TEXT:  
   
   
  Burial Mounds 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
  An Adventure for 1st to 3rd Level Characters 
  By Brian Patterson 
  Story by Joseph Selby 
   
   
  The thorp of Har’gadu has fallen onto troubled times once again. Jelin, the great-grandson of the farm 
  owner Owin and cousin to the little girl, Mela, from Old Honor, has been acting very strangely lately, 
  performing acts of destruction and feats of superhuman strength. But why has he vanished and why do his 
  tracks lead to the Kamarela Mounds? 
   
   
   
   
   
   
   
  Burial Mounds, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living Kingdoms of Kalamar, the 
  Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of 
  Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2003, 
  Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 
  system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of the Coast, Inc., a subsidiary 
  of Hasbro, Inc. and are used by Kenzer & Company under license. © 2003 Wizards of the Coast, Inc. 
  
  Burial Mounds Module Notes 
   
  This is a stand-alone module for use in the Living™ 
  Kingdoms of Kalamar campaign setting. It is 
  designed for 3 to 6 characters ranging from 1st to 3rd 
  level. It is advised that PCs go through this module 
  with a full party, as the challenges presented may 
  overwhelm a small party of adventurers. It is also 
  recommended that the PCs have previously played 
  through the Old Honor mini-adventure presented in 
  the Pekal Gazetteer before playing in this module. 
  You, the judge (the authority figure of the table and 
  the administrator of the adventure), need a copy of 
  the Dungeons & Dragons® 3rd Edition Player's 
  Handbook, Dungeon Master's Guide, and Monster 
  Manual for these events. All the adventures take 
  place in the Kingdoms of Kalamar setting in the 
  Principality of Pekal. Therefore, the DM should also 
  have the Kingdoms of Kalamar® Core Sourcebook 
  and the Kingdoms of Kalamar Player’s Guide. Since 
  the adventure begins in areas surrounding Bet 
  Rogala, the thorp of Har’gadu and the Kamarela 
  Mounds, the DM should also make sure to have the 
  Pekal Gazetteer for reference. Also, as this 
  adventure introduces full-blooded orcs into the 
  Living™ Kingdoms of Kalamar campaign and uses 
  material specific to the orcs of Tellene, the DM is 
  advised to have a copy of the Fury in the 
  Wastelands® sourcebook on hand. All information 
  pertaining to orc-specific material is presented in this 
  adventure for ease of reference. Each encounter 
  presented includes abbreviated monster and NPC 
  statistics. Specific statistics for key Non-Player 
  Characters (NPCs) and other material are included in 
  the appendices at the back of this module as well as 
  throughout the module text itself. Certificates that 
  may be photocopied are also included. The DM 
  should read this adventure entirely no fewer than one 
  time before playing in order to ensure a precise flow 
  of movement, as there are many aspects relating to 
  the flavor and culture that are important to the 
  Living™ Kingdoms of Kalamar campaign and to this 
  adventure.  
   
   
  BACKGROUND 
   
  This adventure serves as a follow-up to the mini-
  adventure Old Honor, presented in the Pekal 
  Gazetteer. Old Honor laid the groundwork for the 
  events that are set to unfold during the course of this 
  adventure by introducing PCs to the townsfolk of 
  Har’gadu and the peril of Mela, the lost little girl. This 
  module builds on the events that take place after the 
  rescue of Mela and the troubles caused by her 
  jealous cousin, Jelin. After Mela’s “rescue,” she 
  becomes the center of attention for several days, 
  causing Jelin to become jealous. In an attempt to 
  garner family attention, Jelin begins to wander into 
  the nearby Gaseper Woods for long periods of time 
  (despite the warnings of his family). During one of his 
  walks, Jelin discovers a beautiful gold ring and puts it 
  on. Soon afterward, Jelin becomes uncontrollable, 
  falling into fits of extreme rage. Days later; he 
  disappears. 
   
  This module also introduces the Living™ Kingdoms 
  of Kalamar campaign to a classic element of fantasy 
  campaigns, orcs. As the judge, it is important that you 
  have a strong feel for the past events that have 
  occurred leading up to the time in which this module 
  begins. 
   
  Old Honor Summary 
  One month prior to the events that occur in this 
  module, the thorp of Har’gadu faced a night of crisis. 
  A whirlwind of events set into motion and only 
  through the bravery of several heroes (the PCs) was 
  the crisis averted. Initially, the chief concern of the 
  townsfolk was the location and safety of young Mela, 
  the great-granddaughter of Owin (owner of the 
  thorp’s largest farm). The young girl had mysteriously 
  vanished, creating a panic from the Owin family. 
  Bravely, the heroes stepped forward to find the girl 
  and in doing so unraveled a larger conspiracy 
  occurring in the thorp. 
   
  The Honorable of the thorp, Lukas Trimel (or 
  “Lu” as his friends call him) had been secretly 
  attacked and replaced by a skillful doppelganger. 
  Using his newfound influence, the doppelganger 
  worked closely with a band of goblins camped near 
  the outskirts of the thorp collecting food and 
  prepararing for the creature’s next nefarious scheme. 
   
  Through the chance disappearance of young 
  Mela, the heroes tracked the goblins to a small camp 
  located in the nearby Gaseper Woods. After the 
  goblins were defeated, the heroes discovered Lu 
  bound, beaten and nearing starvation. This 
  immediately raised the suspicions of the heroes, as 
  they had spoken to Lu only a few hours before and 
  agreed to give him aid in the search for Mela. Within 
  minutes, the heroes were informed of the 
  doppelganger’s presence and moved (with Lu) to 
  stop the creature. 
   
  With the help of Lukas, the heroes tracked 
  the Honorable’s double to The Elder Wayhouse. A 
  great battle ensued, and through courage and 
  determination, the heroes triumphed over the foul 
  creature. It would later be during the celebration that 
  little Mela would wander into the inn, sleepy-eyed and 
  confused about all of the cheering. As it was, little 
   
  2
  
  —Encounter 4—Acting as a guide, Rolan leads the 
  PCs to the outpost of the Black Tusk clan, hidden 
  among a large configuration of mounds. Two oghors 
  guard the entrance to the outpost, with six okogns 
  guarding the back entrance to the outpost. After the 
  oghors are defeated, the PCs hear the sound of a 
  boy crying from within the darkness of the outpost. 
  Mela had merely fallen into a deep sleep inside the 
  Owin family woodshed after she consumed too many 
  of the local berries found in the woods. After her 
  return, Mela became the center of attention for 
  several days, much to the chagrin of her jealous 
  cousin, Jelin. 
   
   
   
  —Encounter 5—An abandoned storage room on the 
  ground level of the outpost serves as a hiding place 
  for Jelin. When the PCs find him, the ring has already 
  taken hold, and the boy becomes hysterical at the 
  sight of the PCs. If the boy is not subdued quickly, his 
  screams alert the other orcs in the outpost. If they do 
  not flee, the PCs are surely lost, as there are over 20 
  orcs in the depths of the outpost, some of which are 
  very experienced anuk warriors. The PCs have to 
  collect Jelin quickly and make their escape. 
  ADVENTURE SYNOPSIS 
   
  —Introduction—One month passes after the events 
  of Old Honor. Yrumyr, the half-elf leatherworker from 
  the thorp of Har’gadu, seeks the PCs for aid. Yrumyr 
  informs the PCs that trouble has come to Har’gadu 
  once again and that the Honorable Lukas Trimel 
  wishes to speak with them. 
   
  —Encounter 1—The Elder Wayhouse. The PCs 
  arrive in Har’gadu to find the Owin and Kuroper 
  families arguing in the street. The situation is tense 
  as accusations fly and the tension is ready to turn 
  violent. The PCs must step in and allow cooler heads 
  to prevail in an effort to learn what has happened to 
  bring these two families to such a state. During a 
  discussion with Lukas, Owin and Yrumyr, the PCs 
  discover that Owin’s great-grandson, Jelin, has has 
  disappeared. Owin asks for the PCs’ aid. 
   
  —Conclusion—The return to Har’gadu is uneventful, 
  but the effects of the ring are becoming critical as 
  Jelin is becoming uncontrollable. Owin, Lukas and 
  Ilathana of the Holy Mother’s clergy await the the 
  PCs’ arrival. Owin is overjoyed at Jelin’s return. 
  Ilathana is able to remove the cursed ring from Jelin’s 
  hand. Such a hearty victory deserves a celebration 
  and Owin offers such a feast to the PCs in addition to 
  the originally offered payment.  
   
   
  —Encounter 2—After the PCs agree to the terms 
  Owin offers, he urges them to investigate the Kuroper 
  farm and interrogate the half-hobgoblin foreman, 
  Tibadi. A few questions either calm or enrage the 
  wrongfully accused foreman, but the PCs receive a 
  lead nonetheless. He directs them to a new set of 
  tracks he discovered in the woods leading to the west 
  toward the Kamarela Mounds. After a short journey, 
  the PCs encounter a group of okogn orcs assaulting 
  a golden halfling. After a harrowing battle, the PCs 
  are left to heal the injured halfling messenger, Rolan. 
  Appendix I:  Treasure Summary 
  Appendix II:  Experience Point Summary 
  Appendix III:  NPCs 
  Appendix IV:  Ring of Garak Okog 
  Appendix V:  Map of the okogn ambush site 
  Appendix VI:  Map of the Black Tusk Outpost 
   
   
  —Encounter 3—Rolan is very grateful for the PCs’ 
  aid and offers to give them shelter for a time within 
  the safety of his nearby “village”. He leads the PCs to 
  a well-hidden passage that leads to a cave system 
  beneath the Kamarela Mounds. In the caves, the PCs 
  are introduced to the hidden village of Tresana, a 
  golden halfling community. Within minutes, the eager 
  Rolan introduces the PCs to the village elders who 
  quickly ask the PCs to leave, as they do not brook 
  outsiders. In exchange for the safe return of Rolan 
  the elders inform the PCs of the nearby orc outpost 
  and mention the sighting of a young boy in the area. 
  Psionic PCs receive a surprise from the elder Orbin 
  as they are shown to the exit. 
   
   
  3
  
  “I do not know of all the details. I had only just 
  returned to the thorp from Lebolegido when Lu 
  requested that I make haste to the city to find 
  you. He mentioned that another child has 
  disappeared. There must be more at work if the 
  Honorable has asked me to seek you out. Lukas 
  wishes to speak with you at The Elder 
  Wayhouse.” 
  INTRODUCTION 
   
  SUMMARY: One month has passed since the events 
  from Old Honor and once again, troubled times have 
  fallen upon the thorp of Har’gadu. The heroes are 
  called on to give aid to this community standing on 
  the brink of a family feud and hindered by an aging 
  Honorable. Contacted by the thorp’s mysterious half-
  elf leatherworker, Yrumyr, the PCs are asked to 
  return to Har’gadu to locate a small boy who has 
  become a bit of a terror and is now missing. 
   
  —PCs Begin Asking More Questions of Yrumyr?— 
  Yrumyr listens to the PCs’ questions and answers (in 
  a somewhat hurried tone), “I am afraid I do not 
  have the answers to these questions, as I am only 
  the messenger. I do know that our time is short 
  and that Lu wishes to speak with you as soon as 
  possible.” 
   
  DM NOTE: The PCs may all be together at the 
  tavern, or sitting separately. Not all the PCs are 
  required to be present, but a few need to be at least. 
  Once the PCs are ready to begin the adventure, read 
  the following aloud: 
   
  DM NOTE: Yrumyr knows very little of what has 
  happened, but will be as accommodating to the PCs 
  as he can. When the PCs are done and accept 
  Yrumyr’s offer to return to Har’gadu, read the 
  following aloud: 
   
  Life in Bet Rogala has become more complicated 
  in recent months. Whispered discussions of war 
  and internal conflict spread like wildfire across 
  the city, as an overwhelming sense of tension 
  hangs over the capital like a storm cloud. 
  Cautious (if not suspicious) looks are cast upon 
  newcomers to the city and the level of paranoia 
  rises with each passing day. 
   
  Yrumyr smiles and says, “I am glad to see that 
  you are the heroes I remember. I am sure that 
  your aid will lift the clouds that loom over our 
  community.” 
   
   
  Dark clouds hang over Bet Rogala today, 
  but the rain has yet to fall. Only the most 
  dedicated of merchants remain in the streets, as 
  most expect the looming presence of harsh 
  weather to become a bitter reality. So too have 
  you this day, seeking a moment of rest in a more 
  comfortable atmosphere. The choice of shelter 
  today is the Red Barrel Inn, a small, yet cozy 
  tavern located near the main thoroughfare of the 
  city. 
  DM NOTE: The PCs are urged by Yrumyr to depart 
  for Har’gadu as soon possible, but he allows some 
  time for the purchase of supplies and/or equipment 
  from the few remaining vendors on the city streets 
  (again, most of the vendors have called it a day due 
  to the looming storm clouds). 
   
  Before Yrumyr can leave, he needs to pick 
  up a special package for Lu. If the PCs are all 
  together, he’ll ask them to accompany him to the 
  Home Foundation where he receives a small wooden 
  box.. If they are not, he asks the PCs present to find 
  the rest of their friends and meet him at the Gate of 
  the South Merchant Way. 
   
  As you raise a tankard of your favorite 
  drink, a familiar voice speaks from nearby. Thick 
  with a Fhokki accent, you recognize the voice of 
  Yrumyr the half-elf leatherworker from the small 
  thorp of Har’gadu. 
   
  Once they’ve left, the PCs should have no 
  troubles locating Har’gadu, as they know the way. 
  Upon arriving in Har’gadu, Yrumyr leads the PCs 
  directly to The Elder Wayhouse for the meeting with 
  the thorp’s Honorable, Lukas Trimel. 
   
  “Hello my friends! I am relieved to finally 
  find you. Har’gadu has fallen upon troubled times 
  once again and the Honorable fears that it is 
  beyond his control. You may be our only hope. I 
  have been sent to ask if you will you accompany 
  me back to Har’gadu to speak with him?” 
   
   
  ENCOUNTER 1: The Elder Wayhouse 
   
   
  —PCs Answer is “No”— 
  SUMMARY: After their arrival in Har’gadu, the PCs 
  are lead toward The Elder Wayhouse to meet with 
  Lukas Trimel. As they approach the inn, a small 
  crowd has gathered in front of the building and raised 
  voices are heard. The raised voices in question 
  belong to Owin (owner of the thorp’s largest farm), 
  Yrumyr presents a disheartened look, speaks of his 
  understanding that PCs are busy and leaves. The 
  module is over. 
   
  —What has happened Yrumyr?— 
   
  4
  
  Old Man Kuroper (owner of the second largest farm 
  and Owin’s rival) and the Honorable Lukas Trimel. 
  The two farm owners are arguing over the 
  disappearance of Owin’s great-grandson, Jelin, and 
  Owin’s accusations of the involvement of Kuroper’s 
  foreman, the half-hobgoblin Tibadi. Lu is attempting 
  to diffuse the situation before it becomes violent. 
   
  DM NOTE: This encounter is full of PC/NPC 
  interaction. If the PCs attempt to end the conflict with 
  simple violence, the situation may turn bad, as Lu will 
  be duty-bound to enforce the law and punish the PCs 
  for whatever laws they violate. Such acts could result 
  in injury, imprisonment or death. 
   
  When the PCs choose to approach the scene 
  read the following aloud: 
   
  The Elder Way winds throughout the humble; yet 
  cozy surroundings of this simple thorp. Along the 
  way local townsfolk take the time to give a quick 
  nod or wave of welcome, despite moving with a 
  hurried pace. Such a pace may be due to the 
  looming storm clouds that grow darker by the 
  hour. Or there may be something else that 
  quickens the step of these usually kind-hearted 
  people. As Yrumyr leads the way through the 
  thorp, his face begins to show signs of worry and 
  increased concern. 
   
  “Everyone is walking so quickly. I fear the 
  worst. We must hurry to The Elder Wayhouse and 
  speak with Lu.” 
   
  As you approach the wayhouse itself, you 
  hear raised voices muffled by the low wind that is 
  increasing in strength and regularity. A rumble of 
  thunder cracks in the distance, but the echo is 
  lost in the shouts of two elderly gentlemen 
  standing in front of the inn. A small crowd has 
  gathered, surrounding the two men, forming a 
  circle about the two. The two old men wave 
  clenched fists and their faces contort with anger. 
  In the middle of the conflict stands the Honorable 
  Lukas Trimel. Lu turns his attention from one 
  man to another, attempting to calm each of them, 
  but appears to have little luck. 
   
  Through the rumble of voices, one of the 
  two men, you recognize him as Owin, the owner 
  of the largest farm in the Har’gadu, shouts, “Do 
  not tell me to calm down Lukas! It was his 
  foreman that took Jelin and he knows it! Now I 
  want that silcarg’s head in a noose!” 
   
  In a louder tone, the other gentleman, 
  Kuroper, owner of Owin’s neighboring farm, 
  replies, “What? Tibadi would never do such a 
  thing! You are just using this as an excuse to 
  bring suspicion to my family! Well we will not 
  stand for it. Don’t come around my ranch causing 
  trouble like that little brat of yours, Owin. Your 
  family has caused enough trouble already.” 
  Kuroper’s family members raise their voices in 
  approval, clapping and cheering. Owin’s family 
  roars in disapproval until the scene breaks down 
  into unintelligible shouting. Lukas, stuck in the 
  middle, pleas for peace, but such pleas fall on 
  deaf ears. 
   
  DM NOTE: At this moment, Lu sees Yrumry and exits 
  the group, taking the half-elf to the side and receiving 
  the box he had him pick up from the Home 
  Foundation. With a successful Spot Check (DC 14) 
  the PCs can see the exchange. If they ask, Lu says 
  the box is a favor owed from an old friend that may 
  eventually help Jelin’s situation. If pressed on the 
  matter, Lu says he’ll explain more later. 
   
  The PCs have the opportunity to step in and 
  gain a reasonable amount of control on the situation 
  or they can follow Lu and allow the villagers to 
  continue to argue. 
   
  Handling the Situation 
  If one or more of the PCs walk into the middle of the 
  crowd in an attempt to calm the situation, the crowd 
  calms for a moment to hear what the PCs have to 
  say (as they have drawn their direct attention away 
  from combat). 
    *Succeeding at a properly worded Diplomacy 
  Check (DC 15)—The crowd is calmed momentarily, 
  but they each maintain their side of the argument, 
  pleading with the PCs to agree with them. Continued 
  successfully diplomacy checks end the altercation, 
  but not the argument. Kuroper takes his family home 
  and does not aid Owin’s family, Lukas or the PCs in 
  the search efforts to find Jelin. 
   
  —If the PCs try to use force (weapons, attacks, 
  visible magic, etc.) to calm the situation— 
  The two families do not respond well to outsiders 
  coming in and bullying them to calm the situation. If 
  this sort of action is taken, the townsfolk rally 
  together, insisting that Lu send the PCs back to Bet 
  Rogala. They don’t want big city folk coming in and 
  pushing them around. 
   
    *A properly worded Diplomacy Check (DC 20)— 
  Calms the crowd so that they do not attempt to expel 
  the PCs from the thorp, but Kuroper still takes his 
  family home and does not aid Owin’s family, Lukas or 
  the PCs in the search efforts to find Jelin. Lukas and 
  Owin verbally disapprove of the PCs actions, but still 
  ask to speak with them (if no one is injured during the 
  encounter). 
   
   
  5
  
  DM NOTE: Allow the PCs to answer and mention 
  that the rain finally begins to fall outside. 
  DM NOTE: This is a tense situation and requires a 
  good amount of role playing to calm everyone 
  involved. Any kind of hostility, whether physical or 
  verbal, will only incense the crowd. The appropriate 
  bonuses or penalties to Diplomacy checks should be 
  applied based on how the PCs navigate the bickering 
  rivals. 
   
  —If the PCs answer “No”— 
  Owin and Lukas look disappointed but seem to 
  understand. They wish the PCs well and leave to 
  continue the search effort. The module is over. 
   
   
  After the situation is resolved on the street, 
  Owin sends his family away to continue the search 
  for Jelin and joins the PCs inside of The Elder 
  Wayhouse with Lukas. Once everyone is inside read 
  the following aloud: 
  —PCs bargain for more gold— 
  *Diplomacy Check (DC 15). If the check is 
  successful, Owin reluctantly agrees to 50 Victories 
  per person. However, both Lukas and Owin seem 
  shaken by the hero’s sudden impulse of greed in 
  such a desperate hour. 
   
  The atmosphere in The Elder Wayhouse is one 
  typically of merriment and cheer, but today is a 
  different day. The inn appears to be empty except 
  for the owner, Coldarran. A large man, he stands 
  behind the bar cleaning a row long row of 
  tankards. As you enter, he looks up from a 
  moment of thought and says, “Afternoon to you 
  fine visitors. Lu, Yrumyr already has a table for 
  you. And you strangers, what can I get you to 
  drink?” 
   
  —PCs want more specifics— 
  Owin attempts to tell the PCs of Jelin’s behavior, the 
  child’s run-ins with Tibadi and whatever information 
  he feels is relevant. He doesn’t know too much, 
  though. 
  • 
  Jelin has been acting ornery every since 
  Mela disappeared. Owin admits to spoiling 
  the girl a little too much. 
   
  • 
  The boy was prone to wandering off into the 
  woods most of the day, refusing to play with 
  Mela. 
  Coldarran will bring the PCs any food or drink they 
  ask for and otherwise remove himself from their 
  conversation. He’ll clean his mugs and pretend not to 
  listen. 
  • 
  Nothing happened with Kuroper until Jelin 
  stole a pie off of her windowsill. He continued 
  such mischief for a few weeks or so, scaring 
  chickens and throwing rocks at their dog. 
   
   
  Yrumyr sits at one of the small round 
  tables near the corner, drinking a cup of hot tea 
  and taking a deep breath of relief. A second cup 
  sits waiting for Lu. After a long sip of tea the 
  Honorable looks your way and says, “I must say, 
  I could not be any happier to see you and at the 
  most opportune time as well. The situation has 
  become grim in this community….” He pauses as 
  the front door opens and Owin enters to join the 
  discussion. Lukas continues, “As I was saying, 
  things are bad. Several days ago, Owin’s great-
  grandson Jelin disappeared from the family farm. 
  To make matters worse, the boy had been acting 
  very strangely. With Owin’s accusation of 
  treachery toward Kuroper’s foreman, Tibadi, 
  things have gotten out of control.” 
  • 
  At the beginning of last week, Jelin came 
  home with a gold ring. He was chastised for 
  taking more of the Kuroper’s things, but the 
  ring turned out not to be theirs, so the boy 
  was allowed to keep it. 
  • 
  After finding the ring, the boy threw constant 
  tantrums, refusing to do anything his great-
  grandfather has said. It culminated when 
  Tibadi found the boy standing over the 
  foreman’s prized bull. The beast had had its 
  throat torn out. Jelin’s hands were bloody 
  and the half-hobgoblin insisted that the boy 
  had somehow slaughtered the animal. 
  • 
  When Owin tried to question the boy, Jelin 
  struck him hard enough to knock him to the 
  floor. He fled the house and hasn’t been 
  seen since. It has been seven days and the 
  boy’s family is terrified. 
   
  “It is no mere accusation Lu,” Owin 
  chimes in. “When that silcargs’ prized bull was 
  killed he swore to get even with the boy. Tibadi 
  has something to do with my grandson’s 
  disappearance; I know it to be so. But all I want is 
  to find Jelin and bring him home safe. He is a 
  young boy, only nine years old this year. Can you 
  people help us like you did before? I can give you 
  what I did before, 40 Victories for the each of you. 
  It’s every coin I have to spare.” 
   
  —PCs agree to the terms— 
  Read the following aloud: 
  With a look of relief, Owin, Yrumyr and Lukas 
  take deep breaths and smile. “You have no idea 
  how grateful I am to hear you say that,” says 
  Owin. “I feel in my heart that Tibadi has 
  something to do with Jelin’s disappearance and I 
   
   
  6
  
  To gain Tibadi’s trust and aid the PCs must succeed 
  at a successfully worded Diplomacy Check (DC 15).If 
  the PCs fail, Tibadi throws them off the ranch, 
  insisting that he’ll gather his men if the PCs don’t 
  leave. 
  want you to go to the Kuroper farm to find out 
  what happened. They will not talk to me, or even 
  Lu for that matter. Maybe your reputation within 
  this community will help.” 
   
  Lukas adds, “Yes, tell them you are there 
  as an impartial party merely searching for the boy 
  or clues to his whereabouts. Kuroper should not 
  have any objections to that.” 
   
  Although this conversation may see Tibadi’s 
  attitude swing back and forth, his final reaction is 
  based off of the method in which the PCs confront 
  him. He sincerely wants to help the boy and believes 
  the PCs can accomplish what others haven’t, but at 
  the same time he won’t stand for any more 
  accusations or insults. 
   
  If the PCs have no other questions, the group 
  finishes their drinks, explaining that they have 
  searched the entirety of Owin’s property, including 
  the woodshed and closer to the forest. 
   
  DM NOTE: If the PCs win Tibadi’s approval, he is 
  willing to answer a few questions. 
   
   
  ENCOUNTER 2: Road to the Kamarela Mounds 
   
  He has never physically accosted Jelin, 
  although the boy has been harassing the ranch for 
  the past few weeks. 
   
  SUMMARY: From The Elder Wayhouse the PCs 
  travel to the Kuroper farm and search for clues 
  leading to a trail that takes them west to the 
  Kamarela Mounds. Along the trail the PCs discover a 
  grim signature of Pekal and the hatred displayed for 
  those gifted with psionic powers or “mind magic” as 
  referred to by the community. It is when the PCs 
  enter the mounds that they gaze upon the sight of 
  orcs for the first time as two assault a badly wounded 
  golden halfling in need of aid. 
   
  He has never had trouble with the boy, Owin 
  or anyone else in Har’gadu until this incident. 
   
  Although he can’t explain how it is possible, 
  he saw his prize bull fall to the ground with Jelin 
  holding onto its neck. Although he did not witness the 
  actual deathblow, he cannot conceive of any other 
  explanation as to who killed the bull as such little time 
  had passed between when the bull was killed and 
  when Tibadi caught Jelin. 
   
  He also tells the PCs of a secret fort Jelin 
  used to play in in the woods. He caught the boy 
  sneaking from there to the ranch a few times. 
  Characters with the Track feat (Wilderness Lore 
  Check DC 18) do indeed find the fort and the boy’s 
  tracks in the woods. They lead away from the fort to 
  the west, toward the Kamarela Mounds. On the path 
  to the Mounds, the PCs encounter a disturbing sight. 
  A young woman accused of using “mind magic” 
  (psionics) has been lynched and left hanging from a 
  tree with a warning to all others who use psionic 
  abilities in Pekal. 
   
  DM NOTE: Once the PCs leave The Elder Wayhouse 
  and travel to the Kuroper farm read the following 
  aloud: 
   
  The rain that began to fall during the 
  conversation with Owin and Lukas has become a 
  mild drizzle that is accompanied by the 
  occasional crack of thunder and the flash of 
  lightning. The road to the Kuroper farm is wet, 
  but by no means soggy as the rain has only 
  poured for a few moments and will take time to 
  fully saturate the countryside at its current 
  downfall. 
   
  As the PCs travel and approach the scene on 
  the Elders Way read the following: 
   
   
  The gates leading into the Kuroper farm 
  are closed, but a single lantern can be seen from 
  the road as you approach. Standing at the gate is 
  the half-hobgoblin foreman of the farm, Tibadi. He 
  wears a heavy cloak to keep the drizzle off of his 
  head and wears an equally drab expression on 
  his face. With a scowl he says, “What do you 
  want here? Have you come to accuse me as well? 
  Well you can save your breath! I did not harm the 
  boy. I want to see him retuned safely as much as 
  anyone else does. I’ll be damned if I sit through 
  another round of accusations, especially not by 
  strangers to this town.” 
  With the rumble of thunder echoing in the 
  distance, the drizzle of rain gains a slight amount 
  of strength. The night sky and rain lay a blanket 
  of darkness over the countryside. However, 
  through the darkness, two large torches burn 
  brightly in the distance despite the rainfall. 
   
  DM NOTE: Stop reading at this point and roll a d20 
  for no reason other than to instill paranoia in the 
  players at the table. As they approach, continue 
  reading the following aloud: 
   
  As you approach, the sight horrifies you. A young 
  woman, no more than 20 years old, hangs by her 
   
   
  7
  
  If the PCs are not spotted, the orcs rummage through 
  the halfling’s things. Once they find nothing of 
  interest, they kill the halfling, gather what little loot 
  they’ve scavenged and return to the outpost detailed 
  in Encounter Four. If the halfling dies, the PCs do not 
  journey to the golden halfling village of Illsani nearby 
  and therefore skip Encounter Three. If the PCs do not 
  follow the okogn raiding party back to the outpost, the 
  module is over, as the rain eventually ruins Jelin’s 
  trail. A successful Sense Motive Check (DC 13) 
  allows the PCs to read the body language of the 
  okogn and see the death blow approaching. 
  hands, tried to a large wooden pole. Her wounds 
  are too extensive to identify her heritage (other 
  than human) and her head appears to be 
  completely caved in from some sort of blunt 
  object or weapon. Pinned to the front of her torn 
  clothing, a note reads in Low Kalamaran, “The 
  price of Mind Magic”. 
   
  DM NOTE: The PCs may remove the body if they 
  choose. There are no traps or magical effects that 
  could complicate this situation. 
   
  After witnessing the grizzly sight, the PCs 
  must move forward into the fringes of the Kamarela 
  Mounds. As the PCs enter the mounds, they follow 
  the trail over a small mound to enter a dire situation. 
  As they reach the top of the mound, read the 
  following aloud:  
   
  A benevolent DM may give the PCs a 
  random roll on a d10. On a roll of a ten, the PCs, 
  roaming blindly through the mounds, stumble on the 
  orc raiding party nearing their outpost. If they 
  successfully defeat the orcs, a Search Check (DC 
  17) reveals orc tracks leading back to their hideout. 
   
   
  The rain has intensified and the thunder cracks 
  louder than ever before. As you travel over a 
  small mound, the view of the horizon is lost for a 
  moment in the darkness. Through the sound of 
  rain on armor and weapons, you hear the distinct 
  sounds of combat from the other side of the 
  mound as a high-pitched male voice cries out, 
  “Leave me alone you beasts! I have nothing of 
  value to you! Ack!” His voice stops as you hear 
  the distinct thud of metal striking leather followed 
  by several deep, gut-wrenching roars that sound 
  like some sort of battle cry. 
  Fury in the Wastelands 
  Much of the information provided in this module 
  regarding orcs is pulled directly from the Fury in the 
  Wastelands accessory from Kenzer and Co. In the 
  accessory, the orcs of Tellene are brought to life in 
  new ways through new sub-races (such as common, 
  gray, and black orcs), new equipment, and a 
  completely comprehensive guild to the society of 
  orcs. The DM does not need Fury in the Wastelands 
  to act as a judge for this module, but owning the 
  accessory gives the DM a much better understanding 
  of the orcs of Tellene and how they differ from typical 
  orcs in fantasy gaming. 
   
  DM NOTE: If the PCs move to the top of the mound 
  to see what is happening, they clearly see four 
  humanoid figures standing at the bottom of the 
  mound surrounding a figure lying motionless on the 
  ground. With a successful Spot Check (DC 15), the 
  PCs notice that the figure lying motionless on the 
  ground is a male halfling (from the distance, darkness 
  and rain the PCs are not able to tell what type he is 
  until they approach him). He is not moving.. Also with 
  the successful Spot check, the PCs notice the 
  animalistic features of the halfling’s attackers. They 
  are a common orc raiding party of okogn from the 
  Black Tusk clan located in the Kamarela Mounds who 
  were patrolling the area and prepared an ambush for 
  the golden halfling when he was spotted walking 
  along the trail. 
   
  —Enemy Tactics— 
  All of the orcs facing the party fight to the death (a 
  sign of prestige among the Black Tusk clan). There is 
  no surrender condition for these okogn as the fight 
  and the passage into death are never feared, but 
  revered. When engaged, two okogn take positions 
  behind rocks that grant them half cover and use 
  shortbows until engaged in melee, at which time they 
  fall into the tactics of the remaining two okogn. The 
  remaining okogn engage the PCs in direct melee, 
  working to flank opponents if possible. 
   
   
  Orc Titles 
   
  Throughout this module the DM may notice new 
  terminology for referencing the social or military 
  standing of a particular type of orc, such as okogn, 
  oghor, and anuk. To better understand these titles, 
  reference the quick guide listed below compiled from 
  more in-depth information provided in the Fury in the 
  Wastelands accessory. 
  —If the PCs are spotted by the orcs (although the 
  orcs are in combat, they still have a small chance to 
  see the party and may make a Spot Check vs the 
  PCs’ Hide Check+10)— 
  If the PCs are spotted, the orcs fall into position and 
  attack the PCs as a unit. 
   
   
  —If the PCs are not spotted by the orcs— 
   
  8
  
  Okogn—“Blood spillers” in the orc tongue are the 
  bulk of the orc society and serve as foot soldiers in 
  orc armies. 
    Orc javelin       5sp   1d6     x2    20ft.  3lb.    Piercing 
  Medium-size 
   
  Martial Weapons—Ranged 
   
  Weapon            Cost  DMG  Crit Rng   Wt  Type 
  Oghor—“Lowest leaders” in the orc tongue are the 
  sergeants of the orc society and serve as low-ranking 
  leaders on the battlefield. 
    Orc shortbow   20gp   1d6    x2   40ft.   3lb.   Piercing 
  Medium-size 
   
   
   
  Anuk—“Leader of many” in the orc tongue is the 
  highest-ranking soldiers in the orc society and serves 
  as leaders on the battlefield. 
  —Post Combat— 
  With the okogn slain, there is only the matter of 
  healing and identifying the attacked golden halfling. 
  His name is Rolan Kaprana and he is a messenger 
  for the Tresana halfling village located near the 
  ambush site. He was returning home from a 
  successful mission when he was attacked by the 
  okogn raiding party. When the PCs reach him, he is 
  at dying with –1 hit points. If the PCs are able to 
  restore Rolan’s hit points (through the use of potions, 
  spells, etc.) read the following aloud to the following 
  to the PCs: 
   
  Other titles exist in the orc society for differing ranks 
  and branches of military and detailed fully in Fury in 
  the Wastelands. 
   
  APL 2 
  Black Tusk Okogn x4 
  Male, Common Orc, Warrior 1, Medium-size 
  humanoid; HD 1d8; Hp 5; Init +0; Spd 30 ft; AC 15 
  (+3 studded leather, + 2 large Shield); Orc scimitar 
  +3 Melee (1d6+2) or shortbow +1 ranged (1d6); Al 
  CE; SV Fort +2, Ref +1, Wil -1; Str 15, Dex 10, Con 
  11, Int 9, Wis 8, Cha 8; Skills Listen +4, Spot +4; 
  Feats: Alertness; Possessions: studded leather 
  armor, Orc scimitar, shortbow, 15 arrows each, 
  breeches, worn hide boots, potion of cure light 
  wounds. 
   
  Within a few moments, the color returns to the 
  face of the young golden halfling. As he stirs you 
  take a second to notice his distinctive features. A 
  trim build for one so small, his golden hair almost 
  seems to produce a slight glow even in the 
  darkness and rain that permeates the landscape. 
  As he finally awakens, the sight of his rich, 
  emerald-green eyes are unnaturally shocking. He 
  clears his throat and says, “Well, hello my 
  friends, I take it I have you to thank for my narrow 
  escape from the grasp of the Harvester?” 
   
  Languages: Orcish 
   
   
  —Who are you?— 
  APL 1 
  Read the following: 
  Remove two of the okogn raiding party members, 
  reducing the total to two. 
  Well my friends I am Rolan, Rolan Kaprana, 
  personal messenger for the council elders of 
  Tresana, and I’m at your service. 
   
  APL 3 
   
  *As APL2, with the following additions: 
  —What Happened?— 
  1. Add two additional okogn raiding party members, 
  increasing the total number to six. 
  Read the following: 
  “Well, as I am sure that you can see, I was 
  returning home when I found myself in a tight 
  spot with these…things! I was minding my own 
  business when WHAM, there they were growling, 
  hissing and going for my throat. Good thing I had 
  already delivered my message to our sister clan 
  to the north requesting aid against these beasts. 
  They are becoming bolder by the day.” 
   
  New Weapon: Orc Scimitar 
    
  Martial Weapons—Melee 
  Weapon           Cost    DMG     Crit     Wt    Type 
    Orc scimitar   10gp    1d6  19-20/x2   4 lb.   Slashing 
   
  Medium-size 
  —Where are you going now?— 
   
  Well I am on my way back to my village. Look, I 
  hate to ask you this after everything you have 
  done for me, but would you mind coming with 
  me, you know, just to be safe? I am sure that I 
  New Weapons: Orc Javelin and Shortbow 
   
  Simple Weapons—Ranged 
  Weapon          Cost  DMG  Crit   Rng  Wt    Type 
   
  9
  
   
  The village appears quite natural, although 
  the streets are lined with odd crystal-looking glass 
  that glows a bright yellow. The unmoving shadows 
  crisscross as the magical lamps overlap. It is 
  disorienting to any who are not used to magic 
  torchlight. 
  can get you something to eat and a little shelter 
  until this weather breaks. What do you say? 
  Come on, it is the least that I can do.” 
   
   
  ENCOUNTER 3: The Village of Tresana 
   
  Rolan does not stop to answer anyone who 
  criticizes, but takes the PCs directly to a large 
  building, what one would guess to be the town hall. 
  The two guards that stand at the door challenge 
  Rolan in a hostile manner. 
   
  SUMMARY: After the defeat of the okogn raiding 
  party and the rescue of the halfling messenger Rolan, 
  the party is led back to the village of Tresana by the 
  grateful halfling. While within the safety of the village, 
  the PCs are introduced to the elders of this halfling 
  community who quickly ask them to leave, pointing 
  them into the direction of the Black Tusk outpost in 
  appreciation for the safe return of Rolan. 
   
  “Rolan! What is the meaning of this? No one is 
  allowed into the village without the permission of 
  the council!” 
   
   
  The guards are considered hostile, as described in 
  the DMG. Although Rolan attempts to sway their 
  opinion of the PCs, they must add their own 
  assurances that they’re not hear to persecute any of 
  the halflings, but were merely escorting Rolan home. 
  After a few hours of travel across the Kamarela 
  Mounds, Rolan leads you through a series of 
  twists and turns within a large cluster of mounds 
  and approaches a small burrow hole hidden by 
  the natural shadows of the mounds and the 
  unusual rock formations that surround the 
  entrance. 
   
  Neither Rolan nor the guards openly 
  comment about psions or the village’s purpose. 
   
   
  With a wink Rolan says, “Let me do all the 
  talking. The Elders can be pretty protective.” With 
  that said, he leads the way into the burrow. 
  If the PCs role play the situation properly, the guards 
  admit them to the town hall. 
   
   
  Once admitted, you see a large audience 
  chamber revealed inside. The room features 
  several rows of pews and seating for town 
  meetings as well as several torch sconces 
  bearing the same peculiar crystalline glass. The 
  smell of smoking apples fills the air. The 
  audience chamber is dominated by a large 
  council bench occupied by three older golden 
  halflings, one male and two females. Each 
  halfling wears a stern expression. 
  DM NOTE: Small PCs have no trouble navigating the 
  passage leading down into the hidden village of 
  Tresana. The passage allows only a narrow birth. 
  Medium-size PCs can navigate the tunnel with more 
  difficulty, but it has been fashioned to admit the 
  occasional, if rarely tolerated, visitor. Once the PCs 
  reach the bottom of the passage a grand sight stands 
  before them. Read the following aloud: 
   
  As you exit the winding passage, a large cavern 
  extends beneath the Kamarela Mounds, revealing 
  a small halfling village buried beneath the earth, 
  hidden from the dangers above. With large 
  burrows and small gardens, the village resembles 
  any halfling village a person would find above 
  ground. Rich lumber and masonry make up the 
  construction of the homes and structures 
  present, while deep earthen washes are used to 
  add individuality and accent to each home. 
   
  “Rolan! What is the meaning of this? No 
  one is allowed into the village without our 
  approval!” shouts the male halfling. 
   
  “So I’ve been told, Ordin, but these 
  people saved my life from the orcs! I thought we 
  could at least let them stay for a night until the 
  rain stops,” replies Rolan. 
   
  “Enter strangers and we shall speak 
  briefly,” replies one of the female halflings. “Tell 
  us why you are here”. 
   
   
  Amberhair Halflings populate the entire village. 
  Although there are the occasional visitors, these are 
  always psions looking for shelter. As the party is most 
  certainly not all psions, villagers stare in awe, some 
  going so far as to run away. None welcome the PCs 
  although a few manage an exclamation toward 
  Rolan. 
  DM NOTE: The PCs are led into the audience 
  chamber and allowed to speak to the elders of 
  Tresana on the events that have led to this moment 
  and the search for the boy Jelin. The conversation 
  should be brief but extensive, as the elders do not 
  trust strangers. They want to know who the PCs are, 
  where they are from, why they are in the Mounds and 
  what their intentions are. 
   
  10
  
   
   
  —Who are you?— 
  As you depart from the village of Tresana, the 
  rain continues to fall and the clouds remove any 
  rays of moonlight that could possibly aid you in 
  your journey. The rain has fallen so steadily that 
  even your most recent tracks have washed away. 
  You have no idea where the outpost could be or 
  the location of Jelin. 
  “We are the elders of this village. I am Orbin 
  Tericos; this is Flell Undros and her sister, Tarina 
  Undros. We have watched over and guided the 
  people of this village for many years. We have 
  survived life in the Mounds through secrecy, 
  stealth and silence.” 
   
   
  Just as the path seems to have reached 
  its most hopeless state, a familiar voice calls out 
  from behind, “After giving it some thought, I 
  figured that you could use a guild to the outpost. 
  That and I don’t want to face the elders right now 
  anyway.” It is Rolan. With a gleam in his eye and 
  spring in his step he appears to be ready to lead 
  the way for you. 
  —If the PCs ask for any other type of aid?— 
  “While we are sympathetic to your troubles, we 
  do not allow outsiders to reside within our 
  community, not even for a night. I am sorry, but 
  you must leave now. In exchange for your aid to 
  Rolan, I shall give you this. Our scouts reported 
  the sighting of a small boy near the Black Tusk 
  outpost a few days past, but were unable to reach 
  him for fear of detection and capture. Since that 
  time, we have not seen the boy. The outpost is 
  only a few hours  to the west of here. You should 
  have no difficulties finding it. Good luck to all of 
  you. Now go.” 
   
  DM NOTE: Rolan leads the PCs for several hours to 
  the mounds near the entrance to the Black Tusk 
  outpost, but he does not go in to the outpost with the 
  PCs. Instead, he acts as a watchman for the PCs in 
  the event of a returning raiding party’s unexpected 
  arrival. Once the PCs near the entrance, read the 
  following: 
   
  DM NOTE: As Orbin speaks, he uses his telepathic 
  abilities to scan the group for the presence of psionic 
  talents (psions or psychic warriors). If there is a 
  psionic character present, pull the player aside and 
  read the following message from Orbin: 
   
  Rolan looks over the top of a high rising mound 
  and gives the hand motion for you to keep your 
  heads low and to keep quiet. “The entrance is 
  just over this rise. I can see a single guard 
  watching the front entrance.” Rolan whispers. “I 
  know of a back entrance, but it is guarded as 
  well. Both are dangerous, I’m sure.” 
   
  “Be cautious my friend. The peoples of this land 
  will fear you and your gifts. When your time is 
  less occupied, return and we will speak of our 
  mutual gifts together.” 
   
  DM NOTE: The PCs have a decision to make; do 
  they go into the front entrance or the rear entrance? If 
  the PCs take the time to move far enough around the 
  perimeter, they can avoid detection from the guard 
  standing at the closest entrance. However, moving to 
  the entrance to the far west of the mound reveals four 
  okogn warriors standing watch and takes twice as 
  long to reach that entrance. 
   
  DM NOTE: The elders ask Rolan to escort the PCs 
  out of the village. As he does so, he is apologetic 
  about the hasty manner in which the PCs were asked 
  to leave, but wishes to aid them on their journey. To 
  thank them for their help earlier, he gives them his 
  only magic item, a potion of sneaking. 
   
   
  Unlike the previous encounter with the okogn 
  raiding party, the guard standing watch is far more 
  experienced in the art of war. These orcs are referred 
  to as oghor (or sergeants, in the human idea of 
  military) and are fiercer than the okogn. If engaged 
  directly the oghor cry out for reinforcements and the 
  sounds of combat echos across the countryside, but 
  the thunderstorm hinders the Listen checks of the 
  other okogn standing watch on the far side of the 
  mound at the second entrance and the other orcs 
  dwelling below. With a successful Listen Check (DC 
  25) the other okogn hear the sounds of battle and 
  rush to aid in 1d4 rounds. 
   
  ENCOUNTER 4: Black Tusk Outpost 
   
  SUMMARY: After receiving the lead on the 
  whereabouts of Jelin, the PCs move to the west, 
  further into the Kamarela Mounds to find the outpost 
  of the Black Tusk orc clan. Upon discovering the 
  entrance to the outpost and dispatching the guards, 
  the PCs enter the outpost to discover Jelin hiding in 
  an unused storage area. His transformation into an 
  orc has progressed and he is beginning to fall into 
  deeper rages. The PCs must escape with Jelin or risk 
  alerting the well-trained and experienced orcs that 
  dwell within the outpost’s living quarters below. 
   
  There is twice the number of orcs at the west 
  entrance, if the PCs decide to investigate that option. 
   
  11
  
  Unlike the eastern entrance, though, a small patch of 
  trees and brush grows 100 feet away from the 
  western entrance. Although a direct assault may be 
  dangerous (and would certainly raise the alarm) a 
  cunning party may be able to distract the guards and 
  enter this way if they’d like to avoid combat all 
  together. 
   
  —Enemy Tactics— 
  The oghor engage the most physically imposing PC 
  in the group, to keep that PC off balance. If an oghor 
  loses more than 10 hit points, he rages and makes 
  full use of his Power Attack feat to increase his 
  damage with each attack. If reduced to 3 or fewer hit 
  points, an oghor retreats into the outpost in an 
  attempt to gather reinforcements. If allowed to do so, 
  the PCs have only six rounds to collect Jelin and run 
  for their lives as the remaining orc forces in the 
  outpost gather weapons and move to intercept the 
  PCs. There are more than 20 orcs in the lower levels 
  of the outpost, some of which are referred to as anuk 
  (7th-level barbarian orcs who act as leaders for the 
  clan). If the PCs stand their ground here, they are 
  sure to die a most painful death as 20 fully armed 
  orcs swarm them in a frenzy of rage and bloodlust. 
   
  APL 2 
  Black Tusk Oghor Guards x2 
  Male, Common Orc, Barbarian 3, Medium-size 
  humanoid; HD 3d12+6; Hp 25; Init +0; Spd 40 ft; AC 
  15 (+3 studded leather, + 2 large Shield); Orc 
  scimitar +8 melee (1d6+5/19-20x2) or javelin +3 
  ranged (1d6+5/x2); Al CE; SV Fort +5, Ref +1, Wil 
  +2; Str 20, Dex 10, Con 14, Int 9, Wis 13, Cha 9; 
  Skills Climb +3, Intuit Direction +3, Jump +3, Listen 
  +5, Spot +4; Wilderness Lore +6; Feats: Power 
  Attack, Cleave; Possessions: studded leather armor, 
  orc scimitar, 2 orc javelins, potion of blur. 
   
  Languages: Orcish 
   
  APL 1 
  Replace the oghor with two okogn’s as described 
  below: 
   
  Black Tusk Okogn x2 
  Male, Common Orc, Warrior 1, Medium-size 
  humanoid; HD 1d8+2; Hp 6; Init +0; Spd 30 ft; AC 15 
  (+3 studded leather, + 2 large Shield); Orc scimitar 
  +3 Melee (1d6+5/19-20x2) or shortbow +1 ranged 
  (1d6/x3); Al CE; SV Fort +4, Ref +0, Wil +2; Str 20, 
  Dex 10, Con 14, Int 9, Wis 14, Cha 9; Skills Listen 
  +7, Spot +7; Feats: Alertness; Possessions: studded 
  leather armor, Orc scimitar, shortbow, 15 arrows 
  each, breeches, worn hide boots, potion of blur. 
  Languages: Orcish 
   
  APL 3 
  *As APL2, but add a third Oghor guard. 
   
   
  DM NOTE: Two of the orcs carry potions of blur 
  (provided by numerous raids and clan spellcasters). 
  However, they are not proficient with using such aids 
  in combat and only use them if given ample time to 
  do so (one round or more). 
   
  —Post Combat— 
  If the PCs manage to defeat the oghor’s without 
  alerting the other orcs within the outpost, there is 
  plenty of time to gather Jelin (see Encounter 5) and 
  retreat back toward Har’gadu. With the cover of night, 
  a thunderstorm and little clues to follow, the orcs 
  have very little chance to track the PCs (if the PCs 
  suggest waiting for morning, a simple Wisdom check 
  to realize that Rolan mentioned a raiding party may 
  be returning should be incentive to encourage them 
  to leave early). 
   
  If the PCs enter through the western 
  entrance, they will have to move extremely quietly 
  past the tunnel leading to the second level. Although 
  the orcs are too loud to actually cause a PC’s 
  movement to alert them, careless PCs may alert the 
  guards outside. 
   
  Those that are entering from western 
  entrance have enough time to distinguish at least a 
  dozen different voices coming from below. 
   
   
  ENCOUNTER 5: Jelin’s Rage 
   
  SUMMARY: Upon entering the Black Tusk outpost, 
  the PCs manage to find Jelin hiding in an unused 
  storage room on the ground level. Once the decision 
  is made on how to save the boy from the curse of the 
  ring, the PCs must escape detection from the 
  roaming orc guards and return Jelin to Har’gadu 
  unharmed. If the PCs manage to defeat the oghor’s 
  without being detected ready the following aloud: 
   
  Through the darkness and the hard rains that 
  beat down upon your head, you can see the 
  entrance to the Black Tusk outpost. The entrance 
  itself is nothing more than a hole in the side of 
  the mound that resembles a crude cave opening. 
  For the human eye, the passage is filled with 
  darkness. 
   
  12
  
   
  If the PCs allowed one of the oghors to escape into 
  the passage to call for reinforcements read the 
  following aloud: 
   
  The sounds of rolling thunder are now 
  overshadowed by the deep bellow of the Orcish 
  tongue, echoing throughout the Black Tusk 
  outpost. Even now, you can hear the sounds 
  cries and war calls of orc coming from the deeper 
  regions of the darkness. It will only be a matter of 
  time before they come. However, through the war 
  calls, you can also hear the faint cries of what 
  sounds to be a young boy closer, within the 
  darkness. 
   
  DM NOTE: No matter which scenario is in place, 
  Jelin is located in the abandoned storage room on 
  the ground level. He wandered into the outpost (by 
  avoiding the guards during shift changes) drawn 
  there by the ring. He has been hiding there since he 
  arrived, too afraid to come out. The ring itself has 
  almost reached the final stages of placing its curse 
  on Jelin. 
   
  Once the PCs are in the outpost, a 
  successful Listen Check (DC 15) allows them to 
  locate Jelin crying in fear as he has heard the sounds 
  of the combat the PCs had with the oghor’s from 
  within the storage room and is assuming the worst. 
  The outpost is totally dark (since the orcs have 
  darkvision) so PCs without darkvision need to 
  establish a light source before entering the outpost. 
  When the PCs open the door to the storage room 
  read the following aloud: 
   
  The rotten wood door swings open to reveal a 
  small chamber carved from the rock of the 
  Mounds. The moisture of the rain from above has 
  seeped into the chamber, creating a mildewed 
  smell of rotten food and the remains of ancient 
  animal fur. Cowering in the farthest corner of the 
  room is a young boy. He is covered in mud and 
  his clothes are heavily soiled. 
   
  Through messy, rain soaked hair, the boy 
  looks at you with frenzied eyes and screams, 
  “Who are you? You’re here to hurt me aren’t you? 
  Well you can’t take me, you can’t!” As he 
  screams he stands with his back to the wall, 
  apparently ready for combat. 
   
  DM NOTE: The boy is Jelin. He is frenzied by the 
  rage ability of the ring and attempts to harm the PCs 
  if they move toward him. For this purpose, consider 
  Jelin to have a +2 to melee, a +2 to damage and 6 hit 
  points. His behavior is confused and volatile. He 
  snarls at the PCs only to begin crying, asking for his 
  great-grandfather. He repeatedly says that he wants 
  to go home, only to scream whenever someone 
  approaches, yelling that they cannot take him again 
  (it is of note that the PCs have never interacted with 
  Jelin extensively before and have never taken him 
  anywhere). 
   
  Jelin is becoming an Orc and is fighting with 
  himself, part of him wanting to go home and part of 
  him wanting to go downstairs and claim leadership of 
  the clan. This struggle has rendered him paralyzed in 
  the storage room. If he remains for the night, he 
  changes completely to an Orc and alerts the 
  compound (if this happens, the Ring of Garak Okog 
  is lost to the PCs). 
   
  The larger concern however is the screaming 
  of Jelin. His screams are closer to the okogn standing 
  watch at the rear entrance of the outpost (if they have 
  not already become involved). A successful Listen 
  check (DC 20) from the four okogn brings two of 
  them running to the storage room in 1d4+1 rounds, 
  prepared to sound the alarm. This Listen check also 
  applies for the orcs below in the living areas of the 
  outpost. With a successful check (with a -5 penalty), 
  the orcs below are alerted and arrive at the storage 
  room in 10 rounds. If the orcs are alerted, it is a race 
  against time to either convince the boy to calm down 
  or incapacitate him to the point where he can be 
  moved for a hasty escape from the outpost. 
   
  A successful Diplomacy Check (DC 25) 
  allows the PCs to calm Jelin and convince him to 
  escape with the PCs. Otherwise, he must be taken by 
  force with spells or subdual damage. If Jelin is killed, 
  the module is over. 
   
  If the PCs wish to simply pick the boy up, a 
  PC with a 17 Strength or higher, with a successful 
  grapple check, may hold the boy and move 
  simultaneously. Jelin attempts to break the hold 
  every round. 
   
  —Enemy Tactics— 
  The orc guards enter the storage room doorway, 
  looking to see what is making all the noise. PCs have 
  one round to fell the guards, draw them into the room 
  and shut the doors or prevent them from sounding 
  the alarm in some other fashion. They also sound the 
  alert as soon as they discover the PCs. Six okogn, 
  four oghor and two anuks from below arrive in 2d4 
  rounds (anuks are 7th level barbarians and no stats 
  are given as the PCs that choose to fight them will 
  die horrible deaths). All the orcs facing the party fight 
  to the death (a sign of prestige among the Black Tusk 
  clan). 
   
  When engaged, the okogn take flanking 
  positions at the door, gaining full cover from ranged 
  weapons and spells and forcing the PCs to enter into 
  melee outside the storage room. Both okogn have 
   
  13
  
   
  readied actions to attack the first person out of the 
  door and are considered flanking. 
  DM NOTE: A PC with an 18 Strength or higher may 
  attempt to pull the ring off. This requires an apposed 
  Strength roll against the boy. If no one in the party is 
  this strong, the finger may also be cut off, ending the 
  curse. If the PCs are unwilling to take this course of 
  action, Jelin falls comatose and turns into an orc. If 
  the PCs choose to return him to Har’gadu, he does 
  not awake for the remainder of the trip (skip to 
  Conclusion B). 
   
  APL 2 
  Black Tusk Oghor Guards x2 
  Male, Common Orc, Barbarian 3, Medium-size 
  humanoid; HD 3d12+6; Hp 25; Init +0; Spd 40 ft; AC 
  15 (+3 studded leather, + 2 large Shield); Orc 
  scimitar +8 melee (1d6+5/19-20x2) or javelin +3 
  ranged (1d6+5/x2); Al CE; SV Fort +5, Ref +1, Wil 
  +2; Str 20, Dex 10, Con 14, Int 9, Wis 13, Cha 9; 
  Skills Climb +3, Intuit Direction +3, Jump +3, Listen 
  +5, Spot +4; Wilderness Lore +6; Feats: Power 
  Attack, Cleave; Possessions: studded leather armor, 
  orc scimitar, 2 orc javelins. 
   
   
  Conclusion A 
   
  Investigating the ring reveals an inscription on the 
  inside of a band, written in Orc. It says “I am 
  Strength”. At this point, the DM may explain to the 
  PCs exactly what the ring is, referring to Appendix IV. 
   
  Languages: Orcish 
   
  If the PCs choose not to keep it, they can sell 
  it to Ilathana, who says she is capable of destroying 
  the ring. She rewards the PCs 50 Victories for 
  retrieving such a dangerous item. 
   
  APL 1 
  Replace the two oghor guards with okogn. 
   
   
  As the rains finally end, the Elders Way twists 
  into the heart of Har’gadu and leads to The Elder 
  Wayhouse, where your adventure began. As you 
  make your way down the path, the townsfolk on 
  the street give cheers and congratulations on the 
  safe return of Jelin. The scowl from the boys face 
  seems to fade to allow a moment of happiness, 
  as he is now the child receiving the attention of 
  the thorp. 
  APL 3 
  Increase the number of oghor guards to four (the 
  maximum allowed for this encounter, as only four 
  were mentioned previously). 
   
   
  —Post Combat— 
  With the orcs slain, there is only the matter of 
  escaping from the outpost before becoming 
  overwhelmed by the orc forces dwelling on the level 
  below. 
   
  As you approach The Elder Wayhouse, 
  you see Lukas, Owin and a young woman 
  standing on the front porch of the inn. Upon 
  seeing his great-grandson again, Owin bursts 
  into tears of joy and embraces the child with both 
  arms. Lukas offers a hearty congratulations and 
  eternal gratitude. 
   
   
  CONCLUSION 
   
   
  SUMMARY: After the escape from the Black Tusk 
  outpost, the PCs return to Har’gadu with Jelin and the 
  cursed ring. Awaiting the PCs return are Owin, Lukas 
  and Ilathana from the Holy Mother’ s clergy, who has 
  arrived to greet the PCs and remove the cursed ring 
  from Jelin’s hand. After this is completed, the PCs 
  are thanked and the adventure ends. 
  DM NOTE:  At this point Lu introduces Mother 
  Ilathana, bringing Jelin into the inn and allowing her 
  to inspect the child. Ilathana notices that the boy is no 
  longer affected by any evil magic and asks the PCs 
  to explain what happened. After they tell their story, 
  read the following: 
   
  “You have removed a great trouble from this boy, 
  his family and this community. By doing so and 
  risking your lives, you have earned my trust 
  today and the trust of my clergy and I shall tell 
  them your names and the tale of your deeds in 
  this community. You are heroes in a time when 
  heroes are needed the most. Thank you. The Holy 
  Mother will most certainly reward you in the years 
  to come.” 
   
  Before the PCs are able to return to the thorp, Jelin’s 
  transformation begins its final stages. The boy, if 
  unconscious, awakes. He begins to thrash about, 
  screaming that his hand is burning. He’ll punch, kick 
  and bite anyone that is carrying him until he’s 
  dropped to the ground (his Strength is now effectively 
  18). If he’s not being carried, he falls to the ground 
  and begins rocking back and forth. 
   
  14
  
   
  As she continues to inspect the boy, Owin 
  speaks up. “Thank you again. I cannot put a price 
  on the life of my family, but I will gladly pay the 
  price we agreed to and offer you a warm meal 
  with my family tonight. It is cause for a 
  celebration and the guests of honor should 
  attend. Will you please attend? 
   
  DM NOTE:  Allow the PCs to respond. If they agree, 
  he heartily ushers the PCs to his farm for a feast and 
  a family reunion. If they decline, he respectfully 
  understands and leaves to reunite Jelin with the rest 
  of the family and make his formal apology to Tibadi 
  for his accusations. Regardless of the answer 
  however, Owin is happy to have his great-grandson 
  back and places a large cloth bag in the hands of one 
  PC, it is the payment agreed upon. 
   
   
  CONCLUSION B 
   
  As the rains finally end, the Elders Way twists 
  into the heart of Har’gadu and leads to The Elder 
  Wayhouse, where your adventure began. As you 
  make your way down the path, the townsfolk on 
  the street stare with a mixture of confusion and 
  horror as you carry the body of a small orc. 
   
  As you approach The Elder Wayhouse, 
  you see Lu, Owin and a young woman standing 
  on the front porch of the inn. Owin falls to the 
  ground when he learns that the orc before him 
  was once his great-grandson. He sobs 
  uncontrollably, pounding his fists on the ground. 
   
  Lu calls Yrumyr over, giving him the child. 
  Mother Ilathana helps Owin to his feat and leads 
  him away without comment. 
   
  “Dark times certainly are upon us if such 
  an innocent child can fall victim to such horrible 
  magic. I fear for the future, my friends.” Lukas 
  wipes a tear off his face and recomposes himself. 
  He pulls a scroll case out his pocket and forces a 
  smile. 
   
  “I had Yrumyr retrieve this for me from 
  the Home Foundation in Bet Rogala. Its magic 
  breaks curses, something I thought we may be 
  able to use. It seems we were too late. Thank you 
  for your efforts, friends. Although it may not 
  show, it is greatly appreciated.” Lu also hands 
  you a cloth bag. “Owin’s payment, as promised.” 
   
  A short time later, Yrumyr arrives with a 
  wagon to take you back to Bet Rogala. As you 
  leave the thorp of Har’gadu, the rains return. 
   
   
   
  THE END 
   
  15
  
  Appendix I:  TREASURE SUMMARY 
   
  Encounter 2 (3 day units): 
  Battle-worn studded leather armor x4 (can be sold for 7gp each) 
  Orc scimitar x4 (can be sold for 2 gp each) 
  Orc shortbow x4 (can be sold for 5 gp each) 
  Potion of cure light wounds x4 (can be sold for 30gp each) 
   
   
  Looted gold this encounter: 48 gp + 4 potions of cure light wounds 
   
   
   
  Total possible gold (with value from potions included) is 168 gp 
   
  Encounter 3 (0 day units): 
  Potion of sneaking (can be sold for 80gp)—*Only if Rolan is rescued and leads the PCs to the village of 
  Tresana. 
   
   
   
  Total possible gold this encounter (with value from potions included) is 80 gp 
   
  Encounter 4 (1 day unit): 
  Battle-worn studded leather armor x2 (can be sold for 7gp each) 
  Orc scimitar x2 (can be sold for 2 gp each) 
  Orc javelin x4 (can be sold for 1 sp each) 
  Potion of blur x2 (can be sold for 175gp each) 
  Looted gold this encounter: 18.4 gp + 2 2 potions of blur 
   
   
   
  Total possible gold (with value from potions included) is 368.4 gp 
   
  Encounter 5 (0 day units) (DM NOTE that this encounter may have been avoided): 
  Battle-worn studded leather armor x2 (can be sold for 7gp each) 
  Orc scimitar x2 (can be sold for 2 gp each) 
  Orc shortbow x2 (can be sold for 5 gp each) 
   
   
  Looted gold this encounter: 28 gp 
   
  Conclusion (3 day units): 
  40gp (or 50gp) each character for finding and returning Jelin 
   
  Total treasure this module: 
   
  94.4 gp + (40 gp (50 gp if the PCs haggled) per player) 
   
   
   
   
   
  Potion of cure light wounds x4 
   
   
   
   
   
  Potion of blur x2 
   
   
   
   
   
  Potion of sneaking 
   
   
   
   
   
  Ring of Garak Okogn 
   
  THESE REWARDS COME AT THE EXPENSE OF 7* DAY UNITS 
   
  *This number increases equally to any days spent resting or for any other delays in the PCs progress. If 
  the module ends early, modify the expenditure of day units accordingly. 
   
  16
  
  Appendix II:  EXPERIENCE POINT SUMMARY 
   
  —Encounter 1: Meeting with Yrumyr and agreeing to meet with Lukas 
    25 experience points 
   
   
  Attempting to stop the family riot in Har’gadu 
   
   
    25 experience points 
   
   
  Actually preventing the riot and agreeing to find Jelin 
   
    25 experience points 
   
  —Encounter 2: Attempting to save Rolan from the okogn  
   
   
    25 experience points 
   
   
  Actually saving Rolan from the okogn 
   
   
   
    25 experience points 
   
  —Encounter 3: Meeting with the elders of village Tresana 
   
   
    25 experience points 
   
  —Encounter 4: Getting past the oghor’s and entering the orc outpost 
   
    50 experience points 
   
  —Encounter 5: Finding Jelin and escaping from the outpost 
   
   
    25 experience points 
   
  —Conclusion: Returning Jelin to Har’gadu (regardless of whether he’s an orc) 
    25 experience points  
   
  *Discretionary Experience for Role Playing 
   
   
   
   
    50 experience points 
   
   
   
   
   
   
   
   
   
   
   
    300 experience points 
   
  17
  
  APPENDIX III:  NPCs 
   
  —The Black Tusk Clan — 
  This small clan of common orcs recently entered Pekal from regions to the south. Currently the clan 
  operates from a small outpost located in the Kamarela Mounds. The clan is identified by the use of dark 
  brown armor and clothing, accompanied by a tattered black sash that the orcs wear around their wastes. 
  However, the most notable feature of the clan members is the ritual of teeth blackening that every black 
  tusk orc undergoes as a rite of passage and initiation. Details on the groups leaders and notable 
  personalities is limited, as the clan is new to the area and currently only utilizes small raiding parties 
  against nearby caravans and travelers. Rumors have began to circulate that the clan was summoned to 
  Pekal by an unknown noble operating from Bet Rogala for purposes unknown, but this rumor has yet to 
  be confirmed or any clues surface as to why the clan would be in Pekal. 
   
  —The Elders of Tresana Village — 
  The elders of the hidden village Tresana, located in the Kamarela Mounds, are a triad of three elderly 
  golden halflings (Orbin Tericos, Flell Undros and her sister Tarina Undros) who lead and protect the 
  people of the village. There is little information regarding the village of Tresana and the elders who protect 
  it, but it is a common rumor that one or all of the elders possess the gifts of “mind magic” (psionics), which 
  would explain the elders desire for secrecy and stealth. At the current time, the elders are allowing more 
  action to be taken against the Black Tusk clan of orcs that have taken residence within the Kamarela 
  Mounds. To date, their efforts have been in vain as the orcs have killed several of the elders’ best 
  warriors and the three leaders have been forced to devise another course of action. 
   
  —Owin (mixed human), Owner of the Owin farm in Har’gadu— 
  Owin has lived in Har’gadu for many decades and his multi-building farm is the largest in the thorp (as 
  well as being the first). Owin and his wife Veka have raised six children and since have welcomed both 
  grandchildren and great-grandchildren to the ever-growing family. Owin still carries a power presence, 
  even for a man of his advanced years and his drive to protect his family grows stronger with each day. 
   
  *Role-playing Tips—Owin is a kind-hearted man. He loves children and hard workers. He 
  respects people who make their own way in life and gives aid to those he feels deserve it. He is well 
  spoken and honest. In regards to the safety of his family, nothing is more important. 
   
  *Com3/Exp3; AL NG; STR 10, DEX 10, CON 11, INT 13, WIS 14, CHA 14; hp 11 
   
  —The Honorable Lukas Trimel (Kalamaran); Honorable of Har’gadu— 
   Lukas Trimel (or “Lu” as his friends call him) is the kind-hearted Honorable of Har’gadu. In his youth, 
  Lukas was a city watchman and this mentality still drives him today. He is often referred to as, “The 
  grandfather of Har’gadu” for his presence at thorp weddings and as a councilor to all in need. 
   
  *Role-playing Tips—Lukas is a good man who genuinely loves Har’gadu and the people who live 
  there. In times of crisis, Lukas is the first to take action or lend a hand (even if his 74-year old body is less 
  than willing). He loves good stories and good food. In recent months he has also developed a fondness 
  for making pottery. 
   
  *War 2; AL LG; STR 14, DEX 12, CON 16, INT 7, WIS 9, CHA 15; hp 17 
   
  —Yrumyr (Fhokki Half-Elf), Artisan (leatherworker) in Har’gadu— 
  Yrumyr is the mysterious half-elf leatherworker from Har’gadu. While he is not very talkative, he loves to 
  listen to good stories and watch the everyday behavior of people. To the casual observer, his human 
  heritage would appear to be Kalamaran, as his hair is streaked with a deep red color. In fact, his direct 
  human lineage is Fhokki. In regards to his business, Yrumyrs’ work is top quality and he puts much of 
  himself into everything he does, as he feels a satisfied customer is a reflection of his own worth. 
   
  *Role-playing Tips— Yrumyr is a quiet man of very few words. However, in times of trouble he 
  rises to meet any challenge and works closely with Lukas Trimel (whom he views as a father figure). 
   
  *Wiz1/Rog1; AL NG; STR 11, DEX 15, CON 13, INT 14, WIS 11, CHA 11; hp 12 
   
  —Rolan Kaprana (Golden Halfling), Messenger for the village of Tresana— 
   
  18
  
  Rolan is an energetic golden halfling from the hidden village of Tresana. At 20 years of age, Rolan has 
  earned the duty of messenger for the villages’ council of elders. He is good spirited and typically does not 
  care for physicality, opting instead to run from combat. In appearance, Rolan favors loose fitting clothing 
  and typically wears his long blonde hair in a ponytail. His most striking feature is his deep green eyes, 
  which seem to display Rolan’s zest for life. 
   
  *Role-playing Tips— Rolan is a friendly jokester at heart who loves to laugh never forgets a debt 
  that he owes someone. At anytime he feels the morale of a situation dropping, he makes an extra effort to 
  put a smile on to everyone’s faces. 
  *War1; AL NG; STR 11, DEX 13, CON 13, INT 10, WIS 10, CHA 13; hp 10 
   
  —Jelin (mixed human), Great-Grandson of Owin from Har’gadu— 
  Once a quiet boy, Jelin has become an attention-starved young boy with a mean streak (caused by the 
  ring). His short, dark hair is always messed about and his clothes have become soiled and ragged. After 
  several days of walking to the Black Tusk outpost (possibly drawn there by the ring), his feet are blistered 
  and bruised, while he himself appears to malnourished. 
   
  *Role-playing Tips— Under the effects of the ring, Jelin is the embodiment of rage and anguish. 
  He has become distrusting of everyone and falls into to fits of destructive rage when approached. It is 
  possible to calm him for short periods of time, but only through pure acts of diplomacy. 
   
  —Ilathana (Kalamaran), Cleric of the Holy Mother— 
  Ilathana is a striking woman in her late 20’s. Her red hair is long and typically worn up with the raiment’s 
  of the holy mother worn proudly. She carries herself well and is never seen without a smile on her face. 
  Ilathana enjoys her trips to Har’gadu, as she like the people there and enjoys the stories of the Honorable 
  Lukas Trimel. 
   
  *Role-playing Tips— Ilathana is soft-spoken and kind. She loves to hear Lukas’ stories of his 
  youth and enjoys the food served at The Elder Wayhouse very much. 
  *Clr5; AL LG; STR 11, DEX 11, CON 12, INT 10, WIS 15, CHA 13; hp 32 
   
   
  19
  
  APPENDIX IV:  The Ring of Garak Okog 
   
  DM NOTE: The Ring of Garak Okog is a chance for PCs to play Orc characters, using the 
  information documented in Fury in the Wastelands. To be cursed by this ring is the PCs CHOICE. 
  If he wears the ring and does not want any of its affects, nothing happens and the ring can be 
  sold. If he chooses to keep the ring, however, the PC must accept all the consequences that go 
  with it. Those PCs that have their alignment changed to evil are removed from the campaign. The 
  PC MUST be made aware of all the benefits and drawbacks of this item before it is accepted. 
   
   
  The wearer of this ring must willfully choose to keep it. Once accepted, the ring can only be removed by a 
  remove curse, limited wish, wish or miracle spell. After the ring has been accepted, the PC must make a 
  will save DC 13. The DC increases by +1 for Fighters and Rangers and +2 for Barbarians. A failed will 
  save moves the PC's alignment one step closer to evil (thus a Chaotic Good character becomes Chaotic 
  Neutral and a Lawful Neutral character becomes Lawful Evil). If a PC becomes evil, his character is 
  removed from the campaign without exception. As an amendment to the core rules, a PC may willfully fail 
  this saving throw if a neutral alignment would fit his new character concept. Barbarians are not allowed to 
  rage during this saving throw. It takes place after the module has been completed and is considered 
  meta-gaming. 
   
  Until the PC levels, the Ring of Garak Okog grants him the ability to rage as a barbarian of equivalent 
  character level. This bonus stacks with a barbarian's class ability to rage so that a 1st level barbarian 
  could rage twice a day. Once the PC levels, this ability is lost. 
   
  Once the PC reaches his next character level, he changes race to an Orc (a "common" orc as described 
  in Fury in the Wastelands: the Orcs of Tellene). If the PC levels during Burial Mounds the change 
  happens instantaneously. A transformed PC loses any ability score modifiers based on previous race and 
  applies those of an Orc. Any bonus feats and skill points for being human are also lost. He may trade any 
  and/or all of his current levels for an equivalent number of levels in Barbarian and that class becomes his 
  new favored class. This trade also permits the changing of any and all feats and skills previously taken. 
  This is of note as Orcs speak their own language and are considered illiterate regardless of class. To 
  read and write, the appropriate amount of skill points must be spent. This new Orc PC has no memory of 
  his former life, languages or history. Players are encouraged to develop a character around this idea of 
  loss and the search for the past. In terms of game mechanics, the character is considered to have been 
  an Orc from character creation and has no benefits of his previous incarnation. 
   
  Once the change has happened, the PC can only regain his original form through a wish or miracle spell, 
  but such a change does not restore any traded levels, skills or feats. 
   
  The Ring of Garak Okog may not be removed even after the change has happened without a remove 
  curse, limited wish, wish or miracle spell. While worn, the transformed PC is considered to be an heir of 
  Garak Okog by other common Orcs and gains a +4 racial bonus to all charisma based skills when dealing 
  with those of his race (but not other sub-breeds of Orc) and his charisma is considered to be four points 
  higher in terms of leadership when recruiting common Orc followers. 
   
  Please note that, although Orcs as a race are villainous, there are exceptions. This cert does not provide 
  license to any player to violate the rules of the campaign in terms of inter-player combat or the rules of the 
  RPGA and the ethics of good play. Likewise, although Hobgoblins are suspected of being sinister, some 
  have proven their worth. Orc PCs are considered to be of a similar lot. Other PCs are not permitted to 
  attack the player simply based on race. Race should be made known to the table immediately and if it is 
  still an issue, players should change tables to accommodate as many players as possible. 
   
  20
  
  APPENDIX V:  Map of the Okogn Ambush Site 
   
   
   
   
   
  21
  
  APPENDIX VI:  Map of the Black Tusk Outpost 
   
   
   
   
   
   
  22
  
   
  23
  After Action Report 
   
  Based on the decisions the players made during the course of this module, it will affect 
  the actions and possibilities of future modules. Please take a moment to respond to the 
  following questions so that we may better determine the course of the campaign. 
   
   
  • Did the PCs haggle with Owin for more money? 
  • Did the PCs save Rolan? 
  • Did they accompany him to the village of Tresana? 
  • Were there psions in the group and did they believe Orbin’s message? 
  • Did the PCs find the Black Tusk lair? 
  • Did they rescue Jelin? 
  • Were the anuks alerted to their presence? 
  • Did Jelin turn into an orc? 
  • Did a PC choose to keep the Ring of Garak Okogn? 
   
  Please return this form to the Living Kingdoms of Kalamar representative at your 
  convention or email the results to joe@kenzerco.com with “Burial Mounds AAR” in the 
  subject line. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK07 Burial Moundsr1.pdf