious.  Not only had she 
  not gained control of the Perdition Silver Mine, but also 
  the attacks on settlements under her control reflected 
  badly on her leadership. Xavendra fears that if the other 
  governors learn that she is responsible for the Torrock 
  fiasco they will report this information to Iuz and insure 
  her destruction. 
   
  Xavendra is therefore extremely interested in 
  solving the Torrock problem without anyone learning of 
  her involvement in the ogre leader’s rise to power.  She 
  needs to end the threat Torrock poses to her rule of the 
  area, and, as a bonus, put herself in the role of a hero by 
  ridding the land of a serious threat.  Finally, Xavendra’s 
  desire to control the Perdition Silver Mine remains as 
  strong as ever. 
   
  Along with her other efforts to solve this problem, 
  Xavendra has assigned Captain Blain the task of running 
  Torrock to ground at all cost.  In the scenario, BDK1-07 
  Torrock’s Lair, the captain inducted a group of characters 
  to find out the location of Torrock’s main base of 
  operations.   
   
  Since then Captain Blain was promoted to Major. He 
  has been gathering forces, by inducting every able bodied 
  man he can find, for an assault on Torrock’s base camp.   
  Unbeknownst to the Major, his right hand man, Sergeant 
  Aramil, is a double agent.  Aramil is very loyal to the 
  Major but has no love for Xavendra or the Old One.  He 
  is secretly working with Fort Hendricks.  With the Major 
  inducting any able body he can, including members of 
  that organization and Torrock’s forces sending raiding 
  parties into the Fellreev, the people in the Fellreev are 
  anxious to see the Torrock threat ended. 
   
  Meanwhile, Traflgar the Transmogrifier has learned 
  of Xavendra’s involvement in sending Torrock to the 
  Perdition mines.  He is very angry with both Torrock and 
  Xavendra and is seeking ways to kill Torrock and 
  undermine Xavendra.  He is working with Sergeant 
  Aramil.  They hope to find a group of adventures to both 
  kill Torrock and find evidence linking Xavendra to 
  Torrock’s Bane 
   
  Page 4 
  
  Torrock.  They hope that during an attack by the Major’s 
  forces, this group can infiltrate Torrock’s camp to find 
  proof of this connection and make sure that Torrock is 
  defeated.  Aramil is wisely using Traflgar as a buffer 
  between the PC’s and Blain, so as to keep his identity as a 
  spy a secret. 
   
  Adventure Summary 
  Encounter One:  Traveling south of Senningford the 
  characters are spotted by an invisible ogre mage.  After 
  defeating a patrol of Torrock’s forces the characters are 
  driven southward by an overwhelming force.   
   
  Encounter Two: Continuing southward the party 
  encounters a press gang forcefully recruiting people in to 
  Major Blain’s army.  Depending on their response, the 
  characters could willingly join Major Blain’s forces, they 
  could flee west into the Fellreev, or they could be 
  captured and coerced into helping out.  If the characters 
  end up helping Major Blain’s forces, Traflgar the 
  Transmogrifier will contact them and ask them to find 
  proof of any connection between Torrock and Xavendra. 
   
  Encounter Three:  After fleeing into the Fellreev 
  the 
  characters 
  are 
  contacted 
  by 
  Traflgar 
  the 
  Transmogrifier and asked to infiltrate Torrock’s camp, 
  find proof of any connection between Torrock and 
  Xavendra, and make sure that Torrock dies.   
   
  Encounter Four: While Major Blain’s forces stage a 
  frontal attack, the characters infiltrate the camp from the 
  rear.  They will do so by drinking potions of featherfall 
  and then jumping from the cliff to a rear escape tunnel 
  from Torrock’s private quarters.  At APL’s eight and ten 
  they will then attack any sentries standing guard and 
  enter the cave to Torrock’s quarters. 
   
  At APL’s four, six, and eight the characters must 
  make their way past a pit trap covered by an illusionary 
  floor.  Within the pit is an ooze. 
   
  At all APL’s the characters will navigate through 
  Torrock’s quarters, and possibly find a collection of letters 
  from Xavendra to Torrock. 
   
  Encounter Five: The character will engage Torrock 
  and his personal guards in combat.   
   
  DM Preparation 
  Before beginning play the DM needs to obtain the 
  following information about any of the characters played 
  at the table: 
   
  � Did they play Torrock’s Lair? 
  � Are they a member of or do they have influence with 
  either the Defenders of Greenkeep, Fanlareshen 
  Elves, or Fort Hendricks? 
  � Are any of the characters on the wanted list? 
  � Are any of the characters taking any special 
  precaution to hide their identity? 
   
  Introduction 
  Your adventures have brought you east of the 
  Fellreev, and south of Senningford during the fal of 
  the year.  Xavendra’s forces directed by Major Blain 
  and Torrock’s forces of orcs, ogres, and hill giants are 
  locked in combat throughout the region.  Davil 
  Dunlap, a well-to-do merchant and wheelwright, 
  hired you to go to Senningford to collect his family 
  and escort them to a safer location.  But as is often the 
  case in the Bandit Kingdoms, things have not gone 
  according to plan. 
  l 
  t
  i
  i
   
   
  Arriving at Senningford you discovered the 
  Dunlap manor to be a burned-out ruin.  According to 
  town folk, last month Major Blain’s forces rode into 
  town and conscripted every able-bodied man, 
  including the Dunlap guards, into Xavendra’s army.  
  They then rode off leaving a small contingen  beh nd. 
   
  A week later a large band of Torrock’s forces 
  attacked the Dunlap manor and several other outlying 
  areas.  They killed anyone who resisted and carried 
  away the others, including the Dunlap family, as 
  captives.  The commander of the contingent sent 
  messengers off to alert the Major of the situation but 
  there has been no response. 
   
  You left town just in time.  As you moved 
  southward away from Senningford you were forced 
  into h ding as hundreds of orcs, ogres and hill giants 
  marched past your hiding place and laid siege to 
  Senningford. 
   
  Encounter One 
  The Rock… 
  Once the coast was clear, you put more distance 
  between yourselves and Torrock’s forces.  Tired and 
  exhausted, the sun is setting as you set up camp in a 
  small glade of trees. Now is the time to decide what 
  your next course of action will be. 
   
  Give the characters a chance to discuss what they want to 
  do next.  While they don’t know it an invisible ogre mage 
  spotted the party and trailed them to their current 
  location.  Once the party settles down and darkness has 
  fallen, he will leave to get reinforcements.  He will cast 
  invisibility on the first of these reinforcements and they 
  will move in and attack the party.  The ogre mage will 
  continue on to collect more reinforcements, which will 
  arrive at the end of this encounter. 
  Torrock’s Bane 
   
  Page 5 
  
   
  Have party member make a Listen check (DC 10) to 
  hear the approach of their invisible opponents.   
   
  APL 4 [EL 6]  
  � Orc Soldier, Orc War3 (5): hp 22; see Appendix I. 
   
  APL 6 [EL 8]  
  � Ogre Lieutenant, ogre Bbn2/Ftr2: hp 66; see 
  Appendix I. 
  � Orc Soldier, Orc War3 (5): hp 22; see Appendix I. 
   
  APL 8 [EL 10]  
  � Ogre Lieutenant, ogre Bbn2/Ftr2 (4): hp 66; see 
  Appendix I. 
   
  APL 10 [EL 12] 
  � Ogre Lieutenant, ogre Bbn2/Ftr2 (8): hp 66; see 
  Appendix I. 
   
  APL 12 [EL 14] 
  � Hill Giant Captain, hill giant Ftr4: hp 156; see 
  Appendix I. 
  � Hill Giant Guard, hill giant Bbn2 (4): hp 137; see 
  Appendix I. 
   
  Tactics: These opponents will take advantage of their 
  reach and huge weapons to strike and disarm opponents 
  without provoking attacks of opportunities.  The giants 
  and ogres both use huge weapons so they are +4 vs large 
  weapons and +8 vs medium weapons.   
   
  Once a character is disarmed, they will use Bull rush 
  to propel characters away from their weapon and into as 
  many of their buddies threatened areas as possible.  
  Movement out of these threatened areas will provoke 
  attacks of opportunity. 
   
  Treasure: There is no time to do a through loot but 
  characters can grab weapons and shields. 
  APL 4 
  Three battleaxes (5gp ea.), three mty comp longbows 
  +4 (250gp ea.), three large shields (10gp ea.).  Loot 
  value – 795gp. 
  APL 6 
  Greatclub (2.5gp), four battleaxes (5gp ea.), five mty 
  comp longbows +4 (250gp ea.), four large shields 
  (10gp ea.). Loot value – 1312.5 gp. 
  APL 8 
  Four great clubs (2.5gp ea.), four mty comp longbows 
  (250gp ea.).  Loot value – 1010gp. 
  APL 10 
  Eight great clubs (2.5gp ea.), eight myt comp 
  longbows (250gp ea.).  Loot value – 2020gp. 
  APL 12 
  Five greatclubs (2.5gp ea.).  Loot value – 12.5gp. 
   
  If the characters defeat these forces, read the following: 
   
  As the last of your foes fall, the harsh sound of a battle 
  horn echoes in the air somewhere above you.  Off in 
  the distance, you see a ten- foot tall blue skinned 
  humanoid flying in the air.  Pointing in your 
  direction he yells out a phase in Giant.  Even if you 
  don’t speak Giant, his meaning is clear, “There they 
  are, get them!”  As you hear the battle roar of scores of 
  orcs and ogres coming from the north, the humanoid 
  vanishes from sight.  You judge that the horde could 
  be upon you within minutes! 
   
  i
  t
  l.
   
  Make it clear that an overwhelming number of 
  opponents are heading towards the characters and their 
  only hope of survival is to flee southward.  They have 
  time to grab weapons but no time for in-depth looting.  
  At higher APLs occasional views of ogre mages or 
  wyverns flying through the sky should prevent 
  characters from attempting to use flight northward as an 
  escape option. 
   
  After a trying night of fleeing Torrock’s forces, the 
  pressure has let up a little.  However, the gestures and 
  comments made as you were pursued left little doubt 
  of what your fate would be should these forces 
  overtake you.  From what you observed during your 
  fl ght, i  appears that Senningford has been 
  completely cut off and that Torrock’s forces are 
  making a major push forward from the north and 
  northeast.  Torrock’s forces appear to be setting up 
  camps to rest for the day and may resume their push 
  southward come nightfal   
  Allow the characters to choose in which direction they 
  wish to flee now.  They can head to the south, in which 
  case they will encounter a press gang of Major Blain’s 
  men searching for recruits to join the army (go to 
  encounter 2) or west into the Fellreev were they will 
  encounter the Fellreev Elves (go to encounter 3). 
    
  Encounter Two 
  …and the Hard Place 
  Major Blain has been sending press gangs out to forcibly 
  recruit people into his army.  Those refusing to volunteer 
  are executed.  He has even sent patrols into the Fellreev 
  to capture “volunteers” from the ranks of Fellreev elves 
  and the Defenders of Greenkeep. 
  Torrock’s Bane 
   
  Page 6 
  
   
  If the characters are moving south they will 
  encounter one of the Major’s press-gangs at mid-
  morning.  Read the following: 
   
  Coming over a rise you see a small group of mounted 
  men. They clearly wear the livery of the forces of Iuz. 
  One of them looks at your group and with a cautious 
  wave they ride in your direction. 
   
  The press gang is 900 feet away and will ride in and out of 
  sight behind hills and corpse of trees several times before 
  reaching the characters.  Give the characters a chance to 
  react before continuing.  If the characters attempt to 
  avoid the press gang keep in mind that the wizard has a 
  raven as a familiar, one of many flying in the area 
  (spotting and identifying one raven as the wizard’s 
  familiar is extremely difficult DC 35), and has been 
  watching the party for some time now.  If the characters 
  attempt to flee, the press gang will give chase and attempt 
  to capture them.  If the characters stand their ground 
  continue. 
   
  As the group rides forward you can see insignias 
  identifying them as members of Xavendra’s personal 
  forces.  Some of you may even recall the particular 
  symbol on their left breast.  While most of this group 
  stops about 30 feet away, one man with a sergeant 
  insignia on his shoulders rides up to you.  Speaking 
  gruffly he states, “Don’t you know there’s a war going 
  on?  What is your business here?” 
   
  The symbol on the soldiers will be recognized  as Major 
  Blaine’s crest if the PC’s have played Torrock’s Lair or 
  succeed at a Knowledge: Local – Bandit Kingdoms check 
  (DC 15). 
   
  If the characters tell them of Torrock’s forces 
  heading south the sergeant will tell them: 
   
  “Well, you’re lucky to be alive.  As a matter of fact it’s 
  my lucky day as well.  I’ve been looking for smart 
  skilled fighters such as yourselves.  Major Blain has 
  need o your services.  Will you come along willingly 
  or do you need to be persuaded?”  He rests his hand 
  meaningfully upon his weapon. 
  f 
   
   
   
   
   
  ,
  i
   
   
  Provided the characters agree to come with him he’ll 
  continue.   
  “Good, after you’ve had a chance to get some food and 
  rest, I’ll talk with you about a special task I think you 
  might be uniquely qualified for. By the way, if some 
  of you have any trouble with the powers that be, just 
  know that out here in the front lines we overlook this
  kind of thing.”
   
  Otherwise the sergeant will respond: 
   
  “From the looks of your gear and the fact that you’re 
  still alive, I can tell that you must be skilled fighters. 
  Major Blain has need of your skills.  Will you come 
  along willingly or do you need persuading?”  He rests 
  his hand meaningfully on his weapon. 
   
  Provided the characters agree to come along, he’ll 
  continue. 
  “Good, come with me.  After you’ve had a chance to 
  get some food and rest, I’ll talk with you about a 
  special task I think you might be uniquely qualifies 
  for. By the way  if some of you have any trouble with 
  the powers that be, just know that out here in the 
  front l nes we overlook this kind of thing.”
   
  If the party has questions the sergeant can, depending on 
  what they ask impart the following information:   
   
  � If the characters attempt to flee from their 
  responsibility they will be considered deserters.  The 
  penalty for desertion is death by one of many 
  different creative and painful methods devised by 
  the clerics of Iuz. 
  � By completing this task you will be doing a great 
  services to the people of the area.  Save many lives 
  and end much pain and suffering. 
  � If you are successful in completing this task there is 
  a significant financial reward. (100 gold pieces per 
  APL total for the party, not for each character.) 
  � If you are successful in this task, the Government of 
  Lady Xavendra will owe you a debt of gratitude and 
  may be able to grant a pardon for past minor 
  transgression (i.e. revoke Wanted!! status). 
   
  At this point the characters can choose to go willingly 
  with the press gang or they can attempt to resist.    
   
  This encounter can have one of several different 
  outcomes: 
   
  � The characters could successfully resist the press 
  gang and then flee westward into the Fellreev.  An 
  outcome titled Heck No, We Won’t Go.  
  � The characters could agree to join Major Blain’s 
  forces and accept a special assignment.  An outcome 
  titled You’re In The Army Now. 
  � The character could unsuccessfully resist the press 
  gang, be captured, and accused of desertion.  An 
  outcome titled You Really Put Your Foot In It This 
  Time. 
   
  Torrock’s Bane 
   
  Page 7 
  
  If the characters attack the press gang, on the first round 
  of combat the one of the fighters will blow on a horn 
  three times.  On the next round the character will hear 
  three horns respond from different points to the south.  
  This will summon the aid of additional near-by troops, 
  which will begin arriving in ten minutes.   
   
  The wizard will throw a Web spell (be sure to 
  include some trees on the battle mat) and the press gang 
  will initially attempted to capture the characters.  If the 
  press gang began to take substantial damage they will 
  switch to lethal attacks.  If a character is incapacitated one 
  of the press gang will attempt to drag that character from 
  combat and threaten to kill the character if the other 
  characters do not drop their weapons and surrender. 
   
  If several members of the press gang go down the 
  rest will retreat and wait for the coming reinforcements.   
   
  APL 4 [EL 6]  
  � Privates, human Ftr2 (2): hp 15, see Appendix II. 
  � Cavalry, male human Ftr3: hp 23, see Appendix II. 
  � Wizard 1st Class, female human Wiz4: hp 21, see 
  Appendix II. 
   
  APL 6 [EL 9]  
  � Sergeant, male human Ftr6: hp 45, see Appendix II. 
  � Cavalry, human Ftr 3 (4): hp 23, see Appendix II. 
  � Wizard 1st Class, female human Wiz4: hp 21, see 
  Appendix II. 
   
  APL 8 [EL 9] 
  � Sergeant, male human Ftr6: hp 45, see Appendix II. 
  � Cavalry, human Ftr3 (4): hp 23, see Appendix II. 
  � Wizard 2nd Class, female human Wiz6: hp 30, see 
  Appendix II. 
   
  APL 10 [EL 10]  
  � Sergeant, male human Ftr6: hp 45, see Appendix II. 
  � Cavalry, human Ftr3 (6): hp 23, see Appendix II. 
  � Wizard 3rd Class, female human Wiz8: hp 39, see 
  Appendix II. 
   
  APL 12 [EL 12]  
  � Sergeant, male human Ftr6 (2): hp 45, see Appendix 
  II. 
  � Cavalry, human Ftr3 (8): hp 23, see Appendix II. 
  � Wizard 3rd Class, female human Wiz8 (2): hp 39, 
  see Appendix II. 
   
  Tactics:  In addition to their regular weapons, members 
  of the Press Gang will carry saps for doing 1d6+3 subdual 
  damage.  Earlier in the day the wizard cast mage armor on 
  herself, bear’s endurance on herself and the Sergeant, and 
  bull’s strength on the Sergeant and one of the other 
  fighters.  Roll for these spell prior to combat. 
   
  Heck No, We Won’t Go! 
  If the characters attack and defeat or successfully drive 
  off the press gang it will only be a matter of time before 
  large numbers of Major Blain’s forces will arrive and 
  attack them.  Do everything you can to urge the character 
  to depart the area as rapidly as possible.  The sound of 
  approaching horns could be a great way to remind 
  characters that trouble is on the way.  If characters 
  attempt to search the bodies point out that they do not 
  have time to loot the bodies unless they want to be 
  caught by the approaching reinforcements. 
   
  Read the following: 
   
  Congratulations, you’ve managed to tick off two 
  different armies.  You now have three choices.  You 
  can head south straight into Major Blain’s forces, you 
  can head north or east and play with Torrock’s forces 
  some more, or you can retreat into the Fellreev.  The 
  only safe way out is to head into the Fellreev.  What 
  do you do? 
   
  One minute after the end of the first battle, nine cavalry, 
  one Sergeant, and one Wizard 3rd Class ride into the area 
  every other round.  At APL’s 8 and up, every other group 
  to enter the area will be mounted on Hippogriffs instead 
  of horses. 
   
  If the party decides to go to the Fellreev go to 
  Encounter 3. 
   
  You’re In The Army Now 
  Once the characters have agreed to accompany the press 
  gang the Sergeant will address them again.   
   
  If one or more of the characters played in Torrock’s 
  Lair the Sergeant will address them by name. 
   
  “(Character’s name) it will be a real good working 
  with you again.  I doubt you remember me but I 
  remember you, I was there when the Major gave you 
  that medal, “The Hero of Littlehill Fort”.  Do you still 
  have it?  You know I was only a private back then.  
  Now I’m a Sergeant, Sergeant Darton.  Follow me and 
  I’ll find you a place to sleep and see that you get some 
  grub.” 
   
  If none of the characters played Torrock’s Lair the 
  Sergeant will address them: 
   
  “Welcome to the army.  Follow me and I’ll find you a 
  place to sleep and see that you get some grub.” 
   
  Torrock’s Bane 
   
  Page 8 
  
   
  l
   
   
   
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  Fol owing your guides you head to the southeast. 
   An hour latter you ride into an army camp.  At the 
  entrance two clerics of Iuz glare balefully at you and 
  then proceed to look through a small stack of 
  drawings.  The Sergeant directs you to a tent, stating 
  someone will be there shortly with some food.  He 
  then closes the tent flaps and leaves you alone. 
   
  Give the characters a couple of minutes to discuss their 
  situation.  Secretly roll Spot and Listen checks (DC 15, 
  but make sure that at least one character is successful).  
  Success indicates that they either heard someone walk up 
  to their tent and stand quietly listening at the door or 
  they spotted the shadow of two feet underneath the tent 
  flap.  One of the two clerics is standing outside their tent 
  trying to listen in on any conversations.  If confronted he 
  will be rude and arrogant and will continue to stand 
  outside of their tent.  This event is used to create an 
  appropriate atmosphere so don’t spend too much time on 
  it.    
   
  A short time later some men will bring by some 
  plates of food and a half hour after that Sergeant Darton 
  will return with Sergeant Aramil.  Characters who played 
  Torrock’s Lair will recognize Sergeant Aramil as their 
  liaison during that adventure and Sergeant Aramil will 
  recognize them.  Sergeant Darton will inform the 
  characters that Sergeant Aramil is in charge of special 
  operations and will be the individual working with them 
  from here on out.  He will wish everyone a good evening 
  and leave.   
   
  As stated previously, Sergeant Aramil is a double 
  agent working for Fort Hendricks and Major Blain.  He 
  knows the following information about the characters.  
   
  � If they played Torrock’s Lair he knows the name that 
  they went by and what their skills were.   
  � He knows if they are hunted and why.  
  � He knows if a character is a member of the 
  Defenders of Greenkeep, the Fanlareshen Elves, or 
  Fort Hendricks.  
   
  Looking each of you in the eye, Sergeant Aramil 
  addresses the party.  “As I’m sure you know, Torrock 
  as been raiding villages and caravans in the area and 
  killing or enslaving the people.  In spite of all our 
  efforts his forces have continued to grow and he has 
  been expanding his territory.  This needs to be 
  stopped at all cost.   
   
  The Major will soon mount a frontal assault on 
  Torrock’s base camp.  It is a heavily fortified position 
  and the assault is most likely doomed to failure.  
  However, the attack is merely a cover so that you can 
  successfully accomplish your mission.  We know of a 
  back way into Torrock’s camp.  With the majority of 
  Torrock’s forces fighting the Major’s forces, a group 
  of skilled operative, you, will be able to sneak in 
  through the back and attack Torrock as he directs his 
  forces from the rear.   
   
  By the way, it might interest you to know that 
  there is a bounty placed on Torrock’s head.  I’d rather 
  see you collect it than someone else.” 
   
  If any of the characters are being hunted read the 
  following: 
   
  “In addition it has come to my attention that some of 
  you have managed to get yourselves in trouble with 
  the powers that be. While you’re serving in 
  Xavendra’s army you will be immune to arrest and 
  prosecution for those offences.  Accomplish your 
  mission and the Major may be able to clear your 
  record entirely. 
  Any questions?”   
  Give characters a chance to answer any questions.  Aramil 
  will only answer question pertaining to the mission itself. 
   He does not know what the PC’s will encounter once 
  they enter the rear exit.  He does know that occasional 
  patrols have been spotted entering or leaving through the 
  exit. When the characters finish asking questions, 
  continue.   
  “Good, get some rest.  You’ll be leaving to get into 
  position tomorrow morning.” 
   
  Latter that night characters on watch will hear someone 
  whisper through the tent flap, “May I come in?” A 
  haggard-looking man quietly enters the tent.   
   
  Provided the characters agree to allow him to, the 
  man will enter.  If the characters on watch haven’t 
  already awakened the rest of the party he will suggest 
  that they do so.  Once they are awake he will address the 
  party. 
   
  “Good evening, I’m Traflgar the Transmogrifier” he 
  says quietly. “ I need your help.  It has come to my 
  atten ion that you will be entering Torrock’s lair 
  soon.  If you happen to find any documentation 
  linking Torrock to any forces within the government 
  I would very much appreciate it if you could get them 
  to me. In addition, Torrock has my spellbooks.  If you 
  can recover them for me, I will be willing to let you 
  copy some of the ones that you need for your own 
  studies. Are you willing to do this?” 
   
  If the party questions him about what he wants with the 
  information.  He will inform them that he has taken 
  Torrock’s Bane 
   
  Page 9 
  
  great risk just coming to talk with them tonight and can’t 
  risk telling them any more then he already has. 
   
  Provided the party agrees to give him any 
  documentation they find, he continues: 
   
  “Great.  Complete these tasks for me and I’ll be sure 
  to return the favor with interest at some point in the 
  future.”  He then backs out of the tent and disappears 
  into the night. 
   
  Move on to Encounter 4 Leap of Faith. 
   
  You Really Put Your Foot In It This Time 
  Hands tied behind you backs and your equipment 
  piled on the back of a mule, you are driven across the 
  hills to an army camp  like p gs to market.  Your 
  captors briefly divert you to the side of camp and the 
  buzz of flies.  Several bodies hang from trees like 
  overripe fruit while others sway softy in the wind on 
  the pikes they were impaled on. 
  ,
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  “This is the fate of deserters,” the Sergeant states. 
   Just then a scream can be heard coming from the 
  camp.  “Will the lucky ones anyway.  The unlucky 
  ones are entertaining the clerics.” He shudders 
  briefly.  “I wouldn’t wish that fate on anyone.  Well, 
  let’s get moving.” 
   
  As your captures drive you into camp two clerics 
  of Iuz, with a pail of water, stop each of you, wipe 
  down your faces with a wet rag, and then look 
  through a stack of drawings that they have.   
   
  If any of the characters are on the wanted list, the cleric 
  will smile evilly, call the character by name and state,  
   
  “Welcome, we’ve been looking for you.  I’m sure you 
  and I will have a great time together.” 
   
  You are then herded into a corral were your 
  bonds are checked and tightened.  Leaving a dozen 
  men watching over you the Sergeant walks off.  He 
  returns a short time latter with a tall, blond, gray-eyed 
  man in chainmail.  From the insignias on his uniform 
  you can tell that he is also a Sergeant.  However, he is 
  also a member of Xavendra’s special forces. From the 
  deference shown by the other troops it appears that 
  he may have more authori y than most Sergeants. 
   
  “Listen up,” states the first Sergeant, “this is 
  Sergeant Aramil, he’s in charge of special operations 
  and you are now under his command.”  He then 
  salutes Sergeant Aramil and leaves. 
   
  Inform characters who played Torrock’s Lair that they 
  recognize him.  He was their liaison with Major Blain 
  during that scenario. 
   
  As stated previously, Sergeant Aramil is a double 
  agent working for Fort Hendricks and Major Blain.  He 
  knows the following information about the characters. 
    
  � If they played Torrock’s Lair he knows the name that 
  they went by and what their skills were.   
  � He knows if they are hunted and why.  
  � He knows if a character is a member of the 
  Defenders of Greenkeep, the Fanlareshen Elves, or 
  Fort Hendricks. 
   
  He looks at each of you briefly, and shakes his head. 
  “This well never do,” he states, “Members of my units 
  are not trussed up like pigs and treated with 
  disrespect.” 
  Looking each of you in the eye, he softly asks, “If 
  I have you untied, do you give me your word not try 
  to escape?” 
   
  Give each character a chance to respond.  Provided they 
  are willing to give their word not to try to escape the 
  Sergeant will have their bonds cut. 
   
  If anyone then attempts to escape a dozen archers 
  (use stats for sergeants) will shoot at the character and 
  then draw weapons and attack. 
   
  Sergeant Aramil looks at each of you again.  “You 
  know many men in this camp live in fear o  offending 
  one of the clerics.  If you want a real reason to know 
  fear, give me your word and then break it.  Do we 
  understand each other?” 
  “Good, lets get out of this sun, get you something 
  to eat and drink, and than we can discuss what I need 
  done and if you are the ones I need to do it.” 
   
  The Sergeant will escort them to a tent arrange for some 
  food and water to be brought and then leave the 
  characters on their own for a short while to discuss their 
  situation. 
   
  Two guards are stationed at the front of their tent, 
  and one guard is stationed at each of the other three 
  sides.  If characters attempt to leave the tent the guards 
  will gruffly inform the characters that they are not to 
  leave their tent. 
   
  A short while later the Sergeant returns. 
   
  “Let’s get to know each other a little.”   
   
  He’ll address characters that played Torrock’s Lair first.   
   
  “(Character’s names) I remember you from when we 
  worked together before.  Do you still have that 
  medal?” 
   
  Torrock’s Bane 
   
  Page 10 
  
  Allow some discussion, having Aramil introduce himself 
  to the PC’s and attempt to determine their skills. 
   
  “Ok, listen up, this is how this is going to work.  I’m 
  going to explain what I would like for you to do.  If 
  you are welling to do this then let me know and you 
  will then be a temporary member of the Special 
  Forces under my command.” 
   
  If any of the characters are being hunted read the 
  following: 
   
  “In addition it has come to my attention that some of 
  you have managed to get yourselves in trouble with 
  the powers that be. While you’re serving with me you 
  will be immune to arrest and prosecution for those 
  offences.  Accomplish the mission and the Major may 
  be able to clear your record entirely.” 
   
  “If what I propose is not something your willing 
  to do, let me know and you’ll spend the next couple 
  of months doing nice safe jobs for the army like 
  washing potatoes, digging latrines or waiting on the 
  clerics. 
   
  .
   
  t
   
  t
  f
   
  “As I’m sure you know, Torrock has been raiding 
  villages and caravans in the area and killing or 
  enslaving the people.  In spite of all our efforts his 
  forces have continued to grow and he has been 
  expanding his territory.  This needs to be stopped at 
  all cost.   
   
  The Major will soon mount a frontal assault on 
  Torrock’s base camp   It is a heavily fortified position 
  and the assault is most likely doomed to failure.  
  However, the attack is merely a cover so that you can 
  successfully accomplish your mission.  We know of a 
  back way into Torrock’s camp.  With the majority of 
  Torrock’s forces fighting the Major’s forces, a group 
  of skilled operative, you, will be able to sneak in 
  through the back and attack Torrock as he directs his 
  forces from the rear.   
   
  By the way, it might interest you to know that 
  there is a bounty placed on Torrock’s head.  I’d rather 
  see you collect it than someone else. 
   
  Any questions?” 
   
  Give characters a chance to answer any questions.  Aramil 
  will only answer question pertaining to the mission itself. 
   He does not know what the PC’s will encounter once 
  they enter the rear exit.  He does know that occasional 
  patrols have been spotted entering or leaving through the 
  exit. When the characters finish asking questions, 
  continue.   
  “Alrigh  then are you welling to work with me or 
  should I contact the clerics about finding you some 
  other kind of work?”
   
  Assuming the characters agree continue on. 
   
  “Good, get some rest.  We’ll be leaving to get into 
  position tomorrow morning.” 
   
  If the characters refuse the special assignment the 
  adventure ends here.  Have the players mark off an 
  additional four time units on their AR’s as their 
  characters spend the next month digging latrines. 
   
  Latter that night characters on watch will hear 
  someone whisper through the tent flap, “May I come in?” 
  A haggard-looking man quietly enters the tent.   
   
  Provided the characters agree to allow him to, the 
  man will enter.  If the characters on watch haven’t 
  already awakened the rest of the party he will suggest 
  that they do so.  Once they are awake he will address the 
  party. 
   
  “Good evening, I’m Traflgar the Transmogrifier” he 
  says quietly. “ I need your help.  It has come to my 
  atten ion that you will be entering Torrock’s lair 
  soon.  If you happen to find any documentation 
  linking Torrock to any forces within the government 
  I would very much appreciate it if you could get them 
  to me. In addition, Torrock has my spellbooks.  If you 
  can retrieve them and bring them to me, I will let you 
  copy those you need for your studies.  Are you willing 
  to do this?” 
   
  If the party questions him about what he wants with the 
  information.  He will inform them that he has taken 
  great risk just coming to talk with them tonight and can’t 
  risk telling them any more then he already has. 
   
  Provided the party agrees to give him any 
  documentation they find, he continues: 
   
  “Great.  Complete this one task for me and I’ll be sure 
  to return the favor with interest at some point in the 
  future.”  He then backs out of the tent and disappears 
  into the night. 
   
  Move on to Encounter 4: Leap of Faith. 
   
  Encounter Three 
  Fellreev Meeting 
  Entering beneath the shade of the Fellreev is almost 
  like entering a different world.  Behind you are the 
  battles and cares o  the Bluff Hills; ahead of you are 
  Torrock’s Bane 
   
  Page 11 
  
  songbirds, trees, babbling brooks, peaceful meadows, 
  and shaded tranquility.  And then you come upon the 
  battle site.  Huge trees have been uprooted and used 
  as clubs.  The dead bodies of elves, humans, orcs, 
  ogres, and hill giants lay tangled together like a 
  gruesome game of pick-up-sticks.  Obviously the 
  troubles of the Bluff Hills have spilled over into the 
  Fellreev as well. 
   
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  As you travel deeper into the Fellreev suddenly a 
  fox in front of you changes form becoming an elf. She 
  confronts you.  Speaking in Elven she demands, “Oi 
  ep dono boi enoiran?” 
   
  Translated this means, “What are you doing in our forest? 
   This is Navine, a Druid and representative of the 
  Fanlareshen Elves.  While she speaks and understands 
  Common perfectly, she has chosen not to stoop to using 
  this lesser tongue.  Besides people are much more likely 
  to let secrets slip if they think you can’t understand what 
  they’re saying.  Navine is not alone.  Surrounding the 
  party is a group of ten elven Rangers, three other Druids 
  in animal form, and all their animal companions.  The 
  Rangers can be spotted with a successful spot check (DC 
  25).  If none of the party members can speak Elven, then 
  one of the Rangers will stoop to speaking in common and 
  come forward and act as translator. 
   
  With Torrock sending raiding parties into the 
  Fellreev and Major Blain sending press gangs into the 
  Fellreev things are really tense right now.  It will require 
  a successful diplomacy check (DC 28) by a character 
  (assistance from the rest of the party is helpful) to 
  convince the elves that the party can be trusted.  Please 
  do not make this simply a matter of dice rolling.  Make 
  the characters roleplay. 
   
  Modifiers that will affect this check:  
   
  � Half-orc in the party: –5 per half-orc 
  � Rude behavior:  -1 to -10 
  � Polite consolatory behavior:  +1 to +10 
  � Members of the party are Elves: +2 per Elf 
  � No one speaks Elven: –10 
  � A character is a member of Fanlareshen Elves meta-
  org:  +10 
  � Characters have favors with the Fanlareshen Elves 
  meta-org:  +5 per favor 
  � Character is a member of the Defenders of 
  Greenkeep meta-org +5 
  � Characters have favors with the Defenders of 
  Greenkeep meta-org:  +5 per favor 
  � Character is a member of Fort Hendricks meta-org: 
  +5 
  � Characters have favors with Fort Hendricks: +5 per 
  favor 
   
  Once the characters have gained the Elves’ trust they will 
  be directed to campsite, helped to set up camp, and 
  provided with food and water.  If the characters cannot 
  gain the Elves trust they will be directed to sit down 
  where they are and make no hostile moves.  They will be 
  required to remain where they are and the elves will 
  rebuff any efforts to make conversation until Traflgar the 
  Transmogrifier arrives to speak with them.  The Elves 
  will send runners off to Fort Hendricks.  Three hours 
  later 
  a 
  group 
  of 
  men 
  including 
  Traflgar 
  the 
  Transmogrifier will arrive to talk with the characters.  
  Read the following: 
   
  There is a flurry of activity in the area.  A young elf 
  boy runs into your tent.  “You, come quickly.  Some 
  men here to see you, yes.”  He gestures for you to 
  follow h m. 
   
  He eads you to another tent with a unknown 
  banner hanging over the entryway.  Inside a group of 
  Fanlareshen Elves and stern haggard faced men are 
  engaged in conversation.  They fall silent as you 
  enter.  One of the men, a haggard-looking human in 
  blue robes,  addresses the party. 
   
  Looking each of you in the eye, he smiles.  “So 
  you’re what all the fuss is about.  Good afternoon, I’m 
  Traflgar the Transmogrifier.  Please have a seat.”  He 
  gestures at some stools that have been set out. 
   
  “I’m glad you’re here.  I’m looking for some 
  people to perform a special mission for me and I 
  think you might be just the people I need. 
   
  As you probably know, Torrock as been raiding 
  villages and caravans in the area and killing or 
  enslaving the people.  In addition to raiding the Bluff 
  Hills area he is now mak ng raids into the Fellreev.  
  This group of concerned citizen here would very 
  much like to see Torrock dead. 
  However, that is only part of the problem.  Major 
  Blain has been very busy forcibly recruiting the 
  people, human and elves, of the Fellreev into his 
  army.  Some of these people here feel that joining an 
  army loyal to the Old One violates certain oaths they 
  have taken.  However, if Torrock were dead Major 
  Blain would no longer be inducting people into his 
  army and this problem also would be solved. 
   
  I’m in a position to know that Major Blain will 
  soon mount a frontal assault on Torrock’s base camp. 
  It is a heavily fortified position and it seems unlikely 
  that the Major will be successful in killing Torrock.  
  However, I know of a back way into Torrock’s camp. 
  With the majority of Torrock’s forces fighting the 
  Major’s forces, a group of skilled operatives, such as 
  you, should be able to sneak in through the back and 
  attack Torrock as he directs his forces from the rear.   
  Torrock’s Bane 
   
  Page 12 
  
   
  By the way, it might interest you to know that 
  there is a bounty placed on Torrock’s head. I’d rather 
  see you collect it than some complete strangers.  Are 
  you interested?” 
   
  Provided the party answers in the affirmative, Aramil will 
  continue. 
   
  “Excellent!  There are a couple of other matters I 
  would l ke your help with.  If you happen to find any 
  documentation linking Torrock to any forces within 
  the government I would very much appreciate it if 
  you could get them to me. In addition, Torrock is in 
  possession of my spellbooks, and I would very much 
  like them back. If you can manage to get them from 
  h m, I would be willing to let you copy any spells that 
  you wish to further your studies.  Are you willing to 
  do this?” 
  i
   
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  If the party agrees he will continue. 
   
  “Due to the fact that Major Blaine’s forces are 
  attacking from the front, it might be a difficult 
  position for yourselves were you discovered during 
  the battle.  It therefore behooves yourself, and myself, 
  that you be given permission to do this deed. 
   
  Indeed, it is the case that I have a very good 
  working relationship with Major Blaine and I can see 
  to it that you are in fact inducted into the army of Iuz. 
  He will have to be made aware of your existence and 
  the thrust of your mission.  In exchange, any of you 
  that are wanted for any transgressions against the Old 
  One will be granted immun ty for the course of your 
  service to the Major.  Indeed, if you succeed in your 
  mission, it could be that the Major may decide to put 
  in a good word for you and take your name from the 
  annals of those wanted for transgressions against Old 
  Wicked.  
  Is this acceptable?” 
   
   
  If the PC’s agree, then continue: 
   
  “Good.  Do this favor for me and I will be willing to 
  use my skills to assist you at some point in the future. 
   We need to leave to get into position first thing in 
  the morning.  I suggest that we all get some rest.” 
   
  If the party does not agree they will be escorted to the 
  southern edge of the Fellreev and the adventure is over. 
   
  If the party accepts the mission, go to Encounter 4: 
  Leap of Faith. 
   
  Encounter Four 
  Leap of Faith 
  The party travels into the Bluff Hills alongside a military 
  patrol, either from Blaine’s forces or from Fort Hendrix.  
  If necessary, use the stats for sergeants and one wizard 
  3rd class from Appendix II. 
  The next morning, you and a group of twelve men - 
  eleven fighters and a wizard begin riding towards the 
  Bluff Hills.  You ride hard for two days dodging 
  occasional orc and ogre patrols and camping at night. 
   On the third day you turn off the road and ride up 
  into the red rock of the Bluff Hills. Following narrow 
  winding canyons the trail eventually becomes too 
  rugged to ride and you leave your mounts with one of 
  the fighters to continue on foot. 
   
  Over the next day you travel down and up the 
  sides of rugged canyons, hills, and buttes. Exhausted 
  and coated in red dirt you stop for the night at the top 
  edge of a cliff.  One of the men motions you to silence 
  and indicates that you should follow him to the edge 
  of the cliff. 
   
  From here you can see the rugged landscape of 
  the Bluff Hills stretch ng off into the distance.  Deep 
  canyons cut through the red stone o  the hills 
  forming a maze of canyons, cliffs, and hilltops.  As the 
  sun sets, staining the hills the deep scarlet o  fresh 
  blood, you look down at Torrock’s camp at the base of 
  the cliff.  A large force o  orcs, ogres, and a few hill 
  giants move about between tents.  Their guttural 
  voices carry easily in the crisp, evening air. 
   
  You move back away from the edge of the cliff, 
  and you set up a cold camp half a mile northeast of 
  Torrock’s base near the top edge of another cliff.  You 
  are informed that the back exit to Torrock’s cavern is 
  at the base of this cliff.  You are each handed a potion 
  vial. 
   
  The wizard explains, “These are potions of 
  featherfall.  Tomorrow morning, two hours before 
  sunrise, Major Blain’s forces will begin their assault 
  on Torrock’s camp.  When that attack begins you are 
  to drink these potions and then make a running leap 
  off the edge of this cliff and fall to the rear exit below. 
   There should be enough light that you can descend 
  safely, but enough darkness to provide you some 
  cover.  Get in the cavern and out of sight a quickly as 
  you can.” 
   
  He clears his throat; “These potions will get you 
  safely to the bottom, but only if you jump as soon has
  it is activated.  If you waste time dilly-dallying the 
  spell could run out before you reach the bottom with 
  some rather nasty results. 
  Torrock’s Bane 
   
  Page 13 
  
   
  “Any questions?” 
   
  Answer any questions the party may have and continue 
  on. 
   
  “Good luck to you then.  We’ll be providing missile 
  and spell support from the top of the cliffs once the 
  battle begins.  We should all get some sleep.” 
   
  It seems that you have just closed your eyes, 
  when its time to awaken.  It is not quite dark and 
  there is a slight fog, the perfect cover for your 
  ambush. You don your equipment and gather at the 
  edge of the cliff. 
   
  A short while later, the quiet of the night is 
  disturbed by the sound of a trumpet blaring.  Two 
  bright flashes o  light momen arily brigh en the 
  night in the direction of Torrock’s camp.  In the 
  distance you can hear the sounds of combat being 
  waged. 
  f
  t
  t
   
  Let the players role-play the jump.  Once a potion is 
  drunk, they have five rounds of feather fall.  After 
  jumping they will fall at 60 ft per round and land at the 
  bottom near the end of the third round.  The total length 
  of the fall is 180 feet. Throwing spells or firing missile 
  weapons while falling requires a successful concentration 
  check at DC 15.   
   
  Rear Guard (APL 10-12 Only) 
  At APL’s 10 and 12 there is a group of rear guards 
  stationed directly in front of the exit.  The first person or 
  persons down will have to deal with the rear guards by 
  themselves for at least one round.  Visibility is too poor 
  for this character to be aware of the guard until the last 
  round of their fall.  If PC’s cast spells before jumping off 
  the cliff, or make lots of noise, give the guards a Listen 
  check (DC 0) -1 for every 10 feet between them and the 
  party.  At the top of the cliff, the DC is 20 (-2 
  circumstance for the fog).  If they cast on the way down, 
  give them Listen checks again.  If the PC’s talk to each 
  other on the way down allow another Listen checks. 
   
  Although it is not dark, the fog is obscuring vision to 
  a range of 60 feet.   As soon as the PC’s have breeched this 
  distance, they automatically see the guards.  If the guards 
  are aware of the PC’s, they also spot them automatically.  
  If the guards are unaware of the PC’s, they will not Spot 
  the PC’s, and the PC’s that land during the first round 
  will get a surprise round. 
   
   
   
  APL 10 [EL 12] 
  � Ogre Subchief, ogre Ftr4/Bbn2/FrnzBzrk1: hp 103; 
  see Appendix III. 
  � Ogre Fighter, ogre Ftr6 (3): hp 91, see Appendix III. 
   
  APL 12 [EL 14] 
  � Ogre Warlord, ogre Ftr4/Bbn1/FrnzBzrk4: hp 127; 
  see Appendix III. 
  � Ogre Fighter, ogre Ftr6 (6): hp 91; see Appendix III. 
   
  Tactics:  Each of the fighters has been trained to strike to 
  disarm their opponents with their spiked chains.  Spiked 
  chains give a +2 to disarm attempts, and since it is a huge 
  weapon, it gets a +4 for every size category that it is larger 
  than the weapon it is striking.  As a part of its attack 
  routine, it will disarm its opponent, and then (as a free 
  action) retrieve the tanglefoot bag from its glove of 
  storing, and hurl it on the unattended weapon, gluing it 
  to the solid rock floor. 
   
  In addition, the Ogre subchief will use its improved 
  bull rush to push PC’s through as many threatened 
  squares as possible, provoking attacks of opportunity by 
  its buddies (note that there is a 75% chance to hit the PC 
  and a 25% chance to hit the subchief with this attack). 
   
  Treasure: 
  APL 10: 
  MW great club (152.5gp), four suits of scalemail 
  (25gp ea.), three MW spiked chains (162.5gp ea.), 
  four mty comp longbows +4 (250gp ea.), three 
  Gloves of Storing (1100gp ea.), nine tanglefoot bags 
  (25gp ea.).  Loot value – 5265gp 
  APL 12: 
  Mw great club (152.5gp), seven suits of scalemail 
  (25gp ea.), Periot of Proof Against Poison (2000gp), 
  seven mty comp longbows +4 (250gp ea.), six MW 
  spiked chains (162.5gp ea.), six Gloves of Storing 
  (1100gp ea.), 18 tanglefoot bags (25 gp ea.).  Loot 
  value – 12102.5gp. 
   
  Once the characters defeat the guard they will be in 
  position to enter the exit cavern.  Read the following: 
   
  Behind a thick stand of shrubs you find a rough 
  cavern entrance.  The entrance is approximately ten 
  feet wide by twenty feet high.  Piercing the red rock 
  of the cliff it extends off into the darkness. 
   
  Once the characters find a light source they can enter the 
  cavern.  Read the following: 
   
  You follow a mostly natural corridor into the red rock 
  of the Bluff Hills.  While heading mostly to the 
  southwest, the corridor has many twist and turns.  
  Abruptly the corridor shifts to the south and the 
  natural formations are replaced with worked stone. 
   
  Torrock’s Bane 
   
  Page 14 
  
  The Pit Trap (APL 4-8 Only) 
  Thirty-five feet from where the tunnel heads south is a 10 
  ft. x 10 ft. wide pit trap leading into an ooze occupied 
  cavern.  This is concealed beneath an illusionary floor.  
  All of this fun can be avoided by taking a bypass tunnel, 
  hidden by illusionary walls. 
   
  On the east wall of the tunnel 20 feet south of the 
  turn is the entrance to the bypass tunnel. Illusionary 
  walls conceal this bypass tunnel entrance and exit. All 
  those familiar with the lair take this route.   
   
  To find the bypass tunnel: 
   
  � A successful check for tracks (DC 20) will show 
  tracks leading into the side of the wall. 
  � If a dwarf walking within 10 ft of the illusionary wall 
  secretly roll a Search check (DC 29).  With a 
  successful check the dwarf will notice a difference in 
  the stones of the illusionary wall. 
  � If someone touches the illusionary wall, his or her 
  hand will go through the wall.  The character may 
  then attempt to disbelieve with a successful Will 
  save (DC 17). 
   
  To find the pit: 
   
  � After somehow interacting with the illusionary floor 
  a character may attempt to disbelieve the illusionary 
  floor with a Will save (DC 17). 
  � Make a successful Search check (DC 21) 
  � Step on the floor (and likely fall into the pit). 
   
  Once discovered, characters will be able to see the ten-by-
  ten foot pit dropping into darkness.   
   
  Characters may attempt a Climb check (DC 15) to 
  crawl along the rough walls to the far side of the pit. 
   
  APL 4 [EL 1] 
  � Camouflaged Pit Trap: CR 1; mechanical; location 
  trigger; automatic reset; Reflex save (DC 20) avoids; 20 ft. 
  deep (2d6, fall); Search (DC 21); Disable Device (DC 20). 
   
  APL 6 [EL 2] 
  � Camouflaged Pit Trap: CR 2; mechanical; location 
  trigger; automatic reset; Reflex save (DC 20) avoids; 40 ft. 
  deep (4d6, fall); Search (DC 21); Disable Device (DC 20). 
   
  APL 8 [EL 5] 
  � Camouflaged Pit Trap: CR 2; mechanical; location 
  trigger; automatic reset; Reflex save (DC 20) avoids; 40 ft. 
  deep (4d6, fall); Search (DC 21); Disable Device (DC 20). 
  Ice Storm Trap: CR 4; magic device; proximity trigger 
  (living creature passes within 10 ft.); no reset; spell effect 
  (ice storm, 7
  th level sorcerer, 3d6 impact and 2d6 cold, no 
  save); Search (DC 29); Disable Device (DC 29).  This trap 
  is located on the north wall 10 ft. below the floor level of 
  the pit. 
   
  On the far side of the pit is a five foot section of floor will 
  suddenly tilt back if 20 lb. or more is placed on it, 
  dumping unsecured items (and people) into the pit. 
   
  APL 4 [EL 1] 
  � Tilting Floor Trap: CR 1; mechanical; location 
  trigger; automatically resets; Reflex save (DC 15) avoids; 
  20 ft. deep (2d6, fall); Search (DC 21); Disable Device (DC 
  20). The Reflex save DC increases by 5 if the character 
  landed on the tilting floor after jumping across from the 
  far side of the pit. 
   
  APL 6 [EL 2] 
  � Tilting Floor Trap: CR 2; mechanical; location 
  trigger; automatically resets; Reflex save (DC 15) avoids; 
  40 ft. deep (4d6, fall); Search (DC 21); Disable Device (DC 
  20). The Reflex save DC increases by 5 if the character 
  landed on the tilting floor after jumping across from the 
  far side of the pit. 
   
  APL 8 [EL 2] 
  � Tilting Floor Trap: CR 2; mechanical; location 
  trigger; automatically resets; Reflex save (DC 20) avoids; 
  40 ft. deep (4d6, fall); Search (DC 21); Disable Device (DC 
  20). The Reflex save DC increases by 5 if the character 
  landed on the tilting floor after jumping across from the 
  far side of the pit. 
   
  Got rope? 
  The pit is a wet, dark chamber 35 feet across.  Waiting in 
  the muck is a gray ooze. It will attack characters in the pit 
  after one round.  If a character has darkvision or a light 
  source, a Spot check (DC 15) will reveal that some of the 
  water in the pit is oozing towards them, otherwise the 
  ooze will get a surprise round. 
   
  APL 4 [EL 5] 
  � Advanced Gray Ooze (6 HD): hp 43, see Appendix 
  III. 
   
  APL 6 [EL 6] 
  � Advanced Gray Ooze (9 HD): hp 68, see Appendix 
  III. 
   
  APL 8 [EL 6] 
  � Advanced Gray Ooze (9 HD): hp 68, see Appendix 
  III. 
   
  Torrock’s Bane 
   
  Page 15 
  
  Climbing out of the pit requires three climb checks (the 
  first at DC 25, the second at DC 30, and the third at DC 
  25).  If a rope has been lowered from the tunnel above, 
  the DC’s drop to 15, 10, and 10 or 10, 5, and 5 if the rope 
  is knotted. 
   
  Treasure:After defeating the ooze, characters with a 
  light source searching the pit (DC 10) will discover gems 
  scatter about the floor of the pit (100 gp per APL).  This is 
  all that remains of a previous victim of this trap. 
   
  After the Pit Trap (for all APL’s) 
  After passing the trap, the characters travel an additional 
  80 feet before coming to an apparent dead end.  Read the 
  following: 
   
  Traveling an addition 80 feet the tunnel you are in 
  ends.  Strangely, the smell of roasted meat hangs 
  strongly in the air.  What do you do? 
   
  The dead end is actually an illusionary wall that covers 
  the rear entrance to Torrock’s private quarters.  If a dwarf 
  comes within ten feet of the illusionary wall secretly roll 
  a Search check (DC 29). Success indicates that the dwarf 
  notices inconsistencies in the stonework. If characters 
  attempt to search the dead end, ask them to describe how 
  they are searching.  If a character touches the illusionary 
  wall their hand it will pass through.  Once a character has 
  interacted with the illusionary wall, the character may 
  disbelieve with successful Will save (DC 17) with a +4 
  circumstance bonus.  Once the characters have passed 
  through the illusionary wall they will be able to see 
  Torrock’s lamp-lit chamber.  Read the following: 
   
  Torrock’s Chambers 
  You’ve just entered a 30 by 60 feet chamber.  Oil 
  lamps burn along the edge of the room. Directly in 
  front of you is a large 10 by 15 feet bed.  At the foot of 
  the bed is a dark oak chest.  Halfway down the right 
  hand wall is a double iron bound, oak door.  The 
  doorway is ten feet wide and fifteen feet tall.  On the 
  far side of the room is a tall wooden table with a huge 
  wooden chair.  The smell of roasted meat seems to be 
  coming from the table. 
   
   
  The locked (DC 17) wooden chest contains huge articles 
  of clothing, some of it ogre-sized finery that you never 
  expect to see an ogre wear.  There is also a large black 
  book with no title on the spine or cover.  The book is 
  written in Abyssal and is titled on the inside cover page, 
  as The Fate of the Damned. 
   
  The book is cursed.  If a person begins to read it, they 
  feel compelled to continue reading it and be unable to 
  put it down unless they make a Will save (DC 18).  If 
  another character takes the book from them, they will 
  not resist. 
   
  The text of the book details at great length the fate of 
  damned beings, their hopelessness, and torment.  It is so 
  distressing that for one day after reading the text the 
  character is filled with dread and despair.  They feel like 
  curling up in a ball and moaning.  Anytime that the 
  character wants to do anything other than this they must 
  make a successful Will save (DC 18) in order to do it.  All 
  skill checks, attack rolls, and saving throws suffer a –2 
  morale penalty. This effect can be countered with a 
  remove curse. 
   
  In the lid of the chest is a hidden compartment (DC 
  20 Search check to locate) that is open by pressing on a 
  small metal stud.  If a character presses the stud with 
  their finger they will be pricked with a poison needle 
  trap.  
   
  APL 4-6 [EL 1] 
  � Poisoned needle trap: CR 2; mechanical touch 
  trigger; repair reset; Atk +8 melee (1 plus poison, needle); 
  poison (greenblood oil, Fort save [DC 13] resists, 1 Con / 
  1d2 Con); Search (DC 21); Disable Device (DC 20). 
   
  APL 8-12 [EL 6] 
  � Poisoned needle trap: CR 6; mechanical touch 
  trigger; repair reset; Atk +17 melee (1 plus poison, 
  needle); poison (wyvern poison, Fort save [DC 17] resists, 
  2d6 Con / 2d6 Con); Search (DC 21); Disable Device (DC 
  20). 
   
  Within the compartment is a leather satchel containing a 
  collection of letters sent to Torrock from Xavendra (See 
  Player Handout I).  This is the information linking 
  Xavendra to Torrock that Sergeant Aramil, Traflgar the 
  Transmogrifier, and Fort Hendricks are hoping to find.  
  Additionally, the wizard’s spellbooks are here. 
   
  If a character examines the table they will discover a 
  partially eaten warm meal, complete with portions of a 
  human calf and foot.  It’s much easier to forage when you 
  can eat your opponents. 
   
  Other than its large size, the bed is unremarkable. 
   
  Guard Chamber 
  As the characters enter this Chamber from Torrock’s 
  chamber.  Read the following:   
   
  The room is roughly 40 feet by 55 feet with a 20 feet 
  h gh ceiling.  There is a large fire pit in the center of 
  the chamber but other than this the chamber is bare. 
   On the far side of the chamber a ten feet wide by 
  fifteen feet high tunnel continues on.  
  i
   
   
   
  Torrock’s Bane 
   
  Page 16 
  
  Normally this is where Torrock’s personal guards are 
  stationed but right now they are out side with Torrock.  
   
  After the party leaves the guard chamber the tunnel 
  continues on for 50 feet before opening up to the canyon 
  outside.  When the party is leaving the guard chamber 
  read the following: 
   
  As you leave this chamber fifty feet down the tunnel 
  you can see the dim light of near dawn.  As you get 
  closer to the exit you can hear the sounds of battle 
  coming from outside.  What do you do? 
    
  Encounter Five 
  Torrock 
  The characters will exit the caverns in a cul-de-sac in the 
  cliff.  Torrock and his personal guard will be outside of 
  the cul-de-sac on a ledge overlooking the battle.  Torrock 
  is using his telepathic communication to direct the battle. 
   If the characters have a chance to observe the battle they 
  will note that things are not going well for Major Blain’s 
  forces. 
   
  As Torrock is concentrating on the battle the party 
  will not be immediately noticed, if they do not draw 
  attention to themselves.  It is important to note that 
  Torrock is utilizing his See Invisibility Spell Like Ability 
  as he monitors the battle. Each character that makes a 
  successful opposed Hide and Move Silently checks will 
  surprise opponents.  For those who make their opposed 
  roles, both characters and their opponents will get a free 
  partial action before everyone else gets to act. 
   
  APL 4 [EL 7] 
  � Torrock/Fronuex, ogre shaped Babau: hp 73, see 
  Appendix IV. 
  � Orc Soldier, War3 (2): hp 22 see Appendix I. 
   
  APL 6 [EL 9]  
  � Torrock/Fronuex, ogre shaped Babau: hp 73, see 
  Appendix IV. 
  � Ogre Lieutenant, ogre Bbn2/Ftr2: hp 66, see 
  Appendix I. 
  � Orc Soldier, War3 (2): hp 22 see Appendix I. 
   
  APL 8 [EL 11]  
  � Torrock/Fronuex, ogre shaped Babau Rog2: hp 91, 
  see Appendix IV. 
  � Ogre Mage: hp 43; see Monster Manual. 
  � Orc Soldier, War3 (2): hp 22 see Appendix I. 
   
  APL 10 [EL 13]  
  � Torrock/Fronuex, ogre shaped Babau Rog4: hp 109, 
  see Appendix IV. 
  � Ogre Lieutenant, ogre Bbn2/Ftr2: hp 66, see 
  Appendix I. 
  � Ogre Mage (2): hp 43; see Monster Manual. 
   
  APL 12 [EL 15] 
  � Torrock/Fronuex, ogre shaped Babau Rog6: hp 127, 
  see Appendix IV. 
  � Hill Giant Guard, hill giant Bbn2: hp 137, see 
  Appendix I. 
  � Ogre Mage (2): hp 43; see Monster Manual. 
   
  Tactics:  Once combat is begun, Torrock will drink his 
  potion of haste, and as a free action send out a telepathic 
  message to his troops that he is being attacked.  There is a 
  narrow path leading up to the ledge Torrock is on and 
  reinforcement in the form of one orc (see Orc Soldiers in 
  the appendix) per round will began reaching Torrock’s 
  position two rounds after the he issues his telepathic 
  message. 
   
  Torrock’s guards will attempt to get PC’s into a 
  flanking position with Torrock so he can do his sneak 
  attack damage.  Remember that Torrock as 10’ reach and 
  can flank from that distance.   
   
  If Torrock is seriously injured be sure and have him 
  use his potions of cure serious wounds.  Remember that 
  Torrock is an intelligent foe and uses his melee and 
  magical abilities to the best of his abilities. Have Torrock 
  readily use his dispel magic spell like ability to cancel 
  PC’s buffs and magical effects.   
   
  If any of Torrock’s guards still survive when Torrock 
  is defeated, they will flee if it is feasible to do so.  
  Torrock’s defeat will greatly demoralize his troops and 
  they will flee the battlefield as well. 
   
  Treasure: 
  APL 4: 
  Two throwing axes (4gp ea.), mithral shirt (550 gp), 
  three mty comp longbows +4 (250gp ea.), two 
  potions of cure serious wounds (375gp ea.), two 
  battleaxes (5gp ea.), two large steel shields (10gp ea.), 
  two suits of scalemail (25gp ea.).  Loot value – 
  2138gp. 
  APL 6: 
  Two throwing axes (4gp ea.), mithral shirt (550 gp), 
  four mty comp longbows +4 (250gp ea.), two potions 
  of cure serious wounds (375gp ea.), great clubs 
  (2.5gp), three suits of scalemail (25gp ea.), two 
  battleaxes (5gp ea.), two large steel shields (10 gp ea.). 
   Loot value – 2385gp. 
  APL 8: 
  Torrock’s Bane 
   
  Page 17 
  
  50 +1 arrows (1175gp), Two throwing axes (4gp ea.), 
  +1 mithral shirt (1050 gp), two mty comp longbows 
  +4 (250gp ea.), +1 mty comp longbow +4 (1300gp), 
  two potions of cure serious wounds (375gp ea.), two 
  battleaxes (5gp ea.), two suits of scalemail (25gp ea.), 
  2 large steel shields (10 gp ea.), chain shirt (50gp), 
  greatsword (25gp), longbow (37.5 gp).  Loot value – 
  4925.5 gp. 
  APL 10: 
  50 +1 arrows (1175gp), Two throwing axes (4gp ea.), 
  +1 mithral shirt (1050 gp), mty comp longbows +4 
  (250gp), +1 mty comp longbow +4 (1300gp), two 
  potions of cure serious wounds (375gp ea.), great 
  club (2.5gp), scalemail (25gp), two chain shirts (50gp 
  ea.), two greatswords (25gp ea.), two longbows (37.5 
  gp ea.).  Loot value – 4735.5gp. 
  APL 12: 
  50 +1 arrows (1175gp), Two throwing axes (4gp ea.), 
  +1 mithral shirt (1050 gp),  +1 mty comp longbow +4 
  (1300gp), two potions of cure serious wounds (375gp 
  ea.), great club (2.5gp), chainmail (75gp), two chain 
  shirts (50gp ea.), two greatswords (25gp ea.), two 
  longbows (37.5 gp ea.).  Loot value – 4535.5gp. 
   
  Conclusion  
  If the characters defeat Torrock, read the following: 
   
  Torrock lies dead at your feet.  On the battlefield, his 
  forces are in full retreat.  Still it will be some time 
  before any of Major Blain’s forces can get to you.  On 
  the ground lies a huge black greatsword that seems to 
  throb with menacing dark power.  Dark l ghtning 
  crackles around Torrock’s body then suddenly jumps 
  from Torrock’s body to the sword.  However, 
  whatever dark magics are taking place appear to be 
  too much for the sword.  Cracks of red light form 
  along in its length, what do you do? 
  i
  l
   
  Give characters a partial action then have the Soul Forge 
  explode in a 20’ spread doing the party’s APL in d6 
  damage (half from fire and half piercing from the 
  shrapnel), Reflex save for half damage. 
   
  Read the following: 
   
  Congratulations, you’ve defeated a major force of evil 
  and made the Bluff Hills a safer p ace for everyone.  
  Of course with the defeat of a major opposing army 
  Iuz’s forces are now free to tighten their grip on the 
  region.  But hey, that’s better then an army or orcs 
  and ogre over running the region.  Isn’t it? 
    
  Major Blain 
  Characters successfully defeating Torrock will receive 
  one influence point with the Church of Iuz. 
   
  Perdition Wizard 
  Traflgar the Transmogrifier will meet up with the 
  characters a short time latter.  If they turn over 
  documents linking Torrock to Xavendra and return his 
  spellbooks, the characters will earn The Favor of Traflgar 
  the Transmogrifier.  Once they have returned his 
  spellbooks, they can scribe one spell per level they have 
  into their own spellbooks (PC’s must still pay any costs 
  they may incur in doing so).  In addition to spells in the 
  PH, characters have access to the following spells from 
  Tome & Blood:  2nd level spells – Eagles Splendor, Foxes 
  Cunning, & Owls Wisdom, and the 4th level spell – Mass 
  Darkvision. 
   
  The PCs also gain access to a number of possibly 
  upgrades as noted on the AR. 
   
  Fort Hendricks 
  With Torrock gone, his forces will no longer be making 
  organized raids into the Fellreev.  Major Blain will no 
  longer be recruiting people from the area including from 
  the Fellreev.  Party member will earn Influence with Fort 
  Hendricks. 
   
  The End 
   
    
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One 
  Defeat Torrock’s scouts 
   APL4 180 xp; APL6 240 xp; APL8 300 xp; 
   APL10 360 xp; APL12 420 xp. 
   
  Encounter Four 
  Defeat the Rear Guard 
   APL10 360 xp; APL12 420 xp. 
  Disarm / Trigger or bypass the Pit Trap 
   
  APL4 30 xp; APL6 60 xp; APL8 150 xp. 
  Defeat or avoid the Ooze 
   
  APL4 150 xp; APL6 180 xp; APL8 180 xp. 
  Disarm/Trigger the Poison Needle Trap 
   APL4 30 xp; APL6 30 xp; APL8 180 xp; 
   
  APL10 180 xp; APL12 180 xp. 
   
  Torrock’s Bane 
   
  Page 18 
  
  Encounter Five 
  Defeat Torrock and his guards 
   APL4 180 xp; APL6 270 xp; APL8 330 xp; 
   APL10 390 xp; APL12 480 xp. 
   
  Discretionary Roleplaying Experience: 
   APL4 135 xp; APL6 150 xp; APL8 195 xp; 
   APL10 240 xp; APL12 255 xp. 
   
  Total Possible Experience: 
   APL4 675 xp; APL6 900 xp; APL8 1125 xp; 
   APL10 1350 xp; APL12 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One:  The Rock… 
   
  APL 4: L: 132 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 218 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 168 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 336 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 2 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Four:  Leap of Faith 
   
  APL 4: L: 0 gp; C: 66 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 133 gp; M: 0 gp. 
   
  APL 10: L: 327 gp; C: 0 gp; M: glove of storing (3 @ 183 
  each). 
   
  APL 12: L: 583 gp; C: 0 gp; M: glove of storing (6 @ 183 
  each), periapt of proof against poison (333 gp). 
   
  Encounter Five:  Torrock 
   
  APL 4: L: 231 gp; C: 0 gp; M: potion of cure serious 
  wounds (2 @ 62 gp), potion of haste (62 gp). 
   
  APL 6: L: 272 gp; C: 0 gp; M: potion of cure serious 
  wounds (2 @ 62 gp), potion of haste (62 gp). 
   
  APL 8: L: 108 gp; C: 0 gp; M: +1 mithral shirt (175 gp), 
  +1 mighty composite longbow (+4) (216 gp), +1 arrows (50 
  @ 3 gp each), potion of cure serious wounds (2 @ 62 gp), 
  potion of haste (62 gp). 
   
  APL 10: L: 76 gp; C: 0 gp; M: +1 mithral shirt (175 gp), 
  +1 mighty composite longbow (+4) (216 gp), +1 arrows (50 
  @ 3 gp each), potion of cure serious wounds (2 @ 62 gp), 
  potion of haste (62 gp). 
   
  APL 12: L: 106 gp; C: 0 gp; M: +1 mithral shirt (175 gp), 
  +1 mighty composite longbow (+4) (216 gp), +1 arrows (50 
  @ 3 gp each), potion of cure serious wounds (2 @ 62 gp), 
  potion of haste (62 gp). 
   
  Conclusion 
   
  APL 4: L: 0 gp; C: 66 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 133 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 166 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  Total Treasure 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
   
  APL 8: 1250 gp 
   
  APL 10: 2100 gp 
  Torrock’s Bane 
   
  Page 19 
  
   
  APL 12: 3000 gp 
   
  Items found during the Adventure: 
  Cross off all items NOT found 
   
  APL 4-6 
  Potion of Haste (Adventure, DMG) 
  Potion of Cure Serious Wounds (Adventure, DMG) 
  Traflgar’s Spellbook (Adventure, see above) 
  Mithral Shirt (Adventure, DMG) 
   
  APL 8 (All of APL 4-6 plus the following) 
  +1 mighty composite longbow (+4)(Adventure, DMG) 
  +1 mithral shirt (Adventure, DMG) 
   
  APL 10 (All of APL 4-8 plus the following) 
  Glove of Storing (Adventure, DMG) 
   
  APL 12 (All of APL 4-10 plus the following) 
  Periapt of Proof against Poison (Adventure, DMG) 
   
  Special 
   
  Favor of Traflgar 
  Traflgar the Transmogrifier is willing to upgrade a magic 
  weapon or suit of armor if the character pays the 
  difference in cost.  Chose one of the following upgrades 
  (Any BK regional). Write used across this text when the 
  favor is redeemed. 
  • 
  A +1 weapon, suit or armor, or 50 arrows or bolts can 
  be upgraded to +2 
  • 
  Magical armor can be upgraded with the glamered 
  ability 
  • 
  A magical weapon can be given the defending ability 
   
  Access to Traflgar’s Spellbooks 
  Traflgar allows the above named PC to scribe one spell 
  per level into their own spellbooks from his private 
  collection (PC’s must still pay any costs they may incur in 
  doing so).  In addition to spells in the PH, characters have 
  access to the following spells from Tome & Blood:  Eagles 
  Splendor, Foxes Cunning, Owls Wisdom, and Mass 
  Darkvision. 
   
   
  Characters who killed Torrock earn the following 
  rewards: However, individuals using any sort of disguise 
  or who hide or leave before Major Blain’s forces arrive do 
  not get the following: 
    
  Influence of Major Blain 
  You have influence with Major Blain.  If adventuring 
  near the Bluff Hills, you may elect to stay at Little Hills 
  Fort and receive free room and board (free standard 
  lifestyle for that adventure). 
   
  Characters who defeat Torrock will receive one influence 
  point with the church of Iuz. 
   
  Reknown as the Person who Killed Torrock  
  Characters successfully defeating Torrock have done a 
  valiant deed for the Bandit Kingdoms citizenry, of all 
  faiths and creeds.   
   
  PC’s that played Torrock’s Bane and Torrock’s Lair 
  receive a +2 Great Prestige bonus to apply to their 
  leadership score if they have the Leadership feat.  Those 
  that played only Torrock’s Bane still receive a +1 Great 
  Prestige bonus to their Leadership score.  These Great 
  Prestige scores do not stack with any other Great Prestige 
  scores. 
   
  In group situation, tavern, etc. there is a 50% chance 
  that someone within the group will recognize you.  They 
  may depending on their motivation ask for autographs, 
  stories, to shake hands, or help with problems they are 
  having. Evil NPC’s seeking to make a name for 
  themselves may attempt to kill you.  If you are willing to 
  act as a draw for customers, tavern keepers may offer you 
  free room and drinks.   
   
  Powerful NPC within this region likewise have a 
  50% chance of having heard of you and your exploits. 
   
  Characters who turn over to Traflgar the Transmogrifier 
  documents linking Xavendra to Torrock will earn the 
  following: 
   
  Influence with Fort Hendricks 
  You’ve earned influence with Fort Hendricks Character 
  who have earned one influence point with Fort 
  Hendricks will, if they meet all entrance requirement 
  and agree to abide by their code of conduct, be invited to 
  become a member of Fort Hendricks meta-org. 
   
  Torrock’s Bane 
   
  Page 20 
  
  Appendix I: Torrock’s Army 
   
  � Orc Soldier, Orc War3: CR 2; Medium Humanoid 
  (orc); HD 3d8+9; hp 22; Init +1; Speed 20 ft.; AC 17 (+1 
  Dex, +4 scale, +2 large shield; touch 11; flatfooted 16); 
  Atks +8 melee (1d8+4 [x3], battleaxe), +4 ranged (1d8+4 
  [x3], composite longbow); SQ Darkvision 60ft., light 
  sensitivity; AL CE; SV Fort +5, Ref +2, Will +1; Str 19, 
  Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Speak Languages (Orc), Climb +5, 
  Listen +1, Spot +1; Toughness, Weapon Focus 
  (Battleaxe). 
   
  Light Sensitivity (Ex): Orcs suffer a –1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Possessions: Battleaxe, scale mail, large steel 
  shield, mighty composite longbow(+4), 20 arrows. 
   
  � Ogre Lieutenant, ogre Bbn2/Ftr2: CR 6; Large 
  Giant; HD 4d8+2d12+2d10+24; hp 66; Init +1; Speed 40 
  ft.; AC 20 (-1 size, +2 Dex, +5 natural, +4 Scale; touch 11; 
  flatfooted 18); Atks +13/+8 melee (2d6+9, huge 
  greatclub), +8/+3 ranged (1d8+4 [x3], composite 
  longbow); Face/Reach 5 ft. x 5 ft. /10 ft.; SQ Fast 
  Movement, Uncanny Dodge (Dex), Rage 1/day; AL CE; 
  SV Fort +11, Ref +4, Will +1; Str 22, Dex 14, Con 16, Int 
  6, Wis 10, Cha 7. 
   
  Skills and Feats: Speak Languages (Giant), Climb 
  +5, Listen +3, Spot +3; Combat Reflexes, Improved Bull 
  Rush, Power Attack, Weapon Focus (Greatclub). 
   
  Rage (Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself.  The following changes are in 
  effect as long as he rages: Str 26, Con 20, hp 86, Fort 
  +13, Will +3, AC 18, huge greatclub attack bonus 
  +15/+10, huge greatclub damage 2d6+12. This fit of 
  rage lasts for 8 rounds.  The barbarian may voluntarily 
  end the rage prematurely.  After raging, the barbarian 
  is fatigued (-2 Strength, -2 Dexterity, can’t charge or 
  run) for the duration of that encounter.  He can fly into 
  a rage only once per encounter and only one time per 
  day.  Entering a rage takes no time by itself, but the 
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
   
  Possessions: Huge greatclub, scale mail, mighty 
  composite longbow (+4), arrows (20). 
   
  � Hill Giant Captain, hill giant Ftr4: CR 11; Large 
  Giant; HD 12d8+4d10+80; hp 156; Init +1; Speed 40 ft.; 
  AC 27 (-1 size, +1 Dex, +9 natural, +8 Full Plate; touch 
  10; flatfooted 26); Atks +22/+17/+12 melee (2d6+14, 
  huge 
  greatclub) 
  or 
  +14/+9/+4 
  (2d6+8, 
  rock); 
  Face/Reach 5 ft. x 5 ft. / 10 ft.; SA Rock Throwing; SQ 
  Rock Catching; AL CE; SV Fort +17 Ref +5 Will +5; Str 
  26, Dex 12, Con 20, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Speak Languages (Giant), Climb 
  +9, Jump +9, Listen +3, Spot +4; Blind Fighting, Cleave, 
  Combat Reflexes, Improved Bull Rush, Power Attack, 
  Weapon Focus (Greatclub), Weapon Specialization 
  (Greatclub). 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  Giants 
  are 
  accomplished rock throwers and receive a +1 racial 
  bonus when throwing rocks.  A giant of at least Large 
  size can hurl rocks weighing 40 to 50 lbs. Up to 5 range 
  increments.  Hill giants have a range increment of 120’. 
   
  Rock Catching (Ex): A Giant of at least Large size 
  can catch Small, Medium-sized, or Large rocks (or 
  projectiles of similar shapes).  Once per round, a giant 
  that would normally be hit by a rock can make a reflex 
  save to catch it as a freee action.  The DC is 15 for a 
  Small rock, 20 for a Medium-sized one, or 25 for a 
  Large-sized one. (If the projectile has a magical bonus 
  to attack, the DC increases by that amount).  The giant 
  must be ready for and aware of the attack. 
   
  Possessions: Huge Greatclub, Huge Full Plate, 
  stones (9). 
   
  � Hill Giant guard, hill giant Bbn2: CR 9; Large 
  Giant; HD 12d8+2d12+70; hp 137; Init +2; Speed 50 ft.; 
  AC 25 (-1 size, +2 Dex, +9 natural, +5 Chainmail; touch 
  11; flatfooted 23); Atks +20/+15/+10 melee (2d6+12, 
  huge greatclub) or +13/+8/+3 ranged (2d6+8, rock); 
  Face/Reach 5ft by 5 ft by 10 ft; SA Rock Throwing; SQ 
  Rock Catching, Fast Movement, Uncanny Dodge, Rage 
  1/day; AL CE; SV Fort +16, Ref +5, Will +4; Str 26, Dex 
  14, Con 20, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Speak Languages (Giant), Climb 
  +9, Jump +9, Listen +3, Spot +4; Blind Fighting, Cleave, 
  Power Attack, Weapon Focus (Greatclub). 
   
  Rage (Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself.  The following changes are in 
  effect as long as he rages: Str 30, Con 24, hp 165, Fort 
  +18, Will +6, AC 23, huge greatclub attack bonus 
  +22/+17/+12, huge greatclub damage 2d6+15, rock 
  damage 2d6+10. This fit of rage lasts for 10 rounds.  The 
  barbarian may voluntarily end the rage prematurely.  
  After raging, the barbarian is fatigued (-2 Strength, -2 
  Dexterity, can’t charge or run) for the duration of that 
  encounter.  He can fly into a rage only once per 
  Torrock’s Bane 
   
  Page 21 
  
  encounter and only one time per day.  Entering a rage 
  takes no time by itself, but the barbarian can do it only 
  during his action, not in response to someone else’s 
  action. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  Giants 
  are 
  accomplished rock throwers and receive a +1 racial 
  bonus when throwing rocks.  A giant of at least Large 
  size can hurl rocks weighing 40 to 50 lbs. Up to 5 range 
  increments.  Hill giants have a range increment of 120’. 
   
  Rock Catching (Ex): A Giant of at least Large size 
  can catch Small, Medium-sized, or Large rocks (or 
  projectiles of similar shapes).  Once per round, a giant 
  that would normally be hit by a rock can make a reflex 
  save to catch it as a freee action.  The DC is 15 for a 
  Small rock, 20 for a Medium-sized one, or 25 for a 
  Large-sized one. (If the projectile has a magical bonus 
  to attack, the DC increases by that amount).  The giant 
  must be ready for and aware of the attack. 
   
  Possessions: Huge greatclub, huge chainmail, 
  rocks (9). 
  Torrock’s Bane 
   
  Page 22 
  
  Appendix II: Major Blaine’s Forces 
   
  � Privates, male human Ftr2: CR 2; HD 2d10+4; hp 
  15; Init +2 (Dex); Spd 30ft (60 while mounted); AC 18 
  (+2 dex, +5 chainmail, +1 small shield; flatfooted 16, 
  touch 12); Atks +6 melee (1d6+3 [18-20/x2], scimitar), 
  +5 melee (1d8+3 [x3], heavy lance), +4 ranged (1d8 [x3], 
  composite longbow); AL CN; SV Fort +5, Ref +2, Will 
  +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats:  Climb -1, Handle Animal +4, 
  Jump +1, Ride +7; Mounted Archery, Mounted 
  Combat, Ride-by Attack, Weapon Focus (Scimitar). 
   
  Possessions: heavy lance, composite longbow, 
  scimitar, chainmail, small steel shield, military saddle, 
  saddlebags, light warhorse. 
   
  � Cavalry, male human Ftr3: CR 3; HD 3d10+6; hp 
  23; Init +2 (Dex); Spd 30ft (60 while mounted); AC 18 
  (+2 Dex, +5 chainmail, +1 small shield; flatfooted 16, 
  touch 12); Atks +7 melee (1d6+3 [18-20/x2], scimitar), 
  +6 melee (1d8+3 [x3], heavy lance), +5 ranged (1d8, 
  [x3], compostite longbow); AL CN; SV Fort +5, Ref +3, 
  Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats:  Climb +1, Handle Animal +4, 
  Jump +1, Ride +8; Mounted Archery, Mounted 
  Combat, Ride-by Attack, Spirited Charge, Weapon 
  Focus (Scimitar). 
   
  Possessions: heavy lance, comp longbow, scimitar, 
  chainmail, 
  small 
  steel 
  shield, 
  military 
  saddle, 
  saddlebags, light warhorse. 
   
  � Wizard 1st Class, female human Wiz4: CR 4; HD 
  4d4+11; hp 21; Int +6 (+2 Dex, +4 Imp. Init.); Spd 30; 
  AC 12 (flatfooted 10, touch 12, mage armor 16, mage 
  armor & shield 23), Attacks +2 melee (1d6, quarterstaff) 
  or +2 melee (1d4 [19-20/x2], dagger) or +4 ranged (1d8 
  [19-20/x2], light crossbow); SA spells; AL LE; SV Fort 
  +3, Ref +3, Will +4; Str 10, Dex 14, Con 14, Int 17, Wis 
  10, Cha 10. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Local - Bandit Kingdoms) +10, Knowledge Military +6, 
  Knowledge (Arcana) +10, Knowledge (Religion) +7, 
  Ride +3, Spell Craft +10; Dodge, Improved Initiative, 
  Scribe Scroll, Toughness. 
   
  Spells (4/4/3) DC 13 + spell level) 0 level – [daze, 
  detect magic, mage hand, mending;] 1
  st – [mage armor,
  sleep, shield, magic missile;] 2
  nd – [glitterdust, mirror 
  image, web.] 
   
   
   
  Possessions: light crossbow, 10 bolts, dagger (2), 
  quarterstaff, spell book, potion of cure moderate 
  wounds, 2 arcane scrolls of bull’s strength, 2 arcane 
  scrolls of bear’s endurance, raven familiar. 
   
  � Sergeant, male human Ftr6: CR 6; HD 6d10+12; 
  hp 45; Init +2 (Dex); Spd 30ft (60 while mounted); AC 
  18 (+2 Dex, +5 chainmail, +1 small shield; flatfooted 16, 
  touch 12); Atks +11/+6 melee (1d6+6 [18-20/x2], 
  scimitar) or +9/+4 melee (1d8+3 [x3], heavy lance) or 
  +8/+3 ranged (1d8 [x3], composite longbow); AL CN; 
  SV Fort +7, Ref +4, Will +2; Str 17, Dex 14, Con 14, Int 
  10, Wis 10, Cha 10. 
   
  Skills and Feats:  Climb +3, Handle Animal +6, 
  Jump +3, Ride +11; Dodge, Mounted Archery, 
  Mounted Combat, Ride-by Attack, Spirited Charge, 
  Trample, 
  Weapon 
  Focus 
  (Scimitar), 
  Weapon 
  Specialization (Scimitar). 
   
  Possessions: heavy lance, comp longbow, +1 
  scimitar, chainmail, small steel shield, military saddle, 
  saddlebags, light warhorse. 
   
  � Wizard 2nd Class, female human Wiz6: CR 6; HD 
  6d4+15; hp 30; Int +6 (+2 Dex, +4 Imp. Init.); Spd 30; 
  AC 12 (flatfooted 10, touch 12, mage armor 16, mage 
  armor & shield 23), Atks +3 melee (1d6, quarterstaff) or 
  +3 melee (1d4 [19-20/x2], dagger) or +5 ranged (1d8 
  [19-20/x2], light crossbow); SA spells; AL LE; SV Fort 
  +4, Ref +4, Will +5; Str 10, Dex 14, Con 14, Int 17, Wis 
  10, Cha 10. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Local - Bandit Kingdom) +10, Knowledge (Military) 
  +6, Knowledge (Arcana) +12, Knowledge (Religion) +7, 
  Ride +4, Spell Craft +12, Scry +8; Brew Potion, Craft 
  Wand, Dodge, Improved Initiative, Scribe Scroll, 
  Toughness. 
   
  Spells (4/4/4/3) DC 13 + spell level) 0 level – 
  [daze, detect magic, mage hand, mending;] 1
  st – 
  [burning hands, mage armor, magic missle, shield;] 2
  nd 
  – [glitterdust, mirror image, see invisible, web;] 3
  rd – 
  [dispel magic, slow, stinking cloud.] 
   
  Possessions: light crossbow, 10 bolts, dagger (2), 
  quarterstaff, spell book, potion of cure moderate 
  wounds, 2 arcane scrolls of bull’s strength, 2 arcane 
  scrolls of bear’s endurance, wand of hold person, raven 
  familiar. 
   
  � Wizard 3rd Class, female human Wiz8: HD 
  8d4+19; hp 39; Int +6 (+2 Dex, +4 Imp. Init.); Spd 30; 
  AC 12 (flatfooted 10, touch 12, mage armor 16, mage 
  armor & shield 23), Atks +4 melee (1d6, quarterstaff) or 
  +4 melee (1d4 [19-20/x2], dagger) or +6 ranged (1d8 
  [19-20/x2], light crossbow); SA spells; AL LE; SV Fort 
  +4, Ref +4, Will +5; Str 10, Dex 14, Con 14, Int 18, Wis 
  10, Cha 10. 
  Torrock’s Bane 
   
  Page 23 
  
   
  Skills and Feats: Concentration +13, Knowledge 
  (Local - Bandit Kingdoms) +15, Knowledge (Military) 
  +10, Knowledge (Arcana) +15, Knowledge (Religion) 
  +10, Ride +7, Spellcraft +15, Scry +15; Brew Potion, 
  Craft Wand, Dodge, Improved Initiative, Scribe Scroll, 
  Toughness. 
   
   
  Spells (4/5/4/4/3) DC 14 + spell level) 0 level – 
  [daze, detect magic, mage hand, mending;] 1
  st – 
  [burning hands, mage armor, magic missle, magic 
  missle, shield;] 2
  nd – [glitterdust, mirror image, see 
  invisible, web;] 3
  rd – [dispel magic, lightning bolt, slow, 
  stinking cloud;] 4
  th – [Evard’s black tentacles, fire 
  shield, wall of ice.] 
   
  Possessions: light crossbow, 10 bolts, dagger (2), 
  quarterstaff, spell book, potion of cure moderate 
  wounds, 2 arcane scrolls of bull’s strength, 2 arcane 
  scrolls of bear’s endurance, wand of hold person, raven 
  familiar. 
   
  Other Forces of Major Blaine 
  � Cleric of Iuz, male human Clr6: CR 6; HD 6d8+15; 
  hp 42; Int +5 (+1 Dex, +4 Imp. Init.); Spd 20 ft.; AC 16 
  (+1 Dex, +5 breastplate), Attacks +4 melee (1d8, 
  morningstar), +5 ranged (1d8 [19-20/x2] light 
  crossbow); SA Spells, spontaneous casting (inflict), 
  rebuke/command undead; AL CE; SV Fort +7, Ref +3, 
  Will +8; Str 10, Dex 13, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff 6, Concentration +8, 
  Disguise +6, Hide +3, Knowledge (Religion) +7, 
  Spellcraft +7; Combat Casting, Combat Reflexes, 
  Improved Initiative, Toughness. 
   
  Spells (5/5/5/4, DC 13 + spell level): 0 level – 
  [detect magic, detect magic, detect poison, light, 
  resistance;] 1
  st – [bane, command, cure light wounds, 
  obscuring mist, protection from good*;] 2
  nd – [bull’s 
  strength, cure moderate wounds, hold person, 
  invisibility*, silence;] 3
  rd – [dispel magic, inflict serious 
  wounds, magic circle against good*, prayer.] *indicates 
  domain spell. 
   
  Domains: Trickery (Bluff, Disguise, and Hide are 
  class skills); Evil (Evil spells are cast at +1 caster level). 
   
  Possessions: 
  Breastplate, 
  light 
  crossbow, 
  morningstar, 20 bolts. 
   
   
  � Sergeant Aramil, male human Ftr10: CR 10; HD 
  10d10+20; hp 75; Init +6 (+2 Dex, +4 Imp. Init.); Spd 20 
  ft. (60 ft. while mounted); AC 20 (+2 Dex, +6 chainmail, 
  +2 small shield; touch 14, flat-footed 17); Atks +17/+12 
  melee (1d6+7 [18-20/x2], +1 scimitar) or +13/+8 melee 
  (1d6+3 [x3], light lance) or +13/+8 ranged (1d8+4 [x3], 
  composite longbow); AL LN; SV Ref +5, Fort +9, Will 
  +3; Str 16, Dex 14, Con 14, Int 13, Wis 11, Cha 14. 
  Skills and Feats: Climb +4, Gather Information +7, 
  Handle Animal +8, Jump +4, Ride +13, Swim 0; 
  Improved Initiative, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Precise Shot, Ride-by 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (scimitar), Weapon Specialization (scimitar). 
   
  Possessions: light lance, +1 mighty composite 
  longbow (+3), +2 scimitar, +1 chainmail, +1 small steel 
  shield, military saddle, saddlebags, light warhorse. 
  Torrock’s Bane 
   
  Page 24 
  
  Appendix III: Leap of Faith 
   
  APL 4 
  � Advanced Gray Ooze (6 HD): CR 5; Medium Ooze; 
  HD 6d10+10; hp 43; Init -5 (Dex); Spd 10 ft.; AC 5 (-5 
  Dex); Atks +5 melee (1d6+1 and 1d6 acid, slam); SA 
  improved grab, acid, corrosion, constrict 1d6+1 and 
  1d6 acid; SQ blindsight, cold & fire immunity, ooze, 
  camouflage; AL N; SV Fort +2, Ref -3, Will -3; Str 12, 
  Dex 1, Con 11, Int -, Wis 1, Cha 1. 
   
  Blindsight (Ex): An ooze’s entire body is a 
  primitive sensory organ that can ascertain prey by 
  scent and vibration within 60 feet. 
   
  Ooze: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and polymorphing.  
  Not subject to critical hits. 
   
  Improved Grab (Ex): To use this ability, the gray 
  ooze must hit with its slam attack.  If it gets a hold, it 
  can constrict. 
   
  Acid (Ex): A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal.  Any 
  melee hit deals acid damage. 
   
  The ooze’s acidic touch deals 40 points of damage 
  per round to wood or metal objects.  Armor or clothing 
  dissolves and becomes useless immediately unless it 
  succeeds at a Reflex save (DC 19).  The acid cannot 
  harm stone.  A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  at a Reflex save (DC 19). 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check.  The 
  opponent’s clothing and armor suffer a -4 penalty to 
  Reflex saves against the acid. 
   
  Camouflage (Ex): It takes a successful Spot check 
  (DC 15) to recognize a motionless gray ooze for what it 
  really is. 
   
  APL 6 & 8 
  � Advanced Grey Ooze (9 HD): CR 6; Large Ooze; 
  HD 9d10+18; hp 68; Init -5 (Dex); Spd 10 ft.; AC 6 (-1 
  Size, -5 Dex, +2 Natural); Atks +10 melee (1d8+7 and 
  1d6 acid, slam); SA improved grab, acid, corrosion, 
  constrict 1d8+7 and 1d6 acid; SQ blindsight, cold & 
  fire immunity, ooze, camouflage; AL N; SV Fort +5, Ref 
  -2, Will -2; Str 20, Dex 1, Con 15, Int -, Wis 1, Cha 1. 
   
  Blindsight (Ex): An ooze’s entire body is a 
  primitive sensory organ that can ascertain prey by 
  scent and vibration within 60 feet. 
   
  Ooze: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and polymorphing.  
  Not subject to critical hits. 
   
  Improved Grab (Ex): To use this ability, the gray 
  ooze must hit with its slam attack.  If it gets a hold, it 
  can constrict. 
   
  Acid (Ex): A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal.  Any 
  melee hit deals acid damage. 
   
  The ooze’s acidic touch deals 40 points of damage 
  per round to wood or metal objects.  Armor or clothing 
  dissolves and becomes useless immediately unless it 
  succeeds at a Reflex save (DC 19).  The acid cannot 
  harm stone.  A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  at a Reflex save (DC 19). 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check.  The 
  opponent’s clothing and armor suffer a -4 penalty to 
  Reflex saves against the acid. 
   
  Camouflage (Ex): It takes a successful Spot check 
  (DC 15) to recognize a motionless gray ooze for what it 
  really is. 
   
  � Ogre Subchief, Ogre Ftr4/Bbn2/FrnzBzrk1: CR 
  9; Large Giant; HD 4d8+3d12+4d10+44; hp 103; Init +2; 
  Speed 40 ft.; AC 20 (-1 size, +2 Dex, +5 natural, +4 Scale; 
  touch 11; flatfooted 18); Atk +19/+14 melee (2d6+12, 
  huge greatclub) or +12/+7 ranged (1d8+4 [x3], 
  composite longbow); Face/Reach 5 ft. x 5 ft. / 10 ft.; SQ 
  Fast Movement, Uncanny Dodge (Dex), Rage 1/day, 
  Frenzy 1/day (8 rounds duration); AL CE; SV Fort +16, 
  Ref +4, Will +2; Str 24 (34 Frenzy), Dex 14, Con 18, Int 
  6, Wis 10, Cha 7. 
   
  Skills and Feats: Speak Languages (Giant), Climb 
  +5, Listen +3, Spot +3; Cleave, Destructive Rage, Great 
  Cleave, Intimidating Rage, Power Attack, Remain 
  Conscious, Weapon Focus (greatclub), Weapon 
  Specialization (greatclub). 
   
  Rage (Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself.  The following changes are in 
  effect as long as he rages: Str 28, Con 22, hp 125, Fort 
  +18, Will +4, AC 18, huge greatclub attack bonus 
  +21/+16, huge greatclub damage 2d6+15. This fit of 
  rage lasts for 8 rounds.  The barbarian may voluntarily 
  end the rage prematurely.  After raging, the barbarian 
  is fatigued (-2 Strength, -2 Dexterity, can’t charge or 
  run) for the duration of that encounter.  He can fly into 
  a rage only once per encounter and only one time per 
  day.  Entering a rage takes no time by itself, but the 
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
  Torrock’s Bane 
   
  Page 25 
  
   
  Frenzy (Ex): The barbarian can fly into a 
  screaming blood frenzy and gain phenomenal strength 
  and durability, though he also becomes reckless and 
  less able to defend himself.  While in a frenzy, the 
  berserker gains a +6 bonus to strength and a single 
  extra attack at his highest bonus. (This latter effect is 
  not cumulative with haste). However, he also suffers a 
  –4 penalty to AC and takes 2 points of subdual damage 
  per round. The effects of frenzy stack with those from 
  rage. Entering a frenzy takes no time by itself, but the 
  berserker can do it only during his action, not in 
  response to someone else’s action. 
   
  In addition, if he suffers damage from an attack, 
  spell, trap, or any other source, he automatically enters 
  frenzy at the start of his next action, as long as he still 
  has at least one daily usage of the ability left.  To avoid 
  entering the frenzy in response to damage, the 
  berserker must make a successful Will save (DC 10 + 
  points of damage suffered since her last action) at the 
  start of his next action. 
   
  A frenzy lasts for seven rounds (nine if raging as 
  well). To end the frenzy before its duration expires, the 
  character may attempt a Will save (DC 20) once per 
  round as a free action.  Success ends the frenzy 
  immediately; failure means it continues. 
   
  When the frenzy ends, the frenzied berserker is 
  fatigued (-2 penalty to Strength and Dexterity, unable 
  to charge or run) for the duration of the encounter, or 
  until she enters another frenzy, whichever comes first. 
   
  Possessions: Masterwork huge greatclub, scale 
  mail, mighty composite longbow (+4). 
   
  � Ogre Fighter, ogre Ftr6: CR 8; Large Giant; HD 
  4d8+6d10+40; hp 91; Init +2; Speed 30 ft.; AC 20 (-1 
  size, +2 Dex, +5 natural, +4 Scale; touch 11; flatfooted 
  18); Atk +17/+12 melee (2d6+11, huge spiked chain) or 
  +11/+6 ranged (tanglefoot bag) or +11/+6 ranged 
  (1d8+4 [x3], composite longbow); Face/Reach 5 ft. x 5 
  ft. / 10 ft. (20 ft. huge spiked chain); AL CE; SV Fort 
  +13, Ref +5, Will +5; Str 22, Dex 14, Con 18, Int 6, Wis 
  10, Cha 7. 
   
  Skills and Feats: Speak Languages (Giant), Climb 
  +9, Listen +7, Spot +7; Alertness, Blind Fighting, 
  Combat Reflexes, Exotic Weapon Proficiency (Huge 
  spiked chain), Iron Will, Weapon Focus (Greatclub), 
  Weapon Focus (Huge spiked chain), Weapon 
  Specialization (Huge spiked chain). 
   
  Possessions: Masterwork huge spiked chain, 
  mighty composite longbow (+4), scale mail, glove of 
  storing, tanglefoot bags (3) each. One tanglefoot bag is 
  stored in the glove of storing. 
   
  � Ogre Warlord, ogre Ftr4/Bbn1/FrnzBzrk4: CR 
  12; Large Giant; HD 4d8+5d12+4d10+56; hp 127; Init 
  +2 (Dex); Speed 40 ft.; AC 20 (-1 size, +2 Dex, +5 
  natural, +4 Scale; touch 11; flatfooted 18); Atk 
  +20/+15/+10  melee (2d6+12, huge greatclub) or 
  +13/+8/+3 ranged (1d8+4 [x3], composite longbow); 
  Face / Reach 5 ft. x 5 ft. / 10 ft.; SQ Uncanny Dodge 
  (Dex), Rage 1/day, Frenzy 1/day, Supreme Cleave, 
  Deathless Frenzy; AL CE; SV Fort +18, Ref +5 Will +3; 
  Str 25, Dex 14, Con 18, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Speak Languages (Giant), Climb 
  +14, Listen +8, Spot +8; Cleave, Destructive Rage, Great 
  Cleave, Intimidating Rage, Power Attack, Power 
  Lunge, Remain Conscious, Weapon Focus (greatclub), 
  Weapon Specialization (greatclub). 
   
  Rage (Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself.  The following changes are in 
  effect as long as he rages: Str 29, Con 22, hp 153, Fort 
  +20, Will +5, AC 18, huge greatclub attack bonus 
  +22/+17/+12, huge greatclub damage 2d6+15. This fit 
  of rage lasts for 8 rounds.  The barbarian may 
  voluntarily end the rage prematurely.  After raging, the 
  barbarian is fatigued (-2 Strength, -2 Dexterity, can’t 
  charge or run) for the duration of that encounter.  He 
  can fly into a rage only once per encounter and only 
  one time per day.  Entering a rage takes no time by 
  itself, but the barbarian can do it only during his 
  action, not in response to someone else’s action. 
   
  Frenzy (Ex): The barbarian can fly into a 
  screaming blood frenzy and gain phenomenal strength 
  and durability, though he also becomes reckless and 
  less able to defend himself.  While in a frenzy, the 
  berserker gains a +6 bonus to strength and a single 
  extra attack at his highest bonus. (This latter effect is 
  not cumulative with haste). However, he also suffers a 
  –4 penalty to AC and takes 2 points of subdual damage 
  per round. The effects of frenzy stack with those from 
  rage. Entering a frenzy takes no time by itself, but the 
  berserker can do it only during his action, not in 
  response to someone else’s action. 
   
  In addition, if he suffers damage from an attack, 
  spell, trap, or any other source, he automatically enters 
  frenzy at the start of his next action, as long as he still 
  has at least one daily usage of the ability left.  To avoid 
  entering the frenzy in response to damage, the 
  berserker must make a successful Will save (DC 10 + 
  points of damage suffered since her last action) at the 
  start of his next action. 
   
  A frenzy lasts for seven rounds (nine if raging as 
  well). To end the frenzy before its duration expires, the 
  character may attempt a Will save (DC 20) once per 
  round as a free action.  Success ends the frenzy 
  immediately; failure means it continues. 
  Torrock’s Bane 
   
  Page 26 
  
   
  When the frenzy ends, the frenzied berserker is 
  fatigued (-2 penalty to Strength and Dexterity, unable 
  to charge or run) for the duration of the encounter, or 
  until she enters another frenzy, whichever comes first. 
   
  Supreme Cleave: The berserker can take a 5-foot 
  step between attacks when using the Cleave or Great 
  Cleave feat.  He is still limited to one such adjustment 
  per round, so she cannot use this ability during a round 
  in which he has already taken a 5-foot step. 
   
  Deathless Frenzy (Ex): The frenzied berserker can 
  scorn death and unconsciousness while in a frenzy.  
  Should his hit points fall to 0 or below because of hit 
  point loss, he continues to fight normally until his 
  frenzy ends.  At that point, the effects of his wounds 
  apply normally.  This ability does not prevent death 
  from spells such as slay living or disintegrate. 
   
  Possessions: Masterwork huge greatclub, scale 
  mail, mighty composite longbow (+4), periapt of proof 
  against poison. 
   
  Torrock’s Bane 
   
  Page 27 
  
  Appendix IV: Torrock 
   
  For practical purposes Torrock is an ogre shaped 
  Babau, Tanar’ri except he doesn’t have the claw and bite 
  attacks, doesn’t have the protective slime, and can’t gate 
  in other Tanar’ri. 
   
  APL 4 & 6 
  � Torrock/Fronuex, male ogre shaped Babau: CR 6; 
  Large Outsider, Tanar’ri; HD 7d8 + 35; hp 73; Init +1; 
  Spd 30 ft.; AC 23 (+1 Dex, +8 natural, +4 mithril shirt, 
  (touch 11, flat-footed 22); Atks +13/+8 melee (2d8+8 
  [19-20/x2], +1 huge greatsword), +12/+7 melee (1d8+5 
  [x2], throwing axe), +7/+2 ranged (1d8+4 [x3], 
  composite longbow); Face / Reach: 5 ft. x 5 ft. / 10 ft.; 
  SA Sneak Attack +2d6, spell like abilities; SQ DR 
  10/+1, darkvision 60’, immunity to electricity and 
  poison, resistance to acid 10, cold 10, and fire 10, SR 14, 
  Telepathic Communication 100’; AL CE; SV Ref +6, 
  Fort +10, Will +6; Str 21, Dex 12, Con 20, Int 14, Wis 
  13, Cha 16. 
   
  Skills and Feats: Speak Languages (Common, 
  Giant, Abyssal); Climb 15, Disable Device +12, Disguise 
  +13, Escape Artist +11, Hide +17, Listen +19, Move 
  Silently +19, Open Lock +11, Search +20, Sleight of 
  Hand +11, Survival +1 (+3 follow tracks), Use Rope +1 
  (+3 with bindings; Cleave, Power Attack, Weapon 
  Focus (greatsword). 
   
  Spell Like Abilities (at will, cast at 7th level), (base 
  DC = 13 + spell level): Darkness, Dispel Magic, See 
  Invisibility, Greater Teleport (self + 50 lbs of objects 
  only) 
   
  Possessions: Soul Forge (+1 greatsword), throwing 
  axes x2, mithral shirt, mighty composite longbow (+4), 
  arrows (40), potion of cure serious wounds x2, potion 
  of haste. 
   
  APL 8  
  � Torrock/Fronuex, male ogre shaped Babau Rog2: 
  CR 8; Large Outsider, Tanar’ri; HD 7d8 + 2d6 + 45; hp 
  91; Init +1; Spd 30 ft.; AC 24 (+1 Dex, +8 natural, +5 +1 
  mithril shirt, (touch 11, flat-footed 23); Atks +15/+10 
  melee (2d8+10 [17-20/x2], +1 huge keen greatsword), 
  +14/+9 melee (1d8+6 [x2], throwing axe), +10/+5 
  ranged (1d8+6 [x3], composite longbow); Face / Reach: 
  5 ft. x 5 ft. / 10 ft.; SA Sneak Attack +3d6, evasion (takes 
  no damage when a Reflex save is made), spell like 
  abilities; SQ DR 10/+1, darkvision 60’, immunity to 
  electricity and poison, resistance to acid 10, cold 10, 
  and fire 10, SR 14, Telepathic Communication 100’; AL 
  CE; SV Ref +9, Fort +10, Will +6; Str 22, Dex 12, Con 
  20, Int 14, Wis 13, Cha 16. 
   
  Skills and Feats: Speak Languages (Common, 
  Giant, Abyssal); Climb 17, Disable Device +14, Disguise 
  +13, Escape Artist +13, Hide +19, Listen +19, Move 
  Silently +19, Open Lock +13, Search +20, Sleight of 
  Hand +11, Spot +7, Survival +1 (+3 follow tracks), Use 
  Rope +1 (+3 with bindings; Cleave, Power Attack, 
  Weapon Focus (greatsword). 
   
  Spell Like Abilities (at will, cast at 7th level), (base 
  DC = 13 + spell level): Darkness, Dispel Magic, See 
  Invisibility, Greater Teleport (self + 50 lbs of objects 
  only) 
   
  Possessions: huge +1 Arrows (50), Throwing Axes 
  (2), +1 Mithral Shirt, +1 Mty Comp Longbow +4, 
  Potion of Cure Serious Wounds (2), Potion of Haste, 
  Greatsword, the Soul Forge a huge +1 keen greatsword. 
    
  APL 10 (EL 13) 
  � Torrock/Fronuex, male ogre shaped Babau Rog4: 
  CR 10; Large Outsider, Tanar’ri; HD 7d8 + 4d6 + 55; hp 
  109; Init +1; Spd 30 ft.; AC 24 (+1 Dex, +8 natural, +5 +1 
  mithril shirt, (touch 11, flat-footed 23); Atks +18/+13 
  melee (2d8+11 [17-20/x2], +2 huge keen greatsword), 
  +16/+11 melee (1d8+6 [x2], throwing axe), +12/+7 
  ranged (1d8+6 [x3], composite longbow); Face / Reach: 
  5 ft. x 5 ft. / 10 ft.; SA Sneak Attack +4d6, evasion (takes 
  no damage when a Reflex save is made), uncanny 
  dodge (can’t be caught flat footed), spell like abilities; 
  SQ DR 10/+1, darkvision 60’, immunity to electricity 
  and poison, resistance to acid 10, cold 10, and fire 10, 
  SR 14, Telepathic Communication 100’; AL CE; SV Ref 
  +10, Fort +11, Will +7; Str 22, Dex 12, Con 20, Int 14, 
  Wis 13, Cha 16. 
   
  Skills and Feats: Speak Languages (Common, 
  Giant, Abyssal); Climb 18, Disable Device +16, Disguise 
  +13, Escape Artist +15, Hide +20, Listen +20, Move 
  Silently +20, Open Lock +13, Search +20, Sleight of 
  Hand +11, Spot +15, Survival +1 (+3 follow tracks), Use 
  Rope +1 (+3 with bindings; Cleave, Power Attack, 
  Weapon Focus (greatsword), Blindfighting. 
   
  Spell Like Abilities (at will, cast at 7th level), (base 
  DC = 13 + spell level): Darkness, Dispel Magic, See 
  Invisibility, Greater Teleport (self + 50 lbs of objects 
  only) 
   
  Possessions: +1 Arrows (50), Throwing Axes (2), +1 
  Mithral Shirt, +1 Mty Comp Longbow +4, Potion of 
  Cure Serious Wounds (2), Potion of Haste, Greatsword, 
  the Soul Forge is a +2 keen greatsword.  
   
  Torrock’s Bane 
   
  Page 28 
  
  APL 12 (EL 15) 
  � Torrock/Fronuex, male ogre shaped Babau Rog6: 
  CR 12; Large Outsider, Tanar’ri; HD 7d8 + 6d6 + 65; hp 
  127; Init +1; Spd 30 ft.; AC 24 (+1 Dex, +8 natural, +5 +1 
  mithril shirt, (touch 11, flat-footed 23); Atks +19/+14 
  melee (2d8+11 [17-20/x2], +2 huge keen greatsword), 
  +17/+12 melee (1d8+6 [x2], throwing axe), +13/+8 
  ranged (1d8+6 [x3], composite longbow); Face / Reach: 
  5 ft. x 5 ft. / 10 ft.; SA Sneak Attack +5d6, evasion (takes 
  no damage when a Reflex save is made), uncanny 
  dodge (can’t be caught flat footed), improved uncanny 
  dodge (can’t be flanked), spell like abilities; SQ DR 
  10/+1, darkvision 60’, immunity to electricity and 
  poison, resistance to acid 10, cold 10, and fire 10, SR 14, 
  Telepathic Communication 100’; AL CE; SV Ref +11, 
  Fort +12, Will +11; Str 22, Dex 12, Con 20, Int 14, Wis 
  14, Cha 16. 
   
  Skills and Feats: Speak Languages (Common, 
  Giant, Abyssal); Climb 20, Disable Device +18, Disguise 
  +13, Escape Artist +17, Hide +22, Listen +23, Move 
  Silently +22, Open Lock +13, Search +22, Sleight of 
  Hand +11, Spot +16, Survival +2 (+4 follow tracks), Use 
  Rope +3 (+5 with bindings; Cleave, Power Attack, 
  Weapon Focus (greatsword), Blindfighting, Iron Will. 
   
  Spell Like Abilities (at will, cast at 7th level), (base 
  DC = 13 + spell level): Darkness, Dispel Magic, See 
  Invisibility, Greater Teleport (self + 50 lbs of objects 
  only) 
   
  Possessions: +1 Arrows (50), Throwing Axes (2), +1 
  Mithral Shirt, +1 Mty Comp Longbow +4, Potion of 
  Cure Serious Wounds (2), Potion of Haste, Greatsword, 
  the Soul Forge a +2 keen greatsword.   
  Torrock’s Bane 
   
  Page 29 
  
  Appendix V: New Feats 
   
  Destructive Rage [General] 
  You shatter barriers and objects when enraged. 
   
  Prerequisite: Ability to rage. 
   
  Benefit: While you’re raging, you gain a +8 bonus 
  on any Strength checks you make to break open doors 
  or break inanimate, immobile objects. 
  (Source: Masters of the Wild pg. 22) 
   
  Intimidating Rage [General] 
  Your rage engenders fear in your opponents. 
   
  Prerequisite: Ability to rage. 
   
  Benefit: While you are raging, you designate a 
  single foe within 30 feet of you who must make a Will 
  save (DC = 10 + one-half your character level + your 
  Charisma modifier) or become shaken for as long as 
  you continue to rage and the target can see you.  (A 
  shaken creature suffers a –2 morale penalty on attack 
  rolls, saves, and checks.)  A target who makes the save 
  remains immune to the intimidating effect of your 
  rage for one day.  Creatures immune to fear and those 
  with no visual senses are immune to this effect. 
  (Source: Masters of the Wild pg. 24) 
   
  Remain Conscious [General] 
  You have a tenacity of will that supports you even 
  when things look bleak. 
   
  Prerequisites: Base attack bonus +2, Endurance, 
  Iron Will, Toughness. 
   
  Benefit: After your hit points are reduced to 0 or 
  below, you may take one partial action on your turn 
  every round until you reach –10 hit points. 
  (Source: Masters of the Wild pg. 25) 
   
  Power Lunge [General] 
  Your ferocious attack may catch an opponent 
  unprepared. 
   
  Prerequisites: Base attack bonus +3, Power Attack. 
   
  Benefit: A successful attack roll during a charge 
  allows you to inflict double your normal Strength 
  modifier in addition the attacks damage. You provoke 
  an attack of opportunity from the opponent you 
  charged.  
  (Source: Sword and Fist pg.8) 
   
   
   
   
   
   
  Torrock’s Bane 
   
  Page 30 
  
  Appendix VI: Frenzied Berserker Class Excerpt 
  As presented in Masters of the Wild 
   
  The random madness of the thunderstorm and the 
  unpredictability of the slaadi come together in the soul 
  of the frenzied berserker.  Unlike most other 
  characters, she does not fight to achieve some heroic 
  goal or defeat a loathsome villain.  Those are mere 
  excuses – it is the thrill of combat that draws her.  For 
  the frenzied berserker, the insanity of battle is much 
  like an addictive drug – she must constantly seek out 
  more conflict to feed her craving for battle. 
   
  Along the wild borderlands and in the evil 
  kingdoms of the world, frenzied berserkers often lead 
  warbands that include a variety of character types – and 
  even other frenzied berserkers.  Some such groups turn 
  to banditry and brigandage; others serve as specialized 
  mercenaries.  Whatever their origin, such warbands 
  naturally gravitate towards situations of instability and 
  conflict, because wars and civil strife are their bread 
  and butter.  Indeed, the coming of a frenzied berserker 
  is the most obvious herald of troubled times. 
   
  The frenzied berserker’s path is unsuited for most 
  adventurers – a fact for which the peace-lovers of the 
  world can be thankful.  Because of their traditional love 
  for battle, orc and half-orc barbarians are the ones who 
  most frequently adopt this prestige class, though 
  human and dwarf barbarians also find it appealing.  It 
  might seem that elves would be good candidates 
  because of their chaotic nature, but the elven aesthetic 
  and love of grace are at odds with the frenzied 
  berserker’s devaluation of the self.  Spellcasting 
  characters and monks almost never become frenzied 
  berserkers. 
   
  Hit Die: d12 
   
  Requirements 
  To become a frenzied berserker, a character must fulfill 
  the following criteria. 
   
  Alignment: Any nonlawful. 
   
  Base Attack Bonus: +6 
   
  Feats: Cleave, Destructive Rage, Intimidating 
  Rage, Power Attack. 
   
  Class Skills 
   
  The frenzied berserker’s class skills (and the key 
  ability for each skill) are Climb (Str), Intimidate (Cha), 
  Jump (Str), Ride (Dex), and Swim (Str).  See Chapter 4 
  of the Player’s Handbook for skill descriptions. 
   
  Skill points at Each Level: 2 + Int modifier. 
   
  Class Features 
  The following are class features of the frenzied 
  berserker prestige class. 
   
  Weapon and Armor Proficiency: Frenzied 
  berserkers gain no weapon or armor proficiencies. 
   
  Frenzy (Ex): Beginning at 1
  st level, the frenzied 
  berserker can enter a frenzy during combat.  While 
  frenzied, she gains a +6 bonus to Strength and a single 
  extra attack each round at her highest bonus.  (This 
  latter effect is not cumulative with haste.)  However, 
  she also suffers a –4 penalty to AC and takes 2 points of 
  subdual damage per round.  A frenzy lasts for a number 
  of rounds equal to 3 + the frenzied berserker’s 
  Constitution modifier.  To end the frenzy before its 
  duration expires, the character may attempt a Will save 
  (DC 20) once per round as a free action.  Success ends 
  the frenzy immediately; failure means it continues.  
  The effects of frenzy stack with those from rage. 
   
  At first level, the character can enter a frenzy once 
  per day.  Thereafter, she gains one additional use of the 
  ability for every two frenzied berserker levels she 
  acquires.  The character can enter a frenzy as a free 
  action.  Even though this takes no time, she can do it 
  only during her action, not in response to another’s 
  action.  In addition, if she suffers damage from an 
  attack, spell, trap, or any other source, she 
  automatically enters a frenzy at the start of her next 
  action, as long as she still has at least one daily usage of 
  the ability left.  To avoid entering the frenzy in 
  response to damage, the character must make a 
  successful Will save (DC 10 + points of damage 
  suffered since her last action) at the start of her next 
  action. 
   
  While frenzied, the character cannot use skills or 
  abilities that require patience or concentration (such as 
  Move Silently), nor can she cast spells, drink potions, 
  activate magic items, or read scrolls.  She can use any 
  feat she has except Expertise, item creation feats, 
  metamagic feats, and Skill Focus in a skill that requires 
  patience or concentration. 
   
  During a frenzy, the frenzied berserker must 
  attack those she perceives as foes to the best of her 
  ability.  Should she run out of enemies before her 
  frenzy expires, her rampage continues.  She must then 
  attack the nearest creature (determine randomly if 
  several potential foes are equidistant) and fight that 
  opponent without regard to friendship, innocence, or 
  health (the target’s or her own). 
   
  When a frenzy ends, the frenzied berserker is 
  fatigued (-2 penalty to Strength and Dexterity, unable 
  Torrock’s Bane 
   
  Page 31 
  
  to charge or run) for the duration of the encounter, or 
  until she enters another frenzy, whichever comes first. 
   
  Remain Conscious: The frenzied berserker gains 
  Remain Conscious as a bonus feat. 
   
  Supreme Cleave: At 2
  nd level, the frenzied 
  berserker can take a 5-foot step between attacks when 
  using the Cleave or Great Cleave feat.  She is still 
  limited to one such adjustment per round, so she 
  cannot use this ability during a round in which she has 
  already taken a 5-foot step. 
   
  Deathless Frenzy (Ex): At 4
  th level, the frenzied 
  berserker can scorn death and unconsciousness while 
  in a frenzy.  Should her hit points fall to 0 or below 
  because of hit point loss, she continues to fight 
  normally until her frenzy ends.  At that point, the 
  effects of her wounds apply normally.  This ability does 
  not prevent death from spells such as slay living or 
  disintegrate. 
   
    
  Torrock’s Bane 
   
  Page 32 
  
  Appendix VI: Map of the Bluff Hills Area 
   
   
   
  Torrock’s Bane 
   
  Page 33 
  
  Appendix VII: Torrock’s Lair  
   
   
   
   
  Torrock’s Bane 
   
  Page 34 
  
  Player’s Handout: A Letter to Torrock 
   
  Coldeven 15, 590 cy 
   
  Torrock: 
   
  You are to infiltrate the tribe of ogres guarding the Perdition Silver Mine.  Find out the locations of the 
  mine, what forces are guarding it and report back to me. 
   
  Xavendra 
   
   
   
   
   
  Patchwall 5, 590 cy 
   
  Torrock, 
   
  I have not received a progress report from you in sometime.  You are to respond immediately and 
  inform me on the progress of your mission. 
   
  Xavendra 
   
   
   
   
  Readying 2, 591 cy 
   
  Torrock, 
   
  Reports indicate that forces claiming loyalty to you have been attacking my forces, caravans, and 
  towns.  You are to cease these activities immediately.  Return and report at once.  If you do not have an 
  extraordinary explanation for your actions, expect to spend a long painful time entertaining my guest 
  below. 
   
  Xavendra   
   
  Torrock’s Bane 
   
  Page 35 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK3-04 - Torrock's Bane.pdf