TEXT: Fires of the Storm
  Tower
  A One-Round D&D Core LIVING GREYHAWK™ Adventure
  version 1
  by Sean K. Reynolds
  While on a ship from the city of Greyhawk to Gryrax in the Principality of Ulek, you are blown off-course by a
  freak storm, and stranded on the shores of the Pomarj. While the sailors do emergency repairs, you search for
  an important passenger missing since the shipwreck. An adventure for characters level 1-6.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
  Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
  the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.  This scenario is intended for organized play use
  only and may not be reproduced without approval of the RPGA Network. 
  © 2001 Wizards of the Coast, Inc. All rights reserved. 
  Visit our Website at:
  www.wizards.com/rpga
  COR1-04
  
  GETTING STARTED
  Fires of the Storm Tower
  1
  T
  his is an RPGA® Network scenario for the DUNGEONS &
  DRAGONS® game. A four-hour time block has been allocated for
  each round of this scenario, but the actual playing time will be clos-
  er to three hours. 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 com-
  municate 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 par-
  ticularly 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 require-
  ments of the scenario as described in the introduction. 
  Keep in mind that you must have at least four players (not
  counting the DM), for the game session to be a sanctioned RPGA
  event. As well, you cannot have more than seven players partici-
  pating 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 rule books during cer-
  tain times of play. For example, the players are not free to consult
  the DUNGEON MASTER’s Guide when confronted with a trap or haz-
  ard, 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 allot-
  ted to run the scenario has run out, the players and DM score the
  game. The RPGA has three ways to score its games. Consult your
  convention coordinator to determine which method to use for
  this scenario:
  1-No-vote scoring: The players write their names and RPGA 
  numbers on the scoring packet grid. You fill in the top of the
  grid. That is all. No one is rated. This method is used for 
  people who are just playing for fun.
  2-Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide personal 
  information, but don’t vote for other players. The game 
  master rates the scenario and completes personal and event 
  information, but does not rate the players as a team or vote for
  players. This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game master wants 
  feedback on his or her own performance.
  3-Voting: Players and game masters complete the entire packet, 
  including voting for best player. If this method is used, be 
  sure to allow about 15-20 minutes for the players to briefly 
  describe their characters to the other players, and about 5-10
  minutes for voting. This method is used when the players 
  want to know who played the “best” amongst the group, or 
  when the adventure is run in tournament format with 
  winners and prizes. 
  When using voting, rank the players in order of your voting
  choice while they are completing their forms, so that you are not
  influenced by their comments on your abilities. It’s a good idea to
  have the players vote while you determine treasure and experi-
  ence awards for the scenario. 
  After voting, give the Scoring Packet to your event coordinator.
  
  GETTING STARTED
  Fires of the Storm Tower
  2
  T
  his is a LIVING GREYHAWK Adventure. As a LIVING™ adven-
  ture, it is expected that players will bring their own charac-
  ters with them. If players do not have a LIVING GREYHAWK char-
  acter generated, get a copy of the current LIVING GREYHAWK char-
  acter generation guidelines, a character sheet, and a LIVING
  GREYHAWK log sheet from your convention coordinator or the
  RPGA Web site, and then have any players without a character
  create one. 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 Tier Structure
  Because players bring their own characters to LIVING GREYHAWK
  campaigns, this adventure is tiered. Basically, the challenges in this
  adventure are proportioned to the average character level of the
  characters participating in the adventure. To determine the tier that
  you will use to run this adventure, add the character levels of all the
  characters. In addition, add the levels of any cohorts or animals
  according to the values on their certificates. Cross-reference the
  total and the number of players participating in the game using the
  chart below to determine the tier used for this adventure.
  4 players
  5 players
  6 players
  7 players
  Lvl Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4th 
  T2:
  13-22
  14-24
  15-26
  16-28
  6th 
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of character allowed to
  play this adventure. Characters of levels higher than the highest
  level shown for the highest tier cannot be played.
  Is it a Full Moon?
  Since the hazards of lycanthropy are a current part of the LIVING
  GREYHAWK campaign, it may be necessary to determine if this
  adventure takes place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a given scenario that
  does not state the phase of the moon, roll 1d10 before play begins.
  On a result of 1, the first day of the scenario is a night of the full
  moon (roll 1d3 to determine where in the sequence of three nights
  it falls).
  Lifestyle
  At the beginning of every scenario, each PC is required to
  pay upkeep costs matching the level of lifestyle they wish to
  maintain. The lifestyles, and the effects that each has on play,
  are:
  Destitute
  You have no living space, and must carry all your
  gear everywhere. You eat poor quality food. You
  wear a peasant outfit, your only change of clothes.
  Poor
  You sleep in poor accommodations, and eat poor
  quality food. You wear a peasant outfit, and have
  two sets of clothing.
  Common
  You have common lodgings, and eat common
  quality food. You have normal clothing for your
  profession (adventuring); nothing fancy. You prob-
  ably have two or three sets of clothing.
  High
  You stay in good quality lodgings, and eat good
  quality food. You wear anything in value up to
  courtier’s outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations (twice the
  cost of good accommodations), and you eat excel-
  lent foods. You can throw a banquet for your
  friends every day, and frequently do. You wear
  clothing up to the value of noble’s outfit, and buy
  a new set of clothes every week. 
  Lifestyles come with bonuses or penalties to Diplomacy,
  Intimidate, Disguise, and Bluff skill checks. These penalties,
  shown below, should be applied at the DM’s discretion, and can
  sometimes backfire—for example, a PC with a poor lifestyle
  would not have a penalty when talking to a beggar, but would
  when talking to a city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of street thugs, where
  a PC with a destitute lifestyle might not.
  DMs are encouraged to role-play these reactions whenever
  possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
  0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  
  THE ADVENTURE
  Fires of the Storm Tower
  3
  Adventure Summary and
  Background
  It is well-known Prince Olinstaad Corond of Ulek has petitioned
  Greyhawk and others for assistance in dealing with the
  Pomarjian invaders that have claimed his eastern lands. Recently,
  individuals in Greyhawk’s Directing Oligarchy have discovered
  information that would benefit the dwarven prince’s cause and
  have sent a message to Corond, born by Halgern, a young sorcer-
  er and cousin of one of the Oligarchs. Halgern is to present the
  message to the king and offer his services for up to six months.
  He boarded a ship bound for Gryrax (as did the player characters,
  for their own reasons). Unfortunately, spies working for Turrosh
  Mak learned of Halgern’s trip and the nature of the information
  he carries. The Despot sent word for his troops, particularly those
  with their own ships such as the Squid tribe of hobgoblins, to be
  on the lookout for ships heading from Greyhawk to the
  Principality.
  After rounding the Pomarj peninsula, a freak storm caused
  many folk from the ship escorting Halgern to be swept over-
  board. Those thrown into the drink included Halgern and the
  heroes. The heroes manage to stay afloat by holding some debris
  but lose track of the ship in the storm. They eventually wash
  ashore on the southern coast of the Pomarj less than a mile from
  the ship, which is damaged, and has been moored in a shallow
  cove. On their way to the ship, the heroes have a chance to spot
  orc tracks and find Halgern’s rapier, dropped during some kind of
  scuffle. Once they reach the ship, the captain tells them that
  Halgern is missing. Given the evidence in the area, he suspects
  foul play. He knows Halgern’s mission (but not the message he
  carries) and suspects that the orcs have taken Halgern away for
  torture and interrogation. He needs all of his hands to get the
  ship in working order as soon as possible, and so he asks the play-
  er characters to search for the missing sorcerer and bring him
  back alive.
  The heroes follow the orc tracks, but lose the trail within the
  territory of a small tribe of kobolds. The heroes can bargain with
  the kobolds, who know the location of the nearest orc lair. Once
  the negotiations are complete, the kobolds can show the player
  characters the way to the lair, which is a ruined keep called the
  Storm Tower. (If negotiations fail or never occur, the heroes can
  do a spiral search and eventually find the trail again).
  Within the Storm Tower are orcs of the Red Fang tribe, easily
  identified because many of them have a nonfunctional third eye
  in their forehead. The Red Fang are preparing to torture, interro-
  gate, and eat Halgern. The heroes intervene just before the tor-
  ture begins (if they received help from the kobolds) or just after
  Halgern has been tortured and given them the message (if the
  heroes had to take extra time searching because they wouldn’t
  work with the kobolds). Once the characters rescue Halgern
  (and, if necessary, catch any orcs fleeing with his message) they
  can return to the ship, which is being attacked by scrags (aquatic
  trolls). Once the trolls are dealt with and ship has been patched
  together again, they can leave for Gryrax.
  Introduction
  You have decided to make a journey from Greyhawk to Gryrax is
  the Principality of Ulek, a place known for its strong merchant
  trade, quality gems and silver goods, and the noble dwarves that
  have ruled the country for dozens of human generations. You
  should decide why your character wants or needs to go there, such
  as to visit a family friend, pay an old debt, carry a message, deliver
  a sentimental heirloom, or have an unusual item appraised.
  You have arranged passage on the Slaver’s Bane, an older but
  hardy two-masted sailing ship. In addition to the other player
  characters and the crew of twenty, there are three passengers:
  Halgern, a young Oeridian sorcerer from Greyhawk; Durmin
  Grommel, a middle-aged dwarf returning to his home city; and
  Jaras Klot, an Oeridian cleric of Fharlanghn from Dyvers. During
  the journey you have time to become acquainted with the other pas-
  sengers. Halgern is going to Gryrax to find work, Durmin is going
  to visit an ailing relative, and Jaras is just traveling for the sake of
  travel.
  At this time, it is a good time for the characters to introduce
  themselves. Have each player describe his/her character, and
  introduce himself or herself in character. The heroes are then
  free to make any preparations they wish for the journey ahead.
  Food and shelter are provided as part of their trip.
  Make sure the players note what equipment the heroes are
  carrying with them and what is being left in a storage locker
  belowdecks—after all, a person with heavy armor isn’t likely to
  be wearing it on the deck of a ship unless they have some magi-
  cal means to swim.
  Encounter 1: Freak Storm
  The ship travels for several days with little incident save spotting a
  ship crewed with hobgoblins in the distance, which was deftly
  avoided. The sky has been particularly overcast, and dark clouds
  have occasionally been seen on the horizon. The captain (a half-elf
  named Loryn) has steered the ship closer to the coast in case of a
  sudden storm.
  The captain’s instincts have proven true, for less than an hour
  later the sky above darkens and you hear booms of thunder. The
  unexpected storm scours the ship with hard rain, and the water
  begins to churn.
  At this point, if the characters are high level and have access to
  spells such as control weather and control winds or items such as
  a horn of the tritons, this is when they should have the opportu-
  nity to cast or use them. If so, have them make Concentration
  checks (DC 10 + spell level) to succeed at casting a spell. Control
  weather takes 10 minutes to cast and 10 more to take effect, so
  
  THE ADVENTURE
  Fires of the Storm Tower
  4
  there is still time to have the characters affected by the storm.
  Control winds occurs more quickly and means that the waves are
  less severe, allowing the heroes a Reflex saving throw (DC 25) to
  avoid being washed overboard. A horn of the tritons calms the
  waters, but the area around the calmed effect is still turbulent
  and soon (10 minutes) causes it to be agitated again until the sit-
  uations are as extreme as they were before the horn’s sounding.
  Lacking this sort of intervention, proceed with the read-
  aloud text.
  A bolt of lightning slams downward, splitting the foremast and
  causing it to tear itself free of the ship, unseating a dozen crates
  lashed to the deck. Then a large wave causes the ship to tilt, and
  water rushes over the deck, pulling you toward the Azure Sea.
  The heroes may attempt a Fortitude saving throw (DC 20) to
  avoid being swept overboard by the force of the wave. Halgern,
  Durmin, and Jaras are swept overboard at this point and isolated
  from the heroes.
  Heroes swept overboard are carrying everything except what
  they put in storage belowdecks. When swept into the sea, they
  are forced underwater momentarily, then bob to the surface with
  a little effort (no Swim check necessary). By this time they have
  already been separated from the ship by 30 feet (increasing 30
  feet per round), and that distance is increasing. Other heroes on
  deck can attempt to help the swimmers from a distance or enter
  the water, but the sailors are too busy trying to minimize damage
  to deal with any lost passengers.
  Once they have surfaced, it is a simple Swim check (DC 5) to
  stay afloat and a somewhat difficult Swim check (DC 15) to move
  one-quarter of the character’s speed as a move-equivalent action
  (or twice that as a full-round action). Note that the heroes cannot
  Take 10 on these checks, and their checks are penalized by –1 for
  every 5 pounds of gear they carry. Characters heavily laden with
  gear can divest themselves of items as a free action (three per
  round, except for armor, which follows the rule on page 105 of
  the Player’s Handbook). A character that fails a Swim check by
  more than 5 goes underwater and must either hold his breath or
  begin to drown.
  A character can aid another swimmer as a move-equivalent
  action; if the helping character succeeds at a DC 10 Swim check,
  the aided character gains a +2 bonus on their next Swim check.
  Furthermore, 1d6+1 crates were washed overboard by the wave
  and are floating 1d3 5-foot squares away from the heroes.
  Holding onto a crate provides a +4 circumstance bonus to Swim
  checks, or +2 if two characters are holding it.
  Note: Anyone in the water effectively has total concealment from
  creatures more than 20 feet away (including those on the ship)
  because of the noise, waves, rain, and wind. Because of this, char-
  acters who return to the ship will have difficulty finding where
  the characters are, and will have to hope they can meet up again
  later.
  Drowning
  A drowning character immediately drops to 0 hit points and is
  disabled. A disabled character can only take a partial action each
  round, and takes 1 hit point of damage for performing any stren-
  uous act (including trying to do anything other than stay afloat).
  One round after beginning to drown, on his turn the drowning
  character drops to –1 hit points, is dying, and (if carrying enough
  gear to give a penalty to Swim checks) begins to slowly sink (5
  feet per round). On the third round, the character drowns.
  Using Magic
  Spells can help negate the water dangers, such as alter self (to
  acquire gills), bull’s strength, dimension door (to return to the ship),
  fly, freedom of movement (allows normal swim movement despite
  the result of Swim checks, but drowning by failing by 5 or more
  is still possible), gaseous form (forces you to the surface), levitate,
  minor creation or major creation (to create wooden flotation
  devices), Otiluke’s freezing sphere, polymorph other, polymorph self,
  reduce (to make a character small enough to be carried by a
  stronger one), rope trick, solid fog (it floats to the surface), summon
  monster (to summon a swimming creature), telekinesis, teleport,
  Tenser’s floating disk, unseen servant (which can hold gear or sup-
  port a light character), wall of force, wall of ice, water breathing, water
  walk, and wind walk. Casting a spell while swimming requires a
  Concentration check (DC 10 + spell level). Many magic items
  can be of use in this situation as well, such as an item that dupli-
  cates one of the above spells, an apparatus of Kwalish, bottle of air,
  cloak of the manta ray, folding boat, gloves of swimming and climbing,
  helm of underwater action, horn of the tritons, immovable rod, irides-
  cent spindle ioun stone, necklace of adaptation, pearl of the sirines, potion
  of Swimming, Quaal’s feather token: swan boat, or a ring of swimming.
  Getting Ashore
  Once all of the characters have succeeded at a Swim check three
  rounds in a row, they have been able to stabilize themselves in a
  calmer spot and no longer have to make Swim checks. By this
  time, the ship is out of sight (total concealment, as mentioned
  above) and has moved too far for the heroes to reach by swim-
  ming alone. The heroes will have to wait until the storm clears
  and paddle to shore.
  After half an hour of rain, the storm weakens and moves on,
  leaving the heroes adrift about a mile from the coast. The ship is
  visible and apparently heading toward the coast. With care, the
  characters can reach the beach in about an hour, although the
  current prevents them from swimming directly to the ship. They
  reach the land about half a mile from the ship. Each character
  must succeed at a Swim check (DC 20) or suffer 1d6 points of
  subdual damage. Refer to Player’s Handbook Table 9-3: Movement
  and Distance on page 143.
  
  THE ADVENTURE
  Fires of the Storm Tower
  5
  Two Discoveries
  If the heroes head toward the ship, have them make Spot checks
  (DC 15) halfway there. Any character that succeeds notices a set
  of crawling tracks leads out of the water, moves toward the ship
  for about a hundred feet, then is surrounded by other tracks com-
  ing from further inland. Half buried in the churned sand is an
  unsheathed masterwork rapier stained with blood. A successful
  Intelligence check (DC 15) means a character recognizes the
  rapier as Halgern’s. Beyond the muddle of tracks, the lone set of
  tracks does not continue. With a successful Wilderness Lore
  check (DC 15), a character can determine that the multiple tracks
  were made by orcs, and there were at least four of them.
  At this point, the heroes can follow the tracks or return to the
  ship (where any of their gear stowed belowdecks should be). If
  they follow the tracks, skip forward to Encounter 2: Kobolds. If
  they return to the ship, continue on to Ship in a Cove, below.
  Ship In A Cove
  Early afternoon—about an hour after reaching the shore—you
  make it to the location of the Slaver’s Bane, which is moored in a
  small cove The ship is listing slightly in addition to missing its fore-
  mast. More than a dozen sailors are crawling over its surface and
  others are on the beach cutting wood. As you approach, an alarm is
  shouted, which dies down when you are recognized. Captain Loryn
  approaches.
  “I see that you have survived! Do you have any news of
  Durmin, Halgern, or Jaras, or any of my crewmen? They were
  washed overboard shortly after you.”
  Once the captain knows they have not seen Halgern (and espe-
  cially if they tell him they found the sorcerer’s rapier), the half-elf
  becomes alarmed. He pulls the heroes a few steps away from the
  closest sailors so they are not within earshot and confides in them.
  “Halgern is carrying a message from the Directing Oligarchs of
  Greyhawk to the dwarven prince of Ulek in Gryrax. I don’t know
  what the message is, but I know it is information that can help the
  prince in his fight against the orcs of the Pomarj that press against
  his eastern border. We need to find him, but I need my sailors to
  repair the ship as quickly as possible. Can I trust you to bring him
  back, alive if possible, dead if that is how you find him, so that has
  his message may reach its destination?”
  At this point, the heroes can agree to search for Halgern (at
  which point Loryn directs them to search the beach for tracks in
  the direction they came, if they haven’t discovered the tracks
  already) or decline and perhaps aid in the repair of the ship. If the
  heroes elect to search, they eventually spot the tracks (refer to the
  text above) and can follow them; go on to Encounter 2: Kobolds.
  If they decide to stay, skip on to Encounter 6: Uninvited Guests.
  If the heroes refuse to search for Halgern, they have failed the
  main goal of this scenario.
  Encounter 2: Kobolds
  Having found the trail leading inland from the site of Halgern’s
  rapier, you find that the creatures are easy to track on the sandy
  ground of the coast. However, the land is firmer two miles in, with
  occasional patches of low growth, and the trail grows faint.
  At this point, the DC of the trail increases to 18 (20 for hard
  ground, -2 for the number of creatures in the group being
  tracked), which means that it cannot be tracked without the
  Track feat. If no character in the group has the feat, they auto-
  matically lose the trail. Fortunately, the orcs agitated a nearby
  band of kobolds, who can easily be convinced to tell where the
  bigger savage humanoids lair.
  If the heroes can track and don’t lose the trail, proceed to
  Encounter 3: Storm Tower. If they cannot track or lose the trail,
  have the characters make Spot checks (DC 18). If they fail use the
  read-aloud text under the Humanoid Surprise header, if they suc-
  ceed use the read-aloud text under Hidden Adversaries header.
  See the Kobolds map.
  Hidden Adversaries
  While trying to rediscover the trail, you notice eyes peering from
  within some of the underbrush. They seem aware that you are
  aware of them.
  At this point, the heroes can challenge the kobolds (skip to
  Kobold Fight), ignore them (skip to Humanoid Surprise), or try
  to parley (skip to Negotiation).
  Humanoid Surprise
  Three small reptilian humanoids step out from nearby underbrush.
  All three carry halfspears and two wear leather armor, while the
  third wears simple clothing of gray and brown cloth. All three bear
  signs of very recent injury. They seem more cautious than hostile,
  but have a firm grip on their weapons.
  The unarmored kobold (the white circled “K” on the map) speaks
  to the characters in Draconic, challenging them for invading the
  kobolds’ territory. The kobolds attempted to stop the orcs and
  were beaten, managing to escape with their wounded before any
  were killed. The leader is challenging the heroes to save face, but
  is ready to flee again if threatened. If the heroes try to parley with
  the kobolds, move on to Negotiation. If they fight, skip to Kobold
  Fight.
  Negotiation
  If the heroes can communicate with the kobolds, the leader,
  Koshek, explains that six orcs of the Red Fang tribe (easily recog-
  nizable because some of the orcs have a third eye in the center of
  their forehead) traveled through their territory earlier today.
  They were carrying a human man. When the kobolds challenged
  
  THE ADVENTURE
  Fires of the Storm Tower
  6
  the Red Fangs, the orcs attacked and forced the kobolds to scat-
  ter, continuing on in the direction of their closest lair, a ruin
  called the Storm Tower about two miles west of this point. If the
  humans pay them for their trouble (the kobolds want 100 silver
  coins, three masterwork bolts, or a potion of any kind as pay-
  ment), they agree to lead the heroes to the vicinity of the Storm
  Tower. If the characters won’t pay, the kobolds simply point
  roughly in the direction of the tower and leave angrily.
  If the player characters do not speak Draconic, they can only
  communicate with gestures. The leader does a reasonable pan-
  tomime of orcs, making a loop with his finger and thumb on his
  forehead while he does so (although the heroes probably won’t
  know what that means). The leader also points at one of the
  humans in the group (or an elf or half-elf, if no humans are pres-
  ent) and shambles along unhappily with the “orcs.” He then
  draws the shape of a stone tower in the dirt and mimes receiving
  a payment and leading the heroes to the tower. If the heroes pay
  (the kobolds can point at what they want), the kobolds take them
  to the tower (skip to Encounter 3: Storm Tower). If not, the
  kobolds leave in a huff (skip to Failed Negotiations).
  Kobold Fight
  If attacked, the three kobolds do nothing on their turn but flee,
  scattering in different directions to deter pursuit. If attacked
  while still hiding (such as with a damaging area spell), they prob-
  ably die instantly. Skip on to Failed Negotiations.
  Tier 1-4 (EL3):
  Koshek: Male kobold Sor2: CR 2; Small humanoid; HD 2d4+0;
  hp 5 (currently 2); Init +1; Spd 30 ft.; AC 12 (touch 12, flat-footed
  11); Atk +0 melee (1d6–2/x3, halfspear), or +3 ranged
  (1d8/19–20, light crossbow); SQ darkvision 60 ft., light sensitivi-
  ty; AL NE; SV Fort +0, Ref +1, Will +3; Str 6, Dex 13, Con 11, Int
  12, Wis 10, Cha 12. 
  Skills and Feats: Concentration +4, Craft (trapmaking) +3,
  Hide +7, Knowledge (arcana) +3, Listen +2, Profession (mining)
  +3, Search +4, Spellcraft +3, Spot +2; Alertness 
  Special Qualities—Darkvision: The creature can see in the
  dark as though in normal daylight.
  Light Sensitivity (Ex): The creature is sensitive to light and
  gets a –1 circumstance penalty to attack rolls in bright sunlight
  or within the radius of a daylight spell.
  Spells Known: (6/5, currently at 5/4; base DC = 11 + spell
  level): 0—detect magic, ghost sound, mage hand, mending, ray of frost;
  1st—burning hands, expeditious retreat. 
  Equipment: halfspear, light crossbow, 5 bolts, 1 gp, 15 sp.
  Kobolds (2); hp 2 (currently 1) (x2); See Monster Manual, page
  123.
  Failed Negotiations
  Should the heroes kill the kobolds or not learn of the Storm
  tower, they can search (preferably in a spiral pattern) for a con-
  tinuation of the trail. After an hour, they rediscover the trail and
  can continue on to Encounter 3: Storm Tower.
  Encounter Three: Storm Tower
  A ruined keep, which presumably is the Storm Tower, has come
  into view on a nearby hill. Sixty feet on a side, this one story struc-
  ture has partially collapsed on its western end. A parapet runs
  around the top except in the ruined areas. Strangest of all are the
  black and red flames that occasionally fire skyward from the west-
  ern walls, or the bolts of green lightning that crackle in great arcs
  above the ruin.
  Orc tracks are all over the ground here. It is early evening; the
  sun should set within the hour.
  At this point, the heroes are about a thousand feet from the tower.
  Because the orcs are light-sensitive, they do not patrol the land
  around their outpost during the day. Starting about two hours
  after sunset a pair of orcs will begin to patrol the territory.
  The storm tower’s outer wall is fifteen feet high and made of
  two-foot thick stone. Each corner has a fifteen-foot diameter
  
  THE ADVENTURE
  Fires of the Storm Tower
  7
  room with a single entrance. A five-foot wide catwalk once ran
  along the inner edge of the outer wall, merging with the roof of
  each of the corner rooms, but all that remains are small portions
  extending from the southeastern roof. Most of the western wall has
  broken apart and is no more than eight feet high in most places. The
  center of the western wall has almost completely collapsed, but the
  orcs have rebuilt a crude barrier (8 feet high) in that area from avail-
  able rubble. The barrier slopes down to the ground level on the
  inside of the tower, making it easy for defenders to reach the top
  and attack invaders trying to climb the steep (outer) side.
  The gates in the outer wall are made of sturdy but old hard-
  wood. The western gate is hanging by only one hinge and is rust-
  ed shut. If forced open (Strength check, DC 23) it squeaks loud
  enough that any creature within the ruins hears it. The eastern
  gate works normally, but the barring mechanism broke years ago
  and so the door can be opened (it opens outward) easily. It tends
  to squeak when opened or closed (Listen check, DC 10 for a crea-
  ture within the tower to hear it).
  The small building within the tower is made of stone and is
  one story, with a parapet wall on the roof (the parapet has col-
  lapsed on the north and south ends). Stone stairs lead to the roof
  of this building. A single orc sentry named Dench stands guard
  on the roof, paying attention mostly to the front gates and the
  improvised barrier to the west.
  The strange fires and lightning on and above the tower are
  the result of a battle between a human wizard and a young red
  dragon (the human suffered a mishap while casting a scroll of
  wish) and are completely harmless. They are sufficient to light the
  western half of the tower with the equivalent of torches, and the
  lights are visible at night for over a mile.
  There are a total of eight orcs within the tower. If the heroes
  attack the tower overtly and without any stealth (such as a shout-
  ing charge on the front gates), the orcs fight from within their
  tower, using their familiarity with its defenses to their best
  advantage when repelling invaders (use this encounter). If the
  heroes sneak into the tower, the orcs are less prepared and some
  may be eliminated singly before the situation devolves into a
  mass battle (skip to Encounter 4: Inside the Tower). Once the
  heroes have entered the tower, refer to Encounter Four for
  descriptions of each of the rooms within it.
  Remember that gouts of red and black flame rise from this
  area at least once a round, which may deter invaders from
  approaching from this side. The orcs know it is harmless and are
  not afraid to be hit by it, which may lead some characters to think
  the orcs are protected from fire—by way of fiendish heritage or
  worse. Their vestigial third eyes also lend an unnatural appear-
  ance, maybe convincing heroes that the orcs are not what they
  seem.
  If left alone for the night, the orcs torture Halgern some more
  (which the heroes can hear if they are in the vicinity), then kill
  and eat him after they get the information they need. They rest
  the day and move out the next night so they may report the
  information to their leader.
  Tactics: If the tower is attacked, Dench, the orc on top of the cen-
  tral building (or any other orc that recognizes the tower is being
  attacked) shouts an alarm and prepares to attack/ invaders at a
  range his javelins. He uses the edge of the roof to provide one-
  quarter cover for himself (+2 cover AC bonus, +1 cover Reflex
  save bonus) against attacks from the ground, or one-half cover
  (+4 cover AC bonus, +2 cover Reflex save bonus) against creatures
  to the east or west of the building.
  Two orcs (Feng and Gell) climb the ladder to the southeast
  tower and launch javelins at foes, using the parapet wall for one-
  half cover (+4 cover AC bonus, +2 cover Reflex save bonus)
  against attacks from the ground and one-quarter cover (+2 cover
  AC bonus, +1 cover Reflex save bonus) against attacks from their
  elevation (such as flying characters).
  Two orcs (Henk and Keth) approach within 10 feet of the gate
  and ready actions to charge enemies that come through the gate.
  Should enemies enter from the western wall of rubble, on their
  next turn they alter position to defend against attacks from that
  direction and the gate. Should no characters enter from either
  side by the time it is the orcs’ turn, they fall back near the corner
  of the southeast tower and ready javelins against opponents that
  approach.
  The last orc (Ront) is the cleric, who waits near the door to
  
  THE ADVENTURE
  Fires of the Storm Tower
  8
  the central building and casts bless (along as he doesn’t move more
  than 5 ft. north or east, spell’s radius is sufficient to affect all of his
  allies). He then moves counterclockwise around the central
  building, supporting his fellows with spells or using attack spells
  against invaders, whichever seems more appropriate.
  If all of the orcs are wounded below half their normal hit
  points, they attempt to flee. Ront flees if he feels the battle is
  going against them, whether or not he has been wounded. If the
  heroes choose to pursue the fleeing orcs, skip to Encounter Five:
  Hot Pursuit. If they defeat all of the orcs, refer to individual room
  descriptions in Encounter Four: Inside the Tower.
  Tier 1 (EL5)
  Dench, Feng, Gell, Henk, Keth: Male orcs; hp 6 each; See
  Monster Manual, page 146
  Ront: Male orc Clr2 (Gruumsh); CR 2; Medium-size
  Humanoid (orc); HD 2d8+2; hp 12; Init +0; Spd 20 ft.; AC 14 (+4
  scale mail); Atks +5 melee (1d8+3/x3, masterwork shortspear), +1
  ranged (1d6+2, javelin); SA rebuke undead 2/day; SQ darkvision
  60 ft., light sensitivity (-1 to attack in bright light or daylight
  spell), spells; AL CE; SV Fort +4, Ref +0, Will +5.
  Str 15, Dex 11, Con 12, Int 10, Wis 14, Cha 8.
  Skills and Feats: Concentration +6, Heal +5, Knowledge (reli-
  gion) +2; Combat Casting.
  Spells Prepared (4/3+1): 0—create water, cure minor wounds (2),
  virtue; 1st—bless, cure light wounds, magic weapon*, shield of faith.
  *Domain spell. Domains: Strength (feat of strength: once per
  day as a free action adds +2 to Strength score for one round), War
  (proficiency & Weapon Focus with shortspear).
  Equipment: masterwork shortspear, 3 javelins, scale mail,
  bedroll, trail rations, 11 gp, 21 sp.
  Tier 2 (EL6)
  Dench, Feng, Gell, Henk, Keth: Male orcs Bbn1: CR 1;
  Medium-size Humanoid (orc); HD 1d12+0; hp 8; Init +0; Spd 30
  ft.; AC 14 (touch 10, flat-footed 14); Atk +3 melee (1d12+3/x3,
  greataxe); or +1 ranged (1d6+2 javelin); SQ darkvision 60 ft., fast
  movement, light sensitivity (-1 to attack in bright light or daylight
  spell), rage 1/day; AL CE; SV Fort +2, Ref +0, Will –1; Str 15, Dex
  10, Con 11, Int 9, Wis 8, Cha 8. 
  Skills and Feats: Climb +2, Listen +3, Spot +3; Alertness.
  Special Attacks—Rage (Ex): The barbarian can fly into a
  screaming blood frenzy and gain phenomenal strength and dura-
  bility, though he also becomes reckless and less able to defend
  himself. The following changes are in effect as long as he rages:
  Str 19, Con 15, hp 10, Will +1, AC 12, greataxe attack bonus +7,
  greataxe damage 1d12+6/x3, javelin damage bonus 1d6+4. His fit
  of rage lasts for 5 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.
  Equipment: greataxe, 3 javelins, scale mail, 50 ft. hemp rope,
  bedroll, trail rations, 10 sp.
  Ront: Male orc Clr3 (Gruumsh); CR 3; Medium-size
  Humanoid (orc); HD 3d8+3; hp 18; Init +0; Spd 20 ft.; AC 14
  (touch 10, flat-footed 14); Atk +6 melee (1d8+3/x2, masterwork
  shortspear); or +2 ranged (1d6+2 javelin); SA rebuke undead
  2/day; SQ darkvision 60 ft., light sensitivity (-1 to attack in bright
  light or daylight spell); AL CE; SV Fort +4, Ref +1, Will +5; Str 15,
  Dex 11, Con 12, Int 10, Wis 14, Cha 8. 
  Skills and Feats: Concentration +7, Heal +5, Knowledge (reli-
  gion) +3; Combat Casting, Weapon Focus (shortspear) 
  Cleric Spells Prepared: (4/4/3; base DC = 12 + spell level): 0—
  create water, cure minor wounds (2), virtue; 1st—bless, cure light
  wounds, magic weapon*, shield of faith; 2nd—cure moderate wounds,
  hold person, spiritual weapon*. 
  *Domain spell. Deity: Gruumsh. Domains: Strength (feat of
  strength 1/day), War (Martial Weapon Proficiency and Weapon
  Focus with deity's favored weapon).
  Equipment: masterwork shortspear, 3 javelins, scale mail,
  bedroll, trail rations, 11 gp, 21 sp.
  Tier 3 (EL8)
  Dench, Feng, Gell, Henk, Keth: Male orcs Bbn2; CR 2;
  Medium-size Humanoid (orc); HD 2d12+0; hp 15; Init +0; Spd
  30 ft.; AC 14 (touch 10, flat-footed 14); Atk +4 melee
  (1d12+3/x3, greataxe); or +2 ranged (1d6+2, javelin); SQ darkvi-
  sion 60 ft., fast movement, light sensitivity (-1 to attack in
  bright light or daylight spell), rage 1/day, uncanny dodge (Dex
  bonus to AC); AL CE; SV Fort +3, Ref +0, Will –1; Str 15, Dex 10,
  Con 11, Int 9, Wis 8, Cha 8. 
  Skills and Feats: Climb +2, Jump +0, Listen +4, Spot +4;
  Alertness.
  Special Attacks—Rage (Ex): The barbarian can fly into a
  screaming blood frenzy and gain phenomenal strength and dura-
  bility, though he also becomes reckless and less able to defend
  himself. The following changes are in effect as long as he rages:
  Str 19, Con 15, hp 19, Will +1, AC 12, greataxe attack bonus +7,
  greataxe damage 1d12+6/x3, javelin damage 1d6+4. His fit of
  rage lasts for 5 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.
  Equipment: greataxe, 3 javelins, scale mail, 50 ft. hemp rope,
  bedroll, trail rations, 10 sp.
  
  THE ADVENTURE
  Fires of the Storm Tower
  9
  Ront: Male orc Clr6; CR 6; Medium-size Humanoid (orc); HD
  6d8+6; hp 34; Init +0; Spd 20 ft.; AC 14 (touch 10, flat-footed 14);
  Atk +8 melee (1d8+3/x3, masterwork shortspear); or +4 ranged
  (1d6+2 javelin); SA rebuke undead 2/day; SQ darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +6, Ref +4, Will +7; Str 15, Dex
  11, Con 12, Int 10, Wis 15, Cha 8. 
  Skills and Feats: Concentration +10, Heal +5, Knowledge
  (religion) +4, Spot +3; Combat Casting, Lightning Reflexes,
  Weapon Focus (shortspear) 
  Spells Prepared: (5/5/5/3; base DC = 12 + spell level): 0—cre-
  ate water, cure minor wounds (2), detect magic, virtue; 1st—bless, cure
  light wounds, divine favor, magic weapon*, shield of faith; 2nd—cure
  moderate wounds (2), hold person (2), spiritual weapon*; 3rd—cure
  serious wounds, magic vestment*, prayer.
  *Domain spell. Deity: Gruumsh. Domains: Strength (feat of
  strength 1/day), War (Martial Weapon Proficiency and Weapon
  Focus with deity's favored weapon).
  Equipment: masterwork shortspear, 3 javelins, scale mail,
  bedroll, trail rations, 11 gp, 21 sp.
  Tier 4 (EL10)
  Dench, Feng, Gell, Henk, Keth: Male orcs Bbn3; CR 3;
  Medium-size Humanoid; HD 3d12+0; hp 21; Init +0; Spd 30 ft.;
  AC 14 (touch 10, flat-footed 14); Atk +6 melee (1d12+3/x3,
  greataxe); or +3 ranged (1d6+2 javelin); SQ darkvision 60 ft., fast
  movement, light sensitivity (-1 to attack in bright light or day-
  light spell), rage 1/day, uncanny dodge (Dex bonus to AC); AL
  CE; SV Fort +3, Ref +1, Will +0; Str 15, Dex 10, Con 11, Int 9,
  Wis 8, Cha 8. 
  Skills and Feats: Climb +3, Jump +0, Listen +6, Spot +4;
  Alertness, Weapon Focus (greataxe) 
  Special Attacks—Rage (Ex): The barbarian can fly into a
  screaming blood frenzy and gain phenomenal strength and dura-
  bility, though he also becomes reckless and less able to defend
  himself. The following changes are in effect as long as he rages:
  Str 19, Con 15, hp 27, Will +2, AC 12. His fit of rage lasts for 5
  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.
  Equipment: greataxe, 3 javelins, scale mail, 50 ft. hemp rope,
  bedroll, trail rations, 10 sp.
  Ront, Male orc Clr8: CR 8; Medium-size humanoid; HD 8d8+8;
  hp 45; Init +0; Spd 20 ft.; AC 14 (touch 10, flat-footed 14); Atk
  +10/ +5 melee (1d8+3/x3, masterwork shortspear); or +6/ +1
  ranged (1d6+2 javelin); SA rebuke undead 2/day; SQ darkvision
  60 ft., light sensitivity; AL CE; SV Fort +7, Ref +4, Will +8; Str 15,
  Dex 11, Con 12, Int 10, Wis 15, Cha 8. 
  Skills and Feats: Concentration +12, Heal +5, Knowledge (reli-
  gion) +4, Spot +4; Combat Casting, Lightning Reflexes, Weapon
  Focus (shortspear) 
  Spells Prepared: (6/6/5/4/3; base DC = 12 + spell level): 0—
  create water, cure minor wounds (2), detect magic, detect poison, virtue;
  1st—bless, cure light wounds, divine favor, magic weapon*, protection
  from good, shield of faith; 2nd—cure moderate wounds (2), hold person
  (2), spiritual weapon*; 3rd—cure serious wounds, invisibility purge,
  magic vestment*, prayer; 4th—cure critical wounds, divine power*,
  greater magic weapon. 
  *Domain spell. Deity: Gruumsh. Domains: Strength (feat of
  strength 1/day), War (Martial Weapon Proficiency and Weapon
  Focus with deity's favored weapon).
  Equipment: masterwork shortspear, 3 javelins, scale mail,
  bedroll, trail rations, 11 gp, 21 sp.
  Encounter Four: Inside the Tower
  This encounter assumes that the heroes have managed to enter
  the tower, either by stealth (in which case the orcs are unawares
  in the various rooms) or after defeating all of the orcish defend-
  ers (in which case most areas are empty of inhabitants).
  If the heroes are careful, they can eliminate the orcs quietly
  one by one. If reckless, they are likely to draw all of the forces
  upon themselves at once (similar to Encounter Three) and may
  become surrounded.
  Should any orcs escape and the heroes wish to pursue them,
  go on to Encounter Five: Hot Pursuit. If all orcs are slain, Halgern
  is found, and the heroes wish to return to the ship, go to
  Encounter Six: Uninvited Guests.
  Area A: Courtyard
  The courtyard beyond the gate has been mostly cleared of rubble. To
  the north is a one-story stone building, to the east is a stone room or
  tower attached to the interior wall of the fort, and to the east is the
  rubble of a similar structure. A pair of stone stairways flanking the
  central building lead to its roof. The remnants of a catwalk are vis-
  ible clinging to the inner perimeter of the outer wall.
  The ground is slightly muddy and covered in tracks, some of
  which are clear enough to be recognized as orc tracks.
  If the heroes have entered the tower by stealth, a Spot check
  (DC 15) allows them to see Dench, the sentry on top of the cen-
  tral building, before he sees them. If they fail to spot him, have
  the heroes make Hide rolls opposed by Dench’s Spot check
  (Dench is taking 10 on his Spot check). If he makes his check, he
  notices them and calls an alarm. Otherwise the group can move
  about the tower without being spotted by him. Repeat the
  opposed Spot/Hide checks every other round until a fight starts
  or Dench notices the heroes.
  If the heroes notice Dench before he sees them, they gain a +2
  circumstance bonus on their Hide checks to avoid being spotted
  by him, as they had a moment to notice his walking pattern and
  plan their movement accordingly. Check every other round as
  
  THE ADVENTURE
  Fires of the Storm Tower
  10
  described above, starting with the round after the heroes noticed
  Dench. 
  Creatures: Dench, orc (see Encounter Three for statistics block).
  Tactics: Dench shouts an alarm if he spots and intruders, and
  uses the tactics described in Encounter Three.
  Area B: Southeast Tower
  The door to this fifteen-foot-square room was broken off long ago.
  Inside are two piles of furs that probably serve as beds. Orc feet have
  tracked mud into the room, but despite the mess you can see the
  room does have a floor made of flat stones.
  This is the sleeping-place of Feng and Gell. During the early
  evening hours they are talking quietly in Orc, sharpening their
  weapons, and so on, and that is how the heroes encounter them
  if caught unawares.
  Creatures: Feng and Gell, orcs (see Encounter Three for statis-
  tics blocks).
  Area C: Prisoner’s Room
  The door to this room is missing, having apparently been torn off
  its hinges years ago. A small pile of kindling is stacked in the south-
  east corner as if ready to be lit. A bruised Oeridian man in fine
  clothes sits bound in the northeast corner of the room—you recog-
  nize him as Halgern.
  Halgern has taken damage from the initial fight with the orcs
  and is in poor shape. If the heroes didn’t negotiate with the
  kobolds, he has been tortured by the orcs as well, and has
  revealed the secret message he is carrying to Ulek. He has been
  unable to free himself from his bonds, and has passed out from
  the pain and exertion. If fighting begins within the tower, he
  awakens and calls weakly for help (audible only to people with-
  in ten feet of his prison). He knows of the trap in the room, and
  if awake when the heroes approach, he warns them about it
  before they try to enter. If rescued, Halgern is very apprecia-
  tive.
  If he was tortured, he is at 0 hit points and cannot exert him-
  self without dealing damage to himself, passing out, and starting
  to die (he will need at least 1 point of healing to be able to make
  the journey back to the ship on his own feet). He tells the heroes
  that he is carrying a secret message and the orcs were able to tor-
  ture the information out of him. He insists that all of the orcs
  must be slain to prevent this news from reaching the armies of
  Turrosh Mak, even to the point of volunteering to stay in the
  tower while the heroes pursue the orcs.
  If the heroes reach Halgern before he is tortured (and there-
  fore before his message was revealed), he thanks them and
  insists on getting out of danger and back to the ship as quickly
  as possible, even if that means that the orcs escape—to him, his
  mission is more important than revenge.
  If the heroes have his rapier (he recognizes it immediately if
  he sees it) he asks to have it returned to him.
  Trap: Ront has placed a crude tripwire across the doorway into
  this room. The tripwire connects to a crossbow pointed at the
  door, and if tripped it fires a single bolt coated with greenblood
  oil.
  Poisoned Bolt Trap: CR 2; +10 ranged (1d8/19-20/x2 plus poi-
  son): Search DC 15; Disable Device DC 20. Note: The bolt fires
  from the point marked “X” on the map toward the central build-
  ing. The target is determined randomly between anyone in the
  square directly west of the doorway to area C and the square
  directly south of that square. Greenblood Oil: Injury DC 13, 1
  Con/1d2 Con.
  Halgern: Male human Ari1/Sor1; CR 1; Medium-size
  humanoid; HD 1d8+0, 1d4+0; hp 10 (currently 3, or 0 if he has
  been tortured); Init +5; Spd 30 ft.; AC 11 (touch 11, flat-footed 10);
  Atk +1 melee (1d6–1/18–20/x2, masterwork rapier); Face/Reach
  0 ft. x 0 ft./0 ft.; AL LN; SV Fort +0, Ref +1, Will +5; Str 8, Dex 13,
  Con 10, Int 14, Wis 12, Cha 15. 
  Skills and Feats: Bluff +5, Diplomacy +6, Disguise +4, Gather
  Information +5, Innuendo +3, Intimidate +3, Knowledge (arcana)
  +4, Knowledge (geography) +3, Knowledge (local) +3,
  Knowledge (nobility and royalty) +3, Ride (horse) +2, Sense
  Motive +2, Spellcraft +4, Spot +3, Swim +1; Improved Initiative,
  Scribe Scroll 
  Sorcerer Spells Known: (5/4, currently at 5/3); base DC = 12
  + spell level): 0—detect magic, detect poison, mage hand, read magic;
  1st—color spray, sleep.
  Gear (all except the rapier is currently held by Ront): master-
  work rapier (missing, possibly discovered by the heroes earlier),
  scroll of change self, scroll of detect thoughts, 50 gp.
  Area D: Main Building
  This larger building is missing its door. The room inside has been
  divided into two sections, east and west, by a stone wall running
  north-south that almost completely bisects the room. In the west
  side is one set of sleeping furs, on the east side are two sets. A
  skinned rabbit on a crude spit is positioned over a small, cold fire
  pit inside the room immediately to the east of the door.
  This is the sleeping area of Ront (the west portion) Henk, and
  Keth (the east portion). If the heroes have not caused an alarm,
  Henk and Keth are arguing about who’s going to go hunting for
  more food, and Ront is praying quietly (having already finished
  preparing his spells).
  
  THE ADVENTURE
  Fires of the Storm Tower
  11
  Creatures: Henk, Keth, Ront, orcs (see Encounter Three for sta-
  tistics blocks).
  Area D: Main Building Roof
  The roof of this building is surrounded by a low parapet wall,
  which has fallen apart on the north and south ends, leaving noth-
  ing to prevent a person from accidentally walking off the edge of the
  building.
  Dench the orc is on patrol for the first few hours of the evening,
  and is eventually relieved by Henk or Keth.
  Creatures: Dench, orc (see Encounter Three for statistics
  blocks).
  Encounter Five: Hot Pursuit
  The orcs are still in somewhat hostile territory (nearby tribes
  serving under the banner of Turrosh Mak might not be adverse
  to slaying a few orc stragglers and taking their loot) and so they
  choose to stick together. They are restricted to the speed of their
  slowest member (Ront, if present). If they can get a lead of at least
  five minutes and suspect that they are being pursued by creatures
  faster than them, they take off their armor (which takes one
  minute) and carry it—with their Strength scores, carrying all of
  their gear rather than wearing their armor means they have only
  a light load, which makes their base speed 30 feet (40 feet for bar-
  barians) instead of 20 feet (30 feet for barbarians). The heroes will
  have to move fast to catch them. If both groups are the same
  speed, use the Pursuit rule in Chapter 3 of the DUNGEON MASTER’S
  GUIDE to determine if the orcs escape or if the heroes catch them
  (in which case a battle occurs).
  If the orcs have learned Halgern’s message, it is very impor-
  tant for the heroes to keep the orcs from relaying the message to
  their superiors. The information in the message will allow
  Turrosh Mak’s orcs to thwart the Prince of Ulek’s plans or even
  gain more of a foothold in the eastern part of the Principality.
  Once the heroes have captured or killed the orcs or have
  given up on pursuit, they should take Halgern back to the ship.
  Proceed to Encounter Six: Uninvited Guests.
  
  THE ADVENTURE
  Fires of the Storm Tower
  12
  Encounter Six: Uninvited Guests
  The heroes can easily retrace their steps or head generally east-
  ward for the four miles back to the coast. As they approach the
  ship, they find that the sailors are under attack by several sea
  trolls.
  After about an hour of travel, you begin to smell the salty sea air
  again. As you crest what should be the last hill before the beach, you
  hear the sounds of battle and see a pair of strange trolls battling the
  sailors. Several sailors have already fallen.
  There are 4 unconscious sailors on the beach, plus the captain,
  and 4 unharmed sailors trying to fight the trolls. The 8 remaining
  sailors are on the ship, which is moored offshore, about 40 feet
  away. The shipboard sailors haven’t been able to fire upon the
  scrags for fear of hitting their comrades.
  Human Sailor War1 (4); CR 1/2; Medium-size humanoid
  (human); HD 1d8+0; hp 4; Init +1; Spd 30 ft.; AC 11 (touch 11,
  flat-footed 10); Atk +1 melee (1d6/19–20, short sword); or +2
  ranged (1d8/19–20, light crossbow); AL N; SV Fort +2, Ref +1,
  Will +1; Str 11, Dex 13, Con 10, Int 9, Wis 12, Cha 8. 
  Skills and Feats: Climb +2, Jump +2, Listen +3, Profession
  (sailor) +4, Spot +3, Swim +2; Alertness, Skill Focus (Profession
  [sailor]) 
  Tactics: The scrags are hoping to drag some sailors off for food,
  and now have plenty of fallen targets. If the difference between a
  scrag’s subdual damage and actual hit points ever drops below 20,
  it grabs a fallen sailor and retreats into the water (probably taking
  a swim move of 40 ft. once in the water as soon as possible). It will
  then hide from the sailor, giving it time for its water-activated
  regeneration to occur. Once it has fully regenerated, it emerges
  again to acquire another sailor. If confronted with fire or acid and
  wounded under the above conditions, it retreats with one sailor’s
  body and does not return.
  Remember that the scrags have scent and 10 ft. reach, and
  will use these abilities to non-adjacent foes and locate invisible
  creatures.
  The sailors’ tactics come down to using flanking if possible
  and avoiding being killed. Once the heroes are visible, the sailors
  expect them to intervene, and use the total defense action (no
  attacks, +4 dodge AC bonus) to keep the trolls busy until the
  heroes can help.
  Development:The fallen sailors (including the captain) are each
  at –5 hit points when the heroes first witness the battle. If the
  heroes join the fight, the fighting sailors disengage at the first
  opportunity to stop the bleeding of their allies, particularly the
  captain (untrained Heal check DC 15). If any sailors die, the crew
  is demoralized, and particularly so if the captain is killed. If the
  captain is killed, the first mate assumes command for the voyage
  to Gryrax and back, at which point the owner of the ship will hire
  a new captain or promote the first mate to that position.
  Tier 1 (EL3)
  Wounded Scrags (1): CR 5; Large giant; HD 6d8+36; hp 63 (with
  33 points of subdual damage); Init +2; Spd 20 ft., swim 40 ft.; AC
  18 (touch 11, flat-footed 16); Atk +9 melee (1d6+6, 2 claws) or +4
  melee (1d6+3, bite); SA Rend 2d6+9; SQ darkvision 90 ft., aquatic
  regeneration 5 (fire and acid deal normal damage), scent; AL CE;
  SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9,
  Cha 6. 
  Skills and Feats: Listen +5, Spot +5; Alertness, Iron Will 
  Aquatic Regeneration (Ex): Damage dealt to the creature is
  treated as subdual damage, which automatically heals at a rate of
  5 per round only when the scrag is mostly immersed in water. Certain
  attack forms (fire and acid) deal normal damage to the creature,
  which doesn't go away. Attack forms that don't deal hit point
  damage ignore regeneration, and it does not restore hit points
  lost from starvation, thirst, or suffocation. Regenerating crea-
  tures can regrow lost parts of their bodies and can reattach sev-
  ered limbs and body parts. Severed parts that are not reattached
  wither and die normally.
  Tier 2-3 (EL5)
  Wounded Scrags (2): CR 5; Large giant; HD 6d8+36; hp 63 (with
  33 points of subdual damage); Init +2; Spd 20 ft., swim 40 ft.; AC
  18 (touch 11, flat-footed 16); Atk +9 melee (1d6+6, 2 claws) or +4
  melee (1d6+3, bite); SA Rend 2d6+9; SQ darkvision 90 ft., aquatic
  regeneration 5 (fire and acid deal normal damage), scent; AL CE;
  SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9,
  Cha 6. 
  Skills and Feats: Listen +5, Spot +5; Alertness, Iron Will
  Aquatic Regeneration (Ex): Damage dealt to the creature is
  treated as subdual damage, which automatically heals at a rate of
  5 per round only when the scrag is mostly immersed in water. Certain
  attack forms (fire and acid) deal normal damage to the creature,
  which doesn't go away. Attack forms that don't deal hit point
  damage ignore regeneration, and it does not restore hit points
  lost from starvation, thirst, or suffocation. Regenerating crea-
  tures can regrow lost parts of their bodies and can reattach sev-
  ered limbs and body parts. Severed parts that are not reattached
  wither and die normally.
  Tier 4 (EL7)
  Scrags (2): CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 20
  ft., swim 40 ft.; AC 18 (touch 11, flat-footed 16); Atk +9 melee
  (1d6+6, 2 claws) or +4 melee (1d6+3, bite); SA Rend 2d6+9; SQ
  darkvision 90 ft., aquatic regeneration 5 (fire and acid deal nor-
  mal damage), scent; AL CE; SV Fort +11, Ref +4, Will +3; Str 23,
  Dex 14, Con 23, Int 6, Wis 9, Cha 6. 
  Skills and Feats: Listen +5, Spot +5; Alertness, Iron Will
  Aquatic Regeneration (Ex): Damage dealt to the creature is
  
  THE ADVENTURE
  Fires of the Storm Tower
  13
  treated as subdual damage, which automatically heals at a rate of
  5 per round only when the scrag is mostly immersed in water. Certain
  attack forms (fire and acid) deal normal damage to the creature,
  which doesn't go away. Attack forms that don't deal hit point
  damage ignore regeneration, and it does not restore hit points
  lost from starvation, thirst, or suffocation. Regenerating crea-
  tures can regrow lost parts of their bodies and can reattach sev-
  ered limbs and body parts. Severed parts that are not reattached
  wither and die normally.
  Conclusion
  Hopefully, the heroes have managed to rescue Halgern, return to
  the ship, and defeat or drive away the scrags. Once the heroes
  return, enough repairs are completed after a full day of work by
  the sailors that the ship has reasonable maneuverability and full
  seaworthiness. The other two missing NPCs (Durmin Grommel
  the dwarf and Jaras Klot the cleric of Fharlanghn) never turn up.
  The trip to Gryrax continues without problems, and Halgern
  is able to deliver his message to the prince. As a gesture of grati-
  tude Halgern gives each PC an amethyst (100 gp). 
  The End
  
  THE ADVENTURE
  Fires of the Storm Tower
  14
  Experience Point Summary
  To award experience for this adventure, add up the values for the
  objectives accomplished. Then assign the discretionary roleplay-
  ing experience award. The roleplaying award should be given for
  consistent character portrayal and contribution to the fun of the
  game. You can award different roleplaying amounts to different
  characters.
  Award the total value (objectives plus roleplaying) to each
  character.
  Encounter One: Freak Storm
  No characters begin to drown
  25 xp
  Characters recognize the rapier as
  belonging to Halgern
  10 xp
  Encounter Two: Kobolds
  Characters scare off or kill the kobolds
  30 xp
  Characters successfully negotiate with
  25 xp
  kobolds for information
  Encounter Three: Storm Tower
  Recognize that strange flames are
  harmless without directly testing it
  10 xp
  Encounter Four: Inside
  Each normal orc defeated
  25 xp
  Ront defeated
  50 xp
  Rescue Halgern before he has revealed
  his message to the orcs
  50 xp
  Rescue Halgern after he has revealed
  his message to the orcs
  20 xp
  Bypass poison bolt trap
  15 xp
  Encounter Five: Hot Pursuit
  [Use the xp awards from the above encounter if an orc
  escapes but the heroes pursue and defeat it.]
  Encounter Six: Uninvited Guests
  Defeat scrags
  100 xp
  Captain kept from dying
  10 xp
  Maximum experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Maximum possible experience
  500 xp
  Treasure Summary
  Player characters may keep items from the scenario that are list-
  ed on the treasure list below or which meet the following condi-
  tions: 
  1. The item must be non-magical and specifically listed in the
  text of the adventure (e.g armor on foes). If it is not listed in
  the text, the characters cannot keep it. Items of this nature
  can be sold for 50% of book value, or recorded on a log sheet. 
  2. Animals, followers, monsters, henchmen, and so forth (any
  living being, basically) may not be kept from a scenario for
  any reason unless the treasure summary lists the being
  specifically. It is okay for the player characters to form rela-
  tionships with NPCs, but these will not be certed and can-
  not bring material benefit to the character. Contacts (sources
  of extra information) must be specifically certed.
  3. Theft is against the law, but may be practiced by some player
  characters. Items which are worth more than [insert cam-
  paign value] that are of personal significance to the owner
  (including family heirlooms), and all magical items, will be
  discovered in the possession of the character by one means
  or another. The character must return the item and pay a fine
  equal to three times the value of the item stolen. In addition,
  the PC caught receives campaign-decided penalties for
  being known as a thief, such as Infamy. For other stolen
  items which meet the criteria in #1 above, use your judg-
  ment and the circumstances within the game to determine
  whether a PC thief gets away with the theft or not. 
  Any item retained according to these rules, which does not have
  a certificate, will not ever have a certificate issued for it. 
  The campaign staff reserves the right to take away any item or
  gold acquired for things which it later finds unreasonable but
  which were allowed at the time.
  Encounter One: Freak Storm
  •
  Masterwork rapier (320 gp, 3 lb., steel): this masterwork rapi-
  er has a basket hilt woven in abstract patterns. It belongs to
  Halgern of Greyhawk, an NPC in this adventure, and keep-
  ing it is effectively theft.
  Encounter Three: Storm Tower
  •
  Masterwork shortspear (302 gp, 5 lb., wood and steel, ): this
  shortspear is carved with profane symbols of Gruumsh, the
  evil god of orcs. The symbols can be filled or sanded off with-
  out reducing the weapon’s usefulness. It is carried by Ront, a
  cleric of Gruumsh.
  Encounter Four: Inside
  •
  As Encounter Three (same item)
  Conclusion
  Each PC gets an amethyst (100 gp) value for saving Halgern.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/591/COR1-04 Fires of the Storm Tower (APL 2-6)/COR1-04 Fires of the Storm Tower.pdf