TEXT: The Marquis de Dorvaire: 
   
  For PCs level 4 
   
  While in a tavern in Baldur’s Gate, the PCs overhear two 
  men talking and laughing. The topic of conversation is an 
  old orc who calls himself the Marquis de Dorvaire. 
  Obviously, this orc has gone quite mad in his old age. The 
  two men are telling stories of when Dorvaire and two of 
  his henchmen came to Baldur’s Gate. Between laughter, 
  the men tell of the mad orc being dressed in tattered red 
  robes, ordering people about as he made his way through 
  the city.  
   
  One of the men claims to have been in the street haggling 
  with a jewelry vendor when the old orc bumped into him. 
  Turning around, the man became frightened as he spotted 
  the large orc and his two henchmen. According to the 
  man, the “Marquis” reached out, tapped him on the chest 
  with two large fingers, and told him he was pardoned for 
  his crimes and may go on his way. Still laughing, the man 
  tells his friend that the old orc’s two henchmen both hung 
  their heads and rolled their eyes as the Marquis flung his 
  tattered robe back, held his head high, and walked on 
  down the street. Laughing loudly, the man tells his friend 
  that the two henchmen both apologized to him, and 
  requested him to not call the guards, as the orc is very old 
  and harmless, and they will leave the city as soon as they 
  purchase some supplies. 
   
  Between chuckles, the man’s friend goes on to tell of 
  another run-in with the mad orc. He states that he was 
  sitting in this very tavern when the old orc and his two 
  henchmen came in. He tells his friend that when the orc 
  came in, he exclaimed in loud, broken Common that all of 
  the patrons of the tavern were now his servants, and he 
  commanded them to all get back to work or he would 
  have them fed to the lions. He then took a seat at an 
  empty table. With his two henchmen behind him, he 
  began carrying on a conversation with the empty chair 
  across the table from him. As he conversed with the 
  empty chair, he became agitated and demanded his 
  henchmen to arrest the “vagabond” and throw him in the 
  palace prison. The two other orcs looked terribly 
  ashamed, but pretended to pick up the old orc’s invisible 
  enemy and haul him outside. The man then goes on to tell 
  his friend that the old orc got up, bid all of his “servants” 
  good day, then walked out. 
   
  The two men go on to tell each other that rumors have 
  been circulating that the old orc has amassed quite a large 
  amount of treasure in his crazy exploits, but that reaching 
  it could be very dangerous. The orc supposedly lives to 
  the northwest of Baldur’s Gate in a cave near a large 
  mountain range, but the way to the cave is hazardous due 
  to the high volume of orcs and goblins that call the hilly 
  area home. 
   
  Should the PCs inquire about the whereabouts of the orc’s 
  cave, the two men will gladly tell them what they know, 
  and give them rough directions to travel by. 
   
  On the Way to the Caves: 
   
  In an area of shrubs and small hills, an orc encampment is 
  stumbled upon. The following encounter takes place: 
   
  Encounter: 
  ♦ 4 Orc Berserkers 
  ♦ 1 Orc Eye of Gruumsh 
   
  There are no more encounters until the caves are reached. 
  The mouth of the cave is easy to spot amidst the rocky 
  outcroppings of the area. Dozens of footprints lead in and 
  out of the cave. A successful Perception check (DC 10), 
  will reveal a glimmering in the dust and dirt. If inspected, 
  the PCs will find an emerald worth 50gp. Apparently, the 
  rumors of treasure were true. 
   
  The encounters in the cave are simply laid out: 
   
  Cave Entrance (A) 
   
  Cave B Encounter: 
  ♦ 4 Orc Berserkers 
  ♦ 1 Orc Eye of Gruumsh 
   
  Cave C Encounter: 
  ♦ 4 Orc Berserkers 
  ♦ 1 Orc Eye of Gruumsh 
   
  Sloped Cavern (D):  
  ♦ 1 Gelatinous Cube 
  ♦ 1 Ochre Jelly 
   
  Narrow Cave (E): 
  ♦ 4 Fire Bats 
   
  Rope Bridge Trap (F) 
   
  Cave Area (G): 
  ♦ 2 Deathjump Spiders 
   
  Dart Tunnel Trap (H) 
   
  Final Cave (I): 
  ♦ 2 Orc Eye of Gruumsh 
  ♦ 2 Orc Berserkers 
  ♦ 1 Mimic 
  ♦ The Marquis de Dorvaire 
  (Orc Bloodrager) 
   
  The Marquis de Dorvaire is indeed quite insane. 
  Throughout the entire battle, he is shouting for the lions to 
  be brought in, for the hounds to be released, and for the 
  intruders to accompany him to the banquet later that 
  night. In combat, however, the old orc is quite dangerous. 
  The large treasure chest near the exit is, in fact, a Mimic 
  that will attack immediately upon it being opened, or if 
  it’s true identity is found out. 
   
   
   
  
  Gelatinous Cube                                 Level 5 Elite Brute 
  Large natural beast (blind, ooze)                                        XP 400 
  Initiative +4 Senses Perception +3; tremorsense 5 
  HP 152; Bloodied 76 
  AC 18; Fortitude 18, Reflex 16, Will 15 
  Immune gaze; Resist 10 acid 
  Saving Throws +2 
  Speed 3; see also engulf 
  Action Points 1 
  m Slam (standard; at-will) 
  +10 vs. Fortitude; 1d6 + 2 damage, and the target is immobilized 
  (save ends). 
  Engulf (standard; at-will) ✦ Acid 
  The gelatinous cube attacks one or two Medium or smaller 
  targets; +8 vs. Reflex (automatically hits an immobilized creature). 
  On a hit, the target is grabbed and pulled into the cube’s space; 
  the target is dazed and takes ongoing 10 acid damage until it 
  escapes the grab. A creature that escapes the grab shifts to a 
  square of its choosing adjacent to the cube. The cube can move 
  normally while creatures are engulfed within it. 
  Translucent 
  A gelatinous cube is invisible until seen (Perception DC 25) or 
  until it attacks. Creatures that fail to notice the gelatinous cube 
  might walk into it, automatically becoming engulfed. 
  Alignment Unaligned Languages — 
  Skills Stealth +9 
  Str 14 (+4) Dex 14 (+4) Wis 13 (+3) 
  Con 16 (+5) Int 1 (–3) Cha 1 (–3) 
   
  Ochre Jelly                                          Level 3 Elite Brute 
  Large natural beast (blind, ooze)                                        XP 300 
  Initiative +0 Senses Perception +2; blindsight 10, tremorsense 
  10 
  HP 102; Bloodied 51; see also split below 
  AC 18; Fortitude 16, Reflex 14, Will 14 
  Immune gaze; Resist 5 acid 
  Saving Throws +2 
  Speed 4; see also flowing form 
  Action Points 1 
  m Slam (standard; at-will) ✦ Acid 
  +8 vs. AC; 2d6 + 1 damage, and ongoing 5 acid damage (save 
  ends). 
  Flowing Form (move; at-will) 
  The ochre jelly shifts 4 squares. 
  Split (when first bloodied; encounter) 
  The ochre jelly splits into two, each with hit points equal to one 
  half its current hit points. Effects applied to the original ochre jelly 
  do not apply to the second one. An ochre jelly can’t split if 
  reduced to 0 hit points by the attack that bloodied it. Left alone, 
  the two halves recombine into a single creature at the end of the 
  encounter. 
  Alignment Unaligned Languages — 
  Str 13 (+2) Dex 8 (+0) Wis 12 (+2) 
  Con 11 (+1) Int 1 (–4) Cha 1 (–4) 
   
  Orc Berserker                                              Level 4 Brute 
  Medium natural humanoid                                                  XP 175 
  Initiative +3 Senses Perception +2; low-light vision 
  HP 66; Bloodied 33; see also warrior’s surge 
  AC 15; Fortitude 17, Reflex 13, Will 12 
  Speed 6 (8 while charging) 
  m Greataxe (standard; at-will) ✦ Weapon 
  +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). 
  M Warrior’s Surge (standard, usable only while bloodied; 
  encounter) 
  ✦ Healing, Weapon 
  The orc berserker makes a melee basic attack and regains 16 hit 
  points. 
  Alignment Chaotic evil Languages Common, Giant 
  Skills Endurance +10, Intimidate +6 
  Str 20 (+7) Dex 13 (+3) Wis 10 (+2) 
  Con 16 (+5) Int 8 (+1) Cha 9 (+1) 
  Equipment leather armor, greataxe 
   
  Orc Eye of Gruumsh            Level 5 Controller (Leader) 
  Medium natural humanoid                                                   XP 200 
  Initiative +6 Senses Perception +3; low-light vision 
  Wrath of Gruumsh aura 10; orcs in the aura can use death strike 
  (see below). 
  HP 64; Bloodied 32; see also warrior’s surge and death strike 
  AC 19; Fortitude 17, Reflex 14, Will 15 
  Speed 6 (8 while charging) 
  m Spear (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d8 + 3 damage. 
  M Warrior’s Surge (standard, usable only while bloodied; 
  encounter) ✦ Healing, Weapon 
  The eye of Gruumsh makes a melee basic attack and regains 16 
  hit points. 
  M Death Strike (when reduced to 0 hit points) 
  The orc makes a melee basic attack. 
  R Eye of Wrath (minor; at-will) ✦ Fear 
  Ranged 5; +8 vs. Will; the target takes a –4 penalty to AC (save 
  ends). 
  R Swift Arm of Destruction (standard; recharge 56 ) 
  ✦ Healing 
  Ranged 5; one orc within range makes a melee basic attack (as a 
  free action) and regains 15 hit points on a hit or 5 hit points on a 
  miss. 
  A Chaos Hammer (standard; encounter) ✦ Force 
  Area burst 1 within 10; +8 vs. Reflex; 2d6 + 3 force damage, and 
  the target is knocked prone. Miss: Half damage, and the target is 
  not knocked prone. 
  Alignment Chaotic evil Languages Common, Giant 
  Skills Endurance +10, Intimidate +10, Religion +7 
  Str 17 (+5) Dex 14 (+4) Wis 12 (+3) 
  Con 16 (+5) Int 11 (+2) Cha 17 (+5) 
  Equipment leather armor, fur cloak, spear 
   
  Orc Bloodrager                                   Level 7 Elite Brute 
  Medium natural humanoid                                                  XP 600 
  Initiative +5 Senses Perception +3; low-light vision 
  HP 194; Bloodied 97; see also warrior’s surge 
  AC 21; Fortitude 22, Reflex 19, Will 17 
  Saving Throws +2 
  Speed 6 (8 while charging) 
  Action Points 1 
  m Greataxe (standard; at-will) ✦ Weapon 
  +11 vs. AC; 1d12 + 5 damage (crit 1d12 + 17); see also blood for 
  blood. 
  M Warrior’s Surge (standard, usable only while bloodied; 
  encounter) ✦ Healing, Weapon 
  The orc bloodrager makes a melee basic attack and regains 48 
  hit points. 
  M Wounded Retaliation (immediate reaction, when hit by an 
  adjacent enemy; at-will) 
  The orc bloodrager makes a melee basic attack against the 
  enemy. 
  Blood for Blood ✦ Healing, Weapon 
  When it hits a bloodied enemy, the orc bloodrager deals an extra 
  5 damage and regains 10 hit points. 
  Alignment Chaotic evil Languages Common, Giant 
  Skills Endurance +11, Intimidate +8 
  Str 20 (+8) Dex 15 (+5) Wis 11 (+3) 
  Con 17 (+6) Int 9 (+2) Cha 10 (+3) 
  Equipment leather armor, greataxe 
   
   
   
   
   
   
   
   
   
  
   
  Deathjump Spider                              Level 4 Skirmisher 
  Medium natural beast (spider)                                            XP 175 
  Initiative +8 Senses Perception +9; tremorsense 5 
  HP 55; Bloodied 27 
  AC 20; Fortitude 17, Reflex 18, Will 16 
  Resist 5 poison 
  Speed 6, climb 6 (spider climb); see also prodigious leap 
  m Bite (standard; at-will) ✦ Poison 
  +6 vs. AC; 2d6 + 3 damage, and the target takes ongoing 5 
  poison damage and is slowed (save ends both). 
  M Death from Above (standard; at-will) ✦ Poison 
  The deathjump spider leaps at its prey, shifting 6 squares and 
  making a bite attack. On a hit, it deals an extra 1d6 damage and 
  also knocks the target prone. 
  Prodigious Leap (move; encounter) 
  The deathjump spider shifts 10 squares. 
  Soft Fall 
  The deathjump spider ignores the first 30 feet when determining 
  damage from a fall. 
  Alignment Unaligned Languages — 
  Skills Athletics +10 (+20 when jumping), Stealth +11 
  Str 17 (+5) Dex 18 (+6) Wis 14 (+4) 
  Con 15 (+4) Int 1 (–3) Cha 8 (+1) 
   
   
  Fire Bat                                                Level 5 Skirmisher 
  Medium elemental beast (fire)                                             XP 200 
  Initiative +8 Senses Perception +8 
  HP 60; Bloodied 30 
  AC 20; Fortitude 15, Reflex 20, Will 13 
  Resist 10 fire 
  Speed 2 (clumsy), fl y 8; see also fiery swoop 
  m Fiery Touch (standard; at-will) ✦ Fire 
  +6 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage 
  (save ends). 
  M Fiery Swoop (standard; at-will) ✦ Fire 
  The fire bat shifts up to 4 squares and can move through 
  occupied squares as it moves. It makes a melee basic attack 
  against any creature whose space it enters. The fire bat cannot 
  attack a target more than once in this fashion, and it must end its 
  movement in an unoccupied square. 
  Alignment Unaligned Languages — 
  Str 6 (+0) Dex 19 (+6) Wis 12 (+3) 
  Con 12 (+3) Int 2 (–2) Cha 7 (+0) 
   
  Mimic                                                          Level 6 Lurker 
  Medium magical beast                                                         XP 250 
  Initiative +8                            Senses Perception +11; dark vision 
  HP 56; Bloodied 28 
  AC 20; Fortitude 19, Reflex 17, Will 18 
  Immune: acid 
  Speed 2  
  m Pseudopod (standard; at-will)  
  Reach 2; +11 vs. AC; 1d6 + 4 damage and the target is Grabbed. 
  m Bite (standard; at-will)   
  Target must be Grabbed; +11 vs. AC; 2d8 + 4 damage  
  M Crush (standard; at-will) 
  Target must be Grabbed; +9 vs Fortitude; 1d10+4 damage and 
  ongoing 5 damage (damage is ongoing until the target is no 
  longer Grabbed). 
  Mimic Form  (minor; at-will) The mimic can alter its shape to 
  assume the form of any object up to 150 cubic feet (5 ft. by 5 ft. 
  by 6 ft.) in size. This could be a large chest, a bed, a doorway, or 
  any other similarly-sized object.   
  Alignment Unaligned    Languages -- 
  Str 14 (+5) Dex 12 (+4) Wis 11 (+3) 
  Con 14 (+5) Int 11 (+3) Cha 9 (+2) 
   
   
   
   
   
   
  Gelatinous Cube – 1       
  Ochre Jelly – 1 
  Orc Berserker – 14 
  Orc Eye of Gruumsh – 5 
  Orc Bloodrager – 1 
  Deathjump Spider – 2 
  Fire Bat – 4             
  Mimic – 1  
   
  Trap – Rope Bridge – XP – 300 
  Trap – Dart Tunnel – XP – 300 
   
  GP: 20,000 
   
  XP – 6,750 
   
   
  Escaping a Grab: Make an Acrobatics check vs. Reflex 
  or an Athletics check vs. Fortitude against the creature or 
  effect that immobilized you. Success indicates you are 
  freed from the grab, and may shift as part of this 
  movement. 
   
   
  Rope Bridge: A long (20 squares) crumbling rope bridge 
  with rotten wood planks. The wooden planks will only 
  hold one PC (or 250 pounds) at a time. If both PCs 
  attempt to cross at the same time, the bridge will break in 
  the center. A successful Dexterity check (DC 10) must be 
  made to catch one of the wooden planks to keep from 
  falling. Failure results in a fall of 20 feet (2d10 damage) 
  to the cave below. A successful Athletics check (DC 10) 
  must be made 2 times to climb up the wooden planks and 
  reach the top. Failure results in the PC falling. If the PC is 
  halfway up or more, the damage is 2d10. If the PC is not 
  halfway up, the damage is 1d10.  
   
   
  Dart Tunnel: A 2 square by 10 square tunnel with carved 
  sides hides small holes that darts will shoot out of. A 
  successful Thievery check (DC 10) or Perception check 
  (DC 10) will reveal the floor plates that will set off the 
  dart trap. Every other square in the tunnel is a pressure 
  plate. The PCs will have to jump in order to clear the 
  pressure plates.  
   
  ✦ Distance Jumped Horizontally: Make an Athletics 
  check and divide your check result by 10 (don’t round the 
  result). This is the number of squares you can leap across. 
  You land in the square determined by your result.  
   
  If the PCs end up on a pressure plate, it sets off the entire 
  tunnel’s worth of dart shooters (1 per square along both 
  sides of the walls). The shooters fire every round. Treat 
  the dart shooters as having an initiative bonus of +6 for 
  each round the PCs are in the tunnel. Attack: +9 vs. 
  Reflex; 1d8 damage. When the door at the other end of 
  the tunnel is opened, the darts stop firing. 
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Implement Games/Dorvaire Caves.pdf